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Dota 2 Beta Thread 2: Real Talk Discouraged [Magnus, Teams, 6.75b, 150+ Shop Items]

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Hrm.... so, if you teleport to Dire bottom tier 1 tower, are you basically right outside the pit? I mean, I guess its the same as the current Dire middle tier 1 tower.

You said that there are 2 entrances to the Rosh pit now, so is 1 right by the bot-rune, and the other right by the Dire tier 1 tower?

No no, not two entrances. Only one entrance, right by bottom rune, but now the river splits into like, two different ramps. I guess it always did but it's more pronounced now.
 
The thought of simultaneous SnY and Tread switching makes me kinda tingly, I shan't lie. Imagine the jukes!

Can you quote the SnY thing in the notes, I cant for the life of me find it.


Yeah. I'm curious as to what effect that would have on the meta-game with Lion vs. Lina though. Both similar heroes. Does Lion still get the increased damage to his ult from scepter? Or is it just the split?

It currently buffs Damage, Cooldown, and Manacost (albeit very slightly) http://www.dota2wiki.com/wiki/Lion The bounce will probably be an addition.
 
For shackleshot, I hope they also make the angle narrower for it to latch. Currently you can land some absurd shackles at near 90 degree angles.
 
SnY on strength would be really interesting for a lot of strength carries because of their kitability. Basher and Force Staff are the only real answers right now for strength carries that get kited.
 
looks like servers are down in all regions :/

Is that still the case? I am trying to launch the game just so I can test my new ward model, and can't connect to the network.

The best part about the Lion change, if it ends up going through/is true, is that you can say you've fingered two people at once.

I await the fail video of Lion Ulting a Nyx with his spikes on, and it bouncing to specter, killing him self.
 
Why all of a sudden Dota 2 doesn't boot? I get stuck with a black screen indefinitely and have to ctrl+alt+delete to task manager to get out.

I verified and changed ini settings, atm redownloading it all =/
 
Updated the texture to my Nether Ward Replacement, what do you all think?

3D19B2689037E29727C9862086B4CEBF3F9E8449


E588D7BA68D921590A56DE3F729D51CC38A0FB13


http://steamcommunity.com/sharedfiles/filedetails/?id=88936291
 
I think just adding the obelisk is too little a change and too subtle to notice in-game. You'd want to change the base as well. To what, I'm not sure. Just experiment with different shapes I suppose.

It does look a lot better with the runes though.
 
Wouldn't a more sickly, brighter green be better? The ward has the same colour scheme that Pugna has, and it's not the leafy green that you are using.
 
Wouldn't a more sickly, brighter green be better? The ward has the same colour scheme that Pugna has, and it's not the leafy green that you are using.

The brighter green is caused by a couple of particle effects and in engine lighting, that one labeled normal really is what the ward looks like without them. There is some discrepancies in lighting between how the item is rendered in the HLMV over in game, but the in game viewer doesn't work properly with it (The ward is rendered on top of pugna, you can't change the angle at all).
 
seems like icefrog nerfs are always slight (am BAT nerf last time), but some buffs can have a huge impact and send some heroes up to comp. (i.e. morph buffs last time).



sure if both stand in melee and go at it slar will win. but mirana will kite his ass and crush that obese tuna

Wrong.


They never changed the map in HoN as far as I can remember. They changed some rules, but never the map.

It looks weird at the moment but yeah it would eliminate the small advantages Dire have for Roshan, as well as removing the kind-of-idiotic Shop access from Roshan.

The fuck Guesong.

HoN made amazing good changes to the map all over.
 
The brighter green is caused by a couple of particle effects and in engine lighting, that one labeled normal really is what the ward looks like without them. There is some discrepancies in lighting between how the item is rendered in the HLMV over in game, but the in game viewer doesn't work properly with it (The ward is rendered on top of pugna, you can't change the angle at all).

