I dont think you need more, but from watching pro-streams I can guarantee that most of them have more than 200 apm at least during the times they spike and they put it to use often. I agree that it is one factor among many, but it definitely is a factor.
APM Counter in Dota2? - Page 2
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Archeon
3253 Posts
I dont think you need more, but from watching pro-streams I can guarantee that most of them have more than 200 apm at least during the times they spike and they put it to use often. I agree that it is one factor among many, but it definitely is a factor. | ||
BongChambers
Canada591 Posts
Looking through a few mechanics, items and hero's of DotA we can make a very quick short list of APM intensive factors; Meepo - 4/5 hero's that you must control, can each cast 2 of their own spells, 2 x 4 = 8 spells you can cast within a second. Chen/Enchantress/Visage - Control neutral/extra creeps throughout the game that normally contain spells such as troll, centaur, bird stomp. Naga/TerrorBlade - Illusions that can split push, last hit in lane, stack/kill jungle camps, distract and be targets for enemy spells. Tinker Earth/Invoker - Multiple spells that can be cast in quick succession and that requires a very active play style. Helm of Domination/Power Threads/Manta Style - Simple item examples that require more actions then normally to be utilized more effectively. Of course strategy, team play, experience/gold gained, kills and more are very important aspects to DotA.. It's quite frankly a very micro intense game if you want an edge over your opponent. Most people don't have map/situation awareness because they have low APM, constantly checking the map and clicking around on enemy hero's to see their item build and how much Health/Mana they have is vital information. APM in my opinion is why some people enjoy playing Wraith King but don't enjoy playing Chen or even Brew Master. If you have low APM you can't play your hero to its maximum potential, even if you know what you're doing and communicate with your team. I don't understand how people don't connect reaction time, map awareness, game sense, activity, multiple units and much more to APM. I personally hope to see a APM counter in DotA someday and I can 100% guarantee you that someone is going to check it once in a while. There is no reason for there not to be a APM counter in DotA. | ||
ChunderBoy
3242 Posts
On December 23 2014 16:17 BongChambers wrote: It's quite surprising that very few to no one is looking into what APM translates into DotA in terms of benefits. Is it the most important thing? Will you be the best in the world if you have the highest APM? Probably not.... But how anyone could argue that APM isn't important in DotA is beyond me. Looking through a few mechanics, items and hero's of DotA we can make a very quick short list of APM intensive factors; Meepo - 4/5 hero's that you must control, can each cast 2 of their own spells, 2 x 4 = 8 spells you can cast within a second. Chen/Enchantress/Visage - Control neutral/extra creeps throughout the game that normally contain spells such as troll, centaur, bird stomp. Naga/TerrorBlade - Illusions that can split push, last hit in lane, stack/kill jungle camps, distract and be targets for enemy spells. Tinker Earth/Invoker - Multiple spells that can be cast in quick succession and that requires a very active play style. Helm of Domination/Power Threads/Manta Style - Simple item examples that require more actions then normally to be utilized more effectively. Of course strategy, team play, experience/gold gained, kills and more are very important aspects to DotA.. It's quite frankly a very micro intense game if you want an edge over your opponent. Most people don't have map/situation awareness because they have low APM, constantly checking the map and clicking around on enemy hero's to see their item build and how much Health/Mana they have is vital information. APM in my opinion is why some people enjoy playing Wraith King but don't enjoy playing Chen or even Brew Master. If you have low APM you can't play your hero to its maximum potential, even if you know what you're doing and communicate with your team. I don't understand how people don't connect reaction time, map awareness, game sense, activity, multiple units and much more to APM. I personally hope to see a APM counter in DotA someday and I can 100% guarantee you that someone is going to check it once in a while. There is no reason for there not to be a APM counter in DotA. bcoz the required apm for any of the heroes u mentioned can be achieved by any average human being that has 2 hands and 10 fingers | ||
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dfs
Russian Federation4050 Posts
Ability to press buttons is infinitely more important in this game than ability to click fast. | ||
goody153
44122 Posts
