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[HoN/DotA] Let's Play~!! - Page 1123

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Vain
Profile Blog Joined October 2009
Netherlands1115 Posts
December 23 2010 20:29 GMT
#22441
On December 23 2010 10:12 Lyter wrote:
ofc he's borderline imba, hes a S2 hero >.< Have they forgotten that they have a dev hero option for situations like this?


Well they said heroes won't be dev anymore. They test every hero on another client i thought
Battle.net 2.0 is a waiter and he's a dick
Durak
Profile Blog Joined January 2008
Canada3685 Posts
December 23 2010 20:36 GMT
#22442
On December 24 2010 05:29 Vain wrote:
Show nested quote +
On December 23 2010 10:12 Lyter wrote:
ofc he's borderline imba, hes a S2 hero >.< Have they forgotten that they have a dev hero option for situations like this?


Well they said heroes won't be dev anymore. They test every hero on another client i thought

He was tested. Testers said he was imba. He was released anyway.
OmgIRok
Profile Blog Joined June 2008
Taiwan2699 Posts
December 24 2010 03:34 GMT
#22443
I often am in a situation where we will have rax down in one lane, but still end up losing because they other team had a better carry/dragged it out too long and we were unable to maintain the lead.
How are we supposed to maintain the lead? Is it not possible in some lineups where the other team has a super hardcore lategame carry ? Such as in push lineups (Rhasta, Enigma, etc.) the heroes get a huge lead early/mid game because of tower pushing really fast, but is it still possible to win if you haven't won by the time it hits lategame because the other team might all have hood or like their carry might be farmed and the push lineup has no real carry
"Wanna join my [combo] clan?" "We play turret d competitively"
Alventenie
Profile Joined July 2007
United States2147 Posts
December 24 2010 03:54 GMT
#22444
Play smart, make use of really offensive wards and either keep farming (you should have huge map control if you have a lane down with extra gold) safely to farm up good disable items, or make a lot of pressure, via farming in their woods and ganking that lane, ganking people who are solo/out of position. You can keep pressure up on multiple lanes (say you have btm lane hellbourne raxes, push mid and top equally, force them to split up and keep your team between the 2 lanes to be able to quickly pick someone off then push in for the tower). Other times you just need to know if they can even contest you at the tower. There are times you can push in to their base and they literally can't do anything about it.
Judicator
Profile Blog Joined August 2004
United States7270 Posts
December 24 2010 03:59 GMT
#22445
On December 24 2010 12:34 OmgIRok wrote:
I often am in a situation where we will have rax down in one lane, but still end up losing because they other team had a better carry/dragged it out too long and we were unable to maintain the lead.
How are we supposed to maintain the lead? Is it not possible in some lineups where the other team has a super hardcore lategame carry ? Such as in push lineups (Rhasta, Enigma, etc.) the heroes get a huge lead early/mid game because of tower pushing really fast, but is it still possible to win if you haven't won by the time it hits lategame because the other team might all have hood or like their carry might be farmed and the push lineup has no real carry


Well it's a timing issue. Offensive warding assisted by aggressive counter-warding to keep them blind. Time your pushes so they at least have to defend another lane if they win a team fight. Aim for sheeps and aim for gibs, you have to at the very least trade supports. More importantly, you have to keep their carries honest with buyback money. You have to force buybacks and you have to keep them off of Rosh.

Otherwise you just missed your timing and really don't have a chance to win. Also, your lane needs to be pushed at around 30 mins realistically.
Get it by your hands...
hideo
Profile Blog Joined May 2007
Canada1641 Posts
December 24 2010 06:29 GMT
#22446
Misery interview
http://www.mymym.com/en/news/19594.html

There were some controversies in this event notably with some rules changes (DTS vs EHOME). What's your opinion on the subject?

MYM|MiSeRy: My opinion is just that EHOME cries too much, even I couldn't have cried this hard.


