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Dota 2
Sept 7, 2016 0:27:23 GMT 1
Post by eji1700 on Sept 7, 2016 0:27:23 GMT 1
You know, that game without Alliance . Anyways as far as I can tell we're still smack dab in crazyland shuffle season with teams dropping like flies, which is especially odd because I felt this TI was by far the most competitive as far as team skill went. Strangly Na'vi is looking like one of the only teams to just stick to their guns and run with the same team. Team drama aside has anyone found a build for underlord yet? I'm seeing blink as core with a BoT luxury extension and maybe a blade mail right now, playing him as a 5/4.
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Dota 2
Sept 15, 2016 21:10:24 GMT 1
Post by eji1700 on Sept 15, 2016 21:10:24 GMT 1
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Dota 2
Sept 15, 2016 22:03:36 GMT 1
Post by Kraetyz on Sept 15, 2016 22:03:36 GMT 1
PPD kicks Aui. Aui <3 EE. EG kicks PPD. Half-life 3 confirmed?
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bbobjs
Member
But I'm the Priest!
Posts: 82
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Dota 2
Sept 30, 2016 22:48:37 GMT 1
Post by bbobjs on Sept 30, 2016 22:48:37 GMT 1
I haven't researched this at all, but at a surface level, it doesn't seem like a completely unreasonable choice for PPD. Particularly in the face of Fear retiring and having RTZ basically guaranteed, I can definitely see PPD looking at the situation, considering the fact that he's a multimillionaire and saying "I've made enough, I'd rather make less doing something less life consuming that I actually enjoy (rather than babysitting)." I doubt there's any ancillary information but I certainly be interested in seeing how this all went down.
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Dota 2
Oct 1, 2016 0:18:22 GMT 1
Post by eji1700 on Oct 1, 2016 0:18:22 GMT 1
I haven't researched this at all, but at a surface level, it doesn't seem like a completely unreasonable choice for PPD. Particularly in the face of Fear retiring and having RTZ basically guaranteed, I can definitely see PPD looking at the situation, considering the fact that he's a multimillionaire and saying "I've made enough, I'd rather make less doing something less life consuming that I actually enjoy (rather than babysitting)." I doubt there's any ancillary information but I certainly be interested in seeing how this all went down. My understanding is he's coaching now, so full time sitter?
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bbobjs
Member
But I'm the Priest!
Posts: 82
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Dota 2
Oct 1, 2016 0:41:14 GMT 1
Post by bbobjs on Oct 1, 2016 0:41:14 GMT 1
I think coaching is more like parenting than babysitting.
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Dota 2
Oct 1, 2016 8:38:24 GMT 1
Post by eji1700 on Oct 1, 2016 8:38:24 GMT 1
So.....full time sitting Anyways i haven't honestly been playing up just because of work + other games, but given the balance right now i'd really like to get back in soon. I'm looking forward to seeing what they do next as well given that things are going well.
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Dota 2
Oct 2, 2016 23:05:02 GMT 1
Post by eji1700 on Oct 2, 2016 23:05:02 GMT 1
6.88e
Dragon Lance strength reduced from 14 to 13 Infused Raindrop cooldown increased from 4 to 6 Illusions attack damage reduction against buildings increased from 25% to 30% Diffusal Blade cooldown increased from 2 to 4 Outworld Devourer base armor reduced by 1.5 Shadow Poison initial damage reduced from 50 to 26/34/42/50 Flamebreak cooldown increased from 14 to 17 Drow base damage reduced by 4 Torrent damage reduced from 120/180/240/300 to 75/150/225/300 Echo Stomp channel time increased from 1.2 to 1.3 Oracle base damage reduced by 6 Morphling intelligence gain reduced from 1.5 to 1.1 Starstorm Scepter cooldown increased from 8 to 9 Time Dilation now only freezes abilities that are on cooldown, rather than also affecting abilities cast afterwards Time Dilation slow per frozen ability increased from 8% to 10% Tempest Double gold and XP bounty increased from 140 to 160 Juggernaut base damage reduced by 2 Counter Helix damage reduced from 90/120/150/180 to 75/110/145/180 Repel cast point improved from 0.5 to 0.35 Repel duration reduced from 6/8/10/12 to 4/6/8/10 Relocate delay increased from 2.5/2.25/2 to 2.7/2.35/2 Inner Vitality bonus regeneration threshhold reduced from 40% to 35% Stifling Dagger cast range reduced from 1200 to 825/950/1075/1200 Smokescreen slow reduced from 25% to 19/21/23/25% Track manacost increased from 50 to 65 Mana Leak manacost increased from 75 to 150 Illuminate radius increased from 350 to 375 Blinding Light knockback distance increased from 400 to 525 Sand King movement speed reduced by 5 Timbersaw base strength reduced by 1
ALLL nerfs.
