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I've learned that valve's economy benefits me greatly.
I already traded stuff from TF2 for various games and spent the equivalent of $10 for day one Bioshock: Infinite because of a DOTA 2 weapon.
Those 500 items are already worth more than $10.
If I have teammates or opponents lagging, d/cing, etc. it's just not a fun time. That has nothing to do with location though. I've been playing with people in the same geographic area as me and there internet is eating shit. Yeah it's a bummer if people from across the globe are queuing up with their higher pings... but honestly I've never pulled off any TI2 looking plays in my games (and I play in high/very-high) so I doubt that extra 100-150 ms ping is really a big deal.
As far as communication goes. So many people don't speak at all that who knows how many even speak my language. The ones that obviously have english as not their first language... shit most of those guys/girls speak better english than the jack holes I normally get to listen to on their mics
Shitty 4-stacks that report people happen. Happened to my friend yesterday and they were speaking english
So my biggest issues of lag and communication don't really matter in most of my MM experiences. I guess I go into games with a different expectation. If I want a higher-caliber game I'll get a 5 stack or do a 10 man in house.
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No, I get that, and I give 0 shits if people don't speak english. But reporting people for not speaking the language such that they get auto muted is fucking retarded.
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Isn't that precisely the story he told us? That they were making fun of him and griefing him for speaking english?
I feel totally fine in very-high as offlane, support, or safe lane carry. I can't mid for shit in very-high. In high I do great, but in very-high I just get shut the fuck down. What are some good tips etc... or becoming a better mid player?
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/e: be good at last hitting, play good mid heroes. control runes, call out/ping where the rune is if you can't get it. abuse bottlecrowing.
who wins mid is often determined by the supports though
It wouldn't be without precedent.
Really? Seems like it's all about farm in pro games. Well..and obviously playing to your hero's strengths/exploiting the enemy mid's weaknesses.
FYI figuring out whether you're in high or V. high *shouldn't* be obvious, because it's basically a continuous spectrum. Meaningful difference between the high end of high and the low end of very high is nearly nonexistant, and being able to "tell" what you're in is most likely a placebo effect.
Regardless, as mid: take good mid heroes, harass appropriately (if you've got more regen, harass aggressively, even for even trades; if you have less, do so only when it's not going to hurt you), control the runes if you can and if you know you can't, shove the lane so hard that they miss a wave to the tower if they want to grab the rune, call missing, and if you have a decent ganker, aggressively gank a sidelane of your choosing. EDIT: Also, knowing the matchup is fairly important, and so is punishing the opponent for drawing creep aggro (ex: you're being autoattacked as Invoker mid. Cold snap them and laugh as they take absurd damage, especially if they don't attack order their creeps to lose aggro).
Yeah but with mid, even 1 creep wave can give you a huge advantage. So a support coming in to gank and provide pressure can be huge. Even if no kill is made. Just pressuring them out for 20-40 seconds can be HUGE depending on the skill level.
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It totally could be placebo, but it's usually related to aggression and punishing mistakes. Games that I feel like are very high and I go and check afterwards, and they indeed are usually have people punishing mistakes hard. Where as when I'm playing high I feel like I can get away with WAY more mistakes and when I try and punish, my team doesn't follow up.
Example being playing CM (fucking love her) as a lane support. If I see one of them step to far forward and take creep agro, boom cold snap. In VHigh my lane mate will INSTANTLY go on them with me. Where as in High most of the time they just kind of hang back and then like 2 seconds later you can see the light bulb go off and they come up.
Now sometimes it's better for them to keep farming, but I'm talking specifically situations where the other guy has a stun/slow and should be jumping on them with me.
Just lots of little things, that after a game I say "that felt like a VHigh" and I check it and it was.
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If they're going to do language queues at all, Spanish and Portuguese seem like pretty big omissions. At least in my experience if they added one or both that should take a huge amount of the non-English speakers out of the English-only queue. I also don't think 4 or 5 languages is excessive if they're going to do it at all.
