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[HoN/DotA] Let's Play~!! - Page 1386

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ketomai
Profile Joined June 2007
United States2789 Posts
July 12 2011 08:28 GMT
#27701
idk what it is about paper's handwriting, but I like it. I want a paper font please!
Corr
Profile Joined January 2009
Denmark796 Posts
Last Edited: 2011-07-12 09:56:02
July 12 2011 09:54 GMT
#27702
recent hero changes in dota HAS to be part of Icefrog's grand plan of "encouraging" people to move on to dota2 by making the original shittier for every version. I CANNOT think of any other reason why you would make spiritbreaker that way
Gak2
Profile Joined September 2010
Canada418 Posts
July 12 2011 09:55 GMT
#27703
hey guys is it worth it to get spellshards on blacksmith? or are there better alternatives
maJes
Profile Joined June 2010
United Kingdom186 Posts
July 12 2011 10:03 GMT
#27704
On July 12 2011 18:55 Gak2 wrote:
hey guys is it worth it to get spellshards on blacksmith? or are there better alternatives


Since his dot lowers magic armor anyway I think there are more useful pickups personally. I like storm spirit quite a lot.
BE'YENNEH......YAOWRL.....
lynx.oblige
Profile Joined August 2009
Sierra Leone2268 Posts
July 12 2011 11:54 GMT
#27705
What did they do to spiritbreaker???
Everyone needs a nemesis.
Goshawk.
Profile Blog Joined June 2008
United Kingdom5338 Posts
Last Edited: 2011-07-12 12:02:27
July 12 2011 12:02 GMT
#27706
On July 12 2011 18:54 Corr wrote:
recent hero changes in dota HAS to be part of Icefrog's grand plan of "encouraging" people to move on to dota2 by making the original shittier for every version. I CANNOT think of any other reason why you would make spiritbreaker that way


?? What's wrong with spiritbreaker now? He's got changed so much recently, probably because Icefrog is trying to find a way to make him actually good. I guess he's pretty annoying and imba on pubs if he gets fed early then goes around charging everyone? >_< And your idea of Icefrog making bad changes to get people to move is pretty ridiculous.

Charge of darkness got reworked so now he runs really fast and ignores terrain, but he lost his magic immunity.

+ Show Spoiler +

Old Charge of Darkness:
=======================
Takes up to a few seconds to charge up and then starts moving towards his target. Speed is based on how long it charged up for.

Charge time: Up to 4 seconds.
Charge speed: Up to 60%
Stun: 1.4/1.8/2.2/2.6 seconds

Notes:
1- Gains vision (and truesight) over his target while casting.
2- Becomes magic immunity only when fully charged.
3- Target has a debuff indicator when Barathrum is within 2500 distance.
4- Speed bonus is retained for 2 seconds after impact.
5- Becomes interrupted if the target dies, becomes decrepified or cycloned.


Cooldown: 40
Manacost: 75
Casting Range: Global


New Charge of Darkness:
========================
Immediately charges towards the targeted enemy unit. Ignores pathing completely. Stuns the target when it reaches it.

If the target dies, charge will automatically resume on another nearby visible unit.

While you are charging, all secondary units within 250 AoE of you are hit by a greater bash equal to its level.

Primary Target Stun Duration: 1.4/1.8/2.2/2.6
Speed: 425/500/575/650

Cooldown: 40
Manacost: 75
Casting Range: Global

Notes:
1- Gains vision in a small area around the target.
2- If target dies, the charge will transfer to the nearest visible enemy unit
3- Stops if you become stunned.
4- Target has a debuff indicator when Barathrum is within 2500 distance.
Sm3agol
Profile Blog Joined September 2010
United States2055 Posts
July 12 2011 12:04 GMT
#27707
I don't understand how you can be bad at last hitting. I'm not saying I'm pro at it, but I've only been playing the game for a month or so, and I don't find it that difficult. I still miss some, especially around towers, and when actively fighting someone else for the ck/denies, but if I'm farming alone, i can get ~95% of the available cks. You just have to learn as you go, and stay close to your creeps as a ranged hero. Don't creep farm from max range as a hero with a slow attack animation.
stanley_
Profile Blog Joined December 2007
United States816 Posts
July 12 2011 12:05 GMT
#27708
hey rabid, send in your pro replays to wodota. it's getting dry.
hoorah
rabidch
Profile Joined January 2010
United States20289 Posts
July 12 2011 12:06 GMT
#27709
On July 12 2011 21:02 Goshawk. wrote:
Show nested quote +
On July 12 2011 18:54 Corr wrote:
recent hero changes in dota HAS to be part of Icefrog's grand plan of "encouraging" people to move on to dota2 by making the original shittier for every version. I CANNOT think of any other reason why you would make spiritbreaker that way


?? What's wrong with spiritbreaker now? He's got changed so much recently, probably because Icefrog is trying to find a way to make him actually good. I guess he's pretty annoying and imba on pubs if he gets fed early then goes around charging everyone? >_< And your idea of Icefrog making bad changes to get people to move is pretty ridiculous.

