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

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When playing support is there any way to measure how effective you were? I played Dazzle and I think I did ok, managed get some good heals in and rescued a few of my guys with his invulnerability buff, but my stats were like 1/7/6.

Wins against good opponents, there used to be DBR lol
 
it's too bad his channeling spell is pretty awful. It feels like he's a hero with only 3 spells.

It really needs to not be a channeling spell. Maybe make it a bit weaker, but let him throw it down like Enigma.

I feel the exact opposite about his slow. Use each of your abilites, then channel the slow. If they have any heroes without escapes your carries can just go to town on them and they have nowhere to go.
 
Zeus is a god of winning aggressive trilanes. His damage output and global ulti for assisting your trilane is insanely good.

He's also manly.
 
I feel the exact opposite about his slow. Use each of your abilites, then channel the slow. If they have any heroes without escapes your carries can just go to town on them and they have nowhere to go.

But Warlock himself has no real escape mechanism, so using it could put you way out of place, especially if something goes wrong or the enemy has great ways of escaping. It doesn't help that a Warlock, in an aggressive lane (which my 3 games with him have been), is going to need 100% of his mana to cast his heal.

It just seems like you need great positioning for it to be effective, but Warlock is kind of terrible at mobility.
 
When playing support is there any way to measure how effective you were? I played Dazzle and I think I did ok, managed get some good heals in and rescued a few of my guys with his invulnerability buff, but my stats were like 1/7/6.

If your team won, you can assume you did a good job. Especially if aggressive warding lead to easy kills on out of position opponents.
 
Those strength buffs do wonders. BR was pretty much ignored until they increased his strength gain and buffed firefly by 3 seconds.

I really want a movement speed increase for rhasta, or a strength per level buff.
 
When playing support is there any way to measure how effective you were? I played Dazzle and I think I did ok, managed get some good heals in and rescued a few of my guys with his invulnerability buff, but my stats were like 1/7/6.

In my opinion, you are a good support when at the end of the match you believe you made enough contributions to the team carry the victory, be it by planting wards or assisting a carry in early game. I would say aiming to only die when it's absolutely necessary is also a very important element too, because if you are not careful you might fed the other team despite playing a good support on paper.
 
Bahhh miniupdate

TF2 said:
"The most anybody has earned in a single year is $500,000, so they're making content, selling it to other customers, and we have a revenue share with those people and their takeaway is $500,000.

I wonder how big the Dota pie is
 
Has anyone got a Louts Chest after submitting a report: feeding/abuse/ability
Which results in a message - action taken.

I think that is why I have so many of them.


I think this is it. I just got another one.

Anyone get a Lotus Chest without reporting someone?
 
I don't why some people think Spirit Breaker is bad. Sure, he's not the highest scaling hero, but I play him mostly as Ganker/Utility and it has worked for me so far (100% Winrate, full bars on the performance thing). I gank with him really early, and then we snowball from there.

The charge is very good and I tend to max it first (speed increase is always welcome).

Also, I starting so see more Sand Kings in the comp scene lately, is there any reason for this?
 
Who was the Shadow Shaman I just played against (I was Luna)? Your profile is private so I couldn't look at your name via Dotabuff.
 
Those strength buffs do wonders. BR was pretty much ignored until they increased his strength gain and buffed firefly by 3 seconds.

I really want a movement speed increase for rhasta, or a strength per level buff.

The batrider surge is because they improved his overall character, better cast time, better turn rate, better firefly and more strength. He was a sluggish character that had potential but just seemed too clumsy.

I like Shadow Shaman and any buff to him is welcome by me but I just get tired of having 0 mana after using 2 spells at level 6 or 7.
 
Yes. You don't get them from reporting. You probably just got lucky with drops and also like to report people.

I don't get them in drops at the end of a match. They are already in my loadout after I acknowledge that Valve has taken action against so and so.
 
Bahhh miniupdate



I wonder how big the Dota pie is

I would think the potential is lower in Dota2 than it was at TF2's peak for now but is growing fast. TF2 benefitted from a relatively small amount of cosmetic items to buy (they came out relatively slowly) and cosmetic drops were and are very rare so the income potential was high in favor of people that could get their creations into the game. Less competition from items, so to speak.

