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When will the new map lod release ?

#lod 6.86

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#21 Whiteboard

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Posted 27 June 2017 - 08:26 AM

If only resq could stop being so fickle and more onpoint.

I'm gonna take a stand on the policy to update spells to have individual CP from their original behaviour per dota map and according to dota 2 updates.

 - And say No.

Stunstacking is already disabled due to the 1dpp rule.
People snowballing ingame is mostly due to their opponents incompetence and the high influence the draft alone gives you (s6 lol).

 

And people unloading their spells in peoples faces has never been anything new.
- It could be that people have adjusted to this over time and starting to whine and yearn for new standards.

 

Giving spells their original and individual CP's changes nothing and has no purpose but to irritate for the sake of bullshit arbitrary reasons.

 

I personally dont play this map any more, this is just simply my values on this regard.

 

It's fucking dumb, is what it is.

 

- Regards, Whiteboard.


GG humanity, as always.

#22 ResQ

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Posted 27 June 2017 - 09:43 PM

 

Stunstacking is already disabled due to the 1dpp rule.
People snowballing ingame is mostly due to their opponents incompetence and the high influence the draft alone gives you (s6 lol).

 

No one plays 3ls mode where stunstacking is prohibited

 

Giving spells their original and individual CP's changes nothing and has no purpose but to irritate for the sake of bullshit arbitrary reasons.

 

 

Every spell's cast time has been actively thought of in original DotA. It worked and still works like that. LoD actually already has many cast times on spells in place, for example Razes, Skewer, Trample.



#23 Burnt

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Posted 28 June 2017 - 12:11 PM

Picking hero models with low cast point when building a caster is actually something unique about LoD...

 

Also the fast casters are usually weak in other stats (low stats - AA, low mana - naix, slow movement speed except a few). Can you imagine games with 10 Pit Lords after you make the cp change?


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#24 ResQ

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Posted 28 June 2017 - 09:23 PM

Picking hero models with low cast point when building a caster is actually something unique about LoD...

 

Also the fast casters are usually weak in other stats (low stats - AA, low mana - naix, slow movement speed except a few). Can you imagine games with 10 Pit Lords after you make the cp change?

 

Good point. Guess we'll give the current 0 and 0.1 cp a -2s cast time advantage over everyone else. So for example if new Fissure (new as in reduced cast time for lod, original dota is 0.69) had 0.4 cast time on Pit, it'll have 0.2 on Wisp or Formless. 0.4 will probably be the maximum cast time for any spells, anything above that will be reduced to 0.4s (fissure, fireblast, pit of malice, etc.), anything below it stays the same.



#25 Burnt

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Posted 29 June 2017 - 12:15 PM

Good point. Guess we'll give the current 0 and 0.1 cp a -2s cast time advantage over everyone else. So for example if new Fissure (new as in reduced cast time for lod, original dota is 0.69) had 0.4 cast time on Pit, it'll have 0.2 on Wisp or Formless. 0.4 will probably be the maximum cast time for any spells, anything above that will be reduced to 0.4s (fissure, fireblast, pit of malice, etc.), anything below it stays the same.

seems more reasonable :D

 

How about skills with 0.3 original cast time after the change? For example, what's the difference between pit lord (0.4cp) and naix (0.01cp) casting duel?


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#26 ResQ

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Posted 29 June 2017 - 02:14 PM

seems more reasonable :D

 

How about skills with 0.3 original cast time after the change? For example, what's the difference between pit lord (0.4cp) and naix (0.01cp) casting duel?

 

If duel is 0.3, Naix would cast it in 0.15s, pit in 0.3s. The hero's cast time wouldn't matter anymore unless it's 0.1 or 0cp where they'd get a bonus reduced cast time.

-0.15 seems like a reasonable value, while 0.2 reduction is too good and 0.1 too little. Nothing set in stone yet, just theoretical.



#27 Whiteboard

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Posted 30 June 2017 - 08:28 AM

If duel is 0.3, Naix would cast it in 0.15s, pit in 0.3s. The hero's cast time wouldn't matter anymore unless it's 0.1 or 0cp where they'd get a bonus reduced cast time.

-0.15 seems like a reasonable value, while 0.2 reduction is too good and 0.1 too little. Nothing set in stone yet, just theoretical.

 

Except for when it comes down to stacking up queues of orders.