Charge of darkness got reworked so now he runs really fast and ignores terrain, but he lost his magic immunity.

+ Show Spoiler +

Old Charge of Darkness:
=======================
Takes up to a few seconds to charge up and then starts moving towards his target. Speed is based on how long it charged up for.

Charge time: Up to 4 seconds.
Charge speed: Up to 60%
Stun: 1.4/1.8/2.2/2.6 seconds

Notes:
1- Gains vision (and truesight) over his target while casting.
2- Becomes magic immunity only when fully charged.
3- Target has a debuff indicator when Barathrum is within 2500 distance.
4- Speed bonus is retained for 2 seconds after impact.
5- Becomes interrupted if the target dies, becomes decrepified or cycloned.


Cooldown: 40
Manacost: 75
Casting Range: Global


New Charge of Darkness:
========================
Immediately charges towards the targeted enemy unit. Ignores pathing completely. Stuns the target when it reaches it.

If the target dies, charge will automatically resume on another nearby visible unit.

While you are charging, all secondary units within 250 AoE of you are hit by a greater bash equal to its level.

Primary Target Stun Duration: 1.4/1.8/2.2/2.6
Speed: 425/500/575/650

Cooldown: 40
Manacost: 75
Casting Range: Global

Notes:
1- Gains vision in a small area around the target.
2- If target dies, the charge will transfer to the nearest visible enemy unit
3- Stops if you become stunned.
4- Target has a debuff indicator when Barathrum is within 2500 distance.

pub tears
its actually been slightly nerfed since that changed. i only think he should be tweaked one way or another
LiquidDota StaffOnly a true king can play the King.
BurningSera
Profile Blog Joined September 2010
Ireland19621 Posts
July 12 2011 12:25 GMT
#27710
bara is fine a very strong hero in this patch indeed but is not like you cant counter him if you know what to do.

btw,i recently bought HoN (due to mate)! but he is the player who kinda only knows to play some specific heroes so i am bored when he didnt get what he can use so where can i pick up some games with tl fellas XD
is 2017, stop being lame, fuck's sakes. 'Can't wait for the rise of the cakes and humanity's last stand tbqh.'
XnG_777
Profile Joined June 2011
713 Posts
July 12 2011 13:11 GMT
#27711
Pubbers used to whine about bara being op and others said it was underpowered.
in 72 icefrog changed it so it could stomp low-level pubs more and be somewhat more used in comp.

results
Corr
Profile Joined January 2009
Denmark796 Posts
Last Edited: 2011-07-12 14:00:43
July 12 2011 14:00 GMT
#27712
yes its fine, my issue with the hero is how much of an impact it can have on a game even when controlled by a horrible player, much more so than any other easy-to-use hero, it requires literally zero farm on top of that. shit ruins my sf stomp games =(
rabidch
Profile Joined January 2010
United States20289 Posts
July 12 2011 14:16 GMT
#27713
On July 12 2011 23:00 Corr wrote:
yes its fine, my issue with the hero is how much of an impact it can have on a game even when controlled by a horrible player, much more so than any other easy-to-use hero, it requires literally zero farm on top of that. shit ruins my sf stomp games =(

SF dies to a lot of heroes this version. Plus Smoke.
LiquidDota StaffOnly a true king can play the King.
BurningSera
Profile Blog Joined September 2010
Ireland19621 Posts
Last Edited: 2011-07-12 14:27:24
July 12 2011 14:26 GMT
#27714
On July 12 2011 23:00 Corr wrote:
yes its fine, my issue with the hero is how much of an impact it can have on a game even when controlled by a horrible player, much more so than any other easy-to-use hero, it requires literally zero farm on top of that. shit ruins my sf stomp games =(


bara is item dependent and he is very fragile(which is why he usually needs bracer/s). if he cant kill much in early game(which can be totally prevented if you are aware of him/gank+ you can disable him when he charge), he is pretty much useless after that (best he can do it charge, ulti and die for the team). thats pub i am talking here. in cw or high lvl games nobody use him.

i suppose newb can own with bara with the right build XD but that applies to alot of other heroes too. sf dies easily to many nuker/dps and you know bara can have very high dps in early game.
is 2017, stop being lame, fuck's sakes. 'Can't wait for the rise of the cakes and humanity's last stand tbqh.'
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2011-07-12 15:24:32
July 12 2011 15:15 GMT
#27715
On July 12 2011 15:14 SirMilford wrote:
Show nested quote +
On July 12 2011 14:53 wonderwall wrote:
Just played a 1600 matchmaking game. We had Polly mid who was Russian, Zephyr+Empath who were Brazilian, a ragey american kid on Puppet and me on FA. Hearing 40 minutes of rage in broken English/incomprehensible Russian & Portugese is an experience unique to hon.

We lost in the end. Puppet riced for about 35 minutes getting ganked frequently and never participating in teamfights. Zephyr didn't seem to last hit and had Empath following him around everywhere only ulting him.


