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Dota 2 Beta Thread: [Brewmaster]

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I like the idea of area free gold though. That way antimage and his support can farm in the jungle and still get the gold from the lane. Its a win win situation.
 
I don't think its a fun mechanic, well actually I do, I'm messed up since I do like to farm in games. But both are 100% needed. Anyone worth their own shit knows this.

Just looking at character positions required to last hit. Melee characters have to be in the minion pack. Most have quicker attack speeds than range and no projection flight time. Meaning they can last hit and deny quicker. It also effect range now, since they can choose to harass them or still focus on denying/last hitting. The biggest thing about it is that encourages engagement. You have to actually fight for the gold.

If you just made it the bullshit everyone in the area gets free gold. They believe it will encourage more play, but really it just encourages more passive play. As long as you are within reasonable range, even if they are better. You still both advance at the same exact rate. It waters down the skill level and forces players to be more passive. The risk of denying them isn't worth it unless its a completely lopsided match.

Ok I can see this but my question is shouldn't denying still be worth the risk because you would want to take away there gold and exp to shut them down there farm? Also I would think you would want to push your creeps ahead so you can get to the towers and take them down quickly. Thus you should be fighting with your creeps.
 
You're not pressing hard enough. What is your APM???
Apparently not high enough for DOTA according to some people in HoN that we played.
I'm happy that musica and the rest of the old aussie teammates are back together.
Playing against that guy and his stomp squad is so annoying, they always run strats that just annoy you.
Not sure if this is a bug, but isn't that rock supposed to block sight for the ward?
I don't think that it works the same way as it does in HoN, ward spots seem to be different in regards to what terrain blocks them and what doesn't. For example the ward in top lane that is supposed to show the hellbourne ramp going towards the two pull camps, can't be warded in DOTA, but it can be in HoN.
 
Great debate on smart casting... I'm glad we're entertaining it.

I think we're going a little off track when I said "outdated." Again... what I meant to say was that considering there is something else available, another method, it seems a bit dated just to stick with simply one option. In my heart of hearts (and, yes, this is just an opinion), if smart casting was available upon DOTA's inception... it would have been in the game.

And this is coming from a guy who hated smart casting when I first learned of it. But... look... I gave it a try and I think that there are applications of it that could work with certain spells. That said... I can also see me NEEDING the "click-to-activate" for certain spells. There are pluses and minuses... but I'd just love to see what the minds of DOTA would do with it if they chose.
 
It would make blinking with AM and QOP require no thought rather than a little thought.
And I'm pretty sure it's in the options anyway, just not implemented yet.
 
Oh yeah, another thing I want removed: The inability to blink into unexplored areas. Stuuuuuuupidddddd. Keep the restriction on Furion for balance purposes.
 
Without wanting to start a tangent/argument about it, I think there's a tendency for competitive players intimately familiar with a particular metagame to become somewhat mentally committed to that metagame. (I hope that doesn't sound offensive...)

For example, just like I hear from Dota players now, I used to consistently hear hardcore Brood War players describe any changes in SCII as being gamebreaking. The suggestion of removing Guardians might be met with claims of Zerg being "completely broken without any means of long-range siege support", or the idea of warping in Protoss units to any pylon on the field being "absolutely OP, not to mention taking away skill and pandering to casuals". The thought was that StarCraft was perfectly balanced, and SCII would ruin it by making improvements that some might consider "change for the sake of change".

I think competitive players are very passionate about the metagames they play, and this passion may sometimes prevent them from envisioning a metagame different from the one they play being balanced. (I think this is also related to the typical feedback one receives during playtesting, as noted by David Sirlin in this article.) Change, whether good or bad, almost always seems to be received negatively.

Is Dota's metagame balanced? Absolutely. Do last-hitting and other Dota mechanics contribute to this balance? Absolutely. If Dota remained exactly as it was with the sole removal of last-hitting, would it become unbalanced? Absolutely.

However, when contemplating metagame changes, it's important to keep an open mind and look at the bigger picture. Like SCII, changes shouldn't be viewed in an isolated manner and be so quickly dismissed. In the context of a new metagame with new mechanics, last-hitting might not be so integral to the balance.

I think there's often a mistake made that only a single permutation of rules can be "balanced" with an appropriate amount of depth. However, I would submit that there are actually multiple permutations, multiple sets of rules/mechanics that can still maintain a high level of depth/balance. With this in mind, one can select which permutation has, say, the lowest accessibility barrier, or the one that emphasizes the type of gameplay one might find most desirable. The removal of last-hitting might be replaced by deeper, direct player vs. player mechanics, for example. Tower ammo might also add a layer of depth unseen in Dota.

Of all the developers in the industry, I think Blizzard understands this best. That's why I don't think you should be so quick to dismiss their ideas.

The first thing that pops into my head was the ability to group up ALL units instead of just the limited amount you could in SC1. I remember a lot of people (some of this board) claiming how un-SC that was for it to happen. But, in reality, the reason it existed was a limitation in the game system, the game design. Of course it would make sense to be able to group all units especially now that the game design allowed for something like that to exist.