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bbobjs
Member
But I'm the Priest!
Posts: 82
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Dota 2
Oct 3, 2016 0:44:30 GMT 1
Post by bbobjs on Oct 3, 2016 0:44:30 GMT 1
6.88e Dragon Lance strength reduced from 14 to 13 Infused Raindrop cooldown increased from 4 to 6 Illusions attack damage reduction against buildings increased from 25% to 30% Diffusal Blade cooldown increased from 2 to 4 Outworld Devourer base armor reduced by 1.5 Shadow Poison initial damage reduced from 50 to 26/34/42/50 Flamebreak cooldown increased from 14 to 17 Drow base damage reduced by 4 Torrent damage reduced from 120/180/240/300 to 75/150/225/300 Echo Stomp channel time increased from 1.2 to 1.3 Oracle base damage reduced by 6 Morphling intelligence gain reduced from 1.5 to 1.1 Starstorm Scepter cooldown increased from 8 to 9 Time Dilation now only freezes abilities that are on cooldown, rather than also affecting abilities cast afterwards Time Dilation slow per frozen ability increased from 8% to 10% Tempest Double gold and XP bounty increased from 140 to 160 Juggernaut base damage reduced by 2 Counter Helix damage reduced from 90/120/150/180 to 75/110/145/180 Repel cast point improved from 0.5 to 0.35 Repel duration reduced from 6/8/10/12 to 4/6/8/10 Relocate delay increased from 2.5/2.25/2 to 2.7/2.35/2 Inner Vitality bonus regeneration threshhold reduced from 40% to 35% Stifling Dagger cast range reduced from 1200 to 825/950/1075/1200 Smokescreen slow reduced from 25% to 19/21/23/25% Track manacost increased from 50 to 65 Mana Leak manacost increased from 75 to 150 Illuminate radius increased from 350 to 375 Blinding Light knockback distance increased from 400 to 525 Sand King movement speed reduced by 5 Timbersaw base strength reduced by 1 ALLL nerfs. #NotAllNerfs!
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Dota 2
Oct 3, 2016 3:06:03 GMT 1
Post by eji1700 on Oct 3, 2016 3:06:03 GMT 1
Meh fine, but that mana leak nerf is major. I'd say he still lost on that.
Either way the meta continues to seem healthy and the tournaments have been interesting. I look forward to underlord and wu kong ruining that.
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Dota 2
Oct 21, 2016 19:19:06 GMT 1
Post by eji1700 on Oct 21, 2016 19:19:06 GMT 1
Things that have happened:
Puppey is a douche
Kunkka got nerfed
Wu kong soon.
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Dota 2
Dec 11, 2016 4:34:14 GMT 1
Post by eji1700 on Dec 11, 2016 4:34:14 GMT 1
www.dota2.com/7007.00 announced. releases on the test client tomorrow. My only concern is that this marks the end of icefrog, but apparently he's also now using his twitter and talking to western fans.
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Dota 2
Dec 11, 2016 13:47:27 GMT 1
Post by Kraetyz on Dec 11, 2016 13:47:27 GMT 1
I have no idea what to think about 7.00. Good reveal teaser, though. Much nostalgia. Also very fitting that 6.74 has the Lycan art. Fuck that patch.
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Dota 2
Dec 12, 2016 6:31:53 GMT 1
Post by eji1700 on Dec 12, 2016 6:31:53 GMT 1
Thoughts now that i've had rest and time:
Overall- optimistic.
A major reason i like dota is because I think it shows that you can be more aggressive with design. I cannot count how many times I've personally just been wrong about the effects of a change, and I think the game is vastly better for trying new things, although I know not everyone feels that way. I was certainly critical of scan for example, and yet I have to say it's been an absolute net positive on the game.
With that in mind, the breakdown:
Monkey King-
Obviously very league like. My feeling on this is that i'm fine with having "that one hero" but I really don't want to see this be a trend. I know people have complained that more recent heroes have been "too much like league because X", but I haven't felt it. This one has the 3 hit then buff skill and super low cd mobility. Overall though I think he's got some good flavor and should be fun to play once he gets tweaked (he does seem broken as hell).
Oh and his comic hints at a new hero (4th spirit brother).
HUD-
I think everything here is good? There's maybe a few complaints but all of it is in the right direction.