Fair enough. And yeah I realize that particle effects and lightning make a big difference in how an item looks ingame. In that case it looks pretty good, albeit not so different from that Pugna already has. Hope it does well in de Workshop :)
 
Check in your taskbar next to the clock if it's running. I was pulling my hair out trying to run BF3 and Batman AC and I disabled it and it worked.

Did not see/do not know what it is but I killed about 6 processes..and it started up. Thanks! Next time I have to figure out which process it is lol.
 
A guy in reddit searched in pastebin and found a more complete list of changes (all 4 habilities of frost wyrm, for example): http://pastebin.com/Cvd9vad6
This is such an odd hero, I love it. Can stun in an AoE and output good physical with his Q, good AoE magical damage with his W, has cheap heart-eque regen and physical invulnerability to work with from his E, and has a global slow that penetrates magic immunity for his ultimate. Probably will slot into that semisupport-semicarry role a la Windrunner, someone who can deal a good chunk of damage and also offer significant disable and teamfight control for their team.

BKB on this guy would ruin lives (aka "let me paint all five heroes with my 2.5 second stun, then blast 2-3 with my ice shards, and then finish off by slowing your entire miserable, ailing team as they try to flee from my now ridiculous physical attack damage and quite vital allies").


Also other interesting beta tweaks:

* Veil of Discord aoe from 500 to 550
Yes, please. Now a hair wider than level 4 Sandstorm, for comparison's sake.

* Great cleave increased to 230
200 radius right now, with this change it'd be wider than a Battle Fury by 5. A minor improvement, but could be worthwhile toward the end of getting that all-important BKB up on Sven that little bit sooner.

* Ogre Magi's Aghanim Unrefined Fireblast cooldown from 20 to 10
Aka "Blow your entire mana pool in half the time!". Still a fairly big deal if you've got the mana to work with, double disable is nothing to sneeze at (though the price may certainly still be).

* Force Staff cooldown increased to 26
Six seconds added to the cooldown, which would probably mean that potential uses of a single Staff in drawn out teamfights drop from 3 to 2, medium range ones 1 from 2, etc. Given the ubiquity of the item, this sort of adjustment to heighten and punish effective and poor usage respectively makes sense to me.

* Dagon cooldown progression from 40/36/32/28/24 to 35/30/25/20/15
-5/-6/-7/-8/-9
Will make little difference to the Tinkers who have loved building this of late, but the scaled cooldown reduction is so large that this might now constitute a tempting offensive purchase for the sort of Int semi-support who isn't hurting for health but would like to contribute high burst damage into a teamfight twice or thrice before it ends.

* Snowball now carries all your summoned units as well
Necronomicon snowball (Necroball?) presumably wasn't a tactic before, but it is now. Tuskarr should prioritize one now if he doesn't already, gains quite a bit statwise given that he's a Str caster, and the snowball delivery mechanism paired with ice shard's barrier, snowstorm's slow, and the walrus punch... Necro unit synergy is through the roof. Throw in some teammates and their own necro units as well, and you have a readymade snowball deathblob that insures itself quite heavily against the enemy team unloading a bunch of magic nukes on the inhabitants once the ball reaches its destination. I'd almost go as far to say that with this change, Tuskarr is built for a mass Necro strategy.

* Shadow Blade duration from 9 to 12 seconds
+3 seconds
More of that 20% move speed bonus is great and all, but three seconds of additional invis doesn't really help the Shadow Blade's viability much when most failed escape attempts are wrapped up within five seconds of activation. What would be interesting is if the move speed were buffed, because that's definitely worth a hell of a lot more competitively.

Idea: Rework the item buildup. Swap out the Quarterstuff for a Blades of Attack, which brings the price down from 3,300 gold to 2,850 (450 less), keep the attack damage (bump to +40 if feeling generous) and crit the same, lose the attack speed bonus, but buff the move speed bonus some (25-30% at max, probably).

