[HoN/DotA] Let's Play~!! - Page 938
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Elemenope
Burkina Faso1704 Posts
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Butigroove
Seychelles2061 Posts
On June 14 2010 07:02 Judicator wrote: I need to make Bracers then ask when to make said Bracers and how many Bracers and who will wear said Bracers and why Bracers are superior and any other questions I might have about Bracers. but what order do you build the bracers? before or after the bracers... | ||
Judicator
United States7270 Posts
On June 14 2010 07:09 Butigroove wrote: but what order do you build the bracers? before or after the bracers... before the second circlet but after the 3rd gauntlet only if: first gauntlet comes before 3rd circlet second circlet after first gauntlet fourth recipe before 2nd gauntlet first recipe at the same time as second circlet any of the two except when carrying a bracer already then any of the three. | ||
Amnesia
United States3818 Posts
PS: I'm bad. | ||
KeiQQ
United States113 Posts
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Alventenie
United States2147 Posts
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Pokebunny
United States10654 Posts
On June 14 2010 11:27 Amnesia wrote: I have a lot of difficulty as Soulstealer when I face Arachna. He is one of the few characters I have trouble with as Soulstealer. I usually get bottle first and that is probably why I'm losing so much vs Arachna middle. I'm not sure. I know for a fact when I go solo Arachna at mid vs Soulstealer, I usually win easily. Is Arachna > Soulstealer? If it is how are you supposed to counter it? PS: I'm bad. 1. Bottle first is bad, almost always. Start with some combo of duck boots, crowns, minors, and a small bit of regen to last you to 600g. I start 2x duck, a crown and runes. 2. Hope he misses a couple early last hits to you. I will elaborate more tomorrow, if you want bother me on hon and I'll play you ss v arachna in a lane. | ||
Butigroove
Seychelles2061 Posts
Some ways to win for SS are to abuse runes (nuke creeps when near rune spawn time to force the wave back and get free rune + creep kills) and try to wittle down the Arachs hp with the long range raze so when the arach does initiate you can double raze real fast to kill her. That and ganks/glacius ![]() edit: woooooh hon update and celtics win! | ||
Judicator
United States7270 Posts
And what the fuck was S2 smoking when they made that hero? It's like some manly fusion of Tide and Visage. | ||
ahswtini
Northern Ireland22206 Posts
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JeeJee
Canada5652 Posts
![]() yeah that's a 168pt run lowest score possible (i think) ->504pts sub-500 would be so much nicer though.... | ||
EmeraldSparks
United States1451 Posts
Hardened Carapace: kind of like Tidehunter's Kraken Shell (see also Spell/Aphotic Shield, Dark Pact) Precision: Drow's Trueshot Aura, exactly Spider Sting: Viper's Viper Strike, except attached to a little bug which can be killed | ||
hideo
Canada1641 Posts
In all cases where I beat arachna, it was always an inferior player. Fails to control runes, bad at last hitting, doesn't know how to orb walk, doesn't level magic armour, doesn't understand controlling distance when playing vs soulstealer using web shot, etc. etc. Ideally, you would have a friend with some roaming experience (bonus if he knows how to dip in and out of fog of war all the time) to 1) play someone with a stun, 2) buy a ward or two, and 3) help you control runes and exert some ganking pressure on the middle lane. Tall order, I know. Some tips: - do not hesitate to burn/"waste" mana on lvl 1 or 2 demon hands to steal creep kills, every soul is important - leave lane early (or at least before arachna) to camp the rune spawn, one or two good runes can mean you getting even in cs or killing outright - you can try saving starting gold for a faster bottle, then just permapush the lane with hands and spend your free time camping rune spawns, fiddling with bottle-courier, and doing below point... - frequently visit the easy camp if you're on legion to net easy souls once you have lvl 2+ hands | ||
Dead9
United States4725 Posts
+ Show Spoiler [Patch notes] + Version 1.0.3 ------------- Darkwood Vale - Removed two neutral spawns, replaced them with outposts - Replaced two of the higher tier neutral camps with tier 1 neutrals - Outermost towers are now level 1 towers (instead of level 2) * This means they will do slightly less damage and less starting health, same as the outer most towers on Caldavar - Lowered building health on this map by 25%, lowered ranged rax health regeneration rate by 25% (these changes only affect the darkwood vale map) - Moved some trees to allow better ward spots to cover runes Ingame - Players will no longer see trees die in fog * Meaning, juking with Logger's Hatchet / Runes of Blight is now much more fun! - Added an interface option for "Double Activate." When enabled, certain items and abilities may be double-clicked (or double-activated) for automatic use: * Homecoming Stone and Post Haste teleports you home * Health Potions and Mana Potions are used on self * Tablet of Command, Stormspirit, Charged Hammer, and Nullfire Blade are used on self * Portal Key blink towards home * Grace of the Nymph, Inner Light, Protective Charm, Camouflage, Nature's Protection, Arcane Hide, Healing Wave, Cursed Shield, Fire Shield, Frenzy, and Focus Buffer are used on self - Added