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On February 13 2014 18:51 Qbek wrote:Show nested quote +On February 13 2014 18:48 Firebolt145 wrote:On February 13 2014 18:41 Alur wrote:On February 13 2014 18:13 evilfatsh1t wrote: being able to overcome the odds is part of the game. figuring out how to win unwinnable games and successfully pulling it off is part of a players skill. adapt to the situation and change your gameplan in order to win. if you play only favourable games, you learn a lot less and losses make you rage more. If you win, the game wasn't unwinnable. The key to winning is to avoid losing. The key to being wise is never saying anything stupid Oh sorry i'm just in a philosophical mood
The key to never saying anything stupid is to never speak.
Lets keep this going
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On February 13 2014 18:59 Excludos wrote:Show nested quote +On February 13 2014 18:51 Qbek wrote:On February 13 2014 18:48 Firebolt145 wrote:On February 13 2014 18:41 Alur wrote:On February 13 2014 18:13 evilfatsh1t wrote: being able to overcome the odds is part of the game. figuring out how to win unwinnable games and successfully pulling it off is part of a players skill. adapt to the situation and change your gameplan in order to win. if you play only favourable games, you learn a lot less and losses make you rage more. If you win, the game wasn't unwinnable. The key to winning is to avoid losing. The key to being wise is never saying anything stupid Oh sorry i'm just in a philosophical mood The key to never saying anything stupid is to never speak. Lets keep this going 
Keys give hats.
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Lalalaland34504 Posts
Okay no let's not keep it going. :D
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TL gief (pseudo-)philosophical statements plz!!
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On February 13 2014 06:39 Logo wrote:Show nested quote +On February 13 2014 02:31 TheYango wrote: Shrapnel max vs. Take Aim max is situational. Shrapnel is better for pushing towers for obvious reasons, Take Aim increases the strength of your autoattack harassment (particularly once your autoattack range is long enough to autoattack an enemy hero from outside the creep aggro radius) and overall safety. Shrapnel max is more aggressive but also riskier because having to lasthit creeps at 550 range until level 4 opens you up to getting ganked much more easily.
This is really the main problem with Shrapnel max--if you have 550 range, it's insanely risky to lasthit anything if the creep wave ever gets to a point where you have to step off the high ground to lasthit. Shrapnel max is better if you can get away with it, but whether you can depends on the roaming power of the enemy supports and the killing power of the enemy mid laner (there was a DotA 1 game ages ago that was DK vs Tongfu where Burning played Sniper mid vs a CK with a roaming VS--he was essentially required to get Take Aim ranks early here because without a significant range advantage over Reality Rift, farming without dying is basically impossible). Well isn't there room for builds like 2 points in Take Aim, 1 in headshot -> Shrapnel max (and ult of course)? Even 1 level in take aim gives you 650 range now which is an ok-ish margin over the standard nuke range and 200 at level 2 seems like it'd be decently comparable to the 240 of the old level 3 (or even better the 225 of pre-6.79 lvl 3 take aim). Idk it seems like with the buffs to take aim there's way more room for sniper's to take shrapnel early. Also headshot seems worthwhile to skill up mostly vs characters with evasion since headshot procs cannot be evaded. (Though you'd still probably skill it up last).
It is all situational. The very first key item for sniper is highly dependent on the lane, most of time it should be a sobi mask when you are unchallenged on the lane -> with the correct timing of using shrapnel, you will take down the T1 tower before 8/9mins, and of course you max shrapnel in that case; otherwise get phaseboots asap with maxing headshot/range depends on your preference, while icefrog did specifically tell people that you shouldn't max headshot before range after patch. Getting headshot at lvl1 is the standard though.
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When you get a chest, is the item inside it predetermined before you open it, or does it choose an item randomly at the point of opening it?
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Its generated at the point of opening.
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Well.
1, how do you know that? 2, what does it matter? You get a random item either way and have no way of knowing.
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On February 14 2014 06:24 Belisarius wrote: Well.
1, how do you know that? 2, what does it matter? You get a random item either way and have no way of knowing.
We can't know it, but its one of those "eliminate the impossible" situations. It would be impossibly stupid for them to program the item to be in it before you open it, both increasing client and server load(by a margin), as well as creating the chance of someone exploiting some kind of loophole to find out whats in them before opening them. Not to mention it would simply even take longer program it. There is absolutely no way they would do this.
And yes, it doesn't matter either way for you and me.
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Dumb Question: How do I split up stacks of Items? I can't find the the key to do it.
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On February 15 2014 00:25 Clegane wrote: Dumb Question: How do I split up stacks of Items? I can't find the the key to do it. Most stacked items can't be split.
With wards you can give one to an ally by activating it on his hero. That's about it.
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On February 15 2014 00:26 Sn0_Man wrote:Show nested quote +On February 15 2014 00:25 Clegane wrote: Dumb Question: How do I split up stacks of Items? I can't find the the key to do it. Most stacked items can't be split. With wards you can give one to an ally by activating it on his hero. That's about it.
Tangos too.
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That's why! Thank you very much.
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There was a discussion on TL about bootless weaver (suchuchi), apparantly this seemed viable by this forum in some circumstances. That gave me an idea of euls instead of boots on hero's that would benefit more from reliable manapool/regen+purge instead of 10 ms. So I started trying euls first on zeus. Zeus, even with TP boots is quite slow, so it felt like it didnt really matter which boots he gets early, he will allways be a snail compared to other hero's. Euls first on zeus felt viable because i could flashfarm/arras constantly after euls. I had a pretty easy time getting an aghs+refresher (flashfarming zeus feels like a carry+midas). The active saved me a couple of times in those games. It feels it could work.
