Dota 2 Beta Thread V: Real Talk Strikes Back [Tutorials]

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Nature's Guise seems like a spell that Treant was built around a long time ago. Did he have a significantly different kit in previous versions?

Treant is one of the heroes that underwent so many reworks. In his earlier days, he has eye of the frest which is a permanent ward you can plant on trees. He was also given owl sentries I think which attacks on sight. His overgrowth has damage which is OP combined with the disable. Living Armor back then was just some addition to armor and regen.
 
His overgrowth has damage which is OP combined with the disable. Living Armor back then was just some addition to armor and regen.
I remember these two, I'm just not sure how far back his changes have gone.

Owl sentries sound pretty funny.

slighty off topic but your avatar scares me! are you faceless void in human form?
But that's Alice Glass from Crystal Castles. She's not that scary.
 
I remember once he had a skill where he could plant trees that gave vision. People had to memorize all the tree spots on the map and cut down ones that didn't actually belong. That or pick a deforester like Furion.
 

Archie

Second-rate Anihawk
FE44C2B456BF91AB80C0D3F1DF991EA4DEE6B5AE

nice grammer volvo
 

Des0lar

will learn eventually
Oh god, just lost the compendium match on the dire side.
Holy fuck, I have no idea why we lost that. Our trilane top couldn't zone ursa out. And they had Nyx and Kotl so i have no idea what happened.
 

SamVimes

Member
Oh god, just lost the compendium match on the dire side.
Holy fuck, I have no idea why we lost that. Our trilane top couldn't zone ursa out. And they had Nyx and Kotl so i have no idea what happened.

Bad pulls? Usually when a strong lane loses to bad heroes in pubs it's because they either didn't pull at all and pushed the lane or just singlepulled and gave free farm and exp to the hardlaners.
 
Oh god, just lost the compendium match on the dire side.
Holy fuck, I have no idea why we lost that. Our trilane top couldn't zone ursa out. And they had Nyx and Kotl so i have no idea what happened.

Played that Compendium match the other day, was on Radiant

We went Leshac + Shadow Demon top against a Lifestealer, Nyx, Keeper trilane
Puck mid against Magnus
Gyro against Lone Druid
With Ursa in the jungle

We dominated the top lane and Lifestealer rage quit at level 4, was hilarious never seen a trilane fail so hard
 

Acinixys

Member
0/5 as Naix early game because pudge is a noob as shit hero

Go rice in the jungle for 15 mins

9/7/15

2ez

According to CyborgMatt there are Mythical player cards?
Anyone seen one?
 
Bad pulls? Usually when a strong lane loses to bad heroes in pubs it's because they either didn't pull at all and pushed the lane or just singlepulled and gave free farm and exp to the hardlaners.

Can you please explain why single pulling tends to give free farm and exp? So is it required to stack the creeps first before pulling? When is the best time to use single pull/stacked pull?
 

Des0lar

will learn eventually
Played that Compendium match the other day, was on Radiant

We went Leshac + Shadow Demon top against a Lifestealer, Nyx, Keeper trilane
Puck mid against Magnus
Gyro against Lone Druid
With Ursa in the jungle

We dominated the top lane and Lifestealer rage quit at level 4, was hilarious never seen a trilane fail so hard

It can't be that hard can it. For gods sake, keeper just has to spam his illuminate and no one can touch the lane with nyx setting up stuns....

Well, nyx went something like 5/14 and bought a 30 min dagon which wasn't very helpful. But Naix is just a trashy hero against Ursa when they both fight 1on1. And we gave them far too many free roshans.

Can you please explain why single pulling tends to give free farm and exp? So is it required to stack the creeps first before pulling? When is the best time to use single pull/stacked pull?


When you single pull and don't stack, the lane creeps won't die to the neutrals and that pushes the lane because now 2 waves of lane creeps attack at the same time. this allows the enemy team to fight the creeps at/behind their tower and you give them a lot of free xp, that you can't contest.

You want to stackpull as often as they allow you to, and if your carry on lane is in no danger of being dived and killed at the tower. He will have to fight a wave under your own tower most probably. Normally you also stackpull when your creepwave is really close to their tower. If you pull, the next fight should be much closer to your own tower again.
 
Thanks. I'll keep this in mind when in safe lane and observe the creeps. I double stack when I have the chance but when I single pull, I can deny 1 or 2 of the creeps by attcking them as soon as they reach half health so I'm thinking it was ok. Of coure if my lanemate can't withstand the creeps in the tower, I stop pulling. I'm still not aware of the catapult's effect when pulling other than it kills the creeps faster.
 

BeesEight

Member
If you really want to counter him, there are some heroes that work well enough. Multiple quick damage bursts, like Slark, venomancer, viper, pudge, against towers death prophet.
Sure it's just one lane that will have this advantage, but it's bette than nothing.

Or you could roam the Venomancer. Hell, even Kunkka would make a fantastic pick at this point now that his Torrent is fixed. Which is what I find really surprising since Kunkka was seeing a bit of resurgence before 6.78 and has received even more buffs after yet people seemingly forgot about him.

