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What is the general exchange rate for items? It seems like there are a few different currencies at the moment:
- Player cards (temporary I guess until TI3 ends) - Random Rares - Keys - Cash?
Let me know if I missed one. So my question is what is the exchange rate between these? Just trying to get a better idea how much things are worth. Hifriend mentioned above that 3 chests = 1 random rare. I assume keys are more valuable than Random Rares? If so, how many RR = 1 key? Do player cards fit into this equation?
I'm taking a look at dota-trade.com and they seem to list most items in cash or key value. Are keys the primary currency?
Last question for now, would I be correct in assuming that a Cleft Hawk's Call item is about 1 key in value?
I'm not sure if this belongs in the Item Trading thread or in this one, so let me know if this should go in another thread.
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I completed all my predictions for my compendium but no cleft hawk's call. Why
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Why has treant fallen out of favor in the competitive scene(ti3)?
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Lalalaland34504 Posts
On August 11 2013 07:40 Fealthas wrote: Why has tree ent fallen out of favor in the competitive scene(ti3)? The way that Icefrog changed Living Armor resulted in him becoming a very level dependent support.
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On August 11 2013 07:42 Firebolt145 wrote:Show nested quote +On August 11 2013 07:40 Fealthas wrote: Why has tree ent fallen out of favor in the competitive scene(ti3)? The way that Icefrog changed Living Armor resulted in him becoming a very level dependent support. He looks perfect to me for these Chinese teams who love 10 hour turtle farm fests. But seeing how the IG vs tongFu match turned out maybe I shouldn't be sad to see him go.
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Lalalaland34504 Posts
On August 11 2013 07:49 Fealthas wrote:Show nested quote +On August 11 2013 07:42 Firebolt145 wrote:On August 11 2013 07:40 Fealthas wrote: Why has tree ent fallen out of favor in the competitive scene(ti3)? The way that Icefrog changed Living Armor resulted in him becoming a very level dependent support. He looks perfect to me for these Chinese teams who love 10 hour turtle farm fests. But seeing how the IG vs tongFu match turned out maybe I shouldn't be sad to see him go. Treant is all about winning the laning phase. There are many superior supports for turtle strats. For one thing Treant doesn't give you any anti-push to help turtle.
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Can abaddon be played as a 3 offlaner? I play him a fair bit as 4-5 and I'm curious to see if he could do the offlane well.
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You can offlane solo against a lot of dual lanes, max shield and spam it on creeps to completely infuriate the carry. Wont work against any more than 1 stun when the opponents are competent
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Question, what are peoples opinion on skywrath vs bat mid? (Competitive, not pub) Is Skywrath a decent counter? Should pros consider this (silence is really good vs many popular heroes)?
The matchup should favour skywrath given no ganks from the supports imo due to bolt for damage and concussive for antidiving from bat(don't even need to face the bat).
I have a hard time seeing how bat could survive till he gets some killpower.
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Skywrath is a really good laner, but he is just really easy to gank. So even though 1v1 he'd win, a roaming support from the Batrider's team could easily kill him or make him scared enough to get out of lane.
IDK who'd win...it could easily favor Skywrath (someone more knowledgeable of mid matchups could answer), but people don't pick him because he is just lackluster in every other aspect.
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Ok, so this might be a weird question, but are there any items (besides boots, or something everyone builds) that every team should have?
I'm switching from LoL, and in that game there is an item called aegis of the legion which is an aura resistance item that gives a lot of armor and magic resist. It's common in low level games where one team will lose solely because you didn't know how important it is for your team to have this item. Are there any items like this in DotA? Sometimes I feel like our team doesn't have the right items and I don't know what's going wrong and we lose because of these kinds of mistakes.
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On August 11 2013 13:14 Arisen wrote: Ok, so this might be a weird question, but are there any items (besides boots, or something everyone builds) that every team should have?
I'm switching from LoL, and in that game there is an item called aegis of the legion which is an aura resistance item that gives a lot of armor and magic resist. It's common in low level games where one team will lose solely because you didn't know how important it is for your team to have this item. Are there any items like this in DotA? Sometimes I feel like our team doesn't have the right items and I don't know what's going wrong and we lose because of these kinds of mistakes.
Mekanism - For healing your team during teamfights. Drums - For movement- and attackspeed aura + active boost. Ring of Basilius/Aquila - Armor aura which is nice for pushing.
Later on it's nice, but not a must, to have: Forcestaff - Push yourself or allies away from harm or use to catch up to enemies. (Or push enemies into harm.) Pipe - Gives your entire team some protection from magic damage. Assault Cuirass - Armor for your team, minus armour for the enemy team. Vladimir's offering - Armor, lifesteal (for melee), damage increase for your team.