Also considered a double Blades of Attack rework for the same cost as the old Shadow Blade, but the thought of a Phase Boots and double-blades-SB Kunkka made my blood run cold. That's the "Nuclear Singsing" option.
 
The fuck Guesong.

HoN made amazing good changes to the map all over.

True, there is additional valid ward spots in HoN.

But that's it. Good stuff, but minor in map design change. If there's something else then help me out here because I'm looking at both maps at the moment and it's the exact same design.
 
True, there is additional valid ward spots in HoN.

But that's it. Good stuff, but minor in map design change. If there's something else then help me out here because I'm looking at both maps at the moment and it's the exact same design.
off the top of my head?
-kongor pit had vision blocking grass removed, and the opening was increased to be like 2.5x the size.
-ramps into base were made wider (edit: this would be nice against invoker. FUCK icewall)
-distance between the ramp into base and the hill outside hellbourne top/bot was changed (they mightve also done this on legion side, cant remember)
-a second ramp leading into legion's jungle was added, kinda near rosh/bot rune. on left side of two tree spot (I WILL MISS U 5EVR 2TREESPOT)
-plateau by hellbourne bot between base/tier2 tower (god i LOVED warding that)

edit2:
Phandy said:
Edit- I also think they widened the Rosh pit entrance and moved the hellbourne ramp next to it a bit.
what is the first thing i wrote, phandy!
 
True, there is additional valid ward spots in HoN.

But that's it. Good stuff, but minor in map design change. If there's something else then help me out here because I'm looking at both maps at the moment and it's the exact same design.

Its not the spots they really changed for warding it was the system. It allowed for much more dynamic placing of wards. DOTA2 has such rigid warding spots that seem to give the same vision no matter how u move the ward around. HoN's felt much more natural.

Also, those changes bzm mentioned. They were awesome.
Edit- I also think they widened the Rosh pit entrance and moved the hellbourne ramp next to it a bit.
 
* Silencer strength growth from 1.7 to 2.2
* Last Word intelligence steal from 1/2 (allies/self) kills to 2 always

* Thundergod's Wrath cooldown decreased from 120 to 100
* Static Field aoe increased from 1000 to 1200

* Clockwerk Goblin strength gain increased from 2.4 to 2.7
* Power Cogs duration from 3/4/5/6 to 3/4.5/6/7.5
* Power Cogs damage/drain from 60/90/120/150 to 80/120/160/200

Don't know if this'll be sufficient to push these three back into competitive viability (though I'm more doubtful of Zeus), but I hope so. Clock's buffs seem like they'll sufficiently make his suicidal playstyle a lot less a haphazard waste of life and mana, and Silencer seems like he just needs a little nudge to come back as a situational pick.

* Fiery Soul attack speed bonus increased from 40/50/60/70 to 40/55/70/85
Semicarry Lina build strengthened, which is always nice.

* Leech Seed no longer stops healing when the target dies
God, this is *so* annoying about the present skill. Being able to just drop it on any unit in the fight and not worry about it dying off early is a great little adjustment.

* Treants magic resistance decreased from 33% to 25%
* Anti-mage movement speed reduced from 320 to 315
* Lycan strength gain from 2.75 to 2.4
* Lycan's Shapeshift form no longer gives 2 bonus armor
File under "Fuck you guys are annoying".

* Rod of Atos bonus HP from 250 to 300
Doesn't get enough love, hope this helps.

* Eye of Skadi now gives +25 bonus damage
This is now worth 50 damage regardless of your hero attribute (essentially a Demon Edge + 4 dmg), so it seems like it's being re-positioned to be a viable, ultra-expensive damage item for any carry (and not just Morphling). This tweak would definitely put it there, I think.

* Blood Bath enemy hero aoe death detection increased from 225 to 325
* Rupture cooldown from 70/60/50 to 50/45/40
Will do a fair bit for his regen and annoying single-target properties, wonder if this could sufficiently up the viability of his early ganking.
 
