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I thought fountain hooking was genius/hilarious, although it did seem pretty cheesy.
Why doesn't Dota2 show champs by their game portrait like League? I was trying real hard to keep up with the Chinese Antimage blinking every 5 seconds insta-clearing jungle creeps/ split pushing lanes while Na'vi were pushing during Game 2.
And watching Dota2 is a breath of fresh air. Some of these champs seem so amazing, like Clockwerk/Puck (Now I understand ppl when Lissandra was released)/Pudge/Sven.
Lastly, do hyper-carrys in Dota2 carry "harder" than LoL hyper-carrys? My friend kept saying G2 when Antimage was farming ruthlessly that it was GG, even if Na'vi got perfect engage.
edit: Woah my friend linked me Invoker's skillset. Holy shit he has 21 abilities and looks like Vlad?!
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On August 10 2013 13:12 sung_moon wrote: Why doesn't Dota2 show champs by their game portrait like League? I was trying real hard to keep up with the Chinese Antimage blinking every 5 seconds insta-clearing jungle creeps/ split pushing lanes while Na'vi were pushing during Game 2. . You can choose how you want your minimap displayed, the casters just use the classic for the most part.
it can be team colors (enemies = red allies = green) classic colors, hero names, hero portraits, and you can customize how large/small everything is as well.
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From what I understand Carries in Dota 1v5, because that's their job. Though it seems real shitty to be one of the four players who has little impact on the game after a certain point.
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On August 10 2013 11:54 SnK-Arcbound wrote: The first game of Dota2 I watched was that 98 minute snorefest. I'm glad that I think it was IG won because DK fucked around for 30 fucking minutes and did nothing with their advantage.
And if Koreans really got into Dota2 I can guarantee they would shit stomp that level of play.
ughhh god that was so painful.
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On August 10 2013 13:12 sung_moon wrote: edit: Woah my friend linked me Invoker's skillset. Holy shit he has 21 abilities and looks like Vlad?! http://dota2.gamepedia.com/Invoker
that was guinsoo's invoker iirc. not the version we currently use.
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On August 10 2013 13:12 sung_moon wrote: I thought fountain hooking was genius/hilarious, although it did seem pretty cheesy.
Why doesn't Dota2 show champs by their game portrait like League? I was trying real hard to keep up with the Chinese Antimage blinking every 5 seconds insta-clearing jungle creeps/ split pushing lanes while Na'vi were pushing during Game 2.
And watching Dota2 is a breath of fresh air. Some of these champs seem so amazing, like Clockwerk/Puck (Now I understand ppl when Lissandra was released)/Pudge/Sven.
Lastly, do hyper-carrys in Dota2 carry "harder" than LoL hyper-carrys? My friend kept saying G2 when Antimage was farming ruthlessly that it was GG, even if Na'vi got perfect engage. I personally don't like it; I think it's a bit too cheesy. However, Valve has straight up said it's intended/part of the game now. So, debate over. I do have to give props to Na'vi for utilizing it so damn well. It's not exactly easy to do.
You can toggle the spectator client in-game to show game portraits on the minimap. The casters just opt not to do that, because the current set-up for the minimap is a throwback to Dota 1 and a good portion of the player base are probably more used to this.
Yes, hyper carries in Dota 2 carry far far far far far far harder than LoL hyper carries. Dota 2 hyper carries make LoL hyper carries look like little pieces of shit. Heroes like Antimage, Spectre, Phantom Lancer can literally 1v5 once they hit 5~6 items. That said, hyper carries in Dota 2 need a ton of farm to really get going and this can be punished extremely hard with the right line-up by pushing fast and hard and/or by killing them over and over. Barracks don't respawn in Dota so once you lose a rax, it's gone for good and that lane is perpetually pushed until you get the rax yourself. Additionally, heroes lose a quite significant portion of their gold on death so you can quite literally stop a carry's item growth.On August 10 2013 13:16 SnK-Arcbound wrote: From what I understand Carries in Dota 1v5, because that's their job. Though it seems real shitty to be one of the four players who has little impact on the game after a certain point. That's somewhat true to a certain extent, but the 4 other heroes still are quite important. Some abilities go through magic immunity (like Magnus ult) and can be crucial for locking down the enemy carry/supports. Additionally, some support heroes can do massive damage when unchecked through their abilities (see TL v. LGD.cn when the support Crystal Maiden near single-handedly won teamfights by channeling a full ultimate over and over again.)