I lol'd.
OmgIRok
Profile Blog Joined June 2008
Taiwan2699 Posts
Last Edited: 2010-12-24 07:10:10
December 24 2010 07:07 GMT
#22447
So like lets say we get mid rax, then we back cause they all respawned. Then the options for the team are to heal up and go rosh, or immediately push another lane? I feel like a lot of times after 1 rax goes down my team just goes turtle mode, jungling and shit to get our items... What you're saying is that it is wrong and the team should just keep maintaining map control/pressure?


and just played some guy in team match making (his name is teamcarry`) from thergs clan (soviet russian xaxaxaxa or something) and got rocked :[[[[[[[
13 min runed axe against an arach/jereziah lane wtf T_T
"Wanna join my [combo] clan?" "We play turret d competitively"
Blyadischa
Profile Joined April 2010
419 Posts
Last Edited: 2010-12-24 07:13:38
December 24 2010 07:13 GMT
#22448
On December 24 2010 16:07 OmgIRok wrote:
So like lets say we get mid rax, then we back cause they all respawned. Then the options for the team are to heal up and go rosh, or immediately push another lane? I feel like a lot of times after 1 rax goes down my team just goes turtle mode, jungling and shit to get our items... What you're saying is that it is wrong and the team should just keep maintaining map control/pressure?


and just played some guy in team match making (his name is teamcarry`) from thergs clan (soviet russian xaxaxaxa or something) and got rocked :[[[[[[[
13 min runed axe against an arach/jereziah lane wtf T_T


I would say depends on how farmed the team (mostly concerned about carries) are, and who your carries are and what their carries are. If you are able to push another lane, and you have the carry disadvantage (in terms of scaling capability), then you push. If you are able to push another lane, have the carry advantage, and your team is more farmed then they are, push another lane; if you have the carry advantage, and your team isn't farmed, take the time to farm.
SushilS
Profile Joined November 2010
2115 Posts
Last Edited: 2010-12-24 08:22:41
December 24 2010 08:22 GMT
#22449
The rule of thumb is after pushing 1 rax go and farm like crazy! And your teams carry should carry aegis before pushing next rax. Also, your teams tank should have cuirass by now. Just remember not to focus on their teams tank during the fight and always win atleast another teamfight before pushing the next rax. Overzealous rax pushing has cost me many a game. GL HF. Which room in Garena do you play on?
iceiceice: I’m going to make this short; I am the one true tinker player.
BlueRoyaL
Profile Blog Joined February 2006
United States2493 Posts
December 24 2010 10:28 GMT
#22450
teamcarry` is nien, and he's pretty decent
last time i saw he was sitting around 1850psr, but he should be much higher

[xa] soviet russia xaxaxa is kizzles clan =)
WHAT'S HAPPENIN
Goshawk.
Profile Blog Joined June 2008
United Kingdom5338 Posts
December 24 2010 15:37 GMT
#22451
New dota version out!

Gogogo read: http://www.playdota.com/changelogs/6.70

Just click the link works better. Copy pasta if anyone wants:

+ Show Spoiler +


* Added a new hero (Tuskarr)

Main Attribute: Strength
Alliance: Sentinel

Agility: 23 + 2.1
Intelligence: 18 + 1.7
Strength: 23 + 2.3

Starting Armor: 3
Movement Speed: 305
Attack Range: Melee


Ice Shards:
============

Tuskarr compresses 5 shards of ice into a ball of frozen energy that damages all enemies in comes in contact with. If the ball comes in contact with an enemy hero or reaches its maximum range the shards are released, creating a barrier that lasts for 5 seconds.

Travel AOE: 200
Cast Range: 1500

Damage: 70/140/210/280
Shards Duration: 5

Manacost: 120
Cooldown: 18/16/14/12

Note: Shards block path

Ice Shards: A1YO


Snowball:
=========

Tuskarr and any nearby allied heroes roll in a quickly growing snowball towards the target enemy unit. Any victims caught in the snowball's path take damage and are briefly stunned; the final target takes 40 extra damage and 0.25 extra stun duration.

The snowball moves at the combined move speed of the heroes within.


Damage: 40/80/120/160
Stun Duration: 0.25/0.5/0.75/1.0

AOE: 200 + 40 per second

Target Cast Range: 1250
Manacost: 75
Cooldown: 40

Note: Stops traveling after 4 seconds.

Snowball: A1S7


Frozen Sigil:
=============

Tuskarr summons a Frozen Sigil by calling upon the deepest cold of winter. The Sigil creates a snowstorm which slows all enemy units within 600 range.


MS Slow: 10/15/20/25%
AS Slow: 30/40/50/60%

Movement Speed: 310 (Flying Unit)
Sigil HP: 300 (same as pugna's ward)
Bounty: 90/100/110/120

Duration: 30
Cooldown: 50
Manacost: 75

Note: Spawns infront of him

Frozen Sigil: A1YR


Walrus Punch:
=============

Tuskarr prepares his mighty Walrus Punch; his next attack will do a critical strike and launch the victim into the air. The victim will be slowed upon landing and take damage.