Of these items, mekanism is the really important one, it makes a huge difference in teamfights if one team has it but not the other. If you get hit all your friends with the heal it's a 1250 hp boost + some armor.
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On August 11 2013 13:14 Arisen wrote: Ok, so this might be a weird question, but are there any items (besides boots, or something everyone builds) that every team should have?
I'm switching from LoL, and in that game there is an item called aegis of the legion which is an aura resistance item that gives a lot of armor and magic resist. It's common in low level games where one team will lose solely because you didn't know how important it is for your team to have this item. Are there any items like this in DotA? Sometimes I feel like our team doesn't have the right items and I don't know what's going wrong and we lose because of these kinds of mistakes.
Absolutely.
Generally every team should have a (single) mek, (aoe heal), a (single) pipe (aoe castable magic damage shield), and a couple arcane boots (aoe mana restore, stackable). The pipe doesn't generally need to come until you're ready to start pushing, but generally an early mek can be huge.
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United States47024 Posts
On August 11 2013 13:06 Whole wrote: Skywrath is a really good laner, but he is just really easy to gank. So even though 1v1 he'd win, a roaming support from the Batrider's team could easily kill him or make him scared enough to get out of lane.
IDK who'd win...it could easily favor Skywrath (someone more knowledgeable of mid matchups could answer), but people don't pick him because he is just lackluster in every other aspect. Skywrath is good where Batrider is weak and where it's necessary to beat him (long-range harassment). It comes down to whether Batrider can force a kill at the critical levels where he can (level 2, level 6, possibly some other point where he uses a rank 1 Flamebreak to blast Skywrath into a position where he can go on him). Otherwise Batrider gets harassed out of lane.
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On August 11 2013 13:32 TheYango wrote:Show nested quote +On August 11 2013 13:06 Whole wrote: Skywrath is a really good laner, but he is just really easy to gank. So even though 1v1 he'd win, a roaming support from the Batrider's team could easily kill him or make him scared enough to get out of lane.
IDK who'd win...it could easily favor Skywrath (someone more knowledgeable of mid matchups could answer), but people don't pick him because he is just lackluster in every other aspect. Skywrath is good where Batrider is weak and where it's necessary to beat him (long-range harassment). It comes down to whether Batrider can force a kill at the critical levels where he can (level 2, level 6, possibly some other point where he uses a rank 1 Flamebreak to blast Skywrath into a position where he can go on him). Otherwise Batrider gets harassed out of lane.
I have a hard time seeing how bat can force a kill against concussive shot if the SW is even remotely intelligent with positioning.
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skywrath wins mid pretty comfortably 1v1 against bat edit: the only issue is skywrath is too easy to pick off and he doesnt scale that well
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United States47024 Posts
On August 11 2013 13:53 Daaktard wrote:Show nested quote +On August 11 2013 13:32 TheYango wrote:On August 11 2013 13:06 Whole wrote: Skywrath is a really good laner, but he is just really easy to gank. So even though 1v1 he'd win, a roaming support from the Batrider's team could easily kill him or make him scared enough to get out of lane.
IDK who'd win...it could easily favor Skywrath (someone more knowledgeable of mid matchups could answer), but people don't pick him because he is just lackluster in every other aspect. Skywrath is good where Batrider is weak and where it's necessary to beat him (long-range harassment). It comes down to whether Batrider can force a kill at the critical levels where he can (level 2, level 6, possibly some other point where he uses a rank 1 Flamebreak to blast Skywrath into a position where he can go on him). Otherwise Batrider gets harassed out of lane. I have a hard time seeing how bat can force a kill against concussive shot if the SW is even remotely intelligent with positioning. Under most normal circumstances, he can't. But there are a couple common errors that the Skywrath can make that gives the Bat a shot at a kill (e.g. getting hit by a good Flamebreak so you're directly on top of him, not dropping Napalm stacks soon enough, or getting baited into using Concussive so that he has the chance to go on you again before it comes off CD).
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What's the difference between push and anti-push. Any hero good at pushing (ie good creep clearing) should arguably be fit for either role. Or is because one hero has good creep clearing coupled with escape or solo capabilities and another one is better in a defensive set-up?
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On August 11 2013 16:45 Incognoto wrote: What's the difference between push and anti-push. Any hero good at pushing (ie good creep clearing) should arguably be fit for either role. Or is because one hero has good creep clearing coupled with escape or solo capabilities and another one is better in a defensive set-up?
Pushing -> Furion, Chen, Enchantress Anti-push ->KotL
Pushing with neutrals that can help kill the wave faster AND tank tower hits so your push lasts longer, does more damage. Just because KotL can illuminate the wave doesn't mean he helps with the push much. KotL has spammable AoE that can also damage heroes and force them to decide against a push. There are some heroes that can push and anti-push, like pugna, so pushing and anti-push aren't mutually exclusive.
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