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Dota 2 Beta Thread 3: Gunnar Optiks Required [Faster Loading]

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What exactly is the reasoning for Phantom Lancer getting that 4.2 Agility gain buff? This is on the guy that can have 10 (12 if you count Manta) illusions that do 25% damage each. THIS IS 350% DAMAGE COUNTING THE REAL ONE! None of the other Agility carries have this much agility gained. Drow gets most of hers from her ultimate, but PL just gains it by leveling up! He just does so much damage with minimal effort it seems.

Am I in the wrong here to be complaining about Phantom Lancer? 4.2 seems a little much for this guy, especially when none of the other Agility heroes have agility gains that hold a candle to that. The closest one is Phantom Assassin (funny how they're both Phantom something) at 3.15.
 
He simply needed a buff. You have to realize he was underwhelming and more of a novelty pick before being buffed. It doesn't help that 6.73 upped the amount of illusions he could have from 5 to 8.

I really think they could stand to nerf his Doppelwalk though. I think the speed buff it gives makes it much harder to kill lancer then it should be.
 
What exactly is the reasoning for Phantom Lancer getting that 4.2 Agility gain buff? This is on the guy that can have 10 (12 if you count Manta) illusions that do 25% damage each. THIS IS 350% DAMAGE COUNTING THE REAL ONE! None of the other Agility carries have this much agility gained. Drow gets most of hers from her ultimate, but PL just gains it by leveling up! He just does so much damage with minimal effort it seems.

Am I in the wrong here to be complaining about Phantom Lancer? 4.2 seems a little much for this guy, especially when none of the other Agility heroes have agility gains that hold a candle to that. The closest one is Phantom Assassin (funny how they're both Phantom something) at 3.15.

I mean, ck gets + 300% from his ult, and has a skill that teleports them all giving them a free attack.
 
What exactly is the reasoning for Phantom Lancer getting that 4.2 Agility gain buff? This is on the guy that can have 10 (12 if you count Manta) illusions that do 25% damage each. THIS IS 350% DAMAGE COUNTING THE REAL ONE! None of the other Agility carries have this much agility gained. Drow gets most of hers from her ultimate, but PL just gains it by leveling up! He just does so much damage with minimal effort it seems.

Am I in the wrong here to be complaining about Phantom Lancer? 4.2 seems a little much for this guy, especially when none of the other Agility heroes have agility gains that hold a candle to that. The closest one is Phantom Assassin (funny how they're both Phantom something) at 3.15.

He's probably my most hated hero. Anyone that can make illusions with no cost is just an annoying little shit.
 
Pre-"4.2 AGI per level" PL was like pre-"double Marksmanship Drow", the only reason he's picked at all is because of the buff.

It could be toned down a little bit but it's all he has. I highly doubt PL was as much a thorn in your side before the buff, just like Drow was also marginalized before her ult buff.
 
The only part I wish they'd especially change would be differentiating PL more from his illusions, it can be maddening to tell them apart if he doesn't Dopplewalk or is merged inside one. It's old DS ulti clustfuck on steroids.
 
The collision size decrease is definitely helping him as well. You can get so many PLs hitting you so fast.
 
The only part I wish they'd especially change would be differentiating PL more from his illusions, it can be maddening to tell them apart if he doesn't Dopplewalk or is merged inside one. It's old DS ulti clustfuck on steroids.
If you can tell which is the real one without detection, what's the point? lol
 
That's only during his ult though, PL can do this ALL GAME!

Not really. Anyone leveling Juxtapose pre 6 is just asking for ganks, and even post-6 he needs a certain level of AS before he starts making illusions consistently. That's the key point. If you can initiate on him before he has the opportunity to make 4-5 illusions, you can burn him down without any chance of retaliation, because his STR growth is still abysmal.

At level 16, he still only has a 18% chance to make an illusion on an attack, and 13% for an illusion to make an illusions (assuming he spirit lances you immediately). That's 5/9 attacks. What are you doing to let him attack you 5/9 times?
 
If you can tell which is the real one without detection, what's the point? lol
Sorry for not saying as much before, but the point is the collision size change (went from 24 to 8 in 6.76), regardless of whether he's visible or not, whether you have detection or not, the hero and his illusions overlap to such a degree that sometimes it just becomes a soup.
 
The main problem I have with PL is that even if I can tell which one is real actually properly clicking on the proper one among the 8-10 close packed units is fraught with error, especially in the heat of the moment
 
Sorry for not saying as much before, but the point is the collision size change (went from 24 to 8 in 6.76), regardless of whether he's visible or not, whether you have detection or not, the hero and his illusions overlap to such a degree that sometimes it just becomes a soup.
Yea that is a problem at times.
 
http://dotabuff.com/matches/116233820

Had a fun All Random game just now. We lost both rax in mid, but still won. First time I've played Brewmaster in forever, but he's damn fun to play. One problem I had was Centaur's ulti, whenever I initiated with ultimate, he'd just use Stampede and everyone ran away. Thankfully, they initated on us a few times and I could clap + ulti on everyone. What I noticed was that Primal Split is much harder to use when the enemies split up. If everyone is in the same place, you can just move your pandas as three and use all abilites as soon as they are off cooldown.
 
