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June 19, 2013, 09:37:01 PM
TIGSource ForumsPlayerGamesDotA 2 Thread
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Nillo
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« Reply #1650 on: April 30, 2012, 02:06:39 PM »

You will NOT deal 210% aoe dmg with 6 Battlefurys
You will deal 6x 35% with 6 Battlefurys" there is a difference.
Another thing to note is that the splash is true damage and not physical damage. This means that even with a low number of battlefuries (like one or two) it might still be worthwhile to attack a nearby target instead of the person you're trying to kill, if the enemy has purchased a lot of armor.
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« Reply #1651 on: April 30, 2012, 02:51:25 PM »

next time im roflstomping a game as jugg, I'll go for a second battlefury after sceptre instead of whatever I would get otherwise
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Nillo
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« Reply #1652 on: May 01, 2012, 01:03:30 AM »

I don't even know why people make battlefury on Juggernaut. I mean, there has to be a reason for that, even though it seems to have very little synergy with his skillset.

Can't attack while spinning. The only way to improve your spin2win is to get more health/armor/mana.
The healing ward doesn't really mesh well with an item that gives you health regen.
The crit... okay, I'll give you this one.
The ult? Those hits aren't really attacks. They have a fixed amount of damage that is independent of your attack damage. It's possible to gain extra attacks if you have enough attack speed, but Battlefury doesn't give you any of that.

In general, Battlefury is seen as a farming item. You get it to kill creeps faster, so it makes sense to get it as your first big item. But if you rush Battlefury on Juggernaut, you won't have enough attack speed to get any cleaves in your ult. And if you get Battlefury after attack speed items, you won't have any time to farm with it. And either way, you can't cleave anything while you're spinning.
« Last Edit: May 01, 2012, 01:17:33 AM by Nillo » Logged

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« Reply #1653 on: May 01, 2012, 01:21:15 AM »

I don't even know why people make battlefury on Juggernaut. I mean, there has to be a reason for that, even though it seems to have very little synergy with his skillset.

Can't attack while spinning. The only way to improve your spin2win is to get more health/armor/mana.
The healing ward doesn't really mesh well with an item that gives you health regen.
The crit... okay, I'll give you this one.
The ult? Those hits aren't really attacks. They have a fixed amount of damage that is independent of your attack damage. It's possible to gain extra attacks if you have enough attack speed, but Battlefury doesn't give you any of that.

In general, Battlefury is seen as a farming item. You get it to kill creeps faster, so it makes sense to get it as your first big item. But if you rush Battlefury on Juggernaut, you won't have enough attack speed to get any cleaves in your ult. And if you get Battlefury after attack speed items, you won't have any time to farm with it. And either way, you can't cleave anything while you're spinning.

Battlefury is used to take ancients on jugg you send your jugg bot lane with a support and pull ancients with a support all day till you hit Bfury then you take them all for almost 2k gold.
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« Reply #1654 on: May 01, 2012, 11:24:49 AM »

I don't even know why people make battlefury on Juggernaut. I mean, there has to be a reason for that, even though it seems to have very little synergy with his skillset.

-hp/mana regen is good on jugg for laning (can get perseverence by like 8 minutes if you're doing good)
-the damage is good
-the buildup is good for laning (no huge items to save for, no recipe cost)
-gets you to your next items faster
-cleaves during bonus hits in ult

i get it on jugg, faceless void, antimage, and to trololo on kunkka
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« Reply #1655 on: May 01, 2012, 12:14:36 PM »

I don't even know why people make battlefury on Juggernaut. I mean, there has to be a reason for that, even though it seems to have very little synergy with his skillset.

-hp/mana regen is good on jugg for laning (can get perseverence by like 8 minutes if you're doing good)
-the damage is good
-the buildup is good for laning (no huge items to save for, no recipe cost)
-gets you to your next items faster
-cleaves during bonus hits in ult

i get it on jugg, faceless void, antimage, and to trololo on kunkka


Everyone knows the ultimate troll kunkka build has a refresher orb so you can splish combo refresher into splash with tide bringer + double ships
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Nillo
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« Reply #1656 on: May 01, 2012, 01:05:32 PM »

Nah, the best build with Kunkka is clearly Shadow Blade and 5 Battlefuries. Come out of nowhere and kill the entire enemy team in one hit. (Note: Make sure you hit a creep with the first hit, since the splash deals more damage than your regular attack)
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« Reply #1657 on: May 01, 2012, 01:40:10 PM »

Vanguard -> Shadow Blade -> Crit

With optional Battlefury somewhere in there


BEST KUNKKA BUILD
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« Reply #1658 on: May 02, 2012, 12:38:24 AM »

sigh. I hate people who play nature's prophet.

feeding farm to the enemy faceless void, stealing from from our carries. he ends up with 505gpm but all he does is split push. only manages to get one or two towers from his split pushing.