Pregame-
Ditto. In fact it's basically late in my eyes because of all these games, dota is the one where this shit matters the most (or at least has the most potential options) so better tools to quickly communicate and figure out strategies is important as hell.
Talents-
I've said this elsewhere but i'm not seeing a lot of "no duh" or "solved" choices. I think it's much easier than many talent trees because the hero doesn't live or die on them since they obviously have other skills and items, and it's only 2 per choice. Further I think it's better for the game than stat points were because it's obviously tailored to the hero, which helps supports a ton and might up build and item diversity.
To be fair I expect it to be a balance dumpster fire to begin with, but I really feel that the starting point already shows and understanding of what constitutes a real choice and what heroes want (as opposed to say, hearthstone making purify a card). That said I'd love examples of what people feel are "obvious choice" ones. The only one that sticks out in my mind right now is morphling has a cooldown reduction or attackspeed option. Str morphling is still not viable from anything i've seen, even with that, and he gets stupid agility at any point past lvl 9 so attackspeed seems obviously wrong.
Oh i did want to say that I love the lvl 25 choices on basically everyone. I figured that'd be the hardest to do (i'm pretty certain i couldn't have come up with 2 for every single hero) and yet for all of them I can see really thinking about the options depending on your lineup/situation. I do worry they might make snowballing worse though, but that's to be expected since now heroes will scale all game.
Smoothed out leveling should be great for the game, as is easier lvl 25.
Backpack-
So this would be the scan of the patch in my eyes. My instant reaction is piles of hate, but having thought about it I think it will be ok. I've read that not only is there a 6 second cd from swapping an item from your backpack to your hero, but also item cooldowns take twice as long in your backpack. I'm not sure what this means for 7th slot refresher, and it's inelegant as hell, but I think the mechanic might be a net positive (i doubt it will stay as is). At the very least I do think it'll help newer players more than hurt them, as crazy as that sounds, simply because a place to put items rather than on the ground will be important. Interactions with things like tranquil will matter a ton, and I wonder if we'll still see people using courier and ground drops (like obviously for mana efficiency, which i really wish wasn't a thing).
Map stuff-
This is by far the biggest change of the patch in my eyes. Jungling as we know it is gone. I have no idea how this will affect the game because it's too vast to tell. I'm certain there will be tweaks made, but I think I like the core idea of making mid "winnable" again and hyper pushing roaming and aggression. Further casters can now farm ancients and the every other mintue respawn time completely changes farming rotations and map activity (which seems like a huge nerf to farm and win carry style play).
Shrines are too hard for me to evaluate, but just simply have 4 more tp spots on the map, that can't be wiped until you take their tier 2's, looks nuts. Pushing the mid tier 2 for example means you will ALWAYS have the threat of a TP flank. The heal is..odd. This feels like a major push to roaming and non standard lanes.
More base building armor and better tier 4's is super weird to me as well. I guess it's to encourage "finishing" your opponent, but it seems like a huge defenders advantage in a situation where you deserve to be punished?
Illusion stuff:
All good. This includes things like gem no longer giving true sight to illusions and other consistency stuff, along with the illusion nerfs themselves. Naga gets hit hard on this since mixed with other changes I don't think the radiance build will be as good.
Mechanics stuff:
All good. No question.
Item changes:
Regen only dispeling due to things that also break blink is A+++. No more ranged creep of doom stuff.
Rest is whatever. I find the RNG on damage block to be minor enough (especially if it's pseudo) to not bother me at all. I know some people hate that, but I feel like the numbers you're dealing with are fairly consistent.
Diffusal no longer purging allies or repel is a huge huge nerf, and makes euls/hex a lot better.
Atos is a real item now. As is heart.
HOD rework is pretty amazing. It's not longer a carry item but support/offlane, which makes a lot of sense. Seems very strong
MoM rework feels better overall since it's more obvious what the downside is, and potentially more interesting?
Hero stuff:
I'm not going to touch on every hero or every talent, so just the changes/nerfs buffs.
Alch- guessing this is a must due to more bounty runes.
AM- interesting scepter. Might actually be viable in certain lineups since the reflect makes breaking the shield hyper obnoxious, and buffs his split push a ton.
Arc Warden- all needed. Think he'll still see some amazing play. Might need a "hey look over here" buff first, but the dudes still a monster.
BH scepter- actually legit and probably a huge buff. Bouncing nuke was already good, but this gives him the ability to destroy supports in a teamfight without even risking an engage, let alone how badly it's going to screw any channeling spell. Not every game, but viable.
