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

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Diffusal blade I think?

The problem with Lancer is that he's creating lots of illusions, whereas Diffusal burning only one illusion / summon at a time with 12 second cooldown. Diffusal is great against Warlock's Golem, not those who summon tons of familiars.
 
The problem with Lancer is that he's creating lots of illusions, whereas Diffusal burning only one illusion / summon at a time with 12 second cooldown. Diffusal is great against Warlock's Golem, not those who summon tons of familiars.

Necrom would be a good choice in this case, since they caster dude has a AoE dispel. Its not that huge, but it would be enough to hit a clump of Phantom Lancer's comin atcha.
 
So from my personal observation from the Dota 2 stats site, everyone seems to be hovering around the .500 win mark. Does that mean that mm is working as intended? Or do you guys think it's still borked?
 
I'll be happy if we even get one. :/

Didn't Tobi mention that their goal was to only get five more out before the International II?

iirc It was they wanted all heroes but 5-10 before international 2, which I don't think they'll be able to make at this rate.

Here's to hoping for Ogre and PL tonight.


nvm, looks like they edited it and it could be eitherway. I'm guessing 5-10 heroes, given the rate we're going.
 
So from my personal observation from the Dota 2 stats site, everyone seems to be hovering around the .500 win mark. Does that mean that mm is working as intended? Or do you guys think it's still borked?

Well If one team stomping another in AP - something is definitely wrong, either with people playing it, or matchmaking selecting rivals of different skill levels. If I remember correctly, developers said that their goal not to hold W/L ratio at around 50%, but to make every match as fair as possible.
 
I am pretty sure what ever I randomed, played out WAY better than your fucking support Queen of Pain. And boy I wasn't the only one moaning at you.

So the people that were moaning at me were the same people that:-

Laned WR and Axe in the long lane against a Jugg and Lich
Blinkless Tranquil Axe
Axe leaving WR under-leveled once hes strong enough to jungle, CYA CYA CYA.
40min Mek

Did you hear me moan other then to get you guys off my burdened back?

That game we did not lose because of me picking QoP, we lost because we all played like shit after watching the replay while listening to A Game of Thrones :D

It will only make me stronger for the next time I go QoP Support :D practice makes perfect right guys you fall to get up.
 
So the people that were moaning at me were the same people that:-

Laned WR and Axe in the long lane against a Jugg and Lich
Blinkless Tranquil Axe
Axe leaving WR under-leveled once hes strong enough to jungle, CYA CYA CYA.
40min Mek

Did you hear me moan other then to get you guys off my burdened back?

That game we did not lose because of me picking QoP, we lost because we all played like shit after watching the replay while listening to A Game of Thrones :D

It will only make me stronger for the next time I go QoP Support :D practice makes perfect right guys you fall to get up.

Yeah we did.
 
I'm looking to add a few people to my steam friend list to play this with. For the most part, I'm a total noob but willing to learn. I've been going through the guides in the thread.

If you'd like to to add me, my name is "taoofjord" on steam.

Thanks :)
 
The Critical Bugs forum is back up on the dev forums, which means test client patch (notes) are coming out pretty soon I think. Icefrog, ChrisC and Kyle are all in that forum right now as well.

New HUD! No new heroes.

GAMEPLAY
- Added Brewmaster to Captain's Mode
- Fixed non-hero units like Spirit Bear breaking smoke of deceit.
- Fixed Burning Spear counter being reset by BKB.
- Fixed illusions stealing Magic Stick/Wand charges from the owner.
- Fixed a new bug with Riki's Blink Strike causing it to not attack right away.
- Fixed True Form / Druid Form being cancelled and interruptable.
- Fixed attack FoW reveal to happen when an attack fires off, rather than when your animation starts.
- Fixed bug that would sometimes cause move commands or abilities to execute at odd times.
- Fixed bug where DotaTV director would stop directing in the last minutes of the game.


VISUALS
- Heroes will no longer lose their shadows.
- Item Icon have been redesigned
[We plan to continue update these over the next few weeks, please give us your thoughts in this forum]


AUDIO
-Some heroes will now call out to allies they encounter in the field during the early phases of a game.


