Dota Auto Chess Custom Map? - Page 2
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FueledUpAndReadyToGo
Netherlands30538 Posts
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Kuroeeah
11696 Posts
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Laurens
Belgium4458 Posts
No, that's impossible, you get Knights in your games all the time and your MMR gain from finishing top 3 is minimal, while your MMR loss from finishing outside top 3 is huge. | ||
nanaoei
3358 Posts
I've lost rank from winning newbie pub games, straight up. I know there must be restrictions on the custom tools available, or maybe the developers are quite lazy/tied-up but, I wish they would do something about the items like adding a separate currency that players get from either player unit kills, or the creep rounds themselves. then they add a side shop where you can buy your own items. there is a lot they can do this a game like this, but first they need to address the overwhelming RNG. you would be able to in a lot of cases math out which combination of 5/6/7 heroes perform the most consistent. you can't however, account for someone randomly getting a 2* SF on an earlier round or one of your spells not casting normally, or auto attacks getting stalled out. I'm not saying they should fix it, I'm saying it irrevocably affects the way the game goes and sometimes there's nothing you can do about it. you can't account for 7 players, but you can account for 2 or 3 other players in the lategame. someone comes up with an early 2* beastmaster, and it carries whoever until they get money and they buy up an early lonedruid with money. they do summons, rips 15 life from whichever unlucky soul gets them at round 12. but wait, one of beastmaster's weaknesses is he has low armor and has no way of getting it, what if you find a random platemail? well then it's quite GG early-game. so in the very least one of the things they can do is fix up the item system to be less random, and more planning. I wouldn't be opposed to having minigames every 8-10 rounds for players in the bottom 4 for gold/wagers. so for newer players learning the game, I will put stuff out from observation. *. try your best not to go below 50 gold when you reach it. do it when you're far ahead or you have a very good idea of what to expect. 1. you must build a sort of upgraded frontline. all your units double in stats as they upgrade. strong units: timbersaw + bounty hunter *1-2 into goblins-mech // orcs (axe + beast + upgraded juggernaut is very strong and go on to have options lategame with disruptor synergy) 2. early undead synergy is very strong and a little underrated. drow + upgraded abaddon, or a lucky necrophos could carry to saving gold for later rounds. 3. trolls and knights (DK combo) are mostly a trap unless you get lucky or you had luck earlier into the game. they operate on getting a specific $4 (troll) or many $3 upgrades which clog up your bench into the midgame as you are saving. 4. assassins are a trap unless you get lucky and have many pieces to put out 6 upgraded assassins quite early. 5. druids are not strong unless you get lucky or draw into beasts and a lone druid quickly. nature's prophet is a low value unit, treant is mostly a trap, and enchantress dies quickly to nukes. 5. many mage units are traps. you must rely on an ogre and razor to make this work. 6. shadow fiend is the unit to race for to 2* and fits into every plan except assassins and pure warriors. 7. do not reroll early unless you want to let luck decide your fate or you have a very crowded bench with a high probability of making anything gamebreaking. 8. be willing to give up on something to make stronger choices for your board. there's always a way to climb back if you use your money diligently and minimize the damage. a lot of life leaders tend to blow their early leads by not saving when they can, and being surprised when they start losing. 9. buy and sell units often to create your own luck. keep yourself close or far from the 10 gold breakpoints and do not hold onto 3 and 4* unit too early. they will come again as you get to higher courier levels, but they become gold sinks and traps if you never see another unit. 10. trick for round 15, shift your backline units to the very front and vice versa for your front line. the wolf creeps are assassins so they will always jump to the back. this will save your SF and other squishy dps units and keep your armored units in front. so to recap, early warriors/orcs is solid and so is the 3 goblin bonus. there are a lot of extensions to the builds if luck allows. beastmaster's skill by itself can carry and doesn't require any racial synergy. undead is viable if you can get your hands on multiple abaddon or already have a robust frontline. it's strong early game and beats a lot of otherwise strong combos. razor and SF are universal fillers and highly contested (at least the latter unit) | ||
Kuroeeah
11696 Posts
Yes the game is heavily RNG. The item RNG can be disgusting such as seeing a Refresher being completed by Round 4. I still love the game though for all it's faults. It's not perfect but it's super refreshing compared to everything else i've played recently. The more i think about it, having a second currency for an item shop isn't going to make the current item system in the game any better because players would always get the most optimal item in every single game such as maelstrom, ac or refresher. I would prefer them to make it so that the variable of both ends of the extremes isn't so big to where you get no items from winning a creep round if you're unlucky or complete a refresher before the first player round start if you're super lucky. | ||
Latham
9507 Posts