I was hoping that it would all work out in the end, that he would carry us to victory with his 445 creep score. nope. 58 minute game.

ah, dota2.
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« Reply #1659 on: May 02, 2012, 06:43:00 PM »

Quote
GAMEPLAY
- Added Phantom Lancer!
- Fixed being able to use ping to identify illusions.
- Fixed bug where we wouldn't always upgrade couriers in order of creation.
- Fixed potential dispel threshold being calculated after damage reduction rather than before (fixes stuff like Bloodrage not dispeling potions).
- Fixed being able to blink if you became rooted after you started casting.
- Fixed unit conversion spells (Enchant, Persuasion, etc) not removing existing debuffs properly.
- Fixed Searing Arrows not stacking with Eye of Skadi.
- Fixed Satyr firing Shockwave onto smoked/invisible heroes.
- When the courier returns items to the stash, items owned by the other team are now dropped on the ground.
- Fixed Spirit Bear teleporting far away from you with Return (causing it to get stuck in trees sometimes).
- Attacking units now follow their target and then resume attack orders after getting disarmed.
- Updated attack animation for Spectre, with more impact on the hit frame.

UI
- Tranquil Boots regen is now displayed on the HP bar.
- Clicking "No Courier" opens the shop with the courier item selected.
- As spectator, clicking courier button now queries the courier for the current query unit's team.
- Fixed creepstats drawing for all units when spectating.
- Fixed missing shared cooldown on the first use of an item.
- Extended the health bar above the stats area.
- Centered respawn label when showing death panel but not the buyback button.
- Fixed a case where the cooldown swipe on buffs was not initialized and rotated backwards continuously.
- Fixed top bar timer not initializing
- Selling back a limited stock item within the sellback time restocks the shop.
- Broadcasters can now draw lines in the world using Ctrl.
- Added two voice emotes.

BOTS
- Bots now use their defense mode desire to determine when to use Glyph, rather than having an independent calculation for it.
- Bots will no longer use items or abilities when they are individually disabled.
- Bots now switch out of "early game" when either team becomes powerful, rather than just when the opposing team does. This prevents situations where one team is roaming and pushing and the other team is still trying to lane.
- Fixed bug that would cause bots to clump at the center of map rather than roaming to gank a target.
- Fixed bug that would cause bots to run out of the fountain prematurely sometimes rather than healing up.
- Fixed bug in lane push desire that would cause bots to underestimate the danger of enemy heroes in the lane.
- Bots will now consider both buying their situational (TPs, dust, wards, etc) and non-situational items.
- Bots should now only buy TP scrolls when at the home base or side shops, and will want to buy a TP scroll if they don't have one in their inventory.

also people are saying the patch is 300 mb (wtf??) so there may be some additional stuff
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« Reply #1660 on: May 02, 2012, 07:07:16 PM »

someone should compile all the bot patch notes into a beginners guide for dota :p

I mean it's basically just telling the AI how to play. so if it can teach a dumb robot then it can easily teach a human robot
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« Reply #1661 on: May 02, 2012, 11:12:14 PM »

someone should compile all the bot patch notes into a beginners guide for dota :p

I mean it's basically just telling the AI how to play. so if it can teach a dumb robot then it can easily teach a human robot

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battlerager
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« Reply #1662 on: May 03, 2012, 03:53:26 AM »

The bots are actually really impressive in their teamwork and agressiveness and often I'd love to have a bot on my team over some of the actual players I encounter in matchmaking  Ninja
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Pandara_RA!
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« Reply #1663 on: May 03, 2012, 04:01:21 AM »

the are really good bots btw

League bots = trash tier
dota 2 bots = about 1300-1500 elo
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Nillo
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« Reply #1664 on: May 03, 2012, 04:15:46 AM »

They've actually mentioned that they want to implement an (optional) command that gives control of a leaver hero to the AI. If that happens, you can just convince baddies to leave and hope the bots will perform better than they did. Cheesy
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