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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
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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.
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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
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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.
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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.
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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.
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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
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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.
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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?
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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 =)
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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.
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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.
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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
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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.
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isn't this the 3rd patch in a row where they buffed bane?
=/ 6.70 is like buff-mania for old heroes
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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)
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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.
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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.
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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.
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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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