I cant wait until this new patch so that I can actually see all these auras instead of just having to guess.
Krazikarl
Yeah, Oak + Sedna gets pretty scary if they are both decent. Its not real deadly to you since they arent big stare/stunners, but you arent going to kill either of them unless they really mess up. Basically they are going to hold a lane and kill a lot of towers very fast and there isnt a lot you can do about it unless you can quickly overwhelm them with pure numbers somehow. This combo really scares me if they are Forces of Darkness on Cataract because they can hold that st
[quote]Given you're in enemy territory, I'd say on average they should be getting well more assists than you... in fact, since you're probably not chasing someone while in the red unless it's been a 1v1, your team likely is getting no assists, while kills on someone who ran into towers often gives assists to everyone on the other team.[/quote] Not at all. You are very very rarely going to be chasing somebody who has teammates around and trying to exchange there. In order
[quote who="SolaceAvatar" reply="1" id="2268450"]The main problem is that, while you can know you're going to die if you go in after someone, you don't know you're gonna kill them. A heal, shield, or invul, a ranged attack on you from the mist, even just a character with more hp or hp regen than you thought, and you've just managed to kill yourself period. Even if you get a 90% sucess rate, the extra gp/xp you get compared to farming won't offset the massive loss if you feed yourself to an op
[quote]Listen man. I would hate to sound like an asshole but I looked up your record. 19-15 12 disconnects. You've played 33 games with 12 disconnects. that's over 33% to disconnect. That means. If i hosted a game and checked you out before the game. You would then be labeled a, "Ragequitter." We'd still play but i would have told you that you and I won't ever play again if you rage quit. That is probably what you do after one of your suicides failed. I have d
[quote]Staying in a lane though is more than just gold, it is also war score and opportunity for further kills. It is pushing a lane, taking down towers, etc. You are sacrificing all of these things by dying, just to get a little more gold and XP. Maybe you haven't noticed, but the team that wins isn't always the one that has more levels and a bit more gold. It's the one that kills the citadel first. While they often go hand in hand, risky strategies to get a fairly mediocre adva
[quote]You are comparing the gold cost of you killing them, to them assisting against you. You should be comparing it to them running from the lane, and you living. You stay in the lane, you get more xp and gold from that, and with your team fielding an additional DG for that time (while the other runs back to the crystal) you are more likely to cap flags, and get beneficial 2v1 or 3v2 situations. Always have some kind of exit strategy, or you are asking to get dominate
Ive never seen a QoT do much late game. I guess I'd say that your lategame strategy should be to try and die as little as possible and kill creeps. Then again, I usually play an AA Reg, which is probably about the worst late game matchup for QoT, so maybe its not as quite as bad a late game DG as I think.
[quote]Never kill an enemy if you are going to die after doing it.[/quote] This is especially not true in a number of situations. For example, if you are going to die to a tower, you should absolutely kill the enemy even if you are going to die. Kill gold is worth more than the assist gold your opponent gets. I try and aim for an 80% success rate. If I successfully exchange 80% of the time, I'm happy. If I die and my opponent doesnt die more than 20% of
I actually have a question about slows (this is a bit OT but whatever). How exactly is the slow applied mathematically? Lets say that I take Boots of Speed and Anklets (25% speed boost) but get hit by a 25% speed debuff. Is it: Situation A: Base Speed x (1.25 - 0.25) = Base Speed or Situation B: Base Speed x 1.25 x .75 = .937 Base Speed This is actually a bit of a difference because in Situation B, slows actually dominate speed buf
[quote who="andpancakes" reply="15" id="2265903"]I prefer to play this map on Fortress Mode. Now that is fun.[/quote] Thats actually a good point. Exile is really only a bad Conquest map. But then again, almost all custom games are Conquest. I actually happen to like Exile except for the stupid chokes (OK, the asymmetry is a little annoying, but I can live with that). I think that the middle health crystals are actually well designed since you can often
Yeah, no speed + no slow + low health is a bad bad combo. At a minimum you need Boots of Speed (instead of Gauntlets), and even thats a little slow. Maybe if you added in Wand of Speed and Boots of Speed it would be good. As it is now, you had better be godly with mines unless you plan on just hugging your towers. I've found that when people play this type of build against me, they had better pray that they dont have a bad mine throw. Because if I can get aroun
It also depends on your build. I often play an AA Reg, so I'm very willing to exchange kills. Gold is more valuable to my build than pretty much anybody else since its an equipment heavy build. If I'm playing as say Oak, then I'm much less likely to exchange. You also need to know a little bit about your opponent. If you opponent has been using health potions, its really not a good idea try to kamikaze him because your calculations will probably be off.