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On August 10 2013 13:20 Ryuu314 wrote: Yes, hyper carries in Dota 2 carry far far far far far far harder than LoL hyper carries. Dota 2 hyper carries make LoL hyper carries look like little pieces of shit. Heroes like Antimage, Spectre, Phantom Lancer can literally 1v5 once they hit 5~6 items. That said, hyper carries in Dota 2 need a ton of farm to really get going and this can be punished extremely hard with the right line-up by pushing fast and hard and/or by killing them over and over. Barracks don't respawn in Dota so once you lose a rax, it's gone for good and that lane is perpetually pushed until you get the rax yourself. Additionally, heroes lose a quite significant portion of their gold on death so you can quite literally stop a carry's item growth. This is a common thing i hear from league players, but 1v5s don't happen in pro play unless one team is dramatically winning, or its like an amateur team vs a pro team. In pubs its more common becaue coordination doesn't exist as much so its harder to lock down the people you need, in addition many players build glass cannon in pubs so they are easier to kill
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On August 10 2013 13:12 sung_moon wrote:Lastly, do hyper-carrys in Dota2 carry "harder" than LoL hyper-carrys? My friend kept saying G2 when Antimage was farming ruthlessly that it was GG, even if Na'vi got perfect engage.
edit: Woah my friend linked me Invoker's skillset. Holy shit he has 21 abilities and looks like Vlad?! Carrys in dota generally scale harder but are more vulnerable to the much more significant lockdown abilities. Also since spells do not scale with items, there's no equivalent to Ability Power.
On August 10 2013 13:18 UniversalSnip wrote:Show nested quote +On August 10 2013 11:54 SnK-Arcbound wrote: The first game of Dota2 I watched was that 98 minute snorefest. I'm glad that I think it was IG won because DK fucked around for 30 fucking minutes and did nothing with their advantage.
And if Koreans really got into Dota2 I can guarantee they would shit stomp that level of play. ughhh god that was so painful. There was a lot of that game that was about positioning and vision that simply aren't going to be easily communicated, particularly to a broad audience. It was very even and fairly tense, but there's a lot going on that's neat if you can appreciate that side of the game enough to make up for the total lack of actual violence. Yango also had a nice breakdown of why the rapier was so important to why that game turned out as it did.
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On August 10 2013 13:24 PrinceXizor wrote:Show nested quote +On August 10 2013 13:20 Ryuu314 wrote: Yes, hyper carries in Dota 2 carry far far far far far far harder than LoL hyper carries. Dota 2 hyper carries make LoL hyper carries look like little pieces of shit. Heroes like Antimage, Spectre, Phantom Lancer can literally 1v5 once they hit 5~6 items. That said, hyper carries in Dota 2 need a ton of farm to really get going and this can be punished extremely hard with the right line-up by pushing fast and hard and/or by killing them over and over. Barracks don't respawn in Dota so once you lose a rax, it's gone for good and that lane is perpetually pushed until you get the rax yourself. Additionally, heroes lose a quite significant portion of their gold on death so you can quite literally stop a carry's item growth. This is a common thing i hear from league players, but 1v5s don't happen in pro play unless one team is dramatically winning, or its like an amateur team vs a pro team. In pubs its more common becaue coordination doesn't exist as much so its harder to lock down the people you need, in addition many players build glass cannon in pubs so they are easier to kill True. It's honestly extremely hard to 1v5 in Dota 2 unless you have the right items and right situation. It's certainly possible, while in League it's practically impossible to 1v5 with anybody unless the enemy team extremely misplays.
