Simple Questions, Simple Answers - Page 852
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icystorage
Jollibee19350 Posts
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Whole
United States6046 Posts
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TheYango
United States47024 Posts
On May 09 2014 08:48 icystorage wrote: i just played a game yesterday where AA uses that disable of his then euls the target. upon landing, the disable triggers. isnt it supposed to debuff the disable or is it intended? 1) Eul's removes positive buffs from enemies and negative buffs from allies. 2) Cold Feet's 4s trigger distance check is triggered and not a normal buff, so doesn't interact normally with buff removal. So yes, that is intended. | ||
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GtC
United States546 Posts
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PassiveAce
United States18076 Posts
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goody153
44282 Posts
On May 09 2014 13:27 GtC wrote: Is there a particular reason you can't use Eul's on allies? suddenly the entire team becomes puck without the orb that's why | ||
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idonthinksobro
3138 Posts
For offlane tranqs seem nice, if they don't harass much staying on brown seems ok to get blink faster. For mid i used to get phase but it seems redundant(usually i get blink + force for mobility anyways), lasthitting is usually not a problem so with the increased mana cost on lasso i thought about arcanes so you can gank more or treads to survive longer. | ||
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TheYango
United States47024 Posts
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GtC
United States546 Posts
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SilverSkyLark
Philippines8437 Posts
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Kreb
4834 Posts
On May 09 2014 15:13 SilverSkyLark wrote: What's the difference between the Radiant and Dire Offlane? I've heard commentators say that the Radiant Offlane is easier than the Dire Offlane but so far, what I've only noticed is that the Radiant Offlane can pull the camp near the side shop to let the wave pull in. I also noticed that the Radiant Offlane has a slightly larger distance between the Tier 1 and Tier 2 Towers, which makes enchantress/chen ganks easier since the offlaner won't be able to run to the Tier 2 compared to the Dire Offlane. The big deals probably being: 1) As you said, radiant offlane can pull the big creep camp to get creep equilibrium back towards his own tower for more safety. 2) The "forest section" that makes a large part of the offlane dangerous is much easier to work around on radiant offlane. Googled this picture: + Show Spoiler + ![]() The forest section on radiant offlane is smaller, "shorter" (as in distance from its most northern to southern trees), and has like small paths in it. That allows radiant offlane to move further up his lane while he still can keep tabs on what could be coming from the jungle to gank him. While on dire offlaner the forest section is much bigger and completely obstructs your vision unless you have a ward there. So if you move down south a bit on dire offlane you're completely at the mercy of your enemy team. Anything can wrap around you at any time and you wont spot it. | ||
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Tsutchie
Australia951 Posts
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Excludos
Norway8277 Posts
On May 09 2014 16:38 Kreb wrote: The big deals probably being: 1) As you said, radiant offlane can pull the big creep camp to get creep equilibrium back towards his own tower for more safety. 2) The "forest section" that makes a large part of the offlane dangerous is much easier to work around on radiant offlane. Googled this picture: + Show Spoiler + ![]() The forest section on radiant offlane is smaller, "shorter" (as in distance from its most northern to southern trees), and has like small paths in it. That allows radiant offlane to move further up his lane while he still can keep tabs on what could be coming from the jungle to gank him. While on dire offlaner the forest section is much bigger and completely obstructs your vision unless you have a ward there. So if you move down south a bit on dire offlane you're completely at the mercy of your enemy team. Anything can wrap around you at any time and you wont spot it. It feels like its easier to get ganked from behind the tower in the dire offlane as well. I haven't scientifically looked at it in any way, its just a personal "feel" based on experience, and I'm not even sure why. I think it could be the combination of the traveltime being longer to the radiant offlane from mid through secret shop, as well as the laner being able to spot you coming a lot sooner giving him time to hide in the woods or run back. | ||
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SilverSkyLark
Philippines8437 Posts
On May 09 2014 18:23 Excludos wrote: It feels like its easier to get ganked from behind the tower in the dire offlane as well. I haven't scientifically looked at it in any way, its just a personal "feel" based on experience, and I'm not even sure why. I think it could be the combination of the traveltime being longer to the radiant offlane from mid through secret shop, as well as the laner being able to spot you coming a lot sooner giving him time to hide in the woods or run back. Yeah, the path from the shop/river to the Tier 1 in Dire Offlane is shorter than the Radiant Offlane. Ganking the dire offlaner is easier since you just turn the corner and throw spells and the offlaner is dead. However, since the distance between the T1 and T2 in dire offlane is short, a surge/stampede/timberchain will more or less make the offlaner safe. Compared to the radiant offlane where you can just get chased for a longer time and it's not even funny. | ||
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mantequilla
Turkey781 Posts
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Sn0_Man
Tebellong44238 Posts
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Chewbacca.
United States3634 Posts
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Nightmarjoo
United States3360 Posts
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Excludos
Norway8277 Posts
On May 10 2014 12:29 Nightmarjoo wrote: Is there a replacement option for the "issue commands to all units with ctrl" now that ctrl does other stuff? Ctrl does other stuff..? It should still work the same even though you can use it to give wards to people. Its a modifier. What it modifies depends on what you click after, like move or attack. It is possible to change it if you really want to, but you have to do it through console and autoexec. I dont remember the exact line of code right now, but a quick google should help you out. | ||
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ahswtini
Northern Ireland22213 Posts
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