new game interface option "Move To Spawn On Disconnect" * When enabled, the server will automatically issue a move command to your hero to move back to base whenever you crash, freeze, or lose your internet connection - Added new keybind: "Cancel And Hold Position" * Functions exactly like "Hold Position", except it also cancels animations * Players who want this functionality can replace their current Hold keybinding with the new Cancel and Hold keybinding - A unit in the air no longer gains the 25% "uphill miss chance" evasion * Units stunned by Witch Slayer or Magmus or tossed by Pebbles won't gain extra evasion * Couriers and Tundra bird won't gain extra evasion - Health and Mana bars for heroes will now show the damage they take * This new 'shadowed' bar can be turned off in the options menu - If the player drag-selects, and the current active control entity is not a hero, and the selection contains a hero, then the active control entity will become the first hero in the selection. * This allows players to drag-select ophelia + her creeps and ALWAYS have Ophelia as active, regardless of the last active unit. - Scorescreen now contains voting options (kick, pause, concede, remake) and add friend functionality - The camera will no longer shake when an effect (such as homecoming stone) is played in fog - Fix to properly calculate a player's exp/min, even if he reached max level - Neutral creep agro range for allc reeps set to 300 (some were 250, some were 300) - Vulture Lord now has a +3 AOE armor aura - Fix to Kongor so he won't wonk out and no one can hit him anymore - Added a visual effect for Main health bars, they now course with energy - Modified the internal random number generator to use a much higher quality distribution of random number - Dual target abilities now properly ignore trees if their target scheme ignores them - Hero health/mana bars are now shadowed with 500ms delay on the shadows - Gold lerps to its actual value over 350m - Toggles are correctly propagated to illusions * Fixes illusion steamboots, illusion fayde stance, etc Pre-Game - Added "Potential Hero Selection" functionality * At the hero selection screen, you can right-click on any hero to make it your "Potential Hero" * Spectators and anyone on your team can see your potential hero (the enemy team can't) * If you run out of time, you will select that hero rather than randoming - Prevent the "5... 4... 3... 2... 1... Let's get it on" countdown from happening after the hero selection screen - Loading bar now courses with energy - The game lobby will no longer display the message "PlayerName has connected." once for their initial connection, and again when they have finished loading * It will now say "PlayerName is connecting." and "PlayerName has connected." to distinguish the different events - Set the max channel chat message (250), max game chat message (150), chat channel topic (140), and channel name length (30). - Channel messages will only play sounds when receiving a message in the current channel that has focus * This fixes all the sounds that used to play when a user was in multiple channels at the same time - The channel name + topic area of the channel is now truncated off properly and no longer wraps off the panel onto the rest of the UI for long channel topics - Added a hovertip to the channel name + topic so if the topic is 95+ chars, if you hover over it it displays the full topic, similar to how long game names work in the Public Game interface - The game lobby will now play the epic lobby.mp3 music - Moved the voip mute button/icon things to the small colored circle to the side of the player slot (which normally is only used for the right-click menu) in all game phases * The normal right-click menu (which is only available pre-hero-picker) now occupies the same spot used to show the player's avatar/left-click to join button) General - Fixed a bunch of random crashes caused from clicking the "Disconnect" button * Before, clicking the button had a small random chance to corrupt a random place in memory that caused you to crash at a random time doing something random - Updated the wording of some of the tooltips to be a bit more clear - When viewing a player's stats, "Public Statistics" is now selected by default (previously "Ranked Statistics") - Prevent a buddylist bug when the user loses connection to the chat server, then reconnects to the chat server - Russian stringtables updated - Fixed lock camera on player not turning off after a replay - Profanity filter is now optional - Follow fix: If two players are following each other and one of them joins a game, the other one will now join that game instead of both of them disconnecting - Fixed a spelling error in the matchmaking interface - Fixed crash when CLIPBOARD selection is unowned and an attempt is made to paste - Fixed an issue that disconnected a user if they typed a player's name into the IM window - Fix to the close button of the MOTD so you can click it easier - Fixed mousewheel events not having the correct coordinates in windowed mode - Re-organized the options menu slightly - The game list is no longer cleared when closed * The list will only auto-refresh when it is opened for the first time or a game starts - Fixed Official Stats or No Stats showing up when you invite someone to a game - Removed cast time on Taunt Items Courier - Will now be attacked by Towers and the Well Geometer's Bane - Grants 0.1sec invulnerability