Critical Strike: 2.5x (4x if the target is below 50% hp)
Landing Damage: 100/200/300
Landing Slow: 40%
Landing Slow Duration: 2/3/4 seconds


Cooldown: 18/16/14
Manacost: 50/75/100

Walrus Punch: A1YQ



* Added a new hero (Phoenix)

Main Attribute: Strength
Alliance: Sentinel

Agility: 12 + 1.3
Intelligence: 18 + 1.8
Strength: 22 + 2.9

Starting Armor: 0
Movement Speed: 290
Attack Range: 500


Icarus Dive:
============

Phoenix dives forward in an arc with a fixed distance in the targeted direction, dealing damage and disarming any units he comes into contact with, and then orbiting back to his original position. If during the 2 second duration of this spell Phoenix casts another spell, the dive ends. Phoenix gains magic immunity for this brief dive period as well. Costs 10% of current HP to cast.

Damage: 100/150/200/250
Disarm Duration: 2/2.5/3/3.5

Travel Range: 1400
Travel Width: 500
Total Travel Time: 2 seconds

Cooldown: 40
Manacost: 100
HP Cost: 10% of current HP

Note: You can also press the same hotkey anytime to end the dive
Icarus Dive: A1RJ
End: A20N



Fire Spirits:
==============

Born out of his own life force, Icarus creates 4 fire spirits to fly alongside him. Each spirit slowly grows in power and can be used to damage his enemies or heal his allies. Costs 10% of your current HP to cast.

Maximum Growth Time: 10 seconds

Spirit Minimum Damage/Heal:10/15/20/25
Spirit Maximum Damage/Heal: 40/60/80/100
Spirit AOE: 400

Subability Cast Range: 1200
Manacost: 75
Cooldown: 35
HP Cost: 10% of current HP


Note: The target subability fires off each spirit one at a time. It has no cooldown. If you let them expire without ordering them, they sacrifice themselves where they are.

Fire Spirits: A1YX
Target: A1Z2


Sun Ray:
========

Drawing from his own inner fire, Icarus expels a huge beam of light at the cost of his own life energy. The beam slows and damages enemies for a percentage of their life. Costs 25% of current HP to activate.

Upon casting, you lose the ability to attack or move directly. Ray extends out to the first hero it finds and burns it and a very small area around it.

Can be toggled on and off.

Slow: 14/20/26/32%
Slow duration: 2 seconds
Damage per second: 10/20/30/40 + 5% of Target's Max Life

Activation Health Cost: 25% Current HP
Activation Mana Cost: 10
Overtime Mana Cost: 4% of Max


You have another sub ability that you can toggle to allow you to drift towards the direction of the ray.

Note: You control the direction of the ray using right click and the beam will move towards that angle.
Note 2: Automatically shuts off if you are silenced or stunned

Sun Ray: A1YY
End: A1Z3
Move: A205


Supernova:
==========

The Phoenix willingly ends his current life for the chance to be reborn. Transforms into a burning sun that scorches enemies within 1000 range. The sun can be attacked by enemy heroes; if it is destroyed, the Phoenix dies as well. However, if the sun survives for 6 seconds all enemies in range will be stunned and the Phoenix will return to life fully regenerated.

Hero Attacks Required (to kill sun): 5/7/9
Duration: 6

Burn AOE: 1000
Damage: 60/80/100 dps
Stun: 1.5/2/2.5

Cooldown: 110
Manacost: 200

Supernova: A1RK



Abaddon
- Frostmourne bonus movement speed increased from 10 to 15%

Anti-Mage
- Spell Shield magic reduction from 15/25/35/45 to 26/34/42/50%

Axe
- Berserker's Call bonus armor from 5/10/15/20 to a constant 30

Bane Elemental
- Reduced Fiend's Grip cooldown from 120 to 100

Bounty Hunter
- Increased Track's movement bonus aoe from 800 to 900
- Increased armor by 2

Centaur Warchief
- Hoof Stomp stun duration from 1.25/1.75/2.25/2.75 to 2.0/2.25/2.5/2.75

Chen
- Persuasion cooldown from 30 to 30/26/22/18

Death Prophet
- Increased base damage by 5
- Removed healing cap (was 1000) on Exorcism
- Strength gain from 1.8 to 2.2