We're still missing a tonne of heroes and the balance between some compositions early/mid is clearly broken. Lately I've been trying out knights and trolls and honestly, it's super hard to make them work early. And although I've seen assassins and elves win games I still think they're the most whimsical of all the bunch to gather. Basically a coinflip if they'll land their evades/crits or just get mowed down the line as a whole 10-0. | ||
Yurie
11533 Posts
On February 11 2019 11:34 Latham wrote: You guys think that the creator will eventually add more stuff to the game like more heroes, items. etc? Or will he focus on balancing what we have currently with buffs/nerfs to synergy and hopefully not-so-random item acquirement? How many of what is in the draw pool, and maybe even pseudo-random, not pure random chess pieces to choose from? We're still missing a tonne of heroes and the balance between some compositions early/mid is clearly broken. Lately I've been trying out knights and trolls and honestly, it's super hard to make them work early. And although I've seen assassins and elves win games I still think they're the most whimsical of all the bunch to gather. Basically a coinflip if they'll land their evades/crits or just get mowed down the line as a whole 10-0. If more heroes are added then the amount of heroes you get in a roll needs to be increased as well. Else you will hit games with 0 combos more or less. | ||
Latham
9507 Posts
So far I've placed 1st in 3 games: 2 times carried by druids and 1 time by orcs/warriors with mages or warlocks. Basically I invested into enchantress and treant protector while keeping a benched lv 1 prophet just for combining. Even level 1 lone druid is fearsome with that bear. If by luck you hit level 2 lone druid early the game will pretty much be carried by his bear DPS, ench tank/heal and the beast bonus with additional DPS. Filler doesn't really matter. 3 warriors or 3 goblins or 3 mechs. Just more bodies on the board honestly. Then just sit on your pile of gold above 50$ for 5 interest and level up to 9-10 before everyone else. Then it doesn't really matter what you buy as long as they are $4 and 5$ creatures. Not even synergies, I shit you not. 4 troll synergy might look good on paper but rushing this is a honey noobtrap. Mostly because batrider is just such a shit unit outside of knight compositions. I'd suggest getting troll warlord and EITHER the shaman or the warlock. Don't get greedy. If you go shaman this will naturally play into a disruptor and if you go warlocks you can pick up SF, veno, alch, necrophos which are all OK midgame and later the godlike enigma. Knights are in a weird place. Not as strong as warriors, but also not contested as much in my experience. DO NOT TRY TO GO 6 BONUS FROM THE GET-GO. You'll just fill up your bench slots and most likely not get the upgrades you really need when you need them. Luna can be a good DPS with items, but you gotta commit to her. Chaos knight stun is good, omni heal is nice and abbadon can put in work when you have another undead to work with like drow early, necro mid or lich late. Dragon knight can really shine if you enable him with humans and other dragons. Buuuuut, pulling out these compositions REALLY requires draw luck. Best start you can have is a bounty hunter (most valuable 1$ creature IMO, great starter) into clockworks and timbers. If you can get a backline lv 2 bounty and clock and/or lv2 timber you're set for life in the tank department. If life gives you tinkers, I guess 1 for synergy or a lv2 tinker is a cherry on top of those 3 mentioned above. I've seen dragon mage synergy work out quite well, DK starts in his dragon form, 3 mages for that -40% magic resist and viper isn't a terrible assassin either all in all. | ||
FueledUpAndReadyToGo
Netherlands30538 Posts
3 low warriors + whatever and add kunkka/doom/lycan later on for 6 warrior + SF or Razor 3 mech + 4 druid.Get some early mech/druid advantage, then get lvl 7 and reroll your ass off until everything is lvl3. Due to the druids upgrading so easily you usually have enough space to get all the mechs too. You can replace 1 mech for a bounty without losing bonus too. I love lvl3 treant he can easily carry you many rounds until you find the LDs. Platemail or vanguard on him is godlike and yeah trolls feel like a trap to me too. Either you get bench issues or you never find that lvl2 troll and all is for naught | ||
Kuroeeah
11696 Posts
You can't say the same with 3x Warriors or 4x Knights where they don't need to amass those classes to notice the benefit. Dragon synergy feels bad to me personally without a level 2 DK. DK goes from being one of the worst units to being a god once he reaches level 2. Some small advice and tips I guess. I heard that the total number of units available is dependent on their rarity (I actually completely believe this) but I'm not sure how much it's skewed. I heard there's 45x commons, 35 uncommons, 25 rares, 15 epics and 10 legendaries per individual pieces. So it's not smart to fully commit to a strategy if you're hugely dependent on having an epic (like DK or Troll Warlord), if they're already being contested and before you actually get them. Don't overcommit to a strategy before you actually have the core pieces you need. Round 10-15 is when you should have a small idea of what your direction is, a lot of players go by whatever unit hits tier 2 first. The best openers you can have in the first player rounds (rounds 4-9) is obviously Gob/Mech or Orc Warriors. At your level 6 (it's early-ish midgame), you should probably have a good idea of what you should be looking for. Round 15 neutral wolves behave like assassins, do the corner position strat to have an upper hand against the wolves so that they don't kill your backline. You should always try to hit a good economy (50+ gold) and unless you have horrifically bad rng, always aim for level 7 before death. Know your power spikes and how strong you are in relation to the other players. For example, if you get certain level 2s early (SF, BM etc) they will easily carry you through the mid game but know that they will inevitably fall off when other players catch up, so know when you should start rolling for upgrades. I also think of neutral rounds as a pretty good benchmark of how strong or weak you are. Some cooler rook strategies I noticed is that in the super late game because a lot of important + contested pieces will either be epics or legendaries. Look at the other remaining boards and if you come across the pieces they need, take it away from them to limit the availability and skew the RNG against their favor. | ||
