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On December 09 2016 09:51 FiWiFaKi wrote:Show nested quote +On December 09 2016 09:49 CosmicSpiral wrote:On December 09 2016 09:46 FiWiFaKi wrote: I think we're in a pretty good place all things considered. Honestly, the change that I would be most eager to make is giving rax twice as much effective health, and buffing towers by like 10% in damage and hp. ...so basically you want more illusions for tower sieging. I just think on team fight at 20-25 minutes often decides the game, and I would prefer it to require a little bit more to break high ground. Nowadays when you look at something like that Alch pushing those rax, it just breaks base too quickly. Like you can almost just BKB and kill everything before the enemy can ward you off. Things that are strong at pushing, push too fast, while things that are slow at pushing have no chance.
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On December 09 2016 09:52 WakaDoDo wrote:Show nested quote +On December 09 2016 09:51 SpiritoftheTunA wrote: i just want naga vs am every game 30 games in a row What about naga vs alch? That matchup is super horrid for the naga
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All European teams through, and potential for all to remain after the next round. Let's see.
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alch/naga meta > cancerpony/gyro meta > hohohaha/troll warlord meta
i guess...
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Oh my god Im fucking dying!
"Stay away from my shit"
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On December 09 2016 09:54 Skynx wrote: alch/naga meta > cancerpony/gyro meta > hohohaha/troll warlord meta
i guess...
hohohaha actually made me quit Dota for a while.
Too cancerous
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On December 09 2016 09:53 Wintex wrote:Show nested quote +On December 09 2016 09:51 FiWiFaKi wrote:On December 09 2016 09:49 CosmicSpiral wrote:On December 09 2016 09:46 FiWiFaKi wrote: I think we're in a pretty good place all things considered. Honestly, the change that I would be most eager to make is giving rax twice as much effective health, and buffing towers by like 10% in damage and hp. ...so basically you want more illusions for tower sieging. I just think on team fight at 20-25 minutes often decides the game, and I would prefer it to require a little bit more to break high ground. Nowadays when you look at something like that Alch pushing those rax, it just breaks base too quickly. Like you can almost just BKB and kill everything before the enemy can ward you off. Things that are strong at pushing, push too fast, while things that are slow at pushing have no chance. I still prefer this than the 20 minutes farming phase while containing the opponents in their base which was the rule before pushing highground. At least a team can now end when they have a lead. I'm not saying it's perfect but highground was just too tough to take for too long.
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United States15275 Posts
On December 09 2016 09:51 FiWiFaKi wrote:Show nested quote +On December 09 2016 09:49 CosmicSpiral wrote:On December 09 2016 09:46 FiWiFaKi wrote: I think we're in a pretty good place all things considered. Honestly, the change that I would be most eager to make is giving rax twice as much effective health, and buffing towers by like 10% in damage and hp. ...so basically you want more illusions for tower sieging. I just think on team fight at 20-25 minutes often decides the game, and I would prefer it to require a little bit more to break high ground. Nowadays when you look at something like that Alch pushing those rax, it just breaks base too quickly. Like you can almost just BKB and kill everything before the enemy can ward you off.
The harder high ground becomes to break, the more often teams will resort to safe ways of doing it. There's simply too much risk in slow-sieging with heroes when comeback gold is in play.
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Anybody remembers Newbee losing to basically unknown? I do. Looks like NB just doesnt like the eaglehorn trophy
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if im forced to pick between illusions poking at buildings for 25 minutes a game and slacks content i think id pick the illusions. everything about this major sucks.
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On December 09 2016 09:52 nojok wrote:Show nested quote +On December 09 2016 09:46 FiWiFaKi wrote: We all have different preferences. I really like when games go later, and games that or single or dual core... And we've been getting more of that than in the last year (before that there was a lot of 4 protect 1 though).
I think we're in a pretty good place all things considered. Honestly, the change that I would be most eager to make is giving rax twice as much effective health, and buffing towers by like 10% in damage and hp. Yeah people are quick to forget truely terrible heroes, ok SD allows to siege safely and it denies what is supposed to be THE fight of the game : the highground defense. But he's far from being as annoying as many heroes were when they were top pick imo. I'm dreaming of a dota without radiance on illusions though.
I think of Radiance Illusions as a fun dynamic, I enjoy the imbalanced vs imbalanced hero kind of stuff rather than making heroes more mild. I think it's maybe more of radiance being too strong, I think removing the miss chance, or lowering burn damage to 50 or whatever would be more than overkill and we wouldn't even see illusion heroes anymore. So maybe a slight nerf to radiance would be good.
And yeah, I agree, SD is definitely one of the more enjoyable heroes. The less played heroes are always more fun to watch than the played ones, only so much you can do.
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Fiddler's Green42661 Posts
In a way we're still fighting the same battle against PL-Kotl all of these years later.
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On December 09 2016 09:56 CosmicSpiral wrote:Show nested quote +On December 09 2016 09:51 FiWiFaKi wrote:On December 09 2016 09:49 CosmicSpiral wrote:On December 09 2016 09:46 FiWiFaKi wrote: I think we're in a pretty good place all things considered. Honestly, the change that I would be most eager to make is giving rax twice as much effective health, and buffing towers by like 10% in damage and hp. ...so basically you want more illusions for tower sieging. I just think on team fight at 20-25 minutes often decides the game, and I would prefer it to require a little bit more to break high ground. Nowadays when you look at something like that Alch pushing those rax, it just breaks base too quickly. Like you can almost just BKB and kill everything before the enemy can ward you off. The harder high ground becomes to break, the more often teams will resort to safe ways of doing it. There's simply too much risk in slow-sieging with heroes when comeback gold is in play.
My opinion is that the later into the game you go, the more randomness you introduce. Like if you're behind, you'll get wrecked in mid game, but come late game, with good initiation you have a way larger chance.
That should be the big incentive to try and finish the game, so I don't really think stronger buildings would make people do it safely... The teams can resort to pushing high ground safely even now.
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Seems like China cant handle all the freedom in the air. GG guys.
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So how crazy would it be if LFY somehow won the entire major after this start for china?
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wtf, who wrote that script, 28 chinese players down to 5, what????
what, i dont even xD
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kunkka is the best fuck an illusion
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On December 09 2016 09:59 Emnjay808 wrote: Seems like China cant handle all the great visa system in the air. GG guys. FTFY
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The panels have been pretty bad this major, they can't just get talent like Pyrion and Sheever and put them on an expert analysis panel. They don't have expert level insight
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