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Simple Questions, Simple Answers - Page 563

Forum Index > Dota 2 Strategy
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Firebolt145
Profile Blog Joined May 2010
Lalalaland34510 Posts
August 12 2013 00:05 GMT
#11241
On August 12 2013 09:02 Lavitage2 wrote:
When watching a pro game in progress is there a way to see what the hero bans were?

No.
Moderator
EtherealBlade
Profile Joined August 2010
660 Posts
August 12 2013 01:40 GMT
#11242
On August 12 2013 05:12 Whole wrote:
When do you not want to upgrade your Ring of Basilius into a Ring of Aquilia when playing heroes like Gyro, Luna, Weaver, ect.?


When you feel you can farm something more useful than a Wraith Band, which is almost always unless you're on a terrible lane.
synapse
Profile Blog Joined January 2009
China13814 Posts
August 12 2013 04:57 GMT
#11243
On August 12 2013 05:13 Andr3 wrote:
Is it worth leaving a single creep alive in the enemy jungle camps to deny some farm at the expense of your own? Such as the small wildkin, small satyr etc.

10-20 gold to deny 100 gold from the enemy. unless you REALLY need that last 20 gold to finish some big item or have buyback before a fight or something, yes it's definitely worthwhile.
:)
Arisen
Profile Blog Joined October 2010
United States2382 Posts
August 12 2013 05:00 GMT
#11244
So, I don't really understand how the Matchmaking works in DotA, but wherever I'm at, just about everyone randoms, which can lead to really bad teams (ignoring anything like smurfs, feeders, afk's, etc). What is the best way to choose your hero in these games?

Should i be waiting to pick last and trying to round out the team, or should I be running a carry mid to just try to get farm or something like that? (i've tried going carry in the safe lane, but you almost never have a support, you have to fight for last hits with a lane mate, and they will probably auto attack the lane and push it anyway).

Furthermore, how do you know when you're at a point in the matchmaker where you can play a regular game?
"If you're not angry, you're not paying attention"
hacklebeast
Profile Blog Joined April 2010
United States5090 Posts
August 12 2013 05:07 GMT
#11245
On August 12 2013 05:13 Andr3 wrote:
Is it worth leaving a single creep alive in the enemy jungle camps to deny some farm at the expense of your own? Such as the small wildkin, small satyr etc.

If you have good maps position now, there is a decent chance you have good map position 30 seconds from now when the creeps spawn, and you end up denying yourself. It depends if you think you will be able to continue to farm their jungle in the near future. But if you know that you will not be able to continue too farm (i.e. you are just passing through with a midas), then yea, go for it.
Protoss: Best, Paralyze, Jangbi, Nal_Ra || Terran: Oov, Boxer, Fantasy, Hiya|| Zerg: Yellow, Zero
Dead9
Profile Blog Joined February 2008
United States4725 Posts
August 12 2013 05:10 GMT
#11246
depends how good you are
if you're better than everyone else just go mid and win the game
otherwise wait til the end and try to round out the team
if you don't really care just hit the random button
if you're playing ap you'll get a ton of randoms even at the top of mm

leaving a small creep is a mild annoyance at best, it takes a couple of seconds to clear. it doesn't make much of a difference because they'll just do a quick rotation through the jungle to clear everything and wait til the next minute. plus if you have map control you can't farm their jungle if you leave small creeps
njt7
Profile Joined August 2012
Sweden769 Posts
August 12 2013 05:11 GMT
#11247
People random heroes at all skill levels. If you want to play "regular" games find four mates to play with. If you want everything in solo queue (flying, wards, dust, sentries) play offlane only and buy everything yourself.
"All the casters who flamed me ever for anything."
Whole
Profile Blog Joined May 2010
United States6046 Posts
August 12 2013 05:11 GMT
#11248
On August 12 2013 14:00 Arisen wrote:
So, I don't really understand how the Matchmaking works in DotA, but wherever I'm at, just about everyone randoms, which can lead to really bad teams (ignoring anything like smurfs, feeders, afk's, etc). What is the best way to choose your hero in these games?

Should i be waiting to pick last and trying to round out the team, or should I be running a carry mid to just try to get farm or something like that? (i've tried going carry in the safe lane, but you almost never have a support, you have to fight for last hits with a lane mate, and they will probably auto attack the lane and push it anyway).

Furthermore, how do you know when you're at a point in the matchmaker where you can play a regular game?

