manfestival
Member
can you guys stop?
I don't mean specifically at the start, but just giving heroes more gold faster in general. I wouldn't mind a faster paced slightly more snowbally meta.
Rune spawns at +0:15 or something, with darkness from spawn til 0:00 (not rune spawn before game starts)
I haven't actually seen that many good rune fights though. I had hoped it would bring back level 1 fights like Navi in TI2, but most of the time it's just 3 or 4 people bullying 1 person off the rune while the same happens on the other side.
I think an interesting change would be to have only one rune spawn at 0, but it's always the top rune or something. Make people actually fight for it.
League of Legends sort of solved this problem (or at least addressed it) by creating items that were designed for supports to boost their gold gain during the laning phase. Like, for every enemy creep that your lane mate last hit, the supports nearby would get an extra 3-5 gold or something. Sounds small, but after a few waves, you have ward money. They are weak items that no carry would ever want to buy but have upgrade paths that allow them to build into a bit of utility. Makes playing support much less depressing in that game. Perhaps Dota should consider something similar. Or maybe slightly lowering the cost of important basic items like wards and boots. Maybe 375g for basic boots and 100g for sight wards. idkI think what I'd like is to have some way of ending the current phenomenon of one or two farmed carries, while supports are still dirt poor. This is particularly acute with things like a support Venge, Mirana, or Lina, or even the FOTM str Morphling. These are heroes that can be legitimate right click cores, given farm, but if they've had a non-farming position for the first 30 minutes of the game, it's pretty hard for them to catch up. What I want is a way for them to catch up, without making carries simply come online faster.
League of Legends sort of solved this problem (or at least addressed it) by creating items that were designed for supports to boost their gold gain during the laning phase. Like, for every enemy creep that your lane mate last hit, the supports nearby would get an extra 3-5 gold or something. Sounds small, but after a few waves, you have ward money. Makes playing support much less depressing in that game. Perhaps Dota should consider something similar. Or maybe slightly lowering the cost of important basic items like wards and boots. Maybe 375g for basic boots and 100g for sight wards. idk
part of being a good support is finding the money to buy that stuff
getting farm where you can from vacated lanes, the jungle, or ganking
the wards and boots shouldn't be given to you by just existing you're a paperweight not providing anything at that point
go earn your money
I think what I'd like is to have some way of ending the current phenomenon of one or two farmed carries, while supports are still dirt poor. This is particularly acute with things like a support Venge, Mirana, or Lina, or even the FOTM str Morphling. These are heroes that can be legitimate right click cores, given farm, but if they've had a non-farming position for the first 30 minutes of the game, it's pretty hard for them to catch up. What I want is a way for them to catch up, without making carries simply come online faster.
League of Legends sort of solved this problem (or at least addressed it) by creating items that were designed for supports to boost their gold gain during the laning phase. Like, for every enemy creep that your lane mate last hit, the supports nearby would get an extra 3-5 gold or something. Sounds small, but after a few waves, you have ward money. They are weak items that no carry would ever want to buy but have upgrade paths that allow them to build into a bit of utility. Makes playing support much less depressing in that game. Perhaps Dota should consider something similar. Or maybe slightly lowering the cost of important basic items like wards and boots. Maybe 375g for basic boots and 100g for sight wards. idk
do you actually want advice
At least early on the +gold gain was used by everyone including supports. I distinctly remember 3 HoG + Atma's J4 in Season 1.League of Legends sort of solved this problem (or at least addressed it) by creating items that were designed for supports to boost their gold gain during the laning phase. Like, for every enemy creep that your lane mate last hit, the supports nearby would get an extra 3-5 gold or something. Sounds small, but after a few waves, you have ward money. They are weak items that no carry would ever want to buy but have upgrade paths that allow them to build into a bit of utility. Makes playing support much less depressing in that game. Perhaps Dota should consider something similar. Or maybe slightly lowering the cost of important basic items like wards and boots. Maybe 375g for basic boots and 100g for sight wards. idk
I'm really confused at this point what exactly your problem isI guess pro games don't have good supports, then, because they have the same problem. It's even more acute if for example you have a lane of supercreeps pushing in, or a really greedy carry like a Naga Siren farming multiple lanes at once.
excuse me
im waiting for IF to remove UAM from Antimage
I'm really confused at this point what exactly your problem is
do you want supports to be able to farm like a carry
I want supports to be able to see item progression and continued relevance in long games. I'd like it to be practical for roles to transition during the game.
