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FREEAGLELAND26782 Posts
On February 23 2012 09:35 TheYango wrote:Show nested quote +On February 23 2012 09:10 Dead9 wrote: it's actually very common to refer to skills by their hotkey (either qwer or their orginal dota hotkeys)
The trouble arises with many heroes whose legacy hotkeys use QWER in some way, but they don't match the QWER keys. Example: For Windrunner's legacy keys, Shackleshot is E, Powershot is R, and Windrun is W. For her QWER keys, Powershot is W, Windrun is E, and Focus Fire is R. Alternatively, you could be a PIS, 09, or a Chinese caster and just know all the skill hotkeys. PIS is always saying "ah, let me dodge his F then give him a big knife (ultimate)!"
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United States47024 Posts
On February 23 2012 10:45 flamewheel wrote:Show nested quote +On February 23 2012 09:35 TheYango wrote:On February 23 2012 09:10 Dead9 wrote: it's actually very common to refer to skills by their hotkey (either qwer or their orginal dota hotkeys)
The trouble arises with many heroes whose legacy hotkeys use QWER in some way, but they don't match the QWER keys. Example: For Windrunner's legacy keys, Shackleshot is E, Powershot is R, and Windrun is W. For her QWER keys, Powershot is W, Windrun is E, and Focus Fire is R. Alternatively, you could be a PIS, 09, or a Chinese caster and just know all the skill hotkeys. PIS is always saying "ah, let me dodge his F then give him a big knife (ultimate)!" I mean, it's not a problem when I know someone is referring to the DotA 1 hotkeys (as is pretty much always going to be the case with Chinese content).
But if I don't know whether someone is referring to QWER or legacy keys, it's troublesome.
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On February 23 2012 05:49 Dead9 wrote: bloodstone isn't good on anyone
Storm with lots of charges can be quite a pain in the ass. But yeah, besides on Storm, I dont think its a very good idem on any other hero.
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is there a built in delay between actions??
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On February 23 2012 12:35 bobfossil wrote: is there a built in delay between actions??
Sort of. Heroes have turning rates (if you're changing targets, etc) which cause some "delay" and casting times which are longer than HoN which could be interpereted as "delay."
So, in a way, yes. To test this out, get someone to play as bat rider and put sticky napalm on you. Then try to cast a spell directed behind you. You'll notice your hero doesn't cast until they turn all the way around (and with sticky napalm this takes forever). Likewise try casting Storm Bolt on sven. He takes some time to cast it. Then try casting War Cry - which has no casting time.
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the cast times are mostly the same as in hon
but yea there's no built in delay just cast/attack animations
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On February 22 2012 19:32 LAN-f34r wrote: How does shadow demon's shadow poison work? The wiki is really confusing :S
Hasn't been answered.
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I read the wiki, neither me or a couple of mates could make head or tail out of it.
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United States47024 Posts
On February 23 2012 15:31 LAN-f34r wrote: I read the wiki, neither me or a couple of mates could make head or tail out of it. Ok, so I'll do my best to explain this.
When Shadow Demon casts Shadow Poison, he throws a projectile at the target location. Anything it hits takes 50 damage, and gets a stack of the Shadow Poison debuff. The debuff itself doesn't do anything until it ticks down, and can be stacked and refreshed by subsequent casts of Shadow Poison. When Shadow Poison ends (either by the duration of the debuff running out, or from Shadow Demon activating the sub ability to end it prematurely) the target takes damage based on the number of stacks. A rank 4 Shadow Poison does 65 damage if the debuff ends at 1 stack, 130 if it ends at 2 stacks, 260 if it ends at 3 stacks, 520 if it ends at 4 stacks. If the target has more than 4 stacks, it takes 50 more damage for each of those extra stacks (e.g. 570 damage for 5 stacks, 620 for 6 stacks, etc.).
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The poison gives you a ten second debuff. If the poison hits you again before the 10 seconds is up, it gets refreshed for another 10 seconds. The more times you get hit, the more damage you will take when the 10 seconds actually does run out.
