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On December 12 2013 19:39 Atreides wrote: Usually you dont have space to carry around lots of parts anyways. The item slot factor is the big thing you dont mention. If you have a component that is solid and you have room for it there is no reason not to have it. Many, many "first big items" everyone allways buys a component and carries it. Ie, ogre club into bkb or ultimate orb into whatever. Its mostly late game that you see the one swoop buys and thats just cuz of inventory and buyback. Goddammit I knew I was forgetting something.
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On December 12 2013 19:17 Scorch wrote: Why do players save up money and buy composite items at one swoop? Saving up money enables you to postpone the decision on what to buy to a later time, and you keep money open for a resurrection if necessary. Spending money on item parts immediately gives you the utility of the parts, and keeping your money low means you can't lose it when you die. Does the former outweigh the latter?
Generally, the answer differs from one individual to another. For me, it is very situational whether are you ahead in terms of farming against the opposing team so you can save the gold for something (one-swoop / buyback), or you are in a situation where you're behind against the opposing carry and you desperately need those parts to at least make you on an equal-footing.
Since this meta, where the unreliable gold regenerates at a faster rate and somehow Midas-gaming is one of the obvious choice to play, you barely need to save the gold unless you know what will happen and what not.
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On December 12 2013 19:42 Eriksen wrote:Show nested quote +On December 12 2013 19:17 Scorch wrote: Why do players save up money and buy composite items at one swoop? Saving up money enables you to postpone the decision on what to buy to a later time, and you keep money open for a resurrection if necessary. Spending money on item parts immediately gives you the utility of the parts, and keeping your money low means you can't lose it when you die. Does the former outweigh the latter? Generally, the answer differs from one individual to another. For me, it is very situational whether are you ahead in terms of farming against the opposing team so you can save the gold for something (one-swoop / buyback), or you are in a situation where you're behind against the opposing carry and you desperately need those parts to at least make you on an equal-footing. Since this meta, where the unreliable gold regenerates at a faster rate and somehow Midas-gaming is one of the obvious choice to play, you barely need to save the gold unless you know what will happen and what not.
I tend to get items from secret/side shop personally and get the others items+recipes in 1 swoop from coerier or tp after. Alot of coeriertime and usefullness of items is wasted, that could change outcome of fights. That 1 item can make a big difference.
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On December 12 2013 20:04 govie wrote:
I tend to get items from secret/side shop personally and get the others items+recipes in 1 swoop from coerier or tp after. Alot of coeriertime and usefullness of items is wasted, that could change outcome of fights. That 1 item can make a big difference.
That's quite reasonable. Depends on what's the "1 item", though. TP scroll can make a big one, but naked items e.g. Ogre Club, Broadsword/Claymore/Hammer, can be somehow backfire you.
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People in the recruitment thread keep posting their "MMR" or "team MMR" as 4100+ etc. how do they know? Dotabuff no longer tells you your ranked MMR I thought?
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On December 12 2013 20:20 kamui8899 wrote: People in the recruitment thread keep posting their "MMR" or "team MMR" as 4100+ etc. how do they know? Dotabuff no longer tells you your ranked MMR I thought?
I believe (or blind-guessing) Dotabuff is giving you ratings if you do donate them, which gives you the "Plus+" feature. Also, you could tell your MMR by looking at your recent matches (which by now is something very complicated to check). It's not MMR, I suppose, it's precisely which skill bracket you are in, e.g. Very High, High, etc. As in "Team's Rating", if you do have a team, win 3 games in Team Matchmaking. After which, your team will have a rating that indicates how good your team is.
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Talk about 6.79c : Are we still Midas-gaming this or not?
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It basically just takes one extra usage to pay off right? Plus it is a little harder/riskier to get up in first place. I dunno how much of a difference that makes.
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It is what, three extra creeps or one extra creep camp before you got it, hardly a major nerf
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The deal is, it is now only 100 gold off from a blink, 200 from a forcestaff, 256 from mek, . If the nerf was 100 gold more it would be much more meaningful ofc
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On December 12 2013 23:00 Catch]22 wrote:It is what, three extra creeps or one extra creep camp before you got it, hardly a major nerf 
I think it is a big nerf in proscene. Midas gaming will be too risky. Yes 1 or 2 midas on heros who benefit from the attackspeed! More will only increase your chances of losing (i.e. to squishy, to late etcetcetc)
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This nerf won't change much at all, i think it will still be a default item on pretty much every melee carry. Midas only takes like 8 minutes to pay for itself (because you can sell it), and allows you to outlevel your opponents, a level more can be crucial especially if you have a hero with a powerful ult (like juggernaut). A lot of players also seem to forget that midas is like a half hyperstone.
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On December 13 2013 00:21 idonthinksobro wrote: This nerf won't change much at all, i think it will still be a default item on pretty much every melee carry. Midas only takes like 8 minutes to pay for itself (because you can sell it), and allows you to outlevel your opponents, a level more can be crucial especially if you have a hero with a powerful ult (like juggernaut). A lot of players also seem to forget that midas is like a half hyperstone.
I agree, a slight increase in cost should be accompanied with a slight nerf in +AS of the item and a slight nerf of the bonus XP if we want to see less midas gaming imho.
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Disable to sell midas back, problem solved. Otherwise extra xp and reliable gold is too attractive despite of the cost.
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On December 13 2013 01:20 Laserist wrote: Disable to sell midas back, problem solved. Otherwise extra xp and reliable gold is too attractive to buy it. That is an awful solution. Supports who get midas never need the slot but carries who get midas do so all you do is punish carries for buying midas... :/
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I think this initial nerf is just targeted at support midas usage. 1 additional use and 150 more gold is meaningful in that situation. It delays the time for it to pay off by both the extra usage and the time to farm it up. Plus it's not exactly like your supports are last hitting creeps usually. The extra time it takes for that additional 150 gold can mean a lot. It should be a lot closer now between the midas paying off or being able to get more out of the alternate item choices.
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Man, if you feel the game would drag long, it is nearly a bad situation not to get a midas. Watch the recent Titan vs Speed match, you'll understand. Players developed a greedy new meta for long games which is pretty predictable after the draft. Only way to punish it to build up an early active line-up, I personally think it is very boring. I hate midas gaming
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You mean how game 2 speed were 4 midases to 0 and still lost in a pretty long game?
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On December 13 2013 01:21 Sn0_Man wrote:Show nested quote +On December 13 2013 01:20 Laserist wrote: Disable to sell midas back, problem solved. Otherwise extra xp and reliable gold is too attractive to buy it. That is an awful solution. Supports who get midas never need the slot but carries who get midas do so all you do is punish carries for buying midas... :/
Isn't that the point?
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On December 13 2013 01:31 Sn0_Man wrote: You mean how game 2 speed were 4 midases to 0 and still lost in a pretty long game?
I mean the idea...
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