So I finally got the item I was working on to import and animate successfully. Too lazy to test it out in the actual game right now since there's a whole extra process with that, but here it is:

hIx01kn.jpg


Ignore the shitty texture, I had just whipped up something quickly to be able to test it.

Now this is probably going to be scrapped completely even though I did kind of like the concept (I could remake it better, but eh), but I'll move on to more interesting and better produced things. Just getting one thing through the entire pipeline was good enough for a first try. I don't even want to think about particles or custom animations right now for fancier stuff.
 
So I finally got the item I was working on to import and animate successfully. Too lazy to test it out in the actual game right now since there's a whole extra process with that, but here it is:

hIx01kn.jpg


Ignore the shitty texture, I had just whipped up something quickly to be able to test it.

Now this is probably going to be scrapped completely even though I did kind of like the concept (I could remake it better, but eh), but I'll move on to more interesting and better produced things. Just getting one thing through the entire pipeline was good enough for a first try. I don't even want to think about particles or custom animations right now for fancier stuff.

Looks like she broke her ribs trying to lift it. Make it lighter imo
 
What exactly is the reasoning for Phantom Lancer getting that 4.2 Agility gain buff? This is on the guy that can have 10 (12 if you count Manta) illusions that do 25% damage each. THIS IS 350% DAMAGE COUNTING THE REAL ONE! None of the other Agility carries have this much agility gained. Drow gets most of hers from her ultimate, but PL just gains it by leveling up! He just does so much damage with minimal effort it seems.

Am I in the wrong here to be complaining about Phantom Lancer? 4.2 seems a little much for this guy, especially when none of the other Agility heroes have agility gains that hold a candle to that. The closest one is Phantom Assassin (funny how they're both Phantom something) at 3.15.

Icefraud has a hard-on for PL. He's always been in and out of the meta, and the second he falls out of popularity, he got HUGE buffs:

6.76
Collision size decreased from 24 to 8.

6.75
Agility growth increased from 2.8 to 4.2.
Spirit Lance slow duration increased from 3 to 3.25 seconds.

6.73
Doppelwalk icon.png Doppelwalk movement bonus increased from 10 to 15%.
Juxtapose illusions cap increased from 2/3/4/5 to 2/4/6/8.

6.72c
Base HP regeneration increased to 0.75.
Juxtapose rebalanced to have a 12% creation chance at all levels with a max of 2/3/4/5 illusions.



He just needs his 4.2 agi gain nerfed. He was still strong at 2.8, just go for 3.0-3.4 for the compromise. His 4.2 agi gain gives him an extra 35 attack speed at level 25 (which is pretty huge), and it's a noticable jump in base damage and attack speed per level. He just spawns illusions too quickly now.

Maybe leave the agi gain and nerf juxtapose's max illusions back down to 5 (instead of 8) like old PL.

PL still has counters tho, carry tiny and Sven are really good against him, especially if you have a hard disable with a blink on your team--like Mag.
 
PL got an agility buff because man, he sure needed something, just anything.

Also this game needs more distinctive cosmetic items because when I get them now I feel nothing, no small joy, just nothing. The individual pieces feel like they barely change the look of the hero. I know there's a guideline that creators have to follow to keep the same colour scheme, same shapes etc, so it must be hard for them.
 
PL got an agility buff because man, he sure needed something, just anything.

Also this game needs more distinctive cosmetic items because when I get them now I feel nothing, no small joy, just nothing. The individual pieces feel like they barely change the look of the hero. I know there's a guideline that creators have to follow to keep the same colour scheme, same shapes etc, so it must be hard for them.

there's a couple of us workin on it! I have 3 sets that will be submitted by march ideally. Lich, Faceless Void, and Lycan. Each should be pretty damn distinct.
 
PL got an agility buff because man, he sure needed something, just anything.

Also this game needs more distinctive cosmetic items because when I get them now I feel nothing, no small joy, just nothing. The individual pieces feel like they barely change the look of the hero. I know there's a guideline that creators have to follow to keep the same colour scheme, same shapes etc, so it must be hard for them.

They dont have to keep the color scheme. Just look at Naga.
 
I have a nice history of games with PL (6 wins 1 loss, nice KDR), he is my best (less awful) carry hero no doubt. I never used the QB bug and I don't really autoattack people that much to kill them, I just farm safely, splitpush and be annoying in general, I agree that he does not need that agi gain to be a good hero.
 