Dirge
- Decay damage from 30/60/90/120 to 40/80/120/160

Doom Bringer
- Scorched Earth damage and health regeneration reduced from 15/20/25/30 to 12/16/20/24

Furion
- Improved base attack damage by 6

Invoker
- Sun Strike kills now give XP to Invoker

Jakiro
- Rebalanced base damage from 42-54 to 46-54

Juggernaut
- Healing Ward movement speed increased from 150 to 300
- Banished units are no longer immune to Blade Fury

Keeper of the Light
- Blinding Light's cast range increased from 600 to 900

Lanaya
- Base damage increased from 45-55 to 53-59

Leshrac
- Split Earth damage increased from 70/140/210/290 to 120/180/240/300
- Lightning Storm cooldown reduced from 6 to 5.5
- Diabolic Edict no longer uses cast point
Diabolic Edict: A20T


Lich
- Dark Ritual cooldown reduced from 55/50/45/40 to 30/27/24/21
- Frost Armor manacost increased from 25 to 50
- Frost Armor armor reduced from 3/6/9/12 to 3/5/7/9
- Frost Nova primary target damage increased from 50/100/125/175 to 50/100/150/200

Lycanthrope
- Shapeshift form critical strike improved from 1.5 to 1.7x
- Wolves critical strike improved from 1.5 to 1.7x

Meepo
- Poof cooldown decreased from 16/14/12/10 to 14/12/10/8

Naga Siren
- Base damage increased by 5

N'aix
- Open Wounds team life steal increased from 10/15/20/25% to 15/20/25/30%

Omniknight
- Degen Aura now also reduces attack speed (same values as the movement speed reduction)

Pandaren Brewmaster
- Drunken Brawler Crit chance increased from 5/10/15/20 to 10/15/20/25%
- Drunken Brawler Evasion chance increased from 6/12/18/24 to 10/15/20/25%

Phantom Assassin
- Blur evasion increased from 15/20/25/30% to 20/25/30/35%

Puck
- Waning Rift cooldown from 20 to 16

Razor
- Eye of the Storm can now target Ancients (not roshan)
- Eye of the Storm no longer ignores magic immune units

Rhasta
- Ether Shock cooldown from 10 to 8

Rooftrellen
- Living Armor regeneration from 1/2/3/4 to 2/3/4/5

Sand King
- Strength gain from 2.3 to 2.6
- Caustic Finale buff duration from 0.25 to 2 seconds

Shadow Priest
- Shadow Wave damage aoe increased from 155 to 170

Silencer
- Increased Glaives of Wisdom damage from 15/30/45/60 to 30/40/50/60
- Glaives of Wisdom cooldown from 3/2/1/0 to 2/0/0/0
- Rebalanced cooldown on Curse of the Silent from 14 to 20/18/16/14

Slardar
- Increased agility gain from 1.9 to 2.4
- Increased base armor from 4 to 5

Slark
- Adjusted the timing on Dark Pact. Instead of starting after 2 seconds and pulsing (damage and buff removal) over 0.5 seconds, it now starts after 1.5 seconds and pulses over 1 second. Same overall damage but now has a longer duration for the buff removal period.
- Dark Pact self damage is now dealt to himself as he deals it to the area around him instead of at cast time

Spectre
- Reworked Dispersion
Old Dispersion:
============
Damage is split amongst the number of heroes in the area.

10/14/18/22% of damage taken is reflected
1000 AoE


New Dispersion:
=============
Damage reflected decreases based on how far heroes are from you. Full damage at 300 range then decreases gradually till 1000 distance away.

10/14/18/22% of damage taken is reflected


Storm Spirit
- Intelligence growth increased from 2.2 to 2.6

Thrall
- Thunderstrike manacost increased from 100/110/120/130 to 130

Tiny
- Grow bonus movement speed increased from 10 to 20 per level

Warlock
- Fatal Bonds damage from 15 to 20%

Weaver
- Minor increase to visibility around The Swarm units when they are attached to someone

Zeus
- Lightning Bolt cooldown from 7 to 6.5





* Added a new recipe item (Ancient Janggo of Endurance)


Ancient Janggo of Endurance
=======================
Requires:
- Bracer (525)
- Robe of the Magi (450)
- Recipe (750)

Provides:
+ 8 All Stats
+ 8 Damage
+ 5% MS and AS Aura

Comes with 3 charges. When used, grants nearby player controlled units an extra 10% MS and AS buff. Lasts for 6 seconds.