At present there are 464 hats and miscellaneous items in TF2 and that took 5 years+. There are already 503 in Dota2 and the store has only been open for 6 months. I would not be surprised to see it hit 1,000 by the Fall. This presents a unique scenario because the more items that become available, the less likely it is you will be able to complete a full set of anything in a reasonable time frame. Buying becomes the only realistic option. In TF2 you could wait a week or so and get any item via drop...but it has grown increasingly difficult in Dota2, and it will only grow more challenging. In that scenario, I expect that those skilled enough to make outstanding sets (like Anuxi) will be in the best position to get sales directly from the store. Also, the item creation process feels more transparent and community-generated than ever thanks to the direct integration of the Workshop into the Steam client. It makes it easier and more enjoyable to buy from the store because you know you're supporting someone in the community, like Anuxi. That said, item sets that don't look as amazing will find it increasingly difficult to generate money as they are outshined by the fancier sets. People will just take items from those sets as they drop or trade their duplicates in for them, rather than purchase them.

Also, Dota2's store items don't suffer the stigma of TF2 store items in that there is no crafting system in the game to drive down the value. In TF2 store-bought items were limited in what you could do with them, and them not being able to be used in the crafting system to make new items drove down their value. There is no such system in Dota2, however, so nobody cares so people happily buy, sell and trade store-bought sets and items. That's good for Dota2 and apparently a lesson learned from TF2.
 
Glad I got into this game.

I've tried past similar games only to give up within minutes because I was so overwhelmed. Watched some YouTube tutorials and I understand the basics now.

10 hours in and I'm not great but it's still fun. I hate people that leave the game though. Seriously, fuck those people.
 
I would think the potential is lower in Dota2 than it was at TF2's peak for now but is growing fast. TF2 benefitted from a relatively small amount of cosmetic items to buy (they came out relatively slowly) and cosmetic drops were and are very rare so the income potential was high in favor of people that could get their creations into the game. Less competition from items, so to speak.

At present there are 464 hats and miscellaneous items in TF2 and that took 5 years+. There are already 503 in Dota2 and the store has only been open for 6 months. I would not be surprised to see it hit 1,000 by the Fall. This presents a unique scenario because the more items that become available, the less likely it is you will be able to complete a full set of anything in a reasonable time frame. Buying becomes the only realistic option. In TF2 you could wait a week or so and get any item via drop...but it has grown increasingly difficult in Dota2, and it will only grow more challenging. In that scenario, I expect that those skilled enough to make outstanding sets (like Anuxi) will be in the best position to get sales directly from the store. Also, the item creation process feels more transparent and community-generated than ever thanks to the direct integration of the Workshop into the Steam client. It makes it easier and more enjoyable to buy from the store because you know you're supporting someone in the community, like Anuxi. That said, item sets that don't look as amazing will find it increasingly difficult to generate money as they are outshined by the fancier sets. People will just take items from those sets as they drop or trade their duplicates in for them, rather than purchase them.

Also, Dota2's store items don't suffer the stigma of TF2 store items in that there is no crafting system in the game to drive down the value. In TF2 store-bought items were limited in what you could do with them, and them not being able to be used in the crafting system to make new items drove down their value. There is no such system in Dota2, however, so nobody cares so people happily buy, sell and trade store-bought sets and items. That's good for Dota2 and apparently a lesson learned from TF2.

Idling more than crafting would drive down prices. There is no real way to idle in dota outside of time sensitive event modes.
 
A speed boost on Rhasta would be amazing. He's sooooo sloooowww

I haven't look at dota-academy's numbers in a while, I'm surprised a lot of the traditional supports like Cm/Lion/Rhasta are kind of neglected in the current meta, both sides of the world. Omniknight is the only support that has not been picked in the last 3 months.
 
I haven't look at dota-academy's numbers in a while, I'm surprised a lot of the traditional supports like Cm/Lion/Rhasta are kind of neglected in the current meta, both sides of the world. Omniknight is the only support that has not been picked in the last 3 months.

