On June 04 2014 13:06 Hier wrote: Hi, I have a question for anyone that has played both Dota 2 and LoL.
I've played plenty of Dota and HoN (and more recently Dota 2), but not LoL. I was wondering if someone may briefly explain why people refer to LoL as a "casual", or "easy", game? I was under the impression that they were fairly similar. What specific attributes of Dota 2 make it the more "hardcore" game? Or are these descriptors completely fallacious?
What people tend to refer to are things like stacking spawns, denying, different juke mechanic and utterly different mindsets when it comes to turn rates and spammability of spells.
On June 04 2014 13:06 Hier wrote: Hi, I have a question for anyone that has played both Dota 2 and LoL.
I've played plenty of Dota and HoN (and more recently Dota 2), but not LoL. I was wondering if someone may briefly explain why people refer to LoL as a "casual", or "easy", game? I was under the impression that they were fairly similar. What specific attributes of Dota 2 make it the more "hardcore" game? Or are these descriptors completely fallacious?
LoL is a lot more forgiving than Dota. From things like inability to control more than one unit, no turn rate, no denying, low stun durations, flash ability (like a free 5min cd force staff if you get caught), far fewer active items, much less difficult/complicated jungle, etc. One of the lead designers of LoL mentioned "burden of knowledge" as something they wanted to avoid, so they end up with a more "casual" game.
there is little to no variation to the compositions, always a spellcaster mid, tank top, a jungler, support and adc bot. So it's easier to new players do adapt to that, but at the same time is pretty boring and riot nerf everything that donesn't fit into that. Lane control is way easier as you don't have to deny and with the runes your hero will deal a lot of damage from the start, so last hit is fairly easy.
do you have to use pipe before being hit by lets say venomancer ult or aa ult or does it still block the dot damage if you turn it on after being hit? also why does the ingame loadingscreen tooltip say that pipe helps against aoe magical damage, doesn't pipe block any 400 magical damage including targeted spells?
It blocks it after being hit. And yes pipe block any 400 magical damage, but it's typically bought and used against AOE because cloak/hood generally better if you need to deal with single-target.
On June 04 2014 13:06 Hier wrote: Hi, I have a question for anyone that has played both Dota 2 and LoL.
I've played plenty of Dota and HoN (and more recently Dota 2), but not LoL. I was wondering if someone may briefly explain why people refer to LoL as a "casual", or "easy", game? I was under the impression that they were fairly similar. What specific attributes of Dota 2 make it the more "hardcore" game? Or are these descriptors completely fallacious?
LoL is a very good game, give it a try. Bad things to me were the stale meta, there are only 5 roles, spells are also weaker, for exemple tide ulti is closer to treant ulti. Bright side is there are tons of spammable skillshots, very fun mechanics. And on the very bad side, you have to unlock all heroes and all runes with one million games or money. I would say all heroes have kinda the same linear curve in power, you won't have equivalents to level 1 treant or 6 slotted dusa.
On June 04 2014 17:36 Unleashing wrote: It blocks it after being hit. And yes pipe block any 400 magical damage, but it's typically bought and used against AOE because cloak/hood generally better if you need to deal with single-target.
thanks, i know that it is best against aoe, but the phrasing made me doubt myself. They could have used something like blocks 400 magical damage, best against aoe; instead of blocks 400 magical aoe damage.
If the opposing team has a stronger teamfight, what alternatives are there for winning the game, beyond picking off individuals and split-pushing? Split pushing seems relatively weak if the other team can simply roll through the lane you're not pushing and kill you before you get far, or if they can mop up your now isolated team members.
On June 04 2014 17:31 idonthinksobro wrote: do you have to use pipe before being hit by lets say venomancer ult or aa ult or does it still block the dot damage if you turn it on after being hit? also why does the ingame loadingscreen tooltip say that pipe helps against aoe magical damage, doesn't pipe block any 400 magical damage including targeted spells?
On June 04 2014 06:52 Sn0_Man wrote: All items are muted on couriers so courier can't. Bear should be able to, but the value of a blinking bear seems extremely minimal considering it's already high MS and ability to return to the hero at will (with similar damage-cooldown rules to blink anyway).
Thank you!
Yeah it was mostly curiosity. And also imagining a pimpest play where a lone druid using blink to secure himself alive would pass it to his bear to body-block a fleeing enemy (something that will probably never happen but would look so cool).