Cooldown: 30

Ancient Janggo of Endurance: h0DO



* Added a new recipe item (Medallion of Courage)


Medallion of Courage:
=================
Requires:
- Chainmail
- Sobi Mask
- Recipe (200)

Gives:
+ 6 Armor
+ 50% Mana Regeneration

Target an enemy unit, both you and the enemy lose 6 armor for a duration.

Cooldown: 7
Duration: 7
Cast Range: 800

Medallion of Courage: h0CY



* Added a new consumable item (Smoke of Deceit)


Inspired from 373247

Smoke of Deceit:
============
Consumable
Cost: 100
Charges: 1
Stackable in inventory

Store Stock Max: 3
Store Stock Replenish Time: 10 minutes

Places a buff on all allied player controlled units in 900 aoe. Makes them invisible, grants 10% movespeed bonus, and prevents them from appearing on minimap to enemy players.

If you get within 900 aoe of an enemy hero or tower, the buff wears off. If you attack creeps or Roshan, it dispells.

Buff lasts up to 40 seconds
90 Cooldown

Smoke of Deceit: h0D1



Blade Mail
- Cooldown from 25 to 22

Bloodstone
- Mana regeneration increased from 150 to 200%
- HP regeneration increased from 6 to 8

Chain Mail
- Added to sideshop
Sideshop Chain Mail: h0D0


Crystalys
- Chance to land a Critical Strike increased from 10 to 15%

Khadgar's Pipe of Insight
- Recipe cost reduced from 1000 to 900

Mask of Death
- Lifesteal increased from 10 to 15%

Necronomicon
- Bonus strength increased from 6/10/14 to 8/12/16
- Manaburn cooldown reduced to 20 seconds

Orb of Venom
- Cost reduced from 550 to 500

Orchid Malevolence
- Cooldown reduced from 25 to 18

Planewalker’s Cloak
- Cost increased from 500 to 550 gold

Quelling Blade
- Cooldown reduced from 10 to 5 seconds

Soul Booster
- Mana increased regeneration from 50 to 100%
- HP increased regeneration from 2 to 4





* Added a new loadscreen by Kunkka

This image has been resized. Click this bar to view the full image. The original image is sized 1280x960.


* Reworked Tavern Layout

This image has been resized. Click this bar to view the full image. The original image is sized 717x430.


* Added a 4 minute cooldown to Buyback
* Updated hero icon representation on the minimap (364977)
* Creep vision decreased from 1100 to 850
* Consumable Items no longer automatically fuse with ones you don't own (except for wards)
You can now have a courier carry 2 seperate TP scrolls for different players

* Added Gyro, Weaver, Clinkz and Ancient Apparition to CM
* Fixed default selection order for Necronomicon (Manaburn unit first)
* Fixed default selection order for Panda's Split Earth units (Earth -> Storm -> Fire)

* Added a new model for Furion

* Restored Lina's old projectile
* Added various Christmas themed visuals
* Added Santa hats for couriers, roshan and aegis holder
* Replaced Cheese with candy cane (appears on your hero visually as well)
* Ironwood branch model to christmas present
* Secret Shop is now Santa
* Added some other misc christmas doodads

* Added a visual effect for Furion's Aghanim Scepter
* Added an Aghanim visual effect for Chen
* Minor increase to Metamorphosis model size
* Removed Courier Upgrade button from courier
* Fixed Flying shadow for Obsidian Destroyer, Visage and Viper (182678)
* Improved Double Edge visual effect (323845)
* Added an ally only visual effect for a hero carrying Gem (371567)
* Added a -bounty command to see the total gold gain by Track
* Improved the quality of the following item icons: Mjollnir, Platemail, Chainmail, Helm of the Dominator, Boots of Travel, Blademail, Assault Cuirass, Monkey King Bar, Sentry Wards, Diffusal Blade, Guinsoo and Desolator (280720)
* Added a new icon for level 2 Diffusal Blade (366531)
* Added a new icon for Skeleton King's Critical Strike (146417)
* Improved the quality of the following ability icons: Surge and Naga Siren's Mirror Image (280720)
* Added a new icon for Empower (206290)
* Added a new icon for Skewer (206290)
* Added a new icon for Reverse Polarity (206290)


Summary of major changes:
-2 new heroes.
-3 new items.
-Added Gyro, Weaver, Clinkz and Ancient Apparition to CM.
-New loadscreen.
-No major balance nerfs/buffs it seems.
Glull
Profile Blog Joined November 2009
Germany404 Posts
December 24 2010 15:40 GMT
#22452
to those who it may concern: if you dont know exactly what you are talking about when giving advice, not giving it is usually the more helpful option.