That said, I think the problem isn't so much inability to communicate, since only a very minimal amount of communication is necessary in pubs. It's more that the kind of person who actively eschews communication by queuing for a language they know they can't understand is more likely to be an asshole. Or maybe people are more likely to be assholes to non-English speakers. Not sure what it is, but games with non-English speakers tend to go bad really, really fast.
Most certainly. The runes play a huge part in who wins mid. Supports who steal or ambush at runes can make a huge difference as well.
Mid does suck like that. What you need to be doing in any given mintue is so dependent on the heroes and the composition and what role you need to play.
So I just gave up a huge advantage for nothing, and the side lane should just play safer and let me continue pushing my advantage mid. But then if I stay mid and sidelane keeps getting punished (even if that's maybe their own fault) I feel like as a mid, I should be helping with that and not just sitting mid farming.
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I'm newish... can you explain the bolded statement?
So lets say you attack the enemy or even just right click the enemy and then stop before the attack. If you are close enough to the enemy creep wave, they will start attacking you. If you issue an attack command (hit a, click a friendly unit) you will shed the agro. Same way you get a tower to stop attacking you.
EDIT: This is why having an early orb attack (Viper's poison, drow's frost arrows) can be awesome for early harras. If you are manually casing those spells (hit hotkey, click enemy) it will NOT draw creep agro. You can walk right past their creep line and fire on them over and over with that orb and not draw agro.
But yeah, dropping that agro is really good to learn as a lane support. Like lets say you are CM or Veno. You want to go in for a kill or just harass out. You throw out a spell and start autoing. Oh look, the entire creep wave is hitting you. Guess what, as a low level support, you are now taking a surprisingly large amount of damage JUST from the creeps. Even if the engagement is in your favor, if you don't drop that agro quickly what could have been an easy kill could be a trade because the enemy just decides to turn around and take you out (since you are at like 1/2 hp now) before they die.
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I also learned about bottle crowing today.
I'm pretty sure you just need to do the attack command. As in, if you are quick enough you'll only interrupt what you are doing for like 1/2 a second. Depending on how slow your turn is, you may not even really turn away from the other guy if it's mid fight. I DON'T think you can do it while stunned/incapacitated though. That's why if someone gets creep agro, immediately stunning them can really fuck them up during the early laning phase.
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but even in v.high a support camping the rune for the mid is a huge swing. and then you run into situations where they have wards and you don't, their courier is upped before yours, etc.
/e: also mid manages to simultaneously be the most/least skill dependent matchup. rune luck is bullshit and can turn a lane you were handily winning into a big loss
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Clearly the solution is for identical runes to spawn at both locations every 2 minutes in a set pattern.
So lets say I'm at like 70 damage. So assuming my attacks are all landing roughly at the same time I'm now doing 115ish damage. I can't miss!
So now, they lose hits and denies or have to waste time/mana trying to kill my illusions. Which can give them creep agro, and if I'm good at moving around and microing can just fuck them up. Also if they try to do something about it, throw a spell out and have your 3 units attack him at 115ish damage a hit
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http://dotabuff.com/matches/189996826
I was Pugna. Our Nyx never stunned anyone until 35 minutes + into the game and would run from every teamfight even if it we had the numbers advantage. Our alchemist was non stop bitching that I was stealing LH with Neather blast 40+ minutes into the game after he already had Heart & assault Cuirass. I have only been playing for a few months but nothing pisses me off more then people just dithering all the time.
End bitch post.
gamertag: Canadianllama
I've never liked runes. I think they're bad game design, even though I get the idea behind the asymmetric play they add. Bottle kind of fucks that up though, which is the reason I don't really care for bottle either. Though at this point, I don't think you could remove it, as far too many hero's seem balanced around having the item early.
And before you all dogpile on me, I realize this is an unpopular opinion and I've made my peace with runes and bottles.
You really shouldn't be nether blasting creeps though, since even with two big ticket items, Alch A: gets more gold, B: scales better with items (especially with two big ticket items already), and C: is much worse with less items than Pugna is (since Pugna has good stat growths in Int, which is all that really matters for him, while Alch has bad stat growths in everything as a carry).
I dunno, his "stacks paper" stat has a pretty high growth rate.
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Otherwise, go farm somewhere else.