I want supports to be able to see item progression and continued relevance in long games. I'd like it to be practical for roles to transition during the game.
Supports already get more than they used to nowadays and are absolutely able to impact a fight in longer games, especially with bkb getting nerfed so much.I want supports to be able to see item progression and continued relevance in long games. I'd like it to be practical for roles to transition during the game.
They do, they just have to choose their items carefully and they don't get the traditional "buy this to do more damage" items. Support items are generally about utility and possibly surviving from certain sources of damage (Euls, Ghost Scepter, BKB). I don't think it's something that needs to change.
But AM, it's unfortunate the state he's in. How do we make him more relevant?
I'm throwing this post in here because it seems to get viewed a lot more than the IHL thread, so here goes. I'm thinking about doing a little bi-weekly IHL 'talk show' or podcast of sorts, where captains/players can give their thoughts on a some IHL relevant topics, talk about their matches so far, etc. Nothing too intense or nerdy, but just some fun content that people who are in the IHL and/or are interested in the IHL can consume. So I'm just trying to gauge who would actually be interested in participating, and if anyone would actually watch said show.
I'm throwing this post in here because it seems to get viewed a lot more than the IHL thread, so here goes. I'm thinking about doing a little bi-weekly IHL 'talk show' or podcast of sorts, where captains/players can give their thoughts on a some IHL relevant topics, talk about their matches so far, etc. Nothing too intense or nerdy, but just some fun content that people who are in the IHL and/or are interested in the IHL can consume. So I'm just trying to gauge who would actually be interested in participating, and if anyone would actually watch said show.
part of being a good support is finding the money to buy that stuff
getting farm where you can from vacated lanes, the jungle, or ganking
the wards and boots shouldn't be given to you by just existing you're a paperweight not providing anything at that point
go earn your money
people expecting patch note today lol
So you'd argue that the sub-300 GPMs in a game like this is heroes continuing their progression and relevance? All three of those supports could make great use of refreshers (double GA, double hand of god, double wards) and scythes (though you might argue that that's a little redundant on SS). I guess I don't see it. Bristle and Sniper are essentially six-slotted. It would be really useful for the other three to increase their farm rates and get a wider selection of items. But at sub-300 GPM, even 60 minutes into a game, there's no real way for them to do so.
I don't really want to play in a meta where it's trivial for a every support to farm a refresher. I don't see the value in making 4's and 5's richer. Because any boost would affect both team's supports equally (more or less), I don't even see how it would change the balance of things. It feels like it would just make teamfights more chaotic and just prolong games. I play hard support most often and I rarely feel like I have no relevance in the endgame. There are plenty of things you can do to completely swing a fight.
When a late game team fight goes badly, I can almost always go back and look at a replay and see how I didn't execute. I rarely feel like I absolutely needed a big ticket item I didn't have. Maybe that's a lack of imagination on my part, but that's how I see it.
I'm throwing this post in here because it seems to get viewed a lot more than the IHL thread, so here goes. I'm thinking about doing a little bi-weekly IHL 'talk show' or podcast of sorts, where captains/players can give their thoughts on a some IHL relevant topics, talk about their matches so far, etc. Nothing too intense or nerdy, but just some fun content that people who are in the IHL and/or are interested in the IHL can consume. So I'm just trying to gauge who would actually be interested in participating, and if anyone would actually watch said show.
It depends on the draft. If the support does not fit, it is hard to have an impact in late teamfights.
Actually, if Support Riki works so well, I think it is because ennemy supports are starved and keep feeding.
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