I like the fact that DOTA uses armor/pets for cosmetics, and not completely new models like in HoN. It's fine to change up the color scheme as long as the hero is still recognizable, it's annoying when every hero has 3-4 very different models.

PL got an agility buff because man, he sure needed something, just anything.

Also this game needs more distinctive cosmetic items because when I get them now I feel nothing, no small joy, just nothing. The individual pieces feel like they barely change the look of the hero. I know there's a guideline that creators have to follow to keep the same colour scheme, same shapes etc, so it must be hard for them.

eh don't think he needed much aside from the top tier carries getting nerfed, which they all did (LD, Morphling, Naga, Lycan, and anti-mage all received nerfs).
 
Looks good falcon but with that texture the blade looks odd not curving the other way IMO.

Wrote a completely different post, but then deleted it realizing that you meant something different than what I was thinking about.

So the reason it's the way it is that you probably can't discern just from the angle on that screenshot is that the top "edge" of the blade isn't an edge at all, but a curved sort of guard (not really the right word). The weapon isn't double-edged (aside from having two blades on either end obviously). That you can't tell that is probably compounded by the texture being a bit washed out (or I just didn't differentiate the colors enough when making it - at least for the game engine) where you would see a clear distinction between the grey metal of the blade and a black on the guard.

Probably the easiest way to explain is to think more like one of these pizza slicers:

 
... Right I'll wait to see it with a more polished texture then. :p

In other news: apparently my Zeus and QoP are max on the performance bars. Performance bars to be horseshit confirmed.

Well I already mentioned, but I'm probably trashing this design unless I remake it from the ground up at some point.

For now, I'm on to bigger and better things. Have to figure out what those are first though before I start modeling anything again.
 
How do they pick what user created items show up in the store?

From what I understand they actually communicate with a lot of promising submissions, asking them to change their items in some way. Once they're satisfied they port it in. If you read their polycount winner posts they highlight why some sets didn't make it in, I'm sure if they changed those parts of the set they would get in.

Is troll warlord broken down yet? For some reason I assume the new heroes are already broken down by the time they get in.
 
From what I understand they actually communicate with a lot of promising submissions, asking them to change their items in some way. Once they're satisfied they port it in. If you read their polycount winner posts they highlight why some sets didn't make it in, I'm sure if they changed those parts of the set they would get in.

Is troll warlord broken down yet? For some reason I assume the new heroes are already broken down by the time they get in.

No, Troll isn't up yet. All the ones that are are on this page: http://www.dota2.com/workshop/requirements

Although some of the model files that they give you there can be off in some way. For instance, the linked download for Spectre is outdated as it doesn't include the new weapon they gave her which replaced the particle hula hoop, so it would difficult to make a new weapon for her without that as a reference (besides the fact that she's hard to make stuff that would look right for her anyway due to the almost monochromatic color palette). And the problem I was having getting my weapon imported and animating properly (rather than floating) may have been just an odd quirk, or one of the files for PA was missing some data.

Anyway, as for new heroes being released broken down, it's really been hit and miss. Sometimes they have been, sometimes they haven't. Valve time, darts at a dartboard, etc.
 
I need some fresh opinions.. anyone care to voice their thoughts on this Meepo hat I've been working hard on? It's getting close to done(so there are still a couple coloring/normal issues I'm aware of that will be fixed soon). Much appreciated...

http://p3d.in/mTc3u

It's Meepo's granpappy's hat.
 
Won a game, but I can't disconnect from the game. Button is gone. I can't start a new game. All I can do is watch replays. How do I make this bug disappear? I've tried restarting Steam.
 
Phantom Lancer is fine. Yes he's one of the most monstrous carries in the game once completely maxed out, yes he has fantastic midgame with diffusal yasha tranqs, but he is perfectly counterable and is still ridiculously fragile before his manta / heart / butterfly. His agi gain rules but by no means makes him unbearable to deal with.

We're actually at a freaking awesome point in time where we have a ton of VERY viable carries that appeal to whatever strategy you want to pull off. We have Lone Druid, Phantom Lancer, Faceless Void, N'aix the Lifestealer, Antimage, Naga Siren, Sven, Chaos Knight, Gyrocopter, Clinkz, Luna, Tiny... And we have uncommon but still picked carries like Phantom Assassin, Alchemist, Weaver, Razor, Outworld Devourer, Dragon Knight, Meepo, Juggernaut, Viper, Shadow Fiend... There are even carries that I think are viable but undervalued like Mirana, Ursa, Skeleton King, Brood, Slardar, and Huskar (and unusable carries in CM such as Slark, Drow, Silencer, and Troll Warlord). It's very exciting and very cool.