Don't know if this'll be sufficient to push these three back into competitive viability (though I'm more doubtful of Zeus), but I hope so. Clock's buffs seem like they'll sufficiently make his suicidal playstyle a lot less a haphazard waste of life and mana, and Silencer seems like he just needs a little nudge to come back as a situational pick.

* Fiery Soul attack speed bonus increased from 40/50/60/70 to 40/55/70/85
Semicarry Lina build strengthened, which is always nice.

* Leech Seed no longer stops healing when the target dies
God, this is *so* annoying about the present skill. Being able to just drop it on any unit in the fight and not worry about it dying off early is a great little adjustment.


File under "Fuck you guys are annoying".

* Rod of Atos bonus HP from 250 to 300
Doesn't get enough love, hope this helps.

* Eye of Skadi now gives +25 bonus damage
This is now worth 50 damage regardless of your hero attribute (essentially a Demon Edge + 4 dmg), so it seems like it's being re-positioned to be a viable, ultra-expensive damage item for any carry (and not just Morphling). This tweak would definitely put it there, I think.


Will do a fair bit for his regen and annoying single-target properties, wonder if this could sufficiently up the viability of his early ganking.

what? skadi is a great item on a ton of heroes already...
I even bought it on cm the other day!
 
Great in terms of stats and utility, not as much in terms of damage (at least comparatively). That tweak basically doubles it, which would make it quite a bit more competitive in terms of value.

Yeah, even on a battle CM.
 
Great in terms of stats and utility, not as much in terms of damage (at least comparatively). That tweak basically doubles it, which would make it quite a bit more competitive in terms of value.

Yeah, even on a battle CM.

I mean its a nice change but if you want damage you wont be buying a skadi in the first place
 
In terms of concentrated damage, certainly not (again, barring Morphling). But in terms of mixed utility, stats, and damage, that tweak would go quite a ways to making the item less of a gimmick for most heroes and actually something potentially worthwhile.
 
In terms of concentrated damage, certainly not (again, barring Morphling). But in terms of mixed utility, stats, and damage, that tweak would go quite a ways to making the item less of a gimmick for most heroes and actually something potentially worthwhile.

gimmick? Its viable on like, all ranged carries. Especially against teams with melee carries on them. Its decent on a few melee heroes as well.
 
gimmick? Its viable on like, all ranged carries. Especially against teams with melee carries on them. Its decent on a few melee heroes as well.

Skadi Drow, best Drow.

Skadi seems an item that was much more popular in HoN, rarely see it picked up in Dota.
 
Skadi Drow, best Drow.

Skadi seems an item that was much more popular in HoN, rarely see it picked up in Dota.

last i checked cold arrows didnt have an attack slow

and its weird seeing people actually build mjolnir in this game
 
Didn't say it wasn't viable, just that it's gimmicky because it's almost always passed over for more specialized items: superior concentrated damage (MKB, Daedalus), utility (ie refreshed BKB, Abyssal Blade), stats (Butterfly, Heart, Sheepstick, Shiva's Guard, etc). I like the tweak of doubling the effective damage output because it adds a hell of a lot to the value of the sticker price, but without pushing it out of its "jack of all trades" niche. If anything, it makes Skadi a better fit for it, given fewer carries (and other heroes, really) will feel they have to supplement it in order for the initial investment to even be worthwhile.

Strengthens the generalist nature of the item without rendering it into a specialized item, and will probably mean more people picking it up without making undue sacrifices. It's a great change, one that I hope pans out.

Edit: Wait, I guess I did do that. Screw you sleep-deprived brain, you're bulldozing the nuance out of my points here. Gaffe aside, I think the point is still compelling.
 
skadi is great because it has a fuckton of stats on it too. Two ultimate orbs? You shouldn't have. Bonus: You can get lifesteal with it too.
 
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