Alventenie and Blyadischa already said most that can be said, if you want more (good) advice i suggest you post some replays.
SushilS
Profile Joined November 2010
2115 Posts
Last Edited: 2010-12-24 16:26:56
December 24 2010 15:45 GMT
#22453
OMG New version out(6.70)!! 2 new heroes!! Icefrog how so baller?
Edit1:Freakin awesome load screen!
Edit2:Oh shit new items!
Edit3:MoD lifesteal increased to 15%. ?Game-changing?
Edit4:The 2 new heroes are so amazing! Ultis are powerful and interesting! OMG so much to do....dsdfghjkl;uytrdesa
iceiceice: I’m going to make this short; I am the one true tinker player.
stanley_
Profile Blog Joined December 2007
United States816 Posts
December 24 2010 16:41 GMT
#22454
smoke of deceit= useless river wards or = more sentry wards?
medallion looks like a ganker item for VS

Caustic Finale buff duration from 0.25 to 2 seconds T.T

looks like a chaser/ganker type patch. The Ms and As boost from jango and ward avoidance from smoke of deceit.

hoorah
Conversion
Profile Joined April 2010
United States3308 Posts
December 24 2010 16:56 GMT
#22455
isn't this the 3rd patch in a row where they buffed bane?

=/ 6.70 is like buff-mania for old heroes
OmgIRok
Profile Blog Joined June 2008
Taiwan2699 Posts
Last Edited: 2010-12-24 18:38:35
December 24 2010 18:00 GMT
#22456
what the heck dude lich dark ritual is like denyville right now. 21 sec cd that's like atleast 30 denies in laning phase lol

also gonna brb play some backlane axe games HEHEHE +30 armor at lvl 2 wowwwwwwwwww

tuskar is so fun.... omg (snowball in but drag ES, Enigma, and magnus with you. LOL)
"Wanna join my [combo] clan?" "We play turret d competitively"
L
Profile Blog Joined January 2008
Canada4732 Posts
December 24 2010 19:51 GMT
#22457
On December 21 2010 02:20 Alventenie wrote:
He didnt do anything spectacular, he could of easily not ran into panda and just gotten away. Probably coulda killed ES faster too. For a #1 play it just seemed lackluster.

The entire thing was interesting because he had just sold items to specifically get dagger/tp, then fought his way out of a gank at secretshop to use both items to get away.
The number you have dialed is out of porkchops.
Heen
Profile Blog Joined November 2003
Korea (South)2178 Posts
December 24 2010 21:09 GMT
#22458
Tuskarr imba as shit and phoenix I've only played once but just look at his stats.. his skills don't have great synergy (+ hella long cd) but they're above average which makes him semi-imba at least.
('''(G_G/'''')
pilsken
Profile Joined April 2010
Germany441 Posts
December 24 2010 21:21 GMT
#22459
Icefrog <3

And yes, the new heroes are most likely pretty imba. Tuskar looks like a completly mad ganger and WALRUS PUNCH is probably the best thing ever. I laughed so hard when i made my first kill with it...

WALRUS PUNCH! 322!

And Phonix looks nice and strong too. It's good that they're not yet in comp. play. They most likely need some tweaking.

But really the important thing to look at are the items.

Smoke of Deceit

Yes! Best. Thing. Ever. Fear the Smoke, ricefarmers! Who cares if you warded, finally there is some threat even in cm-games that you STILL CAN GET GANGED. I feel the concept is absolutely brilliant and why IceFrog is the guy who does best. If this doesn't shake up the competetive scene i don't know what could. Medusas and SFs of this world, hide yourself!

Same thing goes for the courage thingy. -6 armor is MASSIVE in early game. It means negative armor for almost anyone and will make killing beautifully easy but also countering equally viable = more action.

Sick load screen as well.

Nice christmas present.

Anyone up for owning up Garena in euro now? I'm drunk and feel like trashing around Garena noobs.
Ympulse
Profile Joined August 2010
United States287 Posts
December 24 2010 22:14 GMT
#22460
The Icefrog fanboyism is astounding...

You guys realize that he has a TEAM of people that come up with ideas/refine mechanics/change balance for him, and he just codes everything... right?
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