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It is a ported mechanic for wc3. A lot of changes(from the original) etc. are told to the community via changelogs or simply found out by inquisitive users.
Also there's a list of intended changes, known bugs.
How people know about original wc3/dota1 mechanics was probably the dota allstars forum, which got deleted years ago(long story).
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582 Posts
so I was playing with a friend, I did not realize he was @ level 50 and I just started I am @ level 20.
He says he does not play much but he got compendium.
Does it only sell every The international? Is there no way to get more XP now?
Is it true that when you are in a higher level = more chance of getting mythical stuff?
Also another question, he gave me all his common items because he said: "I have been deleting them, I want to get uncommons, commons hinders the chance of looting uncommons" is that true?
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On September 19 2013 21:28 woreyour wrote: so I was playing with a friend, I did not realize he was @ level 50 and I just started I am @ level 20.
He says he does not play much but he got compendium.
Does it only sell every The international? Is there no way to get more XP now?
Is it true that when you are in a higher level = more chance of getting mythical stuff?
Also another question, he gave me all his common items because he said: "I have been deleting them, I want to get uncommons, commons hinders the chance of looting uncommons" is that true? 1. its only available during the international and a few months preceding it. 2. no. 3. no.
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On September 19 2013 21:28 woreyour wrote: so I was playing with a friend, I did not realize he was @ level 50 and I just started I am @ level 20.
He says he does not play much but he got compendium.
Does it only sell every The international? Is there no way to get more XP now?
Is it true that when you are in a higher level = more chance of getting mythical stuff?
Also another question, he gave me all his common items because he said: "I have been deleting them, I want to get uncommons, commons hinders the chance of looting uncommons" is that true?
I feel like, item drops are getting worse and worse. 112 level here and I fill with joy when an uncommon item drops. Maybe RNJesus doesn't like me. There were some other xp boosters but I forget if they are purchasable or not.
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The drop rate is almost certainly... dropping.
At least, I remember back in the day it was normal to see two or three commons/uncs drop game. These days it seems like you get ten chests each and then maybe some guy will get a common once every five games.
There's going to be some confirmation bias in there, but there's no way the non-chest droprate is as high as in the good 'ol days.
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Yango, teach us how to win with sniper please. He feels like one of the worst carries at the moment, just because of his weak early and mid game.
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well I'm not sure whether to post it here or in tech support SQSA, but as it is related to Dota2 I guess I can try here first.
I have 2 friends playing Dota2, and I have been playing with them individually just fine(only either 1 of them in the party at given moment). but when both of them are in the same party together, one particular guy just cannot load the game no matter what game mode we tried (normal mm, private lobby etc) this is so weird I dont even know how to find solution on google T_T may be someone experience it before can help ples?
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Sniper's all about positioning. Stay way the hell back and when in doubt, run. You don't do a lot of damage FAST but you keep doing damage at an obscene range so the longer a fight is the happier you are (usually). Just keep plinking away and your opponents die eventually.
Also don't pick him unless you have a "front line" of teammates (heroes like tidehunter who you can stay behind and who will stop the opponents in their tracks if they try to charge at you).
Maxing shrapnel is pretty legit these days with its ridiculous range (more than your screen basically) and because it hits towers. You need a mana-regen item for this to be functional though (think bottle early, ixmike88 likes to go orchid).
Sorry I'm not yango tho.
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I tried out treads drum forcestaff into mkb or mjolnir on Sniper as an alternative to shadowblade for surviveability/positioning, but found it underwhelming. Shadowblade is probably still his best first item even if it's countered by a 180 gold item.
edit: It goes without saying though that if you ask a question in this thread you're asking Yango. This is pretty much his public pm box: Ask Yango!
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United States47024 Posts
You need like 4 items for Sniper to be useful regardless. There's not really a combination of 1-2 items that will really feel good on him unless you're at the level where Lothar's is a get out of jail free card.
The hero basically needs something like Manta+Bfly+Lifesteal+sometimes BKB+1 damage item to really feel impactful in teamfights. At the same time he doesn't have the farming capability to get there easily unless your team is babying you the whole game.
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Mike has seriously had some reasonable success in NEL picking sniper with a bunch of front line heroes (tide especially), going mid with shrapnel max (for the free T1 tower), and then building lothars -> orchid and then making the other team take bad fights by spamming shrapnel on towers and ult on heroes whenever anything is in the 2000 range of his abilities. He bans initiators like Storm and wins when the other team either gets whittled away or initiates into ravage etc. If the other team opts to farm it out, well sniper with lots of items is pretty dumb (he goes MKB or often just rapier depending on how reasonable a rapier is). If nothing else sniper is the easiest high-ground hero in dota.
It probably loses to an AM every time but its not completely unsound. The issue is you need the team built around it etc etc.
Again, I'm not saying its competitively viable but you can pull it off in highish level inhouses so most people are vs much worse opposition. And it looks hilariously fun.
Skill Build: Level 1 Headshot, max shrapnel by 7 and Take Aim by 10, take ult when available and everything else is situational.
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United States47024 Posts
He bans initiators like Storm and wins when the other team either gets whittled away or initiates into ravage etc. This part's actually pretty important though, and most people aren't playing -CM.
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I'd think yasha + bkb would be more impactful than a full manta on him, with just 900 gold difference.
Is butterfly really worth getting on him? I wouldn't think he has the hp for evasion to really matter. I'd think his core 3 items are bkb, mkb, mjolnir with a drum or vitality booster.