I dont think that is was particularily poorly presented. Some people just werent thinking much. If you lose 15% health and your opponent gains 15% health, the swing in health is NOT 15%. Its a bit more than 30%.
[quote]I chose the DPS items because they give the best DPS per gold. If you've got a list you prefer, I'd love to discuss.[/quote] Well, with things that expensive you need to mix things in that are just providing the best DPS without looking at cost that much. You just demonstrated that a build with 22k of equipment beats a build with 17k of equipment. That probably doesnt say a whole lot about the builds, dont you think?
Furious blade is going to be active WAY WAY WAY more than 15% of the time in a sustained conflict. This whole thing is fatally flawed by you only having it active 15% of the time. Lets say that you were attacking once per second (which is slow). Even then chances are better than 50% that it would proc at least once in a 5 second span, and the effect lasts 5 seconds. This would lead to it being active substantially more than half the time I would think. Your ite
Slow stacking is as effective or more effective 1v1. However, it is far less effective in 1vX situations where X>1. Swift Anklet works just as well no matter how many people are chasing you. Slowing becomes less effective the more people there are chasing you simply because its hard to slow them all down (you only have 1 tool to slow multiple people down and thats the mines and you dont get that until level 10). Yes, there is that very nice slow build that was up
I think that one solution right now is to just be friendly about it. Its kind of silly to be hyper competitive about random pickup games right now when there is so much rage quitting, stats dont mean anything, and there is no ladder or meaningly ranking system. If somebody wants to double up, just talk to them nicely and make sure that there is no strategy or VOIPing going on. Then you can agree to allow it and its all good. Only try and prevent things if its clear t
I play a squishy Reg all the time (of the AA variety though), and IMO if you are playing a squishy Reg you had better have a whole hell of a lot of speed which means Anklets for the favor item. I just cant imagine playing squishy Reg with the speed itemization that you suggest - you NEED to be able to run away from anything easily, including a UB (unless they are playing a speed stacked UB, and a squishy Reg is in a lot of trouble if facing a speed stacking UB).
Sometimes if you get more than 2 of a DG something lame is happening. I once saw a team in a 5v5 game who tried to ALL switch to Reg after my team had chacked in and quick start the game before we reacted. Luckily my cursor was near the ready box when this went down. But 2 of a DG shouldnt be that much of a problem. This is especially true in 5v5 games where picking 5 unique DGs out of only 8 options is a pain sometimes.
Take two teams: Team A: Armor and Damage upgraded giants + gold advantage + level advantage + all flags + 7 levels of war rank advantage Team B: no advantage other than a health crystal right next to a choke Any map in which Team B can have an unbeatable advantage is flawed to the point of being broken. Thats all there really is to it. [Quote] So lesson learned right? Don't feed the experience prematurely, move slowly toward a victory. The whole point of
[Quote] This. All you had to do was go past the chokepoint, and start pounding on their towers or killing their own creeps AT their portal. They would certainly come after you, and thus not be able to hold off the giants. If you did this before they farmed giants for 20 mins and caught up in gold/levels, then victory would have been yours. [/Quote] Thats the first thing we tried. It resulted in us all dying and them not dying. The le
The reason this map is terrible is that there is only one way that leads to the enemy citadel. That path is easily cut off and right next to their health crystal. I'll explain why this is HORRIBLE map design in story form: The teams: My team was Reg, Rook, Erebus, Oak Their team was Reg (Mine/Snipe), Erebus (hard to kill assassin variation), UB (Spit), and TB (fire nuke) My team absolutely was crushing the other team. We had at least twice as
Has anybody tried this with more of the AA Reg build than a Mine Reg build? I havent, but my thinking is that you need to be auto attacking them to trigger many of your slows (excepting MoB and Shrap mines), and using mines to do damage. Why not just go for auto attack as your damage source and then you both slow and damage at the same time? Of course, you would be giving up 1 slow mechanism (shrapnal mines). But you will probably be better at farming creeps. Lik
Yeah, Poisoned Dagger might be the one alternative. Its chance to slow might sometimes cause you to die waiting for it to proc (for example, if they TP right next to you, you might not be wanting to wait around for the slow to take effect). Plus, Anklets lets you move between flags and lanes more quickly, which is nice. On the other hand, the 5% attack speed bonus isnt neligible on PD, and the slow helps out teammates wanting to finish them off too. So its close be