This may have been suggested already (not gonna read the whole thread), but how about they make it so that you can't cast a capture lock on a "contested" (enemy DG in range) flag. (If an enemy DG runs into range after you start casting, it doesn't cancel it). I'd also like to see some sort of cooldown (probably not the full cooldown) on cancelled skills (particularly teleports) because it doesn't make sense for someone to be able to fake-cast stuff for free, and because int
Wogrim
I sometimes get ping spikes & sometimes drop but I think it's something to do with my ISP. It seems to happen a lot more during the daytime.
[quote who="ChromeWeasel" reply="41" id="2346487"] Look, if you can't hold the lane on your own against Regulus it's not due to having Tower I or Tower II. It's due to your own skillsbeing weak. My build will easily outlevel any Regulus as I drive him back to his tower and I'll have flag control. Beast is harder but not impossible. If you really think it can't be done it shows your own lack of skill rather than any limitations in the build. [/quote] Regulus has the skills to
[quote who="ChromeWeasel" reply="39" id="2345747"] Quoting Hugo Root, reply 38 I focus mainly on towers in the early game - without them you will get harrassed quickly out of a lane. Not true at all. I never get forced out of a lane unless I'm taking on 2 or 3 enemies by myself. When that happens I get forced out of a lane whether I have towers or not. How do you deal with any ranged attacker like regulus, TB or even a spitting bea
Don't need more tower starting health... what we need are more effective upgrades so that towers can still be strong later in the game. The ability to somehow rebuild dead towers would also be nice.
[quote who="kalamity92" reply="35" id="2343328"]dude you have no idea wht you talking about...play the build as much as i do,then come here to tell me it sux without towers ...and i haven`t play in my life against ai and as i said i haven`t play vs noobs... p.s. play it with the exact item order i posted.... [/quote] I never said it "sux" without towers (although I will maintain that a hybrid build does better, especially early-game). I'm j
@Melric: Starting with Hammer 1 isn't too bad because you can slam the creeps and then the enemy DGs run back to their tower if they don't have aoe (since you go whack on them if they want to fight the creeps). Just 1 wave of creeps + 1 flag cap = level 2; then I get towers. If you want to catch enemy DGs, I've had better luck with poison dagger than anklet, since it'll slow guys more than you get sped up (still get the 10% speed boots). @kalamity92: maybe y
My bro had one and it's not in his games list. His team was quite close to winning. Might be hard to figure out who's using it (assuming some type of hack or something) since there's no list of the players in the game or replay.
Acclimation is OP on what should be a dps class. Complaining about how much health or damage he did means nothing to me, since that's mostly items and flags.
BotF is better than most of the favor items in many cases, but by choosing it you're missing out on stats/abilities that you can't get anywhere else, or in some cases you can get somewhere else but not till late game because the item with it is so expensive. BotF doesn't need to be nerfed, but many of the other favor items could use a small buff (either buff their abilities, or add a bit of stats to them). The problem this thread is really about is health items in general,
this would clutter the screen; just make it reveal the enemy DG for like 10 seconds, similar to Reg's tracking skill how would you show this and why would it be worth it ("expansion": skilled players know base cooldown lengths, so this would be minimally good) same as above you can definately already see their health, mana wouldn't be too useful, damage = meh, you should have a pretty good idea where it's at skilled players should know
I think I've finally figured out the usefulness of Hammer Slam (it seemed really bad in the demo because most of the games were at slow game speed, so it was ridiculously easy to avoid or interrupt). You can't just rely on it though. If you miss one or it gets interrupted, you'll be screwed, and even if you try to fake cast it, you'll still get interrupted sometimes or they'll not fall for the fake cast and just keep hitting you, which means you just did n
[quote who="grimunk" reply="9" id="2339102"]In order for rook to get those towers in the numbers required to be a threat he really has to hamstring himself. Early levels you can almost ignore 1-3 towers to get a rook at 1/2 health, kill him, and make it to safety. Later levels the towers get knocked down faster than they can be set up. As a reg player I think they work out ok - if they need a buff then it's at the upper levels where they are pretty frail. [/quote] No you can't ig
I play rook almost all the time, and can see them, but I don't understand why nothing kills them. Are they supposed to be invulnerable, or what?