UI
- Fixed control groups breaking in the case where a hero has unit sharing enabled and another hero tries to control group one of the summons.
- Fixed a case where casting an ability to control a unit (ie. Chen's Persuasion), then querying the unit before the ability fired would not end up with the unit in a selected state and the abilities would not be usable.
- Fixed damage done to player-controlled units not showing up in the combatlog


BOTS
- Bots can call out "top missing!" etc if an opponent goes away during the laning phase.
- Bots are now more likely to use the Side Shop. They will hold off purchasing items if they think they'll be able to get them from the Side Shop soon, and are more likely to actually walk there to pick them up.
- Bots no longer forget/ignore units that are reincarning.
- Bots will now use couriers that are holding their items, even if the courier is currently returning to base.
- Bots will only use couriers that are idle in base, so they shouldn't grab couriers as soon as they stop moving in, for example, the secret shop.
- When a bot dies, if it had a courier en route, it will send the courier back to base.
- Juggernaut is now more likely to use Omnisliash in teamfights, particularly when he thinks he can get all slashes on heroes.
- Bots will no longer purchase items during the hero pick phase of the game.
- Bots will no longer use any of their abilities on Passive difficulty.
- Made Windrunner bot slightly more likely to use Powershot when ganking, and less likely to use Windrun for non-panic retreats.
- Fixed bug that, under certain hero combinations, could cause lane selection to thrash.
- Improved the Team Roam behavior, they should no longer clump up and get stuck, and should deal with any creeps attacking them.
- Increased bot sensitivity to human pings for pushing and defending.
- Increased range at which a non-carry bot will defer last-hitting to a carry bot. Non-hard-carries will now also defer
 
Enabled the new HUD!


GAMEPLAY
- Added Brewmaster to Captain's Mode
- Fixed non-hero units like Spirit Bear breaking smoke of deceit.
- Fixed Burning Spear counter being reset by BKB.
- Fixed illusions stealing Magic Stick/Wand charges from the owner.
- Fixed a new bug with Riki's Blink Strike causing it to not attack right away.
- Fixed True Form / Druid Form being cancelled and interruptable.
- Fixed attack FoW reveal to happen when an attack fires off, rather than when your animation starts.
- Fixed bug that would sometimes cause move commands or abilities to execute at odd times.
- Fixed bug where DotaTV director would stop directing in the last minutes of the game.


VISUALS
- Heroes will no longer lose their shadows.
- Item Icon have been redesigned
[We plan to continue update these over the next few weeks, please give us your thoughts in this forum]


AUDIO
-Some heroes will now call out to allies they encounter in the field during the early phases of a game.



UI
- Fixed control groups breaking in the case where a hero has unit sharing enabled and another hero tries to control group one of the summons.
- Fixed a case where casting an ability to control a unit (ie. Chen's Persuasion), then querying the unit before the ability fired would not end up with the unit in a selected state and the abilities would not be usable.
- Fixed damage done to player-controlled units not showing up in the combatlog


BOTS
- Bots can call out "top missing!" etc if an opponent goes away during the laning phase.
- Bots are now more likely to use the Side Shop. They will hold off purchasing items if they think they'll be able to get them from the Side Shop soon, and are more likely to actually walk there to pick them up.
- Bots no longer forget/ignore units that are reincarning.
- Bots will now use couriers that are holding their items, even if the courier is currently returning to base.
- Bots will only use couriers that are idle in base, so they shouldn't grab couriers as soon as they stop moving in, for example, the secret shop.
- When a bot dies, if it had a courier en route, it will send the courier back to base.
- Juggernaut is now more likely to use Omnisliash in teamfights, particularly when he thinks he can get all slashes on heroes.
- Bots will no longer purchase items during the hero pick phase of the game.
- Bots will no longer use any of their abilities on Passive difficulty.
- Made Windrunner bot slightly more likely to use Powershot when ganking, and less likely to use Windrun for non-panic retreats.
- Fixed bug that, under certain hero combinations, could cause lane selection to thrash.
- Improved the Team Roam behavior, they should no longer clump up and get stuck, and should deal with any creeps attacking them.
- Increased bot sensitivity to human pings for pushing and defending.
- Increased range at which a non-carry bot will defer last-hitting to a carry bot. Non-hard-carries will now also defer

Looks like no new hero, but we're getting a new HUD.
 
All heroes before International 2 my ass.
 
I agree with a lot of your reasoning. The thing is that it's difficult to divide up heroes and put them in single roles since they can fit so many, though, so I tried to put them in what I thought was their most useful asset.

-Leshrac is played as a support a lot (mainly by Na`Vi) and as good as he is with farm, he excels even as a support hero. He's mainly there to burn down towers quickly so he'll remain as a pusher.
-Sniper is NOT a pushing carry, he's an unapproachable ranged carry and I will fight to the death on this!
-Necrolyte eh sure. I think his AOE presence is more pronounced though.
-Tinker, I think he's more valuable for his global gank presence than his push power.
-Spiritbreaker sure.
-Lion sure, although he's a lot more commonly seen as a solo than WD, Veno, or CM.
-Lich definitely, was talking with 1.09 earlier before your post and he was thinking the same thing.
-AA and SD nah. They're not that level dependent (though sure, they're great with the levels!). Could certainly play them as a solo but there are way better solos out there.
-Jakiro sure.

