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Dota 2 Beta Thread 4: Even Mike Ross Plays [Elder Titan]

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RIOT ADDS ALL DOTA HERO POOL TO LOL TOMORROW, ADDS DENYING, STACKING CREEP CAMPS, AND PULLING

all spell cds and mana costs halved though, and duration on stuns/slows and damage down to a quarter
replaced keyboard and mouse controls with kinect voice control
 
There's an open tournament starting in three hours called The Amateurs that is getting casted. You high tiers should make a quick ad-hoc team and compete.
 
I still don't get it. The hat is clearly bavarian, worn now for oktoberfest, and goes quite well with his lederhosen. There is no crease in the top, it's definitely not a cowboy hat by any measure. Makes Ursa all black forest/transylvania-esque, I kinda dig it.
 
I still don't get it. The hat is clearly bavarian, worn now for oktoberfest, and goes quite well with his lederhosen. There is no crease in the top, it's definitely not a cowboy hat by any measure. Makes Ursa all black forest/transylvania-esque, I kinda dig it.

People are dumb.
 
http://www.pcgamer.com/2013/02/27/face-off-league-of-legends-vs-dota-2/

I’d love to hear what you think gives Dota 2 deeper gameplay. It’s certainly not skillshots or mechanical complexity, like being able to respond to opponents’ abilities. Like Dota 2, there are a ton of abilities in LoL that must be targeted at a location rather than an opponent. In LoL, most of these abilities can be blocked with skillful dodging, creep manipulation, or sacrificial leaps by allies. You know how many skills allow for that complex variety of reactions in Dota 2? One. Pudge’s hook. Every other “skillshot” hits everyone in its way with no regard for collision. There’s no counterplay.

So I guess the question is: What do you want your laning phase minigame to be? It can either be a complex game of cat-and-mouse poking with the enemy players, using creep waves as mobile defenses, or it can be shooting your own soldiers in the head.

The Rune and Mastery system adds a ton of depth to stat tweaking and theorycrafting builds at high levels, and the matchmaking system keeps you playing with people around your same level. It is a minor penalty when trying to play with max-level friends as a brand new player, but I’ll trade that for a massive boost to customization at high-level. Another win for LoL’s depth.

Best of all, the entire thing is livestreamed in HD for free, while Dota 2 fans are stuck paying real cash for virtual tickets to watch their tournaments’ livestreams. That constant entertainment is reason enough to choose LoL.

Where's the patch?
 
Best of all, the entire thing is livestreamed in HD for free, while Dota 2 fans are stuck paying real cash for virtual tickets to watch their tournaments’ livestreams. That constant entertainment is reason enough to choose LoL.

The lack of actual research apparent in this sentence alone hurts my head so much.
 
"So I guess the question is: What do you want your laning phase minigame to be? It can either be a complex game of cat-and-mouse poking with the enemy players, using creep waves as mobile defenses, or it can be shooting your own soldiers in the head."

Wat, I think playing support in league is the most boring shit in any moba ever made. Laning phase is shaken up immensly in dota due to smoke and runes. League's laning is static with choke points that are easy as hell to ward. In adddition lane composition is different in nearly every dota game, while league of legends has a very stale meta where its 1 jungle, 1 ad carry with a support in bot lane, 1 bruiser top and an ap mid.


"The Rune and Mastery system adds a ton of depth to stat tweaking and theorycrafting builds at high levels, and the matchmaking system keeps you playing with people around your same level. It is a minor penalty when trying to play with max-level friends as a brand new player, but I’ll trade that for a massive boost to customization at high-level. Another win for LoL’s depth."

This is the same garbage as wow's old talent system. People min max and all ends up being is an IP grind. The differences within each tree is minor, as long as you grab the one point talents you're usually good to go.

In addition it adds a hassle, you have to switch before every game and you only get two rune loadouts. To get more you have to spend immense amount of IP.

The complexity in dota comes from understanding how item builds and skills work, and the potential lane and team compositions you can do. It sounds like the author hasn't played at a high enough level to understand this.
 

God that article, it's unbearable. The only thing that actually made some sort of sense was a comment on it:

LoL is like Call of Duty, pick up and play, you point the gun and shoot, the game holds your hand and doesn't force you to play well so long and you can kill the other guy.

Dota2 is like Counter Strike, the game hates you and will push you, one wrong move you're dead. But theirs allot to it, the little things. Sure its not as assessable as Dota but its more fun and in depth once you learn how to play it.
 
- Added Mechanics I for new players!
- Added 7 new item sets to the Dota store.
- Immortal and Tournament items can now be traded on the Steam Community Market.

