That feeling when you carry your team and get no respect.
http://dotabuff.com/matches/470421928
literaly had alch, gyro, and invoker yelling at me both in party chat and in all chat
I used to think Ikuu would always be by my side to help me out and when I looked behind me I'd see our footprints in the sand side by side as we walked together through this life in Dota.
But I noticed that sometimes when times were hardest and the gg's were flying that there was only one set of footprints and I said to him, "Ikuu, how could you abandon me? Those were the times I most needed you!" and you know what he said to me? He said, "Patent, those were the times that I carried you."
So, in competitive play, it's possible to lane basically however the hell you want apart from defensive trilane, right?
Blink Alch?
This is one thing I do not understand about Dota 2. Pro games have the option of forfeiting a match, public games do not.
1.) Region locking. Spookie's last reply to me is really a case in point of the problem here. People are playing Dota 2 in regions far from their home region and speaking languages unknown in the region they've queued for. This immediately makes for a frustrating game all by itself, considering how important communication is in Dota 2. League avoids this problem almost completely by having different regions. In the hundreds of League matches I've played, I can literally count on one hand how many have been populated by people who did not speak English. Compare that to our typical Dota 2 experience.
2.) Dota 2 is, without any doubt, a more punishing game than League. That's neither a positive nor a negative, rather an objective truth. The ability to deny minions, the heavy influence of invisible heroes, heavy XP gain when killing an enemy hero, heavy gold lost when dying to an enemy hero. All punishing mechanics that do not exist in League. As such, dying in League has a lower overall effect than it does in Dota. Sure the killer gets a gold advantage and meaningful XP bump, but that's really it. They can't stop you from safely farming under your tower if need be. They can't stop you from getting all the CS you can safely collect because there is no creep denying. They can't stop your item progression very effectively because you're not losing gold when dying; just losing time. These things lead to people being largely more calm about a random death. One or two deaths in the laning phase won't spell doom and gloom like it can in Dotes.
3.) All-chat disabled by default. Let's be real: most of the talk in all-chat after the initial GLHF is shit talk. Which gets people's defenses up and tips the scales towards people venting on teammates when things don't go well.
4.) You can vote to surrender early. It's something I've used in less than 10 matches, but if a game is clearly unwinnable (and sometimes it's quite clear), forcing people to stay and deal with a negative experience for the next 10-20 minutes or more as the other team falls back to farm, Roshes, and attempts to buy every expensive item in the game when they really could just push to end only makes people angrier. Anger that carries over to the next game if things don't immediately start off well. Whether a surrender option is good isn't the point here so much as an analysis of what the lack of one can do to a player's mindset for his next couple of games. Sometimes getting a game over with quickly with a surrender can get the frustration out of the system before genuine anger and frustration set in. There is value in that.
Do you think a surrender option that was only available for 5stacks would be acceptable?Different incentive structures and game knowledge make for different choices. Pro's playing for money have a significant incentive to keep playing and trying to win, and they have a significantly more accurate ability to appraise how a game is going when compared to the average player. The average pub player is incentivized to quit the game as soon as they think they are losing because that is a faster way to get what they are trying to achieve (a win). I played HoN for a bit early on, when it was more of a straight up dota clone that had a surrender option. The proportion of games that make it to the end game is significantly higher in Dota. By having a surrender option you are not only getting ride of the "unwinnable" games, you are also getting rid of the games where one team has a percieved advantage but the game would make it to the end game anyways. The second kind of game vastly outnumbers the first kind. Now that I've tried both systems it simply does not make any sense to trade away a lot of the second kind of game so I can avoid a small number of the first kind.
http://dotabuff.com/matches/470421928
literaly had alch, gyro, and invoker yelling at me both in party chat and in all chat
NEW SHAPER
The more important part is they added what are basically runes from lol in the game. So it's looking more and more like LoL 2.0.
The other thing is they added is "Karma" which is just commendations and then they added "Blessings" you get randomly by winning or having a bunch of Karma. That lets you randomly get other shapers and whatever they call the runes and in the future, cosmetics.
So overall it seems they're pulling a lot of stuff from both Dota 2 and LoL. I still don't really know how popular it is for the most part, since it's still "closed" and all. I know the Reddit isn't barren and their forums seem to actually be pretty active. It seems to be a relatively small team (like 50 people?) so I can't imagine it takes too much for EA to keep them alive especially since it's probably in their interest to have their foot in this genre. It seems to make the Twitch page when the devs stream reveals and games and stuff.
Thus concludes your weekly Dawngate update.
People who unpause after the other team gives a valid reason are the worst. I bet whatshisface unpaused all the time.
I know people have a topic already, but what do people think of mid leshrac? And why is he never picked right now in any position. His early damage output is really good, his mana is not bad so he can survive the laning phase without going to base a lot, with a bloodstone he can farm obscenely fast, and again with bloodstone he has very good midgame dps. And if you don't want to fight and would rather splitpush he can get travels after bloodstone rather than BKB and push stupidly fast, both clearing waves and towers. I just think in the current meta he would be a good fit. However I know he must have weaknesses I haven't considered, such as maybe armour being not great.
What say you better-than-me GAF?
He's kind of unreliable as a semi carry compared to other mids like TA or QOP and doesn't have the initiating impact of something like a Puck. Sure, he can shit out damage in team fights and has good push, which fits him into the meta, but since ganking and pick offs are a big part of the competitive and pub scene at the moment, without a setup, his stun is unreliable and he doesn't have a gap closer unless you get a blink or force to get close enough to cause major damage. Not having an escape in mid is also generally bad unless you are super tanky, which he isn't.
