Simple Questions, Simple Answers - Page 987
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Andre
Slovenia3523 Posts
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BluemoonSC
SoCal8910 Posts
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SoylentGamer
United States250 Posts
On November 15 2014 06:25 BluemoonSC wrote: AFAIK it's because poison sting is magic dmg whereas bristleback's passive only reacts when he is hit..which is technically physical damage. Not entirely true. I know it reduces Doom's damage. | ||
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BluemoonSC
SoCal8910 Posts
On November 15 2014 06:26 SoylentGamer wrote: Not entirely true. I know it reduces Doom's damage. yeah, it figures out where the dmg is coming from in relation to bristle and uses that to tell whether or not to trigger the passive. the proc occurs only when bristle takes dmg from the rear from all sources so i'm actually wrong, it will proc with magic dmg (after reduction). however, the poison sting applied from a plague ward's position changes whether or not the dmg is applied towards the dmg counter. EDIT: since that is the case, i have no idea what the question is then lol DOUBLE EDIT: i had this debate with someone else on this forum who said being hit was physical dmg only..i actually have a question now..in the tool tips, wtf does "being hit" qualify as? is it standard or does it depend on whatever valve feels like? | ||
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SoylentGamer
United States250 Posts
On November 15 2014 06:31 BluemoonSC wrote: yeah, it figures out where the dmg is coming from in relation to bristle and uses that to tell whether or not to trigger the passive. the proc occurs only when bristle takes dmg from the rear from all sources so i'm actually wrong, it will proc with magic dmg (after reduction). however, the poison sting applied from a plague ward's position changes whether or not the dmg is applied towards the dmg counter. EDIT: since that is the case, i have no idea what the question is then lol DOUBLE EDIT: i had this debate with someone else on this forum who said being hit was physical dmg only..i actually have a question now..in the tool tips, wtf does "being hit" qualify as? is it standard or does it depend on whatever valve feels like? I think it just applies for all damage. It's just the damage source from poison sting isn't clear, is it veno, or the wards? That or he's just seeing the damage numbers coming off of BB and not realizing that they are the non-reduced numbers. | ||
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ChunderBoy
3242 Posts
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TheYango
United States47024 Posts
http://dev.dota2.com/showthread.php?t=111169&p=1166124&viewfull=1#post1166124 | ||
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Ryder.
1117 Posts
http://www.dotabuff.com/matches/1026943998 They have a pathetic early game lineup, and I thought we controlled early game super well but then suddenly Jug and Tinker start destroying everything. I'm thinking it was cause PA took forever to come online- I suggested going something more early game focus than battlefury since I knew their late game was better than ours, but yeah I think PA having a rough time contributed to it. Then again they did have a CK so maybe battlefury was ok. Other theory is that we didn't translate early game ganks into towers (kinda hard to push vs their lineup though). Cheers | ||
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Yurie
12088 Posts
On November 15 2014 22:55 Ryder. wrote: If anyone has some spare time could you please have a quick skim of this replay and see why suddenly started losing? http://www.dotabuff.com/matches/1026943998 They have a pathetic early game lineup, and I thought we controlled early game super well but then suddenly Jug and Tinker start destroying everything. Enemy team has better late game. You never have a noticeable lead against them. Just check the xp graph on the dotabuff page. | ||
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TheYango
United States47024 Posts
The problem is, as you said, if you look at the XP graph, they didn't really have an advantage. My guess is that their fighting cores just won some scrappy fights midgame, and your team didn't really buckle down well against the disadvantage (look for advantaged fights, don't get caught, get farm where possible), and the game just snowballed out of control. | ||
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govie
9334 Posts
- Against tinker, team up dont wonder off alone too much or too far after the laningstage (also helps against the jugg). - If ogre and lina are around, tinker cant really etheral blade a core because he gets bursted down immediatly. - I think 1 bkb isnt enough against a dagon5+etheral blade tinker. There should have been more items to deal with tinker and his magic damage. - The juggernaut had a good game but isnt that scary and you guys ended with some items to hinder his ultimate from doing alot of damage. | ||
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FHDH
United States7023 Posts
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TheYango
United States47024 Posts
On November 16 2014 05:39 FHDH wrote: Eblade only affects target now. It still stands that he can't attempt greedy solo-kills if the supports are present. Though again, from a teamcomp perspective, the issue is the lack of any answer to the double-global. There's no threatening initiation hero like Storm or Bat that can instantly pull a split-pusher into a kill, and a prolonged engagement can quickly become a 2vX or 3vX because of Tinker and Furion TPs, meaning that they're forced to 5-man while slowly getting farmed to death. The only recourse to that is if they get a big enough early lead to just shut those heroes out of the game, but this didn't happen. From the perspective of teamfighting strength, there are no real problems (though govie's right, there needs to be at least a BKB on the Kunkka and situationally Bristle) because they have a solid 2 frontline cores backed up by Coco's Rum, a strong DPS core with good burst potential and engaging ability, Ogre's Bloodlust to back up the 3 cores, and a high-damage support that benefits from the frontline-heavy nature of the rest of the lineup. The problem is that they can't really force fights or steamroll high ground unless they got a really big early advantage because none of these heroes are a threat to the Tinker+Furion double split-push without a big farm advantage (e.g. Ogre super-early Blink Dagger, PA enough early damage to burst Tinker/Furion before they have time to respond). Kunkka can be, with his ability to X them out of TPs, but the Kunkka went for some pretty awkward items. | ||
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govie
9334 Posts
On November 16 2014 05:39 FHDH wrote: Eblade only affects target now. Good you mentioned that, i forgot (just like u assumed, luckely yango bails me out) ![]() | ||
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BluemoonSC
SoCal8910 Posts
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Birdie
New Zealand4438 Posts
On November 16 2014 11:31 BluemoonSC wrote: has anyone figured out how item drops are working this patch? still haven't seen one. You should only be getting one every, say, 30-60 games? Something like that from what I've seen. But they'll be nice set drops and arcana drops and treasure drops instead of single items. | ||
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Ryder.
1117 Posts
@BluemoonSC theres a thread on that here http://www.liquiddota.com/forum/dota-2-general/470277-october-30-hat-rework-patch I also haven't seen anyone get dropped anything, and I've played a decent amount of games since the change. | ||
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BluemoonSC
SoCal8910 Posts
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govie
9334 Posts
On November 16 2014 11:41 BluemoonSC wrote: yeah i was curious if there was anyone that had any info on exactly how long it takes. i haven't seen anyone get a drop in a loooooonng time Mine was around 50 games, but it could also be timebased. | ||
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126Q;A1
Sweden517 Posts
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