Laurens
Belgium4458 Posts
She has 0 synergy with my other units until I buy Necrophos so she's often on the bench, but in many of my games I've had a *** Drow with a ** Necro at the end of the game and it's brutal. Seems like no one else is buying Drows atm so she's hardly contested. I wouldn't focus on 1 synergy too much. Imo you shouldn't focus too hard on getting 6 Warriors, unless you are lucky enough to have good rolls on Troll/Kunkka/Doom. Placing extra warriors on the board just to get 1 extra armor isn't always worth it. Rather add some strong Tier 4 or Tier 5 units even if they don't have synergy. I would opt for a mix of synergies at the end, e.g. 3 warriors, 2 undead, 2 naga, 2 beasts, ... And then a bunch of strong units. Druids are still my favourite. It's so easy to *** them. Just get that one Lone druid and you're good. Ench + LD also triggers Beast Synergy. | ||
Latham
9507 Posts
How do you guys play dragon mage? 1)Dragon Knight (Dragon) 2)Puck (Dragon+ Mage) 3)Viper (Dragon + Assassin) 4)Razor (Mage) 5)??? Ogre for ez tanking early (Mage) and further beyond??? I saw people going Maiden instead of ogre but I don't buy it. She basically has to get carried and is a waste of space. Later on if I get to 9/10 I try to aim for a Lich to complete the trifecta of Mages, but I'm really not sure about the filler I should put in. Knights to synergize with Dragon Knight? Good ol' Warriors with picks like troll, doom, kunkka? Mechs because they tank like motherfuckers? Kinda at a loss here... | ||
goodgrey
1 Post
We would love to have some feedback from the community. First of all, if you know a particular good team compo, or just your favorite one, share it with us, so we can improve our build recommendations. The app is very barebones right now, and we have tons of ideas for new features, like top chess picks, custom builds, item guide etc, but we want to hear from you, both new and experienced players, what kind of feature will help you the most? And yeah, the current version doesn't have changes from the latest patch. We'll try to get the update out later today or tomorrow at the latest. Edit: We've updated the app, should be live by now | ||
zeo
Serbia6175 Posts
Perfect opening, perfect items. And then I look to the left of me and the guy has 7 heroes in the field on round 3 and my game is spamming redraw by itself to use up all my gold. Cant even report... | ||
The_Red_Viper
19533 Posts
On February 25 2019 03:46 zeo wrote: God i HATE hackers in this game. Perfect opening, perfect items. And then I look to the left of me and the guy has 7 heroes in the field on round 3 and my game is spamming redraw by itself to use up all my gold. Cant even report... I assumed it was a bug tbh, but i guess hacking would make (more?) sense | ||
nanaoei
3358 Posts
I was fairly lucky in a lobby and got accused of cheating this way. stick to lobbies for the most part even if they are a hassle to get into sometimes. you can cut down on meeting those people. On February 13 2019 08:15 Latham wrote: I've had success with terrorblade demonhunter. Just like drow, he is rarely picked because he doesn't really fit into anything strong. Just awkward... How do you guys play dragon mage? 1)Dragon Knight (Dragon) 2)Puck (Dragon+ Mage) 3)Viper (Dragon + Assassin) 4)Razor (Mage) 5)??? Ogre for ez tanking early (Mage) and further beyond??? I saw people going Maiden instead of ogre but I don't buy it. She basically has to get carried and is a waste of space. Later on if I get to 9/10 I try to aim for a Lich to complete the trifecta of Mages, but I'm really not sure about the filler I should put in. Knights to synergize with Dragon Knight? Good ol' Warriors with picks like troll, doom, kunkka? Mechs because they tank like motherfuckers? Kinda at a loss here... the demon build itself relies on the lobby being kind of clueless and you having abnormal luck, like an early 2* QoP, 2* beastmaster, 2* timbersaw, and killers like that. maiden is okay with around 8 units and with disruptor later on and with mages you pretty much have to go for 2* SF or scope out whether people are doing undead in the lobby. if they are not, then you can probably get away with QoP 2nd row from the front, this way she does not jump and contributes her scream to the frontline (usually hitting more than if she were jumping regularly as an assassin). it's one of the two. 2* razor, or 2* SF, one of those units combined with 2* ogre must carry and help you build a bank. the whole dragons transition happens if you're lucky and puck and viper comes to you at a relatively good time. probably around courier Lv7 when your chances of hitting $4 units is much higher. the whole DK situation is strongly situational but again, 2* razor, 2* SF. they will buy you time and keep you healthier. you can also consider a strong mech duo like 2* clock and 2* timber. those two are very health efficient and have the plus (clockwerk's case) of doing magic damage. | ||
Kuroeeah
11696 Posts
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739
Bearded Elder29876 Posts
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Murlox
France1699 Posts
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739
Bearded Elder29876 Posts
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