Honey, the Dota players here can't even agree on whether enemy mana bars should be displayed. I wouldn't expect Dota 2 to add/change all that much. (Which, like I said, isn't necessarily bad.)
 
Uphill miss. I think I agree with this. It's an annoying mechanic that only seems to serve a defensive purpose (mainly helping people who run away up hills [who already have the benefit of fog] and helping mid lane farm safer). Or maybe I just find miss chance irritating in general (I'M LOOKING AT YOU, FACELESS VOID).

Line of sight issues due to hills. Are you trying to indirectly nerf Pudge?
Day/night system. ARE YOU TRYING TO INDIRECTLY NERF PUDGE?!

Tower behavior. It's a bit strange, but it isn't that confusing. What about it needs to change? I agree with the general premise that using skills under the tower won't aggro it, but autoattacking a hero will. Do you mean the logic it uses to choose who to attack?

Pathing. Can you elaborate, I've had zero issues with the pathing in this game.

General unit control. I've actually already posted on the dev forums concerning control over more than one unit at a time. It's really ugly and crappy right now, although they're constantly making improvements to it (like not putting raised skeletons before Troll Warlords through tabbing, thank god).

Issues with heroes such as Invoker. Can you elaborate? If you could, how would you change Invoker's invoking mechanic? What are the consequences and negatives to his system?

More dynamic skill control. I don't see a reason not to have the option for smart casting available. I wouldn't use it personally, but I don't see how it would encourage bad behavior for new or ex-league players.
 
Oh yeah, another thing I want removed: The inability to blink into unexplored areas. Stuuuuuuupidddddd. Keep the restriction on Furion for balance purposes.
Initially I thought this was really fucken stupid, but then I realised it's not that bad of an idea, prevents heroes getting free kills blinking into areas they've never been in an attempt to kill someone at low health, as well as adding a risk factor to blinking onto ledges in order to counter ward instead of using the chicken.
Uphill miss. I think I agree with this. It's an annoying mechanic that only seems to serve a defensive purpose (mainly helping people who run away up hills [who already have the benefit of fog] and helping mid lane farm safer). Or maybe I just find miss chance irritating in general (I'M LOOKING AT YOU, FACELESS VOID).
I think that mid lane would be boring if it wasn't for having to worry about creep positioning due to miss chance, or standing on enemy hill in order to avoid missing at the risk of bad positioning. The only hero you play is Pudge though, WHY YOU CARE
 
Bad positioning is totally true and I forgot about that. In that case I am totally for uphill miss chance.

also yo thats not true i can play like clockwerk, he has a hook and stuff
 
mTw having way too many "bad days" lately. They get absolutely demolished one day and then pull of amazing victories the next day. That second game wasn't even close, did they get 2 kills in a 40 minute game and got completely outfarmed.
 
I understand that but when 90% of time your playing a pub game and people don't understand who should do what it brings the game whole experience down. As a developer you need to make a decision on if you want to adjust this or not. Here is how I look at it, what does last hitting bring do the game that is special and useful? I just don't see any of the positives in terms of gameplay but I do see negatives. Now if i'm missing the positives I would be glad to hear them, because I'm certainly no DOTA expert. Now denying on the other hand is a mechanic I can get behind, it makes alot of sense.

Last hitting is a huge determinant of skill up there with positioning and game sense; also I don't see how removing it would be plausible in any way. What would ranged heroes do lol? You can't harass anymore because melee heroes will just walk close enough to get gold from creeps, and YOU have to walk up in range of creeps to get gold??? If the range on the gold is the same as a ranged attack, then melee heroes can just sit at the tower. Hell, a 1v2 (a huge skill/patience matchup) would become a joke. Sit at tower, get free gold.

In a 1v1 situation at mid, last hitting is just as important as harassing, just as important as killing, just as important as positioning to win the lane. The game would become extremely boring to watch and play without it; heroes just sitting there collecting free gold, until they decide they have enough 45 minutes in to team fight. I mean with supports getting every single creep wave, what incentive is left to team fight? One and a half waves = one hero kill; there would be little reason to roam or set up ganks (and it would become harder to do so with heroes not coming up to last hit--many ganks are based around catching a carry as he desperately tries to come up and get that one creep kill).

Is that enough negative xD?
 
It sounds like people are mis-interpreting the Smart Casting thing.
This is whats its like right?;

SC = mouse over + hotkey
No SC = mouse over + hotkey + mouse click

The extra time for hotkey + mouse click if you know you want to cast the skills must be like 10ms, if that. Its not like there is a lot of moving around to be done. You could pretty much press them simultaneously and it would work.
The time for an extra click seems negligible.

Does smart casting do some kind of auto aiming or something? Like if you dont click directly on the target it re-targets for you? I could see it being both useful and maybe annoying if this happened.