GAMEPLAY
- Clockwerk: Fixed Power Cogs pulling more than just heroes inside the cogs.
- Huskar: Fixed Berserker's Blood not stacking at the proper health thresholds.
- Keeper of the Light: Fixed Mana Leak accumulating mana loss during magic immunity.
- Phantom Lancer: Fixed an issue where illusions made by a player on the other team would create uncontrollable Juxtapose illusions.
- Tusk: Fixed a case where heroes with very small collision size could escape Ice Shards.
- Tusk: Fixed a rare bug where teleporting could cause Walrus Punched units to end up in odd positions.
- Fixed various aspects of Spectral Dagger logic being dispellable.
- Fixed sometimes being revealed if your projectile hits the target after you become invisible with Shadow Blade.
- Improved TP interaction with FoW.
- Fixed two ledges (below the two rune spots) where you could get units stuck with Telekinesis and Vacuum.

UI
- Added the ability to examine chests.
- Added a Game History tab to the Team Profile.
- Added checkbox for filtering Live Games to just Team games.
- You can now click on Team names in Live or Recent games to view their team profiles.
- Added a post-game Match Quality survey panel.
- Added an icon to backpack slots if that item is currently equipped.
- Fixed the courier delivery icon popping when the courier collected stash items.
- Fixed courier delivery being delayed by 0.5 seconds if there were no items to get from the stash.
- Fixed courier move orders not clearing the transfer items buff icon.
- Players can now set a custom rich presence status that can be displayed on the UI.
- Fixed Lina's Fiery Soul buff not showing the correct cooldown if it was refreshed with 3 stacks.

AUDIO/VISUAL - Updated Arc Lightning's visual effects and sound.
- Updated Shadow Shaman's attack sound.
- Updated Ether Shock's visual effects and sound.
- Updated Mjollnir and Maelstrom visual effects.

BOTS
- When a push is happening into a base, global desire to farm is significantly decreased.
- Fixed a case where bots far from the lane front could thrash into and out of Push Lane mode.
- Single-player bot games now run locally on the user's machine.
- Increased reaction time by about 50% in all modes.
 
- Added Mechanics I for new players!
- Added 7 new item sets to the Dota store.
- Immortal and Tournament items can now be traded on the Steam Community Market.

GAMEPLAY
- Clockwerk: Fixed Power Cogs pulling more than just heroes inside the cogs.
- Huskar: Fixed Berserker's Blood not stacking at the proper health thresholds.
- Keeper of the Light: Fixed Mana Leak accumulating mana loss during magic immunity.
- Phantom Lancer: Fixed an issue where illusions made by a player on the other team would create uncontrollable Juxtapose illusions.
- Tusk: Fixed a case where heroes with very small collision size could escape Ice Shards.
- Tusk: Fixed a rare bug where teleporting could cause Walrus Punched units to end up in odd positions.
- Fixed various aspects of Spectral Dagger logic being dispellable.
- Fixed sometimes being revealed if your projectile hits the target after you become invisible with Shadow Blade.
- Improved TP interaction with FoW.
- Fixed two ledges (below the two rune spots) where you could get units stuck with Telekinesis and Vacuum.

UI
- Added the ability to examine chests.
- Added a Game History tab to the Team Profile.
- Added checkbox for filtering Live Games to just Team games.
- You can now click on Team names in Live or Recent games to view their team profiles.
- Added a post-game Match Quality survey panel.
- Added an icon to backpack slots if that item is currently equipped.
- Fixed the courier delivery icon popping when the courier collected stash items.
- Fixed courier delivery being delayed by 0.5 seconds if there were no items to get from the stash.
- Fixed courier move orders not clearing the transfer items buff icon.
- Players can now set a custom rich presence status that can be displayed on the UI.
- Fixed Lina's Fiery Soul buff not showing the correct cooldown if it was refreshed with 3 stacks.

AUDIO/VISUAL - Updated Arc Lightning's visual effects and sound.
- Updated Shadow Shaman's attack sound.
- Updated Ether Shock's visual effects and sound.
- Updated Mjollnir and Maelstrom visual effects.

BOTS
- When a push is happening into a base, global desire to farm is significantly decreased.
- Fixed a case where bots far from the lane front could thrash into and out of Push Lane mode.
- Single-player bot games now run locally on the user's machine.
- Increased reaction time by about 50% in all modes.

those weren't bugs.
 
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Servers down. Can't try it out. :(

First quest:

Once per generation, when storms blow southerly through the Wailing Mountains, the great forged wheel-books of the Ruined City turn slowly in the wind and moan out tales of an age long forgotten. But now a new storm blows strange winds across the land, and the wheel-books sing like nothing heard before. A song of a conflict, and a looming conflagration—the prophesy of a great war that will sweep down from hidden planes and engulf the world in its fire.

In a lonely wood lies the camp of Davion, the Dragon Knight, slayer of Slyrak, possessed of skills beyond mortal knowledge. Yet his true potential still lies before him. The time has come for him to take up arms with his fellow Radiant forces and train for the final battle against the Dire. To succeed against such a powerful foe, Dragon Knight must marshal his strength to reveal his untold power.

This quest will teach you the basics of Dota: moving, attacking, abilities, leveling up and the shop.
 
Any idea what the '7 sets' are?

Also, do items show 'Approved' in the workshop before they even get into the test realm? or is that only after they're actually in game?
 
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