Pooling is banned in DotA (with some minor regen item lending and consumables exceptions) because it unbalances the game (heroes aren't balanced for whacky item-scaling). The only pooling I'd like to see would be the ability to pay for part of a citadel upgrade, instead of one person having to pay for the whole thing.
Actually, Towers need a buff[quote who="CosMoe" reply="7" id="2335573"]Subjectively I can only say that the Rook should not be nerfed at all. I very rarely encountered really dangerous Rooks and altough his tower farms are annoying, they are not too strong imho. Remember: It takes a lot of (dangerous) time and mana to set up a secure tower farm. One thing I would like to see is that the towers should die if the Rook dies. Same as minions. [/quote] But that w
The problem with premades is that even if they post "pros only" or "no noobs", half the time there's still someone dying by level 3, and it's no fun from there. Way too many noobs out there. In DotA at least you've still got a chance by kicking noobs and not worrying about the AI feeding even more, banlists, etc. I might stop playing this game till 1.2, because it's way too infrequent that I actually get a fair, fun match.
[quote who="incaseoffireburn" reply="5" id="2335086"]Here's the disadvantage: gang up on rook, and he can't get away. All that time spent slowly moving his front line was for nothing. By the way, if you can't get Rook out of the lane, go double team someone else. Rook won't be able to make it in time to help. [/quote] This is true except for teleports. Allies can tele to the Rook's towers to help him. If you try to gang up on someone else you've g
I doubt the build is unstoppable. There's a few good aoes that can take out the whole army in 1-2 shots. The problem is that kind of aoe isn't available for everyone. I think there needs to be fewer of them. Less health is no good because then your build gets easily countered with 1 aoe spell. Less damage and they'll still be imba for tanking towers/forts. Having a decent mana cost would be bad for Erebus, because it would prevent him from having man
[quote who="ChromeWeasel" reply="26" id="2334932"] What you're saying has some merit very early in the game. But as you get to midgame you are going to get killed without Hammer Slam. Whether you are in a tower farm or not, when you face multiple human opponents you will die in 5 seconds or so. You're only real defence is to keep enemies afraid of getting 2-shotted by your Boulder Roll and Hammer Slam combo. Hammer Slam isn't easy to use so you are likely to have more suc
Tower health: the regen is good early on in the game so that your front towers don't get whittled down; you'll have a tough time holding the flag in your lane if there's no tower nearby for cover and teleports. You may wish to get level 2 if the other team holds neutral portals, since those put additional strain on towers (regarding neutral portals, let the enemy have them early game so that you can get extra experience when they suicide on your towers). Tower damage: I hav
No, Pantheon is almost as bad as Skirmish. It'll stick you with AI many times. Host a noobs custom game, or play against AI in single player till you've figured out the basics. Note that the AI sucks terribly, as they're trained to run away at like 1/3 health even if you're at like 5% health.
[quote who="Obscenitor" reply="67" id="2330368"]I'm super bored so I wanted to point out that there are some abilities which have a unique force multiplier effect when doubled with themselves. Snipe is a good example, but ground Spikes is probably the best one. Let's say we have a level 10 Sedna with just Nimoth's boosting her armor. She'll be at 1328 armor, which is 34% mitigation, aka she takes 66% damage from autoattacks. If we hit her with one rank 4 Ground Spikes sh
I've only played like 1/2 dozen games in the demo and a dozen in full version (as Rook), but I don't think hammer slam is worth it. You do plenty good auto attack damage (especially with God Strength), and towers are much more of a pain for opponents than the Hammer.
It's imbalanced because a) generally forces you to counter their skills to win (for example, multisnipe means you have to be able to stay at high health as much as possible to avoid giving the other team heaps of gold, which is in turn quite hard to do with multimine or even just snipe spamming), which isn't always possible by the time their plan is revealed to you (certain characters and especially builds will get owned if you aren't prepared in advance, but preparing in advance for