Personally when I ran into constant randoms, I just waited and picked to my teams needs...but if you want to personally beat matchmaking, you need to instant lock mid, high impact, snowball heroes (QoP is a good example....makes bigs plays and transitions well late game) and carry your team.
Arisen
Profile Blog Joined October 2010
United States2382 Posts
August 12 2013 07:19 GMT
#11249
On August 12 2013 14:11 njt7 wrote:
People random heroes at all skill levels. If you want to play "regular" games find four mates to play with. If you want everything in solo queue (flying, wards, dust, sentries) play offlane only and buy everything yourself.


Do teams have no carries and no supports at high levels? because that's what i run into a lot. I know reaching a high mmr doesn't mean that evreyone is super serious, etc, but it seems without at least some semblance of a regular composition (at least 1 support, 1 carry for example), you probably aren't going to have a good game.
"If you're not angry, you're not paying attention"
Whole
Profile Blog Joined May 2010
United States6046 Posts
Last Edited: 2013-08-12 08:37:07
August 12 2013 08:35 GMT
#11250
On August 12 2013 16:19 Arisen wrote:
Show nested quote +
On August 12 2013 14:11 njt7 wrote:
People random heroes at all skill levels. If you want to play "regular" games find four mates to play with. If you want everything in solo queue (flying, wards, dust, sentries) play offlane only and buy everything yourself.


Do teams have no carries and no supports at high levels? because that's what i run into a lot. I know reaching a high mmr doesn't mean that evreyone is super serious, etc, but it seems without at least some semblance of a regular composition (at least 1 support, 1 carry for example), you probably aren't going to have a good game.


Teams are just as random as they are at my border line High/Very High MMR. I could try generalizing the games to you, but honestly, they're just random like all pub games. Sometimes your hardest carry will be a Necrolyte, and sometimes your best support will be a Slardar. My advice is to just find some friends. It's the only thing to do if you want a "regular composition."
Rider517
Profile Joined June 2011
70 Posts
August 12 2013 09:36 GMT
#11251
hi again,

another noob question from a new player: how do you deal with ranged heroes as a melee or short ranged hero while laning? i try to stay in range to get exp but if i try to last hit, they just keep me away and i end up underfarmed and pretty useless to my team, so what to do?
Firebolt145
Profile Blog Joined May 2010
Lalalaland34510 Posts
August 12 2013 10:09 GMT
#11252
On August 12 2013 18:36 Rider517 wrote:
hi again,

another noob question from a new player: how do you deal with ranged heroes as a melee or short ranged hero while laning? i try to stay in range to get exp but if i try to last hit, they just keep me away and i end up underfarmed and pretty useless to my team, so what to do?

Get a stout shield. It does incredible things for your survivability in the early game.
Moderator
Louis8k8
Profile Joined December 2011
Canada285 Posts
Last Edited: 2013-08-12 13:32:17
August 12 2013 13:30 GMT
#11253
In a beginner level solo pub game, if I jungle Ursa, what sort of team participation should I have before vlad->roshan->phase boots? I prefer being lane-active after phase boots. But before that, I jungle and want to rush to my mid-game. I feel bad if I ignore my teamates at the start though.

At my level, there's no guarantee how well my teammates do on their lanes (like OD mid losing to a KotL). Is it better to help team mates in early game so they don't feed, or can Ursa spiral out of control if jungling uncheck and carry?

I do my own ward jungle so me getting ganked is unlikely. I can probably get ganked at roshan, I haven't thought much on that yet.

In the initial hero choices, what do I look for as an indicator that I shouldn't choose ursa? The only thing I look for atm is who is support and who is solo mid (usually always present). Should I care at all about other team comp?
evilfatsh1t
Profile Joined October 2010
Australia8947 Posts
August 12 2013 13:50 GMT
#11254
at beginner levels you dont need to help teammates with anything if youre good enough. just enjoy your uninterrupted farm and pick them off one by one until you get so big that you pretty much 1v5 them. ursa can definitely get out of control if he isnt shutdown. avoid blinkers and heavy stunners. you cant solo kill a blinker until you get hex, and stunners might be hard depending on how farmed/leveled you are vses them etc.
Louis8k8
Profile Joined December 2011
Canada285 Posts
August 12 2013 14:26 GMT
#11255
On August 12 2013 22:50 evilfatsh1t wrote:
at beginner levels you dont need to help teammates with anything if youre good enough. just enjoy your uninterrupted farm and pick them off one by one until you get so big that you pretty much 1v5 them. ursa can definitely get out of control if he isnt shutdown. avoid blinkers and heavy stunners. you cant solo kill a blinker until you get hex, and stunners might be hard depending on how farmed/leveled you are vses them etc.

