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On July 16 2014 08:10 ahswtini wrote:I thought TMM affected your party mmr now, and you could still gg? 18th June 2014 patch Show nested quote +Team Matchmaking Team matchmaking is now merged into ranked matchmaking To play as a team, prepare a party of five for ranked matchmaking. Then select the option to play using the team identity. Max team roster size increased from 5 to 7. Any team roster change will reset the team MMR. You may not create a team or be a member of a team until you reach level 13. (Existing teams with players lower than level 13 are not removed from the roster, but will be prevented from matchmaking.) Abandonment rules and available game modes are now the same as ordinary ranked matchmaking. You may not participate in team matchmaking while in the low priority matchmaking pool. Teams will only be matched against other ranked parties of five, preferably against other parties playing using a team identity, but potentially against ordinary parties not using a team identity. Doesn't say anything about if you can still gg out. Actually, it doesn't say if party mmr changes either, but I assumed it did, since it's merged with ranked matchmaking ? I've tried it. GG doesn't work. It still assigns you a "team MMR" so it doesn't affect ur individual party mmr.
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On July 15 2014 11:14 Excalibur_Z wrote: I've started just using mine and building up the Silver and Gold level gems.
What do you mean using them? I noticed that there is a little counter on each player, as I think I added two kuroky cards to my compendium. Do you get something different if you collect a whole team twice?
EDIT: I'm guessing if you had a green Na'Vi spectator gem and if you collect all 5 again it turns into a silver gem?
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United States12248 Posts
On July 16 2014 11:27 miicah wrote:Show nested quote +On July 15 2014 11:14 Excalibur_Z wrote: I've started just using mine and building up the Silver and Gold level gems. What do you mean using them? I noticed that there is a little counter on each player, as I think I added two kuroky cards to my compendium. Do you get something different if you collect a whole team twice? EDIT: I'm guessing if you had a green Na'Vi spectator gem and if you collect all 5 again it turns into a silver gem?
That's correct. It used to be that you could only stamp/use each player card once, and you'd receive an error message if you already had that player. Now they've changed it so that you can stamp players multiple times, and attached different rewards for stamping an entire team's roster once, five times, and ten times.
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I've been playing only heroes with win rates above 49% on dotabuff. Are there any sites though that show win rate by mmr?
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United States13143 Posts
Why don't people get the first level of Presence of the Dark Lord before level 4 Necromastery? I haven't actually done the math, but I feel like once you have that much damage -3 armour to enemies in the vicinity is potentially going to do more than the extra damage, especially if skirmishes are starting to happen. Is it because you want level 4 necromastery before you grab requiem? Am I underestimating the extra damage?
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interesting how meepo goes down in winrate as skill goes up
probably indicates tryharding goes up and meepo counterpicks happen more often. meanwhile, lycan confirmed op icefrog pls
seems that overall farm independent supports have high winrates, probably because games average less than 2 supports a game
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meepo is super op at the top 0.1%
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On July 17 2014 04:01 Erasme wrote: meepo is super op at the top 0.1% One of my friends went from like 5.0k rating to 6.2k rating after playing meepo exclusively.
Pretty silly.
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the skill difference between players in very high is also very high. valves is very generous with the wording. i would describe my 5k+ pub matches as scrub tier which makes sense cuz i dont have much time to play and is pretty bad.
meepo is strong in pubs but stressful to play, you have to actually micro and pay attention, might aswell go play sc2.
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On July 17 2014 03:52 SpiritoftheTunA wrote:interesting how meepo goes down in winrate as skill goes up probably indicates tryharding goes up and meepo counterpicks happen more often Don't think it's due to counterpicking at all. It's just that people at higher rating understands the hero better, which also mean they can play versus him better as well. Lower rating people probably aren't careful enough of not going into Meepos blink range when they are alone. Meepo is never alone, only seeing one should still make you scared. Have to play with and versus the hero to understand the potential damage output, and meepo has a lot of burst.
Meepo's difficulty is massively exaggerated. So when lower rated players pick him, and figure him out a bit they will find larger success. The blink-poof combo isn't hard to pull off, so lower rated players will get blown up a lot by meepos.
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what heros if any counter silencer in mid game? nyx maybe?
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Define "counter silencer"?
It's more about playstyle. Silencer is weak at defending pushes, is vulnerable to ganks, and thrives when there are large scale engagements with loooooong farming periods in between. Basically punish his long-ass ulti cooldown and complete lack of wave-clear or survivability.
Much like doom, very little interacts favourably with the actual ultimate that you are concerned with, it's more about playing around the hero's general playstyle.
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i think ppl wouldnt draft/play silencer vs a lone druid. ld is pretty strong vs silencer all game long.
clockwerk can hook in and stun the silencer and prevent global for a bit and hopefully your team can follow up during that time. or you can force out a panic global and die and hopefully your team can finish.
or you jump in with blink initiators and hope you are a faster. most of the time you probably will be since the silencer has to be paying much more attention and have fast reflex to press R before you silence/stun him etc.
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Since when have a bunch of characters had different running animations for when they are hurt badly?!?! I never noticed that....
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it's been like that since forever o_o also some characters have different running animations with haste
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On July 17 2014 08:12 HighTimeDotA wrote: i think ppl wouldnt draft/play silencer vs a lone druid. ld is pretty strong vs silencer all game long.
clockwerk can hook in and stun the silencer and prevent global for a bit and hopefully your team can follow up during that time. or you can force out a panic global and die and hopefully your team can finish.
or you jump in with blink initiators and hope you are a faster. most of the time you probably will be since the silencer has to be paying much more attention and have fast reflex to press R before you silence/stun him etc. I think WD is a better counter to lone druid since the bouncing stun bounces between the bear and him which happens frequently.
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On July 17 2014 10:07 icystorage wrote: it's been like that since forever o_o also some characters have different running animations with haste
Lone Druid's haste animation looks like he's surfing
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