Also the way towers act in Dota2 seems insanely inconsistent. In HoN you always knew exactly what a tower would do, not so much in Dota2
 
It sounds like people are mis-interpreting the Smart Casting thing.
This is whats its like right?;

SC = mouse over + hotkey
No SC = mouse over + hotkey + mouse click

The extra time for hotkey + mouse click if you know you want to cast the skills must be like 10ms, if that. Its not like there is a lot of moving around to be done. You could pretty much press them simultaneously and it would work.
The time for an extra click seems negligible.

The way you described it is correct. It doesn't target anything for you, it just negates the need to add in that click.
 
All this conversation about changes and WC3 engine limitations vs Dota 2 wild west just make me excited for whatever NEW SHIT Valve is gonna throw at us in the future, once they have the full hero list implemented.

Kapura, just because some players are shitty and would use smartcasting in a shitty way doesn't mean they shouldn't implement it. Your logic is horrendous. I hesitate to even call it logic.
 
All this conversation about changes and WC3 engine limitations vs Dota 2 wild west just make me excited for whatever NEW SHIT Valve is gonna throw at us in the future, once they have the full hero list implemented.

Kapura, just because some players are shitty and would use smartcasting in a shitty way doesn't mean they shouldn't implement it. Your logic is horrendous. I hesitate to even call it logic.
yeah i am done arguing with the brick wall. smartcasting will be implemented sooner or later and i will laugh gleefully as i "spam" my way to victory.
 
Can some1 tell me how I can invite my friends to play dota. I got invited yesterday but I could have sworn you could give invites for 2 friends :/
 
Can some1 tell me how I can invite my friends to play dota. I got invited yesterday but I could have sworn you could give invites for 2 friends :/
Go to Community, on the right sidebar click "View Inventory".

It should be under Steam and you can gift it from there.
 
Can some1 tell me how I can invite my friends to play dota. I got invited yesterday but I could have sworn you could give invites for 2 friends :/

Not sure if they're still doing that but open up steam's main window, click "Games" at the top and then click Manage gifts and guest passes (I think) and there should/hopefully be two invites there for you.
 
I hate smartcasting. Especially when certain champions *COUGHRIVENCOUGH* mix smart casting and unsmart casting in the same move. If it's implemented, I hope it is completely optional. For me, it's actually a loss of precision because it gets harder to make split second decisions to cancel a skill. In LoL this doesn't matter because all skills are spammable anyway but in DOTA? Accidentally hitting R as Lina while my courser is over a creep is not something I want to deal with.

I like clicking just fine, thanks.

Also the pathing thing. If they made the pathing more efficient (as in, using decent algorithms), creep blocking would be impossible. Or else they'd have to spend more manpower just to get creep blocking working again with a new pathing scheme.

I really hate it when people toss this argument around but those changes put me in mind of what Riot did with LoL. If you want to remove all this stuff from DOTA you might as well play LoL, which is designed and balanced on the assumption that these things don't and won't exist.
 
what part of it encouraging spammy play aren't you understanding?

I don't care either way for smartcasting since i never used it in LoL, but i hate these type of arguments for same reason people say no to a 5 out of 5 surrender vote that 'It encourages a defeatist attitute'.

The way i see it, don't like it, don't use it, but don't stop other people from using it though.
 
So the update is out early, and again Archie, it isn't Invoker.

bounty_hunter_small.jpg


Notable changelog stuff

Change Log said:
Watch Game" user menu option now also shows up for friends watching a game. Clicking it will take you to the same game they're watching.

Change Log said:
Watch Game" user menu option shows up for friends in practice lobbies with "allow spectators" turned on.

Change Log said:
Added an announcement for when spectator sizes change in game.

Arta update your avatar please
 
Good additions to spectating, was a pain knowing people were spectating an IH and having to do the Steam profile trick to spectate it.
 
Finally, I can watch salthouses without having to be there on room creation.
 
Finally, I can watch salthouses without having to be there on room creation.
You could do this before, their usually on the last page of the list. Sadly their still delayed I think with the spectate option, so you can't talk to anyone in spec chat that was their on creation of the lobby.
 
Added an announcement for when spectator sizes change in game.

Going to be interesting when we're throwing and finding out more and more people are watching.
 
I know that feeling man, on vacation for the next 3 weeks, and I only brought my macbook with me. No Mac client yet, wtf.

Only an elitist dota purist would complain on the lack of a mac client! Go back to your blizzard games!
and I just learned that HoN has a native OSX client and LoL doesn't seem to have one.
They should really hurry up and get the Dota 2 OSX client out imo.
you know what's worse? after new years, i only get to play during the weekends

RIP!
 
You know what DOTA could benefit from?

Waggle.

DOTA 2 for Wii/Kinect/Move.
 
Keep drinking the Carl-aid.
Too casual, I think we need to add experience loss on death.
If we're going to go that route then, games should last 4 hours. Laning phase should be at least 1 hour of creep grinding.
 
Keep drinking the Carl-aid.

If we're going to go that route then, games should last 4 hours. Laning phase should be at least 1 hour of creep grinding.

They should also add a free teleport home and remove TP scrolls.....oh wait LoL already did that. ZING
 
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