More than anything though, the list is mainly sorted in a way to assist newer players.

-Yeah, Lesh is super flexible. His role is really dictated by the rest of the team. I just love me some carry lesh.
-Sniper honestly I just want the random pubs to stop acting like he is NOT a good pusher. His spell damage to towers is comparable to pugna, and he outranges them too. Building carry naturally makes him a strong pusher, especially if you are a fan of deso/manta on him.
-Necro's AOE is a slow burn, so if he doesn't tank up at least somewhat he really can't "AOE" the other team.
-Pusher or Ganker, my main issue with Tinker was not classifying him as a carry. He's way too farm dependent to not consider him one.
-Lion is more common solo for sure. (except maybe veno, though definitely as a different type of solo, veno usually solos to sustain a lane rather than to gank)
-AA argument is just like lesh, he's just a flexible character and a lot goes to preference, I just prefer Ice Blasts flying everywhere ASAP.
-SD on the other hand I think has an identity crisis. He really doesn't need the farm, but in a lot of ways his skillset is designed around solo lane dominance. Its been interesting to see his fall-off in the pro scene from dota 1 to dota 2, people trying to play him in that support role have seen lots of failures, but nobody views him as strong enough to solo.
 
Update is done downloading will check it out now.

WOW THATS DIFFERENT!

KnbWl.jpg
 
I know Lesh can be played as a support but isn't he way too farm dependent (needs a pretty huge mana pool) to be one? All his spells are mana intensive and he needs to be tanky to be a presence...
 
I thought Tobi said there should be all the heroes but about 15~ by the time I2 goes down. Still thinking its August/September around Gamescon time.
 
All heroes before International 2 my ass.
Do we even know when it is? Maybe they'll just delay it until they're all in, heh

I'm downloading the test client right now, really wanna see the hud and icon changes
 
I like it a lot. Only thing I wish hadn't changed was the stats area, before it was really compact and minimal looking
 
Some improvements like the stats section, RoB's new icon, but a lot of ugliness and/or poor aspect ratios on other changes. Saw the Doom shot and thought the rocks would work if it was like a dire ui and Radiant would have their own then saw the Puck on Radiant shot, looks bad.

Map - > rocks -> hero portrait -> level up bar area all needs reworking looks weird. I like the intent on the changes in the bottom right with the courier/fortify button but the execution needs some retooling.
 
I was thinking the rock would be dire UI, but looks like its for both. Don't see what's so ugly about it. Biggest change imo is the new item icons. Some of them like the gem of true sight are completely remade.
 
Courier is now 2 clicks away and autograbs things from your stash, it also shows who it's currently bringing things too, very awesome.

Also Bane just said (in voice) Bot missing. Pretty cool!
 
The 5-10 heroes in by international 2 looks to be correct, instead of 5-10 heroes left by the time international 2 happens.

If international 2 is the same date (I'll give them august 20th), that leaves us with ~14 weeks to go. There are 34 heroes left, so to have 10 left would mean 24 heroes in 14 weeks.

At this pace I'm really doubting that. I think based on the rate we've been getting heroes (10 heroes the last 4 months), we'll have the 5-10.

Then again there has been heroes sitting around in the files forever, that could just pop in any week. Who knows, anything can happen.
 
k the new icons suck. I'm so unimpressed.

They had a stylized clean look before, now they're all muddy and shaded. Awful.
 
I'm not sure if I like the new icons or not. One one side they look more detailed but on the other side the clean look before made them easy to tell what they were. Also I think the old icons fit in better with the hero portraits.

I do like the 2 button courier as well as the giant glyph button in the bottom right corner. That'll help a lot. The overall hud looks nice, although I think it would be cool if the current hud was for the dire while they made a radiant styled on for the radiant.

Does anyone know what the little box is on the top left corner of the minimap?
 
k the new icons suck. I'm so unimpressed.

They had a stylized clean look before, now they're all muddy and shaded. Awful.

I like some, but others I just despise now.

I hate the new heart of tarrasque with a passion. Other stuff looks much better like soul ring. Some are a bit too dark like phase boots.

Also +1 on the idea of radiant having their own frame instead of rocks.
 
For the new icons they've just titled the original icon and added a bunch of ugly effects.
 
I really don't like the new item icons. (Basilius is the only good one, and only because potentially it will be easier to tell when the thing is on or off) Extra dark crap and highlights look really bad. New magic wand is the worst. Looks like a fucking swamp whisk.

Rest of the UI is fine, whatever. Stats part is kind of dumb looking, but at the same time I've always wanted my movement speed displayed prominently.
 
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