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think mirana arrow except it doesn't stun and it goes through units and it has 3s cd and it stacks and it does more damage if you have more stacks and u can release the poison if u hit a button
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On February 23 2012 07:16 Numy wrote: Why do people called Force staff, pushstick. Sounds like kindergarten language. Come guys let's name this stuff decently! If we take this path soon we going to be calling spells "q" "w" "e" 'r". Can't stand that crap.
Everything is a stick.
Pushstick Ulti stick Sheep stick Cyclone stick
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On February 23 2012 21:41 Cirn9 wrote:Show nested quote +On February 23 2012 07:16 Numy wrote: Why do people called Force staff, pushstick. Sounds like kindergarten language. Come guys let's name this stuff decently! If we take this path soon we going to be calling spells "q" "w" "e" 'r". Can't stand that crap. Everything is a stick. Pushstick Ulti stick Sheep stick Cyclone stick
If you do something awesome with one of them it's a slickstick. Killstealing with a Dagon makes it a nickstick. Mkb is a hitstick. So is enchant totem, thinking about it. Manta really should be a splitstick. Gg branch is a stickstick.
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atos --> slow stick ghost --> ghost stick heavens halberd --> miss stick wand --> OP stick
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Longtime HoN player here trying out Dota2. Sorry if my question was answered already.
In HoN, two of the balance changes that differed from Dota that I enjoyed were the 0 min rune and the extra ramp to Roshan on the side of the Sentinel (Radiant). Personally I felt these two changes balanced the game somewhat and were overall good for the game. So my question is: What do Dota players think of these balance changes and why does Dota not need them?
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On February 23 2012 23:43 TheBeardedWonder wrote: Longtime HoN player here trying out Dota2. Sorry if my question was answered already.
In HoN, two of the balance changes that differed from Dota that I enjoyed were the 0 min rune and the extra ramp to Roshan on the side of the Sentinel (Radiant). Personally I felt these two changes balanced the game somewhat and were overall good for the game. So my question is: What do Dota players think of these balance changes and why does Dota not need them?
I don't get the point of "0 min rune" there is a rune there? Do you mean take it out? I don't see it effecting much. The main issue with runes already got addressed by not allowing same rune to spawn multiple times in a row. So you don't have PGG DD furion deciding games.
I don't understand what you mean by extra ramp on sentinel side. The issue with roshan doesn't really have to do with ramp positioning since it already faces sentinel. The issue is what Dire team can TP to both bot(t1/t2) and mid(t1/t2) tower to contest where as once radiant lose t1 mid that's their rosh control gone. Having an extra ramp won't really do much, in fact I think it might make rosh even easier for Dire vs radiant since then you have 2 choke points instead of one.
Dota is a different game to HoN. Porting balance changes across won't do anyone any good. Have to look at the games individually. I think the biggest disparity would be the relative speeds of the game, kinda like in SC2 vs BW where a small advantage becomes a big advantage very quickly so you don't have time to really change your own disadvantage. Could be wrong here.
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On February 23 2012 23:43 TheBeardedWonder wrote: Longtime HoN player here trying out Dota2. Sorry if my question was answered already.
In HoN, two of the balance changes that differed from Dota that I enjoyed were the 0 min rune and the extra ramp to Roshan on the side of the Sentinel (Radiant). Personally I felt these two changes balanced the game somewhat and were overall good for the game. So my question is: What do Dota players think of these balance changes and why does Dota not need them?
If your question is to be answered, it isn't now. The next several months will be porting Dota 1 to Dota 2. Icefrog has, from time to time, made changes such as the ones you listed (including recent changes to Sent's ramp at Roshan). However, such changes will not occur until the entirety is ported over.
This is not a thread for a discussion of HoN or LoL verse DotA unless your intent is to learn something about DotA. Sorry if this constitutes backseat modding, I just don't want this line of thinking to get out of hand.
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On February 23 2012 22:50 LAN-f34r wrote: atos --> slow stick ghost --> ghost stick heavens halberd --> miss stick wand --> OP stick
should divine rapier be called throwsword?
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So how does this leaver system work? If someone DCes early on, it says everyone is allowed to leave. Yet this game still counts on my account record as a win/loss?
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