He used to get picked a lot in trilanes as a support because Shadow Demon was very strong at the time and disrupt allowed for an easy setup for his stun, which made them a potent combo.
As far as pubs go I think most people are just too bad at landing the stun and it puts people off playing him; also he isn't a pubstar hero.
The feeling when you beat them though
The feeling when you beat them though
"I have shit to do!"
I hate it when it's my teammate who unpauses it too. Like just fuck off guy.
Not sure what to make of this. I agree most all chat communication is shit talk but I don't know if we need to outright ban it as well. I'm not really convinced it's as big an issue for toxic behaviour but I haven't heard a lot of discussion on it either way.
lol nah man. I'm sure you'll get the extremely ocassional troll who may intentionally feed or rage on one death, but that's no different that Dota. I can confidently say that I've seen it less in League than in Dota. But there are a multitude of factors that contribute to the toxicity of both communities, and Dotes more than League, in my experience. As this has been my experience, it's now my interest in finding ways to lower the toxicity of Dota 2's community to at least match my League experiences. It's not there yet.Yet many of these mechanics help to assist with comebacks. I haven't kept up with League in the last year but when I was playing it, the games were practically won over first blood and people would spam the concede button if lanes were lost.
Just so that I'm clear: are you attempting to suggest to me that it's *easier* to come back from getting behind in Dota2 than it is in League? Because in my 3 years of experience with both, I can't agree there. While I find neither game particularly easy to come back from deficits in, the fact of the matter is one game costs you time (while the enemy gains gold and xp), while the other game costs you time, costs you gold (while the enemy gets MORE xp and about the same amount of gold). Certainly you could be the lucky recipient of the 900g or whatever it is for killing someone on a 10-kill spree which helps...but hell, if they're on that kind of tear, that gold bump probably isn't enough. lol. Both games can have 15-minute GG's and both can have epic comebacks if given space and opportunity. That's not the spirit of what's being pointed out. Rather, that you can be punished in more ways and thus put farther behind in Dota2 with deaths and denials. To say nothing of not being able to afford wards and invis heroes which contribute to an overall map oppression/claustrophobia. Hell in League, everyone gets free wards now! lol. To me, that combined makes Dota the more challenging game, but in the context of this conversation it can also make people feel more punished and become more frustrated which can lead to acting out.As you're not punished for dying, if the enemy obtains an advantage it becomes harder and harder to make up for the difference.
Well that's partially because there aren't any Nature's Prophets, Tinkers, Phantom Lancers, or Boots of Travel in League, not because there is some inherent rubber banding or ease of getting back into a game in Dota2. Epic comebacks are almost always a function of having a team comp that can facilitate it by split pushing and backdooring or otherwise stalling for time. Or an enemy team comp that unfortunately peaks early but can't break the base against a team with 3 carries.As you're not punished for dying, if the enemy obtains an advantage it becomes harder and harder to make up for the difference. Hell, I've had way more games where my team won even with a huge deficit at the end in Dota than I ever did in League from split pushing and the like.
I'll take the random Russians on US East over never being able to play with friends in Europe. Besides, even if you region lock you'll still have complaints about shit solo queuing and the standard "play with friends or gaf" response regardless.
play more dotes. I'm about 3,000 matches in and I've seen it all, many times.I honestly can not think of a game that went on for 20 minutes after becoming unwinnable. If the enemy is giving your team 20 minutes of space because they're passively farming their next big items then there are lots of ways for your team to capitalize on that and make a comeback. Smoke is hugely underrated in pub play. This also ignores the many previously mentioned mechanics that assist with turn arounds. We all have those matches that seemed unwinnable, then the enemy makes one mistake and suddenly their 80 second respawn timer leads to you gaining a barracks or two advantage and ultimately the win.
Should read, "I guess I have the luxury of incurring nobody's serious animosity or negative attention for more than ten minutes". There's no small number of people at the butt end of the long-tail hostility of the Dota community, and ultimately of any online community. Let's not make matters cheap by making your experience the rule.
Since Dota2 can't do anything about #1 and #2 because of the design of the game itself and the service (Steam), it will be interesting what ideas and implementations they come up with over the years to extract more positive play out of people who might ordinarily be a bit more defensive and hostile. A big start for many of us would be finding a way to address the language issues. Not being able to communicate because a teammate neither speaks nor reads English on USE/W just feels bad. As for #3 and #4, I do hope they continue to consider their options here, perhaps with some focus group testing.
i honestly thought that spoiler was going to say "pick earth spirit"
GUYS I HAVE THE SOLUTION TO ALL YOUR PROBLEMS.
play with friends
most def
"I have shit to do!"
I hate it when it's my teammate who unpauses it too. Like just fuck off guy.
stop dicking around faceless void~
GUYS I HAVE THE SOLUTION TO ALL YOUR PROBLEMS.
play with friends
but my friends don't play doto![]()
but my friends don't play doto![]()
I want to be a food bokr. Wtf
Gaben's AMA is up on Reddit, ask your questions now before the topic is flooded:
http://www.reddit.com/r/IAmA/comments/1vfkfs/i_am_gabe_newell_founder_of_valve_ama/
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trasher lemme sample those wares
Looks like the elephant man crossed with Ezio from assassins creed. Who is it?
http://dotabuff.com/matches/471449279
I don't thing I've raged at anyone like I did at this Veno right here.
Guy plays solo all game, NEVER EVER EVER kept a tp, he kept his tangos way into the game instead of getting a tp, would always WALK to team fights after we die and then die alone
At one point they were pushing mid and this guy just stands at the secret shop, playing with his items trying to get the Agh done
I raged at him so hard he left the game