Hex is sheep stick? I didn't know that was an item for Ursa. Is that only for Ursa with lacking team support?
Oukka
Profile Blog Joined September 2012
Finland1683 Posts
August 12 2013 14:28 GMT
#11256
On August 12 2013 22:30 Louis8k8 wrote:
In a beginner level solo pub game, if I jungle Ursa, what sort of team participation should I have before vlad->roshan->phase boots? I prefer being lane-active after phase boots. But before that, I jungle and want to rush to my mid-game. I feel bad if I ignore my teamates at the start though.

At my level, there's no guarantee how well my teammates do on their lanes (like OD mid losing to a KotL). Is it better to help team mates in early game so they don't feed, or can Ursa spiral out of control if jungling uncheck and carry?

I do my own ward jungle so me getting ganked is unlikely. I can probably get ganked at roshan, I haven't thought much on that yet.

In the initial hero choices, what do I look for as an indicator that I shouldn't choose ursa? The only thing I look for atm is who is support and who is solo mid (usually always present). Should I care at all about other team comp?


If you see the opponents offlane pushing to your tower and their heroes not backing away you should consider if you can kill them. If your laners have a ranged stun or two, or at least heavy slows you should alert them and get closer while still out of enemies sight. Then you run in and scream/ping/pray furiously and go kill them. You can do it barehanded if your teammates bear with you...
I play children's card games and watch a lot of dota, CS and HS
TheYango
Profile Joined September 2008
United States47024 Posts
August 12 2013 14:36 GMT
#11257
On August 12 2013 23:26 Louis8k8 wrote:
Show nested quote +
On August 12 2013 22:50 evilfatsh1t wrote:
at beginner levels you dont need to help teammates with anything if youre good enough. just enjoy your uninterrupted farm and pick them off one by one until you get so big that you pretty much 1v5 them. ursa can definitely get out of control if he isnt shutdown. avoid blinkers and heavy stunners. you cant solo kill a blinker until you get hex, and stunners might be hard depending on how farmed/leveled you are vses them etc.

Hex is sheep stick? I didn't know that was an item for Ursa. Is that only for Ursa with lacking team support?

No, it's good for Ursa in many situations.

The thing is, Ursa's inherent damage is so high that there's not really a need to use every slot for a damage/defensive item. Sheep is good because it's far more important for Ursa to have lockdown to keep someone in place long enough for you to kill them.
Moderator
Alur
Profile Blog Joined March 2008
Denmark3900 Posts
August 12 2013 14:42 GMT
#11258
On August 12 2013 23:26 Louis8k8 wrote:
Show nested quote +
On August 12 2013 22:50 evilfatsh1t wrote:
at beginner levels you dont need to help teammates with anything if youre good enough. just enjoy your uninterrupted farm and pick them off one by one until you get so big that you pretty much 1v5 them. ursa can definitely get out of control if he isnt shutdown. avoid blinkers and heavy stunners. you cant solo kill a blinker until you get hex, and stunners might be hard depending on how farmed/leveled you are vses them etc.

Hex is sheep stick? I didn't know that was an item for Ursa. Is that only for Ursa with lacking team support?

Hex is my usual pickup on Ursa after blink (+ bkb when needed). Consider that Ursa's damage potential is huge even with few items, this means that your main concern is just being able to actually hit people - hex is a great way to deal with that issue, and gives you great solo killing potential. Basher is also an option, less reliable but good if you're up against a lot of magic immunity/linkens.

AKA No can Dazzle | https://www.youtube.com/watch?v=PlTpX7z3Pok
TL+ Member
ShadoWYP
Profile Joined February 2012
Germany83 Posts
August 12 2013 16:14 GMT
#11259
Why Wisp is considered as a broken hero atm? I still dont fully understand yet :/ (please dont tell me, just watch last games with wisp, 100%winrate blabla)
TheYango
Profile Joined September 2008
United States47024 Posts
August 12 2013 16:18 GMT
#11260
On August 13 2013 01:14 ShadoWYP wrote:
Why Wisp is considered as a broken hero atm? I still dont fully understand yet :/ (please dont tell me, just watch last games with wisp, 100%winrate blabla)

Wisp is probably the strongest map control/gank hero in a version that is heavilly centered around map control, split-pushing, and vision control. Wisp and Bat are the two heroes with ganking power strong enough to essentially lock down the entire map once you assert vision control with a gem/etc.--but Wisp has the distinct advantage over Bat that he also enables a hero on your team as a split-pusher as well.
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