on activation Hellflower - Damage increased from 40 to 45 Plated Greaves - Will no longer apply it's buff to Wildsoul's bear Puzzlebox - Recipe increased from 1100 to 1250 Shrunken Head - Added to the tooltip that it cannot be dispelled Steamstaff - Price lowered to 800 from 900 Stormspirit - No longer silences or perplexes, just stuns * This allows you to queue up orders while under it's effects Heroes - Maliken, Warbeast, and Wildsoul transformations will no longer act stupid when Dark Lady Ults - Valkyrie Arrow, Devourer Hook, and Voodoo Casks will no longer hit couriers - Added new Legion Strength hero, Tundra * Based on Rexxar the Beastmaster from DotA Accursed - Fire Shield dispels stuns once again - Flame Consumption will no longer automatically activate below 400hp. Must be cast manually. * This means that silences/stuns/etc will prevent Accursed from triggering his ult - Staff of the Master now lets Accursed use Flame Consumption while silenced Arachna - Spider Sting will no longer stand there like a dummy if a hero blinked while the projectile was midair Behemoth - Initial 200/275/350 Magic damage on Shockwave is now Superior Magic, meaning it will go through magic immunity Bubbles - Shell Surf vision increased from 600 to 800 units and now keeps granting vision if it goes the max distance for 3.34 seconds. - Fixed a bug with Shell Toss that was resetting the cooldown incorrectly - Song of the Sea now hits units in fog and invisible units - Take Cover no longer perplexes - Kelp Field will no longer deal damage or stun magic immune heroes Chipper - Attack time increased from 350ms to 450ms Corrupted Disciple - Electric Tide now is now correctly displayed when originating from a position within fog Deadwood - Base strength increased from 23 to 25 - Base Armor increased from 2.24 to 2.74 - Creeps will no longer dispel the tree Engineer - Fixed the Turret's attacks eating Nullstone - Tinker cooldown increased from 15 to 20 - Tinker manacost increased from 25 to 50 Forsaken Archer - Call of the Damn's skeletons will no longer trigger neutrals to use their abilities Gauntlet - Infernal Instability now has an instant cast time - Cast range on Grapple increased from 625/800/975/1150 to 725/850/975/1150 Hammerstorm - Mighty Swing can now be toggled on and off Hellbringer - Base armor lowered from 2.4 to 1.4 - Life Void cooldown increased from 7 seconds to 10 seconds Magmus - Volcanic Touch now correctly deals damage to Mechanical units Maliken - Fixed tooltips - Possession manacost lowered from 150 to 100 Nymphora - Number of people taken with her Teleport increased from 0,1,2 to 1,2,3 additional targets per level Pandamonium - Slow from missing a Cannonball lowered from 4s to 2s Pollywog Priest - Max distance of Electric Jolt lowered by 200 Pyromancer - Phoenix Wave can now target both units and the ground Sand Wraith - Using Manifest no longer kills all active illusions Soul Reaper - Added to the ult tooltip to correctly state the cooldown changes to 70s at all levels with it Soulstealer - Fixed the "being knocked down" while using an item bug Succubus - Fixed a bug causing sleep to sometimes be removed instantly by a creep - Succubus' Hold cooldown lowered from 120s at all levels to 120/110/100 Swiftblade - Base movespeed increased from 300 to 305 - Returned attack no longer triggers responses like Corrupted Disciple's Static Discharge Valkyrie - Javelin will now leave lingering vision if it hits nothing - Tweaked Prism to correctly hit invulnerable allied heroes Wildsoul - Damage when the bear dies now properly goes through immunities - Updated his tooltip to reflect that he takes damage when his bear dies - Beardulon abilities reworked very slightly * Gains Return at level 1 * Gains Entangling Claws at level 2 * Gains Demolish at level 3 * Gains Magic Resist at level 4 - Wild cast time removed, letting him cast it on the run - Base movespeed while in Bear Form increased from 270 to 285 Wretched Hag - Bat Blast can now target both units and the ground Zephyr - Cyclone damage halved against non-hero units Does anyone know what this means ? "- Gold lerps to its actual value over 350m" | ||
OmgIRok
Taiwan2699 Posts
ctrl+f "The Party" | ||
DarkOptik
452 Posts
On June 14 2010 13:37 Dead9 wrote: New patch is out ... Does anyone know what this means ? "- Gold lerps to its actual value over 350m" I'm not particularly sure what the 350m refers to, but the I know the gold/minute was not displaying the correct amount in match stats, so that might be what it fixed. EDIT: Or not! I noticed what Durak said as well. I'm not particularly sure why they would do that. | ||
Durak
Canada3684 Posts
On June 14 2010 13:37 Dead9 wrote: "- Gold lerps to its actual value over 350m" If you've tried the patch, gold spent or received gets "counted" up to it's actual value. It's sort of like a slot machine where you can see your winnings being counted upwards rather than the final lump sum immediately. It's pretty dumb. | ||
rabidch
United States20288 Posts
rofl most of your bracket is BRs and south americans | ||
Butigroove
Seychelles2061 Posts
On June 14 2010 13:05 hideo wrote: - frequently visit the easy camp if you're on legion to net easy souls once you have lvl 2+ hands i forgot this this is really important for SS mid against any hero you can stack it easily if you double nuke the wave and get free souls | ||
GhostKorean
United States2330 Posts
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