Which is particularly weird with Sven being so strong, no? Wouldn't Omni ult help with Sven ult?
 
I would think the potential is lower in Dota2 than it was at TF2's peak for now but is growing fast. TF2 benefitted from a relatively small amount of cosmetic items to buy (they came out relatively slowly) and cosmetic drops were and are very rare so the income potential was high in favor of people that could get their creations into the game. Less competition from items, so to speak.

the thing that stands out to me is the amount of characters. TF2 had 9, and you could put a hat on pretty much any of them right? with Dota2 items are specific to a character... it just feels like it would be a more specific purchase and with so many characters to choose from it's going to dilute the pool of buyers.. maybe? I'm not sure but that's how I've been thinking about it.
 
Which is particularly weird with Sven being so strong, no? Wouldn't Omni ult help with Sven ult?

Omni lacks disables and it requires a good amount of farm and level to function. Its the same problem dazzle has. Great kits but needs lots of levels and farm.
 
Dazzle needs farm to function? He does alright with the standard amount if levels that supports get. I guess his ulti doesn't scale well later on but his other spells are beast.
 
Dazzle needs farm to function. He does alright with the standard amount if levels that supports get. I guess his ulti doesn't scale well later on but his other spells are beast.

All his spells scale hard. Poison Touch is crap without three points in it but you also want maxed Shadow Wave. Grave has amazing scaling so you kinda want points there too. He also eats through mana very fast.
 
3 levels of poison, max wave and one level of grave does fine by me for a good majority of the game. Late games mean more frequent graves.
 
Which is particularly weird with Sven being so strong, no? Wouldn't Omni ult help with Sven ult?

Omni isn't the best trilane hero and there are better solos. He's not a very good ganker which is a huge part of the current competitive scene. Also the popularity of diffusal hurts him a lot.
 
I would think the potential is lower in Dota2 than it was at TF2's peak for now but is growing fast. TF2 benefitted from a relatively small amount of cosmetic items to buy (they came out relatively slowly) and cosmetic drops were and are very rare so the income potential was high in favor of people that could get their creations into the game. Less competition from items, so to speak.

At present there are 464 hats and miscellaneous items in TF2 and that took 5 years+. There are already 503 in Dota2 and the store has only been open for 6 months. I would not be surprised to see it hit 1,000 by the Fall. This presents a unique scenario because the more items that become available, the less likely it is you will be able to complete a full set of anything in a reasonable time frame. Buying becomes the only realistic option. In TF2 you could wait a week or so and get any item via drop...but it has grown increasingly difficult in Dota2, and it will only grow more challenging. In that scenario, I expect that those skilled enough to make outstanding sets (like Anuxi) will be in the best position to get sales directly from the store. Also, the item creation process feels more transparent and community-generated than ever thanks to the direct integration of the Workshop into the Steam client. It makes it easier and more enjoyable to buy from the store because you know you're supporting someone in the community, like Anuxi. That said, item sets that don't look as amazing will find it increasingly difficult to generate money as they are outshined by the fancier sets. People will just take items from those sets as they drop or trade their duplicates in for them, rather than purchase them.

Also, Dota2's store items don't suffer the stigma of TF2 store items in that there is no crafting system in the game to drive down the value. In TF2 store-bought items were limited in what you could do with them, and them not being able to be used in the crafting system to make new items drove down their value. There is no such system in Dota2, however, so nobody cares so people happily buy, sell and trade store-bought sets and items. That's good for Dota2 and apparently a lesson learned from TF2.
Can you imagine if they sold these in the Valve Store for $200 a pop
okMTw.png
 
That was me! Haha, I'm glad someone was watching. I'm also glad I probably played the best game of Clockwerk I've ever had in a game that got streamed out.

Yeah was pretty good. Your Necrolyte was a bit of a rager but i do agree he should have been given primary farm at the beginning.
 
Nothing is more frustrating then a team that can't adapt. Like having two of your memebrs go off jungling whenever they get a spare moment despite the fact that the enemy team is roaming 5man style and slaying anyone they come across.
 
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