On a somewhat related note, does anyone else feel when playing support that the carries never seem to last hit properly? I feel that i am watching a circus half the time with an autoattacking chrono in my lane. How hard is it really to time a last hit. If it is extremely difficult buy an axe.


This drives me nuts. I see this all the time. The carry either auto-attacks, focuses on denies (wtf?), or just misses their last hits. Even worse in mid-game I'll work hard to secure a lane for a carry and they'll go and just auto-attack + spam spells and push it all the way out right away rather than farming it in place by carefully last hitting.

People suck at last hitting because they don't care enough to work on it. From my friends I get the impression that it's not really the game to them so they don't work on practicing it even though it would help them win more. So the trick to getting good at it is just focusing on it and trying your hardest to get last hits.

Some of the things to note are: when you attack (try to remember what the bar looks like when you give the command to attack), the distance you attack from, and the direction you are facing when you attack. When possible be close to the creeps, facing them, and using hold position so you can attack with the lowest possible delay. As melee it's trickier, but pay attention to when you're darting in to last hit and what kind of path you have to the creep (are you getting blocked on your way to the creep for example).
Logo
Etherone
Profile Blog Joined November 2008
United States1898 Posts
July 12 2011 17:17 GMT
#27716
im going to let you guys in on a secret. if you are support and you are playing a lower level game than your regular games, and you see a carry you are babysitting messing up all the cs.

take all of it, mercilessly.
rabidch
Profile Joined January 2010
United States20289 Posts
July 12 2011 17:26 GMT
#27717
On July 13 2011 02:17 Etherone wrote:
im going to let you guys in on a secret. if you are support and you are playing a lower level game than your regular games, and you see a carry you are babysitting messing up all the cs.

take all of it, mercilessly.

OR you can just take all of it all the time and then say you're the carry
LiquidDota StaffOnly a true king can play the King.
Logo
Profile Blog Joined April 2010
United States7542 Posts
July 12 2011 17:38 GMT
#27718
On July 13 2011 02:26 rabidch wrote:
Show nested quote +
On July 13 2011 02:17 Etherone wrote:
im going to let you guys in on a secret. if you are support and you are playing a lower level game than your regular games, and you see a carry you are babysitting messing up all the cs.

take all of it, mercilessly.

OR you can just take all of it all the time and then say you're the carry


Then make fun of the carry for not being farmed up.
Logo
SirMilford
Profile Blog Joined September 2010
Australia1269 Posts
July 12 2011 17:41 GMT
#27719
On July 13 2011 02:17 Etherone wrote:
im going to let you guys in on a secret. if you are support and you are playing a lower level game than your regular games, and you see a carry you are babysitting messing up all the cs.

take all of it, mercilessly.

Then the carry starts to fail and make sure none of us get the last hit. >:| Besides i need to practice actually harrasing enemy heroes in lane these days.
GhostKorean
Profile Blog Joined November 2008
United States2330 Posts
July 12 2011 18:04 GMT
#27720
On July 13 2011 00:15 Logo wrote:
Show nested quote +
On July 12 2011 15:14 SirMilford wrote:
On July 12 2011 14:53 wonderwall wrote:
Just played a 1600 matchmaking game. We had Polly mid who was Russian, Zephyr+Empath who were Brazilian, a ragey american kid on Puppet and me on FA. Hearing 40 minutes of rage in broken English/incomprehensible Russian & Portugese is an experience unique to hon.

We lost in the end. Puppet riced for about 35 minutes getting ganked frequently and never participating in teamfights. Zephyr didn't seem to last hit and had Empath following him around everywhere only ulting him.


On a somewhat related note, does anyone else feel when playing support that the carries never seem to last hit properly? I feel that i am watching a circus half the time with an autoattacking chrono in my lane. How hard is it really to time a last hit. If it is extremely difficult buy an axe.


This drives me nuts. I see this all the time. The carry either auto-attacks, focuses on denies (wtf?), or just misses their last hits. Even worse in mid-game I'll work hard to secure a lane for a carry and they'll go and just auto-attack + spam spells and push it all the way out right away rather than farming it in place by carefully last hitting.

People suck at last hitting because they don't care enough to work on it. From my friends I get the impression that it's not really the game to them so they don't work on practicing it even though it would help them win more. So the trick to getting good at it is just focusing on it and trying your hardest to get last hits.

Some of the things to note are: when you attack (try to remember what the bar looks like when you give the command to attack), the distance you attack from, and the direction you are facing when you attack. When possible be close to the creeps, facing them, and using hold position so you can attack with the lowest possible delay. As melee it's trickier, but pay attention to when you're darting in to last hit and what kind of path you have to the creep (are you getting blocked on your way to the creep for example).

The best part is when mid comes to your lane after you repeatedly told him not to, and then walks right into the lane from the wrong side at the worst moment. He aggros the enemy's creeps and runs back in the jungle, only to come back after he shakes the creeps off to nuke your lane and steals several creep kills before walking back to mid.
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