Brood- Carry brood might finally be a thing. It is viable now but the issue has always been that a good team will just purger her ult and wreck her.
CK- massive buffs to someone who I think has been slept on for a long time. Support CK might be viable again as talents + aghs seem gross.
CM- much better aghs. Potentially scary too.
DS- wall no longer dealing damage feels like a huge nerf, especially early game.
Dazzle- his only change is funny because it exists solely to allow him to do dirty things when he hits 25.
Dk- no more instant dragon tail is more than fair, really didn't need the small buff though, but I guess it makes sense.
Invoker- tremendous nerf I feel. I suspect too much.
Lycan- Feels odd they called it a rework and pulled him since it's really just howl that changed significantly. +400 team max hp at night though is probably not going to stay.
Meepo- I wonder if talents apply to meepos since now they no longer get +stats as an option. Either way shared stats without aghs is nasty strong.
Necro- he realllllly wants the "i make myself more vulnerable" concept to work. Not much to say? I think it's legit.
Omni- repel no longer being able to be purged is gross. Might be reverted because that's so so good.
OD- good way to nerf him.
PL- i think the damage buff will make him viable. I have no clue how to evaluate the aghs. I think it's very powerful effect wise but he might want it more.
Pugna- ward has needed this forever. The negative regen is rarely ever legit unless you max it in weird lanes in early game, and even then it was a pain in the ass.
Riki- not only is pocket riki a thing. From the numbers i'm seeing it's a LEGIT thing. God help us all.
SS- wards no longer doing AOE actually hurts, but is probably better for the game since it was super non obvious.
Skywrath- I see the scepter change as bringing back core sky. That's a ton of control + damage, especially considering the new talents.
Slark- oh dear god i can feel the rage from that scepter already.
Sniper- this is odd because if i'm reading it right the new ult has a totally different function compared to the non aghs one. It's very powerful, but i'm not sure you'd grab it since assassinates ability to just make back line support life miserable is vital.
Techies- i'm glad he finally got a rework. He's STILL annoying as shit, but yeah this has been a long long time coming.
Tree- like the change a lot. Guise spamming sucked play wise, and this makes quasi damage tree legit.
Underlord- almost nothing but malice nerfs and 100% justified. Looking forward to seeing him in good hands. Dude is wisp levels of gamewarping in good hands.
Undying- ult buff was needed. It's super lackluster.
Visage- the numbers tweaks of course. Birds having HP and magic resist again will be interesting. I think he gains a lot from the new map.
WK- ult buffs are always legit.
Zeus- another legit aghs buff. The ability to just totally screw back line supports with this is so nasty.
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bbobjs
Member
But I'm the Priest!
Posts: 82
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Dota 2
Dec 13, 2016 10:01:59 GMT 1
Post by bbobjs on Dec 13, 2016 10:01:59 GMT 1
I'm rather disappointed in the talent system, not because I think it'll be bad for the game or even because I'm concerned about initial balance issues but because it's SUPER ugly and... I'm not sure how to word this but I'm concerned it could be a bit too heavy handed about forcing the issue on proper hero function. I'll use Meepo as an example (because his skill floor makes him largely irrelevant anyway), by design he's clearly intended to be some type of carry but the prospect of making him work in an alternative role has always been alluring. Maybe it's not viable in most cases but there was always the prospect that unexpected consequences of changes in a patch or shifts in the meta would allow him to slip into that role even if only in edge cases. If you look at the talents, it's kinda hard to imagine him a ever being a viable support or even offlaner without any +EXP/GPM talents or whatever (although in his particular case a +EXP talent is something he should probably never be allowed).
Even for heroes that have historically had a wider range of viable roles like Vengeful Spirit or Naga Siren, while I can see the attempt to maintain their versatility, I think almost as a function of itself the talent system limits that potential. Ultimately this is the crux of my issues with talent systems. They mostly round the edges of what a hero is and rarely alter what a hero does and for the most part DotA's version isn't a departure from that paradigm. Most of the talents are +Numbers to X where X={Something that could be accomplished with itemization}. While I suppose there's something to be said for the increased flexibility that comes with reduced itemization burden, I'd much prefer to see that accomplished with alterations to the hero's core skills... although I fully understand and accept how that would do a great job of filling the gap left by the option of leveling stats. I suppose, somewhat hypocritically, I'd prefer it if talents gave heroes access to things that weren't attainable (or at least not easily attainable) through items but at the same time realize that doing this would make promotion of role versatility harder and likely tend toward relegating heroes exclusively to one role.
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