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On October 27 2013 04:54 synapse wrote:Show nested quote +On October 27 2013 02:35 Blitzkrieg0 wrote:On October 27 2013 02:27 synapse wrote:so i got an abandon (due to blue screen) then rejoined and helped my team win, and it gave me a loss but no low priority queue. whats up with that? id rather have the low priority queue and get my deserved win  Abandons automatically count as a loss even if your team still wins the game. i realize that, but i'm wondering why i didnt get low priority?
You don't get low priority for abandoning one game. You only get low priority when you abandon a certain number of times over a certain time interval. I heard draskyl say that you can abandon once a day, but i'm not sure exactly what the intervals are.
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On October 27 2013 05:49 hacklebeast wrote:Show nested quote +On October 27 2013 04:54 synapse wrote:On October 27 2013 02:35 Blitzkrieg0 wrote:On October 27 2013 02:27 synapse wrote:so i got an abandon (due to blue screen) then rejoined and helped my team win, and it gave me a loss but no low priority queue. whats up with that? id rather have the low priority queue and get my deserved win  Abandons automatically count as a loss even if your team still wins the game. i realize that, but i'm wondering why i didnt get low priority? You don't get low priority for abandoning one game. You only get low priority when you abandon a certain number of times over a certain time interval. I heard draskyl say that you can abandon once a day, but i'm not sure exactly what the intervals are. oh, interesting... i always thought it was lpq for any abandon haha
another question: what happens ive you try to use the suicide active on bloodstone when you have aegis?
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On October 27 2013 06:03 zezamer wrote: 2 within 24h
Doesn't the time interval also shrink if you do it too often? Or is that just for reports?
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i got into lpq once within 10 minutes after leaving a game that had incredible lag.
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So what spells are left in the new patch which are still not disjointable?
tusk snowball, alc stun, necro pulse, I think brew's earth spirit rock? most of sky's spells... what else?
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what ill never understand is why icefrog decided to make svens stun dodgeable but leave alches concoction the same. sven was only good because his stun hit everything. alche has an arguably better stun and a stronger early/mid game and possibly even late game, but his stun remains the same. icefrog logic
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On October 27 2013 14:29 evilfatsh1t wrote: what ill never understand is why icefrog decided to make svens stun dodgeable but leave alches concoction the same. sven was only good because his stun hit everything. alche has an arguably better stun and a stronger early/mid game and possibly even late game, but his stun remains the same. icefrog logic
I dont see why the two needs to compare. Alch is already nerfed to the uselessness. I dont see what good nerfing his stun is going to do now.
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What is the other stat site for competitive games? I know about Dota Academy but I've heard another one mentioned multiple times only to forget it each time.
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How do you get the most out of dual lanes as a support if you both completely lack kill potential and can't pull? Do you just abandon your farmer and try to roam for kills elsewhere on map after you get a level or two?
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On October 27 2013 17:46 Yurie wrote: What is the other stat site for competitive games? I know about Dota Academy but I've heard another one mentioned multiple times only to forget it each time. You are probably thinking about Datdota.
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On October 27 2013 14:33 Excludos wrote:Show nested quote +On October 27 2013 14:29 evilfatsh1t wrote: what ill never understand is why icefrog decided to make svens stun dodgeable but leave alches concoction the same. sven was only good because his stun hit everything. alche has an arguably better stun and a stronger early/mid game and possibly even late game, but his stun remains the same. icefrog logic I dont see why the two needs to compare. Alch is already nerfed to the uselessness. I dont see what good nerfing his stun is going to do now. How is alch useless ? Did i miss something
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On October 27 2013 19:21 Nightmarjoo wrote: How do you get the most out of dual lanes as a support if you both completely lack kill potential and can't pull? Do you just abandon your farmer and try to roam for kills elsewhere on map after you get a level or two?
smoke ganking is always good, but you need to harass the enemy to secure your carry's farm or are you talking about dual vs solo?
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Both scenarios. This patch so many pubs are just refusing to trilane, where I used to get a trilane every single game. A lot of them are picking really shitty junglers like Axe and Doom, so there's no chance of jungle ganks. So I'm getting lanes like 2 vs timber, where I can't zone him out whatsoever, pulling is either unreliable or impossible, and even if I can pull they can get half the xp while also getting the lane xp and there's nothing I can do about it. Once they get some levels the fucking solo has kill potential on me and my carry. I just feel like an xp-leeching warm body during the laning phase now as a support.
The other side is if the other team is running shitty dual lanes too, then it's really hard to decide whether the team is getting more out of me sitting in lane just to keep the carry alive, let alone getting lasthits, or roam for kills.
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United States47024 Posts
Stronger laning supports should still be able to force off-laners off the lane level 1. It shouldn't take 2 supports to do unless you're playing supports that are weak level 1. It's hard to deny them entirely but in general strong supports should have a powerful enough lane presence 2v1 to make it worth it, unless your carry is actively pushing lanes into their tower, but even 3v1 they'd get XP if your carry was dumb like that anyway.
With regard to 2v2, you shouldn't think about it as just "keeping the carry alive". You're never going to get anywhere with that. Your goals in a 2v2 lane are just as they are in a 1v1 lane--you want to *win* the lane--you're looking to get kills, a CS advantage, or force them home. Often this is hard if your lane partner is bad or picked a hero with poor lane presence, but it's not impossible if you pick a strong laning support, harass well, and try to find kill opportunities.
On October 27 2013 19:21 Nightmarjoo wrote: How do you get the most out of dual lanes as a support if you both completely lack kill potential and can't pull? Do you just abandon your farmer and try to roam for kills elsewhere on map after you get a level or two? The simple answer to this is don't play dual lanes with 2 heroes that are weak laning heroes. Note that most heroes that have poor kill potential in lane are also shitty roamers on their own.
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Its infinitely more important if you have a melee carry that's trying to get the big first item like bfury or Midas -> something I've played am a lot and supports think they can just leave lane because I won't ever die then I find myself having to choose between cs or not getting hit by two heroes Stay in lane (unless your carry is already getting free farm) Harass the other hero(es) but dont tank too many creeps And if a gank comes and someone is certain to die, position yourself so you die instead of your carry
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On October 28 2013 05:44 mizU wrote: Its infinitely more important if you have a melee carry that's trying to get the big first item like bfury or Midas -> something I've played am a lot and supports think they can just leave lane because I won't ever die then I find myself having to choose between cs or not getting hit by two heroes Stay in lane (unless your carry is already getting free farm) Harass the other hero(es) but dont tank too many creeps And if a gank comes and someone is certain to die, position yourself so you die instead of your carry
I think most people leave the lane out of boredom. It's so much interesting to play with mates who can actually do something.
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United States47024 Posts
I mean, it's fine to roam and get kills if your lane isn't going to go anywhere with you there. But if you're playing a support that has no kill/harassment potential in lane, most of them aren't magically better at ganking. The strong ganking supports typically have powerful nukes/disables, which are also what make for strong killing supports in lane.
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Okay, with the veil change and pugna/ET seeing use, I'm wondering how different sources of magic amp/resistance work.
Let's say a hero eats: decrepify veil ET aura Ice Vortex Skywrath seal dagon 1
How much damage do they take?
My instinct is that everything except Natural Order and Vortex are magic amps, so they should all stack multiplicatively. Not at all sure if the -resist% spells work differently, though.
Edits because I keep thinking of other magic amps...
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