This becomes crucial in competetive and competent envoirments.

He who unloads quickest unloads best.

So far from what has been discussed, this concept is already facing difficulties since it would upset the min-maxing and meta balances.

 - One example being 10 pit lords on your average game.

 

Like i've said before, this conquest of applying individual CP's for the arbitrary reasons of dota 2 patch notes has already failed and being compromised.
- Since, like i've also said before: LoD is simply just too deep into it's own mess of a balance and whatnot.

 

Changing CP's will acomplish next to nothing except picking stronger models and disregarding CP on models alltogether.

 

 - Sincerely, Whiteboard.


GG humanity, as always.

#28 ResQ

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Posted 02 July 2017 - 04:19 PM

Like i've said before, this conquest of applying individual CP's for the arbitrary reasons of dota 2 patch notes has already failed and being compromised.

 

This change is in fact a matter of "getting closer to original dota", we're just making more spells viable for more heroes. For 90% of heroes, this is a very minor change. The heroes that get nerfed are "0/0.1 cp instacast 5 stun/2000 magic damage in 1sec" heroes. No other hero models will be negatively affected. The reason for this, as stated before, is simply that many spells from high-cp heroes were just not designed to be thrown off in 1 second, which makes it impossible to react. It should simply not be possible to cast 6 spells from dota that would've needed about 3 seconds to be casted in dota, in 1second in lod.

 

I suggest to simply try it out when it's done instead of speculating about the balance here now, but I appreciate the interest and constructive discussion. What I don't appreciate is this behavior of throwing it off immediately without thoroughly (! this means 50+ full games) trying and testing it.



#29 Whiteboard

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Posted 02 July 2017 - 05:51 PM

This change is in fact a matter of "getting closer to original dota", we're just making more spells viable for more heroes. For 90% of heroes, this is a very minor change. The heroes that get nerfed are "0/0.1 cp instacast 5 stun/2000 magic damage in 1sec" heroes. No other hero models will be negatively affected. The reason for this, as stated before, is simply that many spells from high-cp heroes were just not designed to be thrown off in 1 second, which makes it impossible to react. It should simply not be possible to cast 6 spells from dota that would've needed about 3 seconds to be casted in dota, in 1second in lod.

 

I suggest to simply try it out when it's done instead of speculating about the balance here now, but I appreciate the interest and constructive discussion. What I don't appreciate is this behavior of throwing it off immediately without thoroughly (! this means 50+ full games) trying and testing it.

 

Ya, that's what makes lod intresting.

You can start combining components with eachother for diffrent interactions.
- This will only at best subtract from the map instead of adding anything.

 

From that, theres no point picking Ancient Apparition the other low cp models since they are fragile casters.

 

And now youre probably thinking: We can probably buff/fix that afterwards -> Now you got Ranged int models being the most superior pick.

 

To me it seems a better idea to balance out the super nuking, learn the lowfags to buy planewalkers cloak or two and get wards up and running.
- Quite possibly blade mail and Lotus.

 

- Regards, Whiteboard.


GG humanity, as always.

#30 ResQ

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Posted 02 July 2017 - 08:39 PM

 

 

From that, theres no point picking Ancient Apparition the other low cp models since they are fragile casters.

 

And now youre probably thinking: We can probably buff/fix that afterwards -> Now you got Ranged int models being the most superior pick.

 

 

No: "Guess we'll give the current 0 and 0.1 cp a -2s cast time advantage over everyone else". They'll still cast faster than others, but not instantly. As I said, it's not such a big nerf.



#31 Whiteboard

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Posted 04 July 2017 - 08:32 AM

That's a damn shame.


GG humanity, as always.

#32 CHEATER

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Posted 04 July 2017 - 09:28 AM

Hoping for a new map where a quick fix for all the bugs found in 6.85i .

 

ајј гЃ¤ ._. ајЅгЃ¤ give 6.85J ајј гЃ¤ ._. ајЅгЃ¤

 



#33 Whiteboard

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Posted 11 July 2017 - 10:58 AM

As i dont realy think its neessery to nerf spell cast times because of the advantage it gives stast based caries, via berseker troll stun lock, witch should be nerfed and the thing that atack speed on him even with morph str is insane, there is one nother thing that needs change,

 

 

I asked this on the bot page i play ENT, The thing is they dont want any rulles on to op crap. So i came here to ask. https://entgaming.ne...8e2911d0f9e7563

 

Not shure if in other forum topics was this mentioned, but there is one combo that is needed a nerf.