Because euls+zeus felt potent, I am currently trying euls first on timbersaw. Timbersaw is a str hero which makes things a little more complicated. But Timbersaw has timberchain as an escape like weaver has suchuchi. Therefore movementspeed feels less important then manaregen/pool to spam spells to flee, catch up or to farm faster. My idea was to go euls+HoT instead of bloodstone. I hope that euls+hot offers more potential then a standard bloodstonebuild. This because you get 3k earlier timings to be annoying. It could be potent. Now for my questions, 1. does euls first on timber seem viable or have u tried it? 2. Am i overlooking other/better alternatives for timbersaw with euls first?
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Northern Ireland22213 Posts
On February 14 2014 03:33 Sn0_Man wrote: Its generated at the point of opening. You can see this with some New Bloom/Wraith Night lockless chests that drop an Auspicious/Frozen version of an item. They literally just drop items from the current drop table, hence people who have kept their Wraith Night chests have been getting frozen versions of the new bloom items.
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On February 15 2014 06:01 govie wrote: There was a discussion on TL about bootless weaver (suchuchi), apparantly this seemed viable by this forum in some circumstances. That gave me an idea of euls instead of boots on hero's that would benefit more from reliable manapool/regen+purge instead of 10 ms. So I started trying euls first on zeus. Zeus, even with TP boots is quite slow, so it felt like it didnt really matter which boots he gets early, he will allways be a snail compared to other hero's. Euls first on zeus felt viable because i could flashfarm/arras constantly after euls. I had a pretty easy time getting an aghs+refresher (flashfarming zeus feels like a carry+midas). The active saved me a couple of times in those games. It feels it could work.
Because euls+zeus felt potent, I am currently trying euls first on timbersaw. Timbersaw is a str hero which makes things a little more complicated. But Timbersaw has timberchain as an escape like weaver has suchuchi. Therefore movementspeed feels less important then manaregen/pool to spam spells to flee, catch up or to farm faster. My idea was to go euls+HoT instead of bloodstone. I hope that euls+hot offers more potential then a standard bloodstonebuild. This because you get 3k earlier timings to be annoying. It could be potent. Now for my questions, 1. does euls first on timber seem viable or have u tried it? 2. Am i overlooking other/better alternatives for timbersaw with euls first?
timbersaw is usually solo offlane, the second you get your boots you are a happy man. Boots cost 450 euls is 2700 if the enemy team is doing their job well you are happy if you ever reach lvl 3 in the offlane. Timberchain is not a very reliable escape because it can be interrupted. So no, it doesn't seem even remotely viable on timbersaw.
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United States47024 Posts
Zeus should typically be getting Arcanes. Travels Zeus is usually a variation used when you are particularly ahead to give you global gank/counter-gank presence when your levels are sufficient to basically guarantee a kill anywhere you TP to.
Eul's is situationally useful on Zeus, but as an addition to Boots, not instead of them.
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Timber seems too focused on mid/early chasing and ganking for Eul's to work (plus the aforementioned offlane problem). It might work in terms of keeping up with targets in fights, but for setting up the ganks it seems worse and is probably more expensive than a traditional Timber build.
What about Io, Windrunner, Storm Spirit, Abaddon, or Omniknight? All have some appreciable mana usage and either have good escape options or aren't really the type to be caught out in a situation where movespeed is going to make or break anything (Omni/Abaddon). Still seems like a silly idea though. I thought the point of it on weaver had to do with how he can max out his slots pretty early with other stuff.
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United States47024 Posts
Movespeed is far more flexible than just "I need to run away and this stat helps me run away". It was only acceptable on Weaver because in a competitive setting he could freefarm past all the early game stuff where 50 ms really matters. 50 ms is enormous in terms of laning when you're not a carry farming a 100% free lane (read: every hero when you're in a pub), and is useful for general positioning/chasing/etc.
There's not a single hero in the game where I'd say as a general point that movespeed doesn't matter and you should skip boots. There are a few heroes where I might situationally do so, but that's pretty much exclusively on carries that can freefarm a major item and not go to fights so skipping boots lets you get that item faster. I would never skip boots on a hero that expects to actually be in fights.
Comparing Boots to a completed major item just doesn't work because you get the effect of boots MS the moment you spend that first 450 gold, and it immediately benefits you in every scenario from there on out. The only heroes that farm 3k+ gold in items before being in a situation where boots MS matters are hard carries that are put in a 100% free lane.
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I know that boots give cheap early movementspeed, i know that euls first sounds a bit silly at first and that i am not the most experienced player on this site. But, if they commit to gank a zeus, solo offlane timbersaw, weaver or other solohero for that matter, the chance that -whatever-boots are gonna make a difference between dying or surviving until 8 minutes ingame is questionable. Zeus and timbersaw have around 290 bootless ms at lvl1. I dont know if boots also affect the turnaroundspeed and stuff like that, but a 15% movement increase doesnt feel to counter an early pre 8 minutegank in most of my games (lowlevel games but still). I tend to think that i die mostly due too bad positioning and adjusting (or call it gamesence) and less too raw movementspeed.
My "euls brainfart" tries to make the early euls work a bit similar like an early midas. You take in account that you will have to position yourself somewhat more defensively/passively in the earlygame too gain a certain advantage with the euls after 7:30/8:00. Ofcourse, i am unsure at this time that euls first will work fine on even 1 particular hero. But, I enjoy testing stuff/ideas/builds and finetuning them if i for some reason see some potential. Euls is a good item for adding another layer of complexity to a teamfight as most enemies tend to overlook the euls active.
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