On December 23 2014 16:17 BongChambers wrote: It's quite surprising that very few to no one is looking into what APM translates into DotA in terms of benefits. Is it the most important thing? Will you be the best in the world if you have the highest APM? Probably not.... But how anyone could argue that APM isn't important in DotA is beyond me. Looking through a few mechanics, items and hero's of DotA we can make a very quick short list of APM intensive factors; Meepo - 4/5 hero's that you must control, can each cast 2 of their own spells, 2 x 4 = 8 spells you can cast within a second. Chen/Enchantress/Visage - Control neutral/extra creeps throughout the game that normally contain spells such as troll, centaur, bird stomp. Naga/TerrorBlade - Illusions that can split push, last hit in lane, stack/kill jungle camps, distract and be targets for enemy spells. Tinker Earth/Invoker - Multiple spells that can be cast in quick succession and that requires a very active play style. Helm of Domination/Power Threads/Manta Style - Simple item examples that require more actions then normally to be utilized more effectively. Of course strategy, team play, experience/gold gained, kills and more are very important aspects to DotA.. It's quite frankly a very micro intense game if you want an edge over your opponent. Most people don't have map/situation awareness because they have low APM, constantly checking the map and clicking around on enemy hero's to see their item build and how much Health/Mana they have is vital information. I don't understand how people don't connect reaction time, map awareness, game sense, activity, multiple units and much more to APM. I personally hope to see a APM counter in DotA someday and I can 100% guarantee you that someone is going to check it once in a while. There is no reason for there not to be a APM counter in DotA. @meepo/chen/enchantress/visage/naga/TB : Those heroes doesn't even require really high APM to use well. Even enough practice will do. @Tinker/Invoker/ES : I know 2 people who tried to play starcraft and can't multitask at all but can use Invoker/Tinker really well(obviously not pro level good). | ||
Targe
United Kingdom14103 Posts
On December 23 2014 16:17 BongChambers wrote: It's quite surprising that very few to no one is looking into what APM translates into DotA in terms of benefits. Is it the most important thing? Will you be the best in the world if you have the highest APM? Probably not.... But how anyone could argue that APM isn't important in DotA is beyond me. Looking through a few mechanics, items and hero's of DotA we can make a very quick short list of APM intensive factors; Meepo - 4/5 hero's that you must control, can each cast 2 of their own spells, 2 x 4 = 8 spells you can cast within a second. Chen/Enchantress/Visage - Control neutral/extra creeps throughout the game that normally contain spells such as troll, centaur, bird stomp. Naga/TerrorBlade - Illusions that can split push, last hit in lane, stack/kill jungle camps, distract and be targets for enemy spells. Tinker Earth/Invoker - Multiple spells that can be cast in quick succession and that requires a very active play style. Helm of Domination/Power Threads/Manta Style - Simple item examples that require more actions then normally to be utilized more effectively. Of course strategy, team play, experience/gold gained, kills and more are very important aspects to DotA.. It's quite frankly a very micro intense game if you want an edge over your opponent. Most people don't have map/situation awareness because they have low APM, constantly checking the map and clicking around on enemy hero's to see their item build and how much Health/Mana they have is vital information. APM in my opinion is why some people enjoy playing Wraith King but don't enjoy playing Chen or even Brew Master. If you have low APM you can't play your hero to its maximum potential, even if you know what you're doing and communicate with your team. I don't understand how people don't connect reaction time, map awareness, game sense, activity, multiple units and much more to APM. I personally hope to see a APM counter in DotA someday and I can 100% guarantee you that someone is going to check it once in a while. There is no reason for there not to be a APM counter in DotA. [SPACE] + Q + W + TAB + W + TAB + W +TAB + W + TAB + W congrats you just meepo'd | ||
eieio
United States14512 Posts
That being said, the old MYM (dota1) site had stats that showed APM for each player when they posted a replay, which was kinda neat. I remember Merlini's APM being absurdly high because he constantly spammed lol. | ||
SKC
Brazil18828 Posts
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Nilrem
United States3684 Posts
Is it needed, no. Is adding it to the game going to break it, no. | ||
Targe
United Kingdom14103 Posts
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Nilrem
United States3684 Posts
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Corgi Apocalypse
United States89 Posts
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