There are some carries I legitimately want to see buffs to. Kunkka, Bloodseeker, Morphling, and Mirana could all use slight buffs. Lone Druid could use a slight nerf. Every other carry is fine in my eyes.

I need some fresh opinions.. anyone care to voice their thoughts on this Meepo hat I've been working hard on? It's getting close to done(so there are still a couple coloring/normal issues I'm aware of that will be fixed soon). Much appreciated...

http://p3d.in/mTc3u

It's Meepo's granpappy's hat.

I LIKE IT. Can you post a screen of it on the Meepo?
 
No, Troll isn't up yet. All the ones that are are on this page: http://www.dota2.com/workshop/requirements

Although some of the model files that they give you there can be off in some way. For instance, the linked download for Spectre is outdated as it doesn't include the new weapon they gave her which replaced the particle hula hoop, so it would difficult to make a new weapon for her without that as a reference (besides the fact that she's hard to make stuff that would look right for her anyway due to the almost monochromatic color palette). And the problem I was having getting my weapon imported and animating properly (rather than floating) may have been just an odd quirk, or one of the files for PA was missing some data.

Anyway, as for new heroes being released broken down, it's really been hit and miss. Sometimes they have been, sometimes they haven't. Valve time, darts at a dartboard, etc.

Damn, I want some tatoos/different mohawks for troll. It would be great if they could make axes with trails like faceless void's weapons have.

I need some fresh opinions.. anyone care to voice their thoughts on this Meepo hat I've been working hard on? It's getting close to done(so there are still a couple coloring/normal issues I'm aware of that will be fixed soon). Much appreciated...

http://p3d.in/mTc3u

It's Meepo's granpappy's hat.

For some reason it says my graphics card doesn't support it, but I can see the front. I like how its cobbled together, it fits meepos theme of being a scavenger.
 
I think I've actually seen Weaver more frequently as of late than Naga in the pro scene. Razor and PA not so much, even if they are viable. Slardar I would consider as more of a better fit for a #2, rather than a #1 in most cases. At the moment though, I feel he's kind of outclassed primarily by Bounty Hunter (dat track gold) for the vision utility, and Magnus et al. on the tanky initiation aspect.

Not sure how you'd make Kunkka better. Maybe tweak Torrent? Lone Druid the biggest thing I'd change would be entangle. Probably lower the duration, rather than the proc or do anything else.
 
Bloodseeker is just the weirdest hero, I like his skills (gank radar is fucking amazing, rupture is good fun), but I wish they were on a decent support hero or he was an agility hero with decent utility like Vengeful Spirit.

If I had my hand on the valves, I'd say go nuts and blow the wheels off the hero a bit. Roll the Blood Rage damage bonus into Blood Bath as a timed buff (better lane last hitting and fight presence, much faster jungling), turn Blood Rage into an active that silences enemy heroes you attack (but you are silenced when attacked in turn). I think the hero would have much less downside that way.
 
I think I've actually seen Weaver more frequently as of late than Naga in the pro scene. Razor and PA not so much, even if they are viable. Slardar I would consider as more of a better fit for a #2, rather than a #1 in most cases. At the moment though, I feel he's kind of outclassed primarily by Bounty Hunter (dat track gold) for the vision utility, and Magnus et al. on the tanky initiation aspect.

Not sure how you'd make Kunkka better. Maybe tweak Torrent? Lone Druid the biggest thing I'd change would be entangle. Probably lower the duration, rather than the proc or do anything else.

Please, no more Lone Druid nerf..the bear suffered too much already..
 
If I were to buff kunkka I would rework tidebringer. Maybe a stacking debuff that increases the damage of each successive tidebringer, but disable crit on tidebringer procs. Or alternatively allow it to scale off his strength stat, so something like armlet become more effective on kunkka.

Too much dependence on rng hurts a heroes chances at being played competitively. CK does have randomness, but its not like you're totally screwed over if you get a 3 second stun instead of a 4, or if you are 2-3 units off of where you wanted to warp at with reality rift. Kunkka's problem is that he's almost too good when he gets crits with tidebringer, but is otherwise garbage.
 
The biggest thing that bugs me now is heroes that can spam skills before the duration is even finished. Battle hunger, Ion shell, Rocket etc. Those need to be adjusted. Squishy support heroes can not sustain the bullshit.
 
Please, no more Lone Druid nerf..the bear suffered too much already..

Bear is very stronk. Also I said slight nerf, nothing drastic. Maybe reduce his armor gain in True Form or something.

Kunkka's problem is that he's almost too good when he gets crits with tidebringer, but is otherwise garbage.

Kunkka's BIGGEST issue is that his spells require so much effort to land and the payoff isn't even that great.
 
The boat needs a new casting method, the "Hits 1000 units away from kunnka in the direction you casted it" is just annoying. You should ether be able to select where the boat is going to hit, or have enemies in the boats path get hit.
 
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