Tree is basically there to win the laning phase so teams have two options. They can either go really defensive and look to stall out the game past Treant's point of usefulness or they can pick a strong early aggressor that will shut him down. Venomancer has become criminally underpicked but his entire kit is perfect for countering the lumbering oak. Living Armour is similar to refraction and Veno was chosen a few times to counter TA during her heyday. Plus, the slow from Gale and Sting will assist with ganks beyond just melting through the armour.

My thoughts, anyway. I don't run into any trees to try this. And I just remembered Jakiro who probably wouldn't be too shabby at this either especially if you take an early point of Liquid Fire.

Edit: Or Ancient Apparation.
 

SamVimes

Member
Thanks. I'll keep this in mind when in safe lane and observe the creeps. I double stack when I have the chance but when I single pull, I can deny 1 or 2 of the creeps by attcking them as soon as they reach half health so I'm thinking it was ok. Of coure if my lanemate can't withstand the creeps in the tower, I stop pulling. I'm still not aware of the catapult's effect when pulling other than it kills the creeps faster.

When you want to push the tower either to destroy it or to kill the hardlaner with a gank from behind you single pull.
When you think that your carry can farm safely without you you want to double pull, meaning when the creeps from the pull camp are about to die you pull the ones from another to them so you can still deny the whole creepwaves and get more exp and gold for yourself. To do this on you need to eat a tree and pull the other medium camp on radiant side. On dire side you pull to the hard without eating the tree but it's much less safe in general, shouldn't do it at all against a strong lane.
When your carry really needs you near you just want to stack the camp at x:52 and then pull.
 

Anteo

Member
Thanks. I'll keep this in mind when in safe lane and observe the creeps. I double stack when I have the chance but when I single pull, I can deny 1 or 2 of the creeps by attcking them as soon as they reach half health so I'm thinking it was ok. Of coure if my lanemate can't withstand the creeps in the tower, I stop pulling. I'm still not aware of the catapult's effect when pulling other than it kills the creeps faster.

You don't need to stack though, your other option is to pull another camp to the position where your creeps are fighting just as the first camp dies, so your creeps will go to that other camp instead of the lane. But I only do that if I didn't have time to make a stack.
 

Lyng

Member
Man sniper requires zero skill to play and no matter how much you try to hold him down he can so easily spiral out of control.

He might not be OP for TMM but he most certainly does not work in pub games.

Make his ultimate a skillshot. That might solve some of the shit or make him as slow as CM.

Drow got nerfed down to balance, why is Icefraud so stupidly in love with Sniper...The hero is broken. (imo)
 
Man sniper requires zero skill to play and no matter how much you try to hold him down he can so easily spiral out of control.

He might not be OP for TMM but he most certainly does not work in pub games.

Make his ultimate a skillshot. That might solve some of the shit or make him as slow as CM.

Drow got nerfed down to balance, why is Icefraud so stupidly in love with Sniper...The hero is broken. (imo)

Just like Drow, Clockwerk + Dust = Dead.
 

The Technomancer

card-carrying scientician
Man sniper requires zero skill to play and no matter how much you try to hold him down he can so easily spiral out of control.

He might not be OP for TMM but he most certainly does not work in pub games.

Make his ultimate a skillshot. That might solve some of the shit or make him as slow as CM.

Drow got nerfed down to balance, why is Icefraud so stupidly in love with Sniper...The hero is broken. (imo)

He's really really annoying. Miserable to lane against thanks to the ridiculous early damage output headshot gives him, and since I only play RD games these days counterpicking him with a good gap-closing damage dealer like QoP isn't always an option.
 
Man sniper requires zero skill to play and no matter how much you try to hold him down he can so easily spiral out of control.

He might not be OP for TMM but he most certainly does not work in pub games.

Make his ultimate a skillshot. That might solve some of the shit or make him as slow as CM.

Drow got nerfed down to balance, why is Icefraud so stupidly in love with Sniper...The hero is broken. (imo)

There are so many lineups that shut down sniper ...

For one, Spirit Breaker + NP is pretty much going to keep him down the whole game.
 

Archie

Second-rate Anihawk
Icefraud said:
* Rage cooldown increased from 15 to 17 seconds
* Flamebreak cooldown increased from 11 to 14
* Tether movement bonus decreased from 20% to 17%
* Living Armor damage block instances from 7 to 4/5/6/7
* Chemical Rage bonus HP reduced from 300/600/900 to 250/500/750
* Gyrocopter attack range reduced from 375 to 365
* Team 2 now bans second instead of first in Ban Phase #2. (All other phases and orders are the same)

Thoughts?
 

Des0lar

will learn eventually
I would have wanted a range decrease on gyros flak to 800 instead of 1000.

Have no idea why alch deserved a nerf.

Everything else is good.
 

KingKong

Member
Thoughts?

so looks like nerfs to Wisp and Treeant and Alchemist? not much of a nerf to Gyrocopter right

also maybe I missed it but are there any hero abilities that are modified by water? would be kind of cool although I guess people dont spend much time in the river, but maybe if it just enhanced a skill instead of relying on it
 

TommyT

Member
Just saw that random stat from TPL - the game that is going on between EG and Mouz, is the first game ever where a Weaver got a Hand of Midas (according to them).
 
Just played Treant for the first time today and he gets nerfed!

Kind of a fun hero though, hard to pay attention to your lane though when you're constantly having to check on the rest of your team
 
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