On June 04 2014 07:30 Trustworthy-Tony wrote: hi stuck with low level scrubs @ 5.5k mmr I try to get in the zone, listen to a good radio station, stretching, warming up, queue up a game, greet my allies, call mid, proceed to play reasonably well (at least relatively speaking), my shit allies do questionable shit, i lose a bit of focus, they do more retarded shit, and eventually im just so mad my brain doesnt even work anymore.
you guys have any advice how to remain calm and not lose focus? truth be told, i dont even give a shit about losing, it's just pubs, what frustrates me is when i lose focus and dont play well. any advice is appreciated. ty in advance
On June 04 2014 06:52 Sn0_Man wrote: All items are muted on couriers so courier can't. Bear should be able to, but the value of a blinking bear seems extremely minimal considering it's already high MS and ability to return to the hero at will (with similar damage-cooldown rules to blink anyway).
Unless you go full Dota 2 Bugs and buy courier through the Spirit Bear, enjoy your midas shivas couriers:
On June 04 2014 19:26 Birdie wrote: If the opposing team has a stronger teamfight, what alternatives are there for winning the game, beyond picking off individuals and split-pushing? Split pushing seems relatively weak if the other team can simply roll through the lane you're not pushing and kill you before you get far, or if they can mop up your now isolated team members.
this question is hard to answer in general because teamfight comps can have different timings
so the general answer is hit them where and when their comp is weak
I mean if they 5-man then they are splitting 1 lane worth of gold/XP 5 ways whereas you can be in both other lanes, maybe a jungle or 2, and still spamming out their lane for gold as well (depending on heroes obivously). Sure they are likely to get up on towers and consequentially gold and map control, but you should be able to trade towers when they group to push and don't forget once they split up to respond to you they are giving up their biggest strength. One thing I can't emphasize enough is if they are sticking together and busting down towers, you NEED ward vision to a) track their big group of dudes and b) make up for all those towers that aren't giving you vision/map control anymore.
If you can't stall their push, can't fight them, and can't take their towers very fast to trade then your draft sucks dick and/or you are too far behind, GG go next or else hope they throw going high ground. (note that certain heroes can actually give up a rax and not be too concerned. Mostly heroes like spectre, PL, naga who once farmed fundamentally alter how the game works).
Hi, when playing Lina semi carry i usually get a perseverance into blood stone as core item (depending on farm and composition), since i like being aggressive i like the bunch of stats on both items, is there anything better i could get instead?
I already integrate other items like Eul's, Aga and blade mail depending on situation.
Item choice depends on what you are attempting to scale. If you want to abuse ur passive and hit them with autos, then you want something like orchid + crit for right click deeps. If you want to abuse ur low-cd nukes then you want something like sheep/aghs/veil.
Note how both builds do feature a mana solution item (Orchid or Hex). Euls is a reasonable hex substitute with survivability upside as well. If you find yourself dying (despite having huuuuge range) you can opt for blink, ghost sceptre or BKB depending on what is killing you and whether you need to be able to attack or not.
None of these builds are particularly great simply because lina's right clicks never reach a truly scary stage and her spells, while high in terms of damage, can't really compare to say a leshrac who can be played much more effectively in a "spell damage carry" role. However its fun.
On June 05 2014 05:20 Gendo wrote: Hi, when playing Lina semi carry i usually get a perseverance into blood stone as core item (depending on farm and composition), since i like being aggressive i like the bunch of stats on both items, is there anything better i could get instead?
I already integrate other items like Eul's, Aga and blade mail depending on situation.
linkens/bkb might help you more than bloodstone in many cases, especially if the enemy team starts deciding you're a focus priority
I've only just started playing DOTA2 and am at 2.5k MMR on SEA server. This is presumably very bad; what are the most likely things I need to work on to improve my game and MMR? If you need replays, here's my latest game ID: 699645109 (is this how to share replays on DOTA2?) I'm Hank Bot.
what is the damage threshold for killing a ranged creep after the tower 2 shots it? (1st tier tower) how about the siege unit? the melee creep is ezpz, the tower 5 shots it to near death
On June 05 2014 06:32 mRpolite wrote: what is the damage threshold for killing a ranged creep after the tower 2 shots it? (1st tier tower) how about the siege unit? the melee creep is ezpz, the tower 5 shots it to near death
towers have a damage range, melee creeps are actually substantially harder since getting hit 5 times increases the variance on how much HP they have left.
Anyway its simple to run the math yourself. 300 hp 0 armor 2hp/s regen. Tower does 100-120 damage. Creeps can have between 100 and 60 HP. If you are under 60 damage TOP END its always 2 hits, if you are between 60 top end and 100 bottom end then there are no guarantees, and if you are above 100 bottom end then its always 1 hit.
Many good players with ~60 damage will drop a quelling blade or other damage item to ensure that they 2-hit the creep.
E: oh yeah regen add like 5 to the HP totals for regen I suppose. It's pretty negligible.