The orchid idea seems decent though-- get treads and bracer/vitality then make the orchid-- gives you the mana and mana regen to use assassinate every time you see someone as well as to spam shrapnel on towers or for scouting, etc. If someone tries to jump on you, you silence and shoot/run.
Is lifesteal really necessary? A common way to build Luna is tranquil aquila drum bkb manta, which doesn't have any lifesteal until after the manta or even after butterfly; and her str growth is only marginally better than sniper's, while her range is far inferior.
His inability to farm is problematic, but he's not different in that regard to carries like Chaos Knight or a PA not making bfury and other ganking carries. Just needs some item and team combination to enable him to be effective in fights/pushes. He can help give his team a strong 5man at a timing where the other team can't group as such depending on their carry. Sniper can just put his team in a perpetual state of sieging, and because of Shrapnel and range have the capacity to highground if it gets to that point.
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United States47024 Posts
Butterfly is more or less your 4th or 5th item just because by that point it's inherent cost-effectiveness for most Agi carries starts to outweigh everything else. Manta is strong simply because it supplements your ability to siege towers, which as mentioned, is one of Sniper's strong points.
On September 20 2013 00:58 Nightmarjoo wrote: Is lifesteal really necessary? A common way to build Luna is tranquil aquila drum bkb manta, which doesn't have any lifesteal until after the manta or even after butterfly; and her str growth is only marginally better than sniper's, while her range is far inferior. Lifesteal is also a lategame consideration like BFly. You don't need it early (and it should rarely be bought early), it's just that once you are reaching 4th/5th item (e.g. Manta+BKB+damage item) Evasion and Lifesteal become fundamentally cost-effective enough at that point to be a big deal.
On September 20 2013 00:58 Nightmarjoo wrote: His inability to farm is problematic, but he's not different in that regard to carries like Chaos Knight or a PA not making bfury and other ganking carries. Just needs some item and team combination to enable him to be effective in fights/pushes. He can help give his team a strong 5man at a timing where the other team can't group as such depending on their carry. Sniper can just put his team in a perpetual state of sieging, and because of Shrapnel and range have the capacity to highground if it gets to that point. It's very different from CK and PA because CK and PA have up-front combat power even before they have a major item. Sniper needs to complete 1-2 major items to have any combat power, and realistically needs 3-4 before he starts controlling fights.
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Am I the one who maxes head shot and forget shrapnel completely? It has a %40 chance 90 damage bonus at level 7 for god sake.
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United States47024 Posts
On September 20 2013 01:27 Laserist wrote: Am I the one who maxes head shot and forget shrapnel completely? It has a %40 chance 90 damage bonus at level 7 for god sake. You're overrating the damage by a lot--you have to break it down to it's average per-rank gain. Compare the per-rank gains to other skills. Each rank adds 25 damage on 40% proc, which means that it's an average +10 damage. Luna's Lunar Blessing adds 8 damage, but it's reliable damage so it aids last-hitting as well, and is an aura so it helps your team.
Even if you're not going to max Shrapnel first, Take Aim max is preferable to Headshot--properly abusing the extra range increases your harassment potential more overall than slightly more Headshot proc damage, particularly since once your range gets long enough you can get a lot more free harass without disrupting creep equilibrium, and having longer range makes your farming safer overall.
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On September 20 2013 01:27 Laserist wrote: Am I the one who maxes head shot and forget shrapnel completely? It has a %40 chance 90 damage bonus at level 7 for god sake. Yes you are. I've lost games because my snipers do that.
If you want to forget shrapnel (bad but I can see why), then max take aim. You get like 3 or 4 hits in with sniper early before items kick in unless you have max take-aim for range. 1 in headshot is awesome, but the next levels are unreliable damage that doesn't help you last-hit or anything. Its like phase-boots level of damage for those 3 points, whereas you could get enough range to be more or less untouchable.
Like, sniper really doesn't get to hit heroes that much at that stage in the game, hitting creeps with headshot is useless since it doesn't erally make it easier to lasthit (unless you are willing to lasthit 40% of creeps LOL) and headshot doesn't hit towers (one of the things that sniper is good at early).
Simply speaking, the range on take-aim is more damage than the levels of headshot because you hit more enemies longer and spend less time running your squishy ass away as fast as you can.
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On September 20 2013 01:27 Laserist wrote: Am I the one who maxes head shot and forget shrapnel completely? It has a %40 chance 90 damage bonus at level 7 for god sake.
This is what a vast majority of people do, everyone underestimates the power of shrapnel. It's not particularly that the skill is AMAZING, it is very good but it is the only utility sniper has at his disposal.
I'm really not a big fan of Manta on sniper at all, I think it's an utter waste as a 1st/2nd/3rd item, even 4th. Yes his strength is sieging, and in most cases you play to your Dota hero's strength, but Snipers weaknesses are too huge and need to be compensated first imo.
You either go pure glass-cannon or standard/defensive. I usually go Phase, Drums, Wand, 1 Wraith, TP, and Yasha. Then generally into BKB or Desolator. Another alternative is Shadowblade in place of the Yasha.
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But Manta is awesome because it is a defensive item with good offensive power no ? Manta illusions aid in the overall dps by quite a lot. It also helps you run faster, hit a little harder and much faster, create confusion with illusions, add an orge club worth of hp, some mana for headshot spam. What's not to love about Manta ?
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