That said, in pro Dota, you sometimes see opposing carries ignore each other and focus down the enemy supports. This is 'cause enemy supports are often the ones with the lockdown that let their team kill you.
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Also, if you guys aren't watching TI3 right now, you should. Regardless if you agree or disagree with Dota 2 or LoL's design direction it's nice to see the other perspective and really see what balancing with OP is like for this genre.
On top of that, TL is playing right now and you should go support TL.
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On August 10 2013 13:27 Haiq343 wrote: Carrys in dota generally scale harder but are more vulnerable to the much more significant lockdown abilities. Also since spells do not scale with items, there's no equivalent to Ability Power.
But that's why the BKB exist right? Aren't all carries essentially supposed to build it?
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On August 10 2013 13:33 RageOverdose wrote: But that's why the BKB exist right? Aren't all carries essentially supposed to build it?
Some stuns and ensares ignore bkb.
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On August 10 2013 13:33 PrinceXizor wrote:Show nested quote +On August 10 2013 13:33 RageOverdose wrote: But that's why the BKB exist right? Aren't all carries essentially supposed to build it?
Some stuns and ensares ignore bkb.
Oh, okay. I'm not exactly well-versed in that game yet. I just know from playing with my friend that BKB is super-important on carries like Luna or Antimage because you will just die to spells and being CC'ed all day.
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On August 10 2013 13:33 PrinceXizor wrote:Show nested quote +On August 10 2013 13:33 RageOverdose wrote: But that's why the BKB exist right? Aren't all carries essentially supposed to build it?
Some stuns and ensares ignore bkb.
On top of that, each use of the BKB reduces the duration and cooldown of the magic immunity. So it goes from a 10 second duration down to a 9/8/7/6/5/4 duration, and 80/75/70/65/60/55/50 CD.
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On August 10 2013 13:35 RageOverdose wrote:Show nested quote +On August 10 2013 13:33 PrinceXizor wrote:On August 10 2013 13:33 RageOverdose wrote: But that's why the BKB exist right? Aren't all carries essentially supposed to build it?
Some stuns and ensares ignore bkb. Oh, okay. I'm not exactly well-versed in that game yet. I just know from playing with my friend that BKB is super-important on carries like Luna or Antimage because you will just die to spells and being CC'ed all day. Antimage actually can afford to not get BKB in some situations since one of his abilities make him extremely tanky against magic damage.
General rule of thumb is that all ultimate abilities go through BKB, but the damage will not be applied. There are a few exceptions, however. For example, Naga Siren's ulti doesn't go through BKB and while Treant's ult goes through BKB, you can cleanse out of Treant ult by activating BKB after Treant ults you.
On August 10 2013 13:38 Loving Memory wrote:Show nested quote +On August 10 2013 13:33 PrinceXizor wrote:On August 10 2013 13:33 RageOverdose wrote: But that's why the BKB exist right? Aren't all carries essentially supposed to build it?
Some stuns and ensares ignore bkb. On top of that, each use of the BKB reduces the duration and cooldown of the magic immunity. So it goes from a 10 second duration down to a 9/8/7/6/5/4 duration, and 80/75/70/65/60/55/50 CD. You also can't sell BKB.
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A better rule than all ultimates, because many ultis do not go through bkb, is most single target ultimate disables go through bkb, while aoe ones tend not to.
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On August 10 2013 13:40 PrinceXizor wrote: A better rule than all ultimates, because many ultis do not go through bkb, is most single target ultimate disables go through bkb, while aoe ones tend not to. Well, for aoe ultimates it depends. The longer range ultis don't go through BKB (Naga ult, Tide ult), while short range aoe ultis do (Mag ult, Engima ult, Void ult, Medusa ult, etc...)
Actually, now that I think about it, I'm pretty sure ults that don't go through BKB are the minority. BKB (almost) always block the damage from abilities unless it's pure or physical though.
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Not going to lie, but I think BKB is literally one of the best designed items in video games ever.
The pistol from Halo CE was pretty nice too though.
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And then you get Warlock and the whole long-range/short-range rule goes to shit.
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