Rearm Xmark. And speciali rearm xmark Phantasm. Phantasm is and op combo, yea thats ok, but as it works with rearm u can jump the lanes without to be able to die.

Seen this combo with one hiter too, same result, imposible to hit kill, because the caster dont need much of the mana only few items and dont need to rearm his skill to get back to base leaving no time to kill him. 1sec its just to litle. So i think this abusive fountain skill should be blocked from rearm.

 

So could u please in next verion block the x mark from stacking with rearm?

 

Here is the link in forum i made the post. Its fresh and well clearly admins are not much active nor the gamers but u can find there info and maibe replay to see why this combo should be disabled to pick.

 

This has been reported multiple times on various threads before.
- Personally, I just simply recomend banning Rearm (both in map and in custom channels).

 

Secondly, it has been noted already.

Thirdly, This type of post belongs on a diffrent thread.

 

 - Regards, Whiteboard.


GG humanity, as always.

#34 Burnt

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Posted 20 July 2017 - 01:11 PM

Well i know its not exactly, but its related as i asked to change for new map. As this forum was active was me choice.

Also im new here and didnt want to spend whole day search for similiar tread or read all i didnt to date.

 

For ur argument i disagrea, THe rearm is nerfed already in action with other spells, and remove whould take away fun from combos. I only want it to disable one abuseble combo that is just Not beateble unless his team is garbage and u push fast. Also i miss rearm eclpse, it was op but later the range was reduced and the disabling was not nessery, maibe make eclipse cost more mana, somthing like frozen field.

you've proven that you're new here by actually responding to whiteboard's whining


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#35 Whiteboard

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Posted 26 July 2017 - 12:47 PM

you've proven that you're new here by actually responding to whiteboard's whining

 

Put personal grudges outside the forums.
- This reply adds no value to the thread.

 

 

Well i know its not exactly, but its related as i asked to change for new map. As this forum was active was me choice.

Also im new here and didnt want to spend whole day search for similiar tread or read all i didnt to date.

 

For ur argument i disagrea, THe rearm is nerfed already in action with other spells, and remove whould take away fun from combos. I only want it to disable one abuseble combo that is just Not beateble unless his team is garbage and u push fast. Also i miss rearm eclpse, it was op but later the range was reduced and the disabling was not nessery, maibe make eclipse cost more mana, somthing like frozen field.

 

#Forum Ethics:
It is understandable that you'd like to avoid searching across all the threads on the forum, however - the website offers a search feature that allows you to sort out a majority of irrelevant threads.
 

#Topic of Rearm:
Since you're new here, Rearm is the main source of cancer that dominates games with ease. Specially the more popular game modes these days and has recieved an abbundance of feedback, complaints and critisism.

Much like you have one particular combo in mind for an otherwise intresting and amusable spell in the map, others have before you - numerous amount of times.
- This is called a pattern, and Rearm spawns that pattern.

 

People have a hard time playing a broken game mode and desires to tweak it.

And as far as I understand, theres simply going to be more Rearm threads for this or that combo and I simply suggest you ban it from the local channel you play or in the map.
- Since it continues to break the "balance" of the game.

 

- Regards, Whiteboard.


GG humanity, as always.

#36 ResQ

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Posted 26 July 2017 - 01:05 PM

 

#Forum Ethics:
It is understandable that you'd like to avoid searching across all the threads on the forum, however - the website offers a search feature that allows you to sort out a majority of irrelevant threads.
 

 

 

Nah, disabled due to high volume of searches, issued by bots. Try out features next time before you comment on them. That can be said about people commenting to lod features as well, but with the addition that a simple click on search costs 1sec, while a thorough feature-check in lod, before writing an angry comment on the forum, would take multiple hours and concentration.



#37 Burnt

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Posted 27 July 2017 - 02:27 PM

Nah, disabled due to high volume of searches, issued by bots. Try out features next time before you comment on them. That can be said about people commenting to lod features as well, but with the addition that a simple click on search costs 1sec, while a thorough feature-check in lod, before writing an angry comment on the forum, would take multiple hours and concentration.

if they would ever take advice, they would have already taken it. Just laugh it off lol


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