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Posted (edited)

The main difference in responsiveness comes down to turn speeds. But the lack of them in League is also the reason nobody will ever pick a melee carry.

Beck: I think for the mid challenge you're probably best off getting an early bottle, spamming all day, and using the runes to refill it. In a real game people will contest the runes, though. Recommended items are never terrible and you'll get a feel for what's optimal later.

Ack, I made a new page. Sven made a good post if you've missed it. <<<

Edited by Taylor
Posted (edited)

Here's a few points I can talk about (been playing dota since '07):

 

  • The game expects you to know a lot about the different heroes, their lane matchups and what items are best.
  • Likewise, on higher levels the game expects you to keep track of enemy movement, best done through wards. I would consider wards perhaps the most important item in the game.
  • The second most important item you can get is a magic stick (cheap version). It can and will save your ass on countless occasions if used correctly.
  • These things are important because the absolute worst thing you can do in the game is to die. And you WILL DIE A LOT. Don't trade kills for deaths, it's like playing a lost game. Even if that Lion on the other team gets away with just 20 HP, he is never going to be worth your death.
  • There is a lot of "art of war" elements to the game that new people won't notice, and you can tell a lot by how the enemy heroes act in lane. If they're moving towards you, ignoring the creep line, there's a good chance they've got a friend in the woods right next to you and looking to kill. Move back ASAP.
  • Learn to juke. It's the quintessential skill in surviving ganks and avoid getting killed.
  • Teamwork is more essential than having an "OP" hero.
  • Play to negate the other team the most possible. If you find yourself dying a lot, get more health. If the other team uses only magic damage, get a black king bar. If the other team has a strong single target stun get linken's. The more you negate the other team the less they can do against you, and the more chances you'll have of winning teamfights and thus the game.

There's much more than this, but these are essentials that work for pretty much any hero. There should be tutorials on youtube that teach you juking, though you probably won't find any on analyzing enemy movement, so you'll have to figure that yourself.

Edited by Sentura
Posted

Map awareness is key to success in dota. Sure Wards are VERY helpful, but you need to "try" to keep track of your closest enemies (your lane) as well as the 2 other lanes. I pretty much move around the map not looking at my hero, but AHEAD of where I'm going, while looking at the mini-map. why? because you can spot enemy color in the map quickly, even if they are only seen for 0.5 sec. Always look at your mini-map ALWAYS! :D

Rune spawns at 2 minute interval 0, 2, 4, 6, 8, etc. Make sure you know what you're doing if you are close to a rune spot in that timeframe.

Learn to pull neutral creeps into your friendly wave of creeps.

Learn to stack neutral creeps. ( doubling, tripling the amount of neutral creep to increase farming if you have enough nukes or a carry to support )

Like Sentura mentioned, learning the map and it's hidden foggy paths will save you numerous times, and if you die, you will have gained maybe that 3-4-5-6 seconds necessary for backup to arrive and make 2 kills for 1 death.

Communicate with your teammates, ping in the map, draw lines, say predetermined messages with the radial menu (not sure but I think it's T or Y by default)

One last thing, try to buy your items as soon as you got the money, if you know you're going to die 100% and you have only 200 gold in your bags, try to buy Teleports (probably the most important item in the game as you get matched with better players) ALways try to carry a Teleport if you are doing your things in the jungle, farming in a distant lane or even when you are pushing in case shit hits the fan and you gotta run(little juke and hop double tap teleport to tp back to base) ---> Enable Double tap self activating key in the options. Works with potions, tp, and few select skills.

Posted

If you beat someone they're a noob and conversely if they beat you they're a tryhard. Your worth in team fights is determined by how many ultimates you were hit by, a number you should report in all chat (i.e. “3 ults to kill me lol”). If an ally walks into your mid-lane before the 20 minute mark communicate by spamming pings until they leave. Always rage buyback after you die. And if you demand commendations after the game people will definitely give them to you.

Posted (edited)

Map awareness is key to success in dota. Sure Wards are VERY helpful, but you need to "try" to keep track of your closest enemies (your lane) as well as the 2 other lanes. I pretty much move around the map not looking at my hero, but AHEAD of where I'm going, while looking at the mini-map. why? because you can spot enemy color in the map quickly, even if they are only seen for 0.5 sec. Always look at your mini-map ALWAYS! :D

Rune spawns at 2 minute interval 0, 2, 4, 6, 8, etc. Make sure you know what you're doing if you are close to a rune spot in that timeframe.

Learn to pull neutral creeps into your friendly wave of creeps.

Learn to stack neutral creeps. ( doubling, tripling the amount of neutral creep to increase farming if you have enough nukes or a carry to support )

Like Sentura mentioned, learning the map and it's hidden foggy paths will save you numerous times, and if you die, you will have gained maybe that 3-4-5-6 seconds necessary for backup to arrive and make 2 kills for 1 death.

Communicate with your teammates, ping in the map, draw lines, say predetermined messages with the radial menu (not sure but I think it's T or Y by default)

One last thing, try to buy your items as soon as you got the money, if you know you're going to die 100% and you have only 200 gold in your bags, try to buy Teleports (probably the most important item in the game as you get matched with better players) ALways try to carry a Teleport if you are doing your things in the jungle, farming in a distant lane or even when you are pushing in case shit hits the fan and you gotta run(little juke and hop double tap teleport to tp back to base) ---> Enable Double tap self activating key in the options. Works with potions, tp, and few select skills.

 

 

If you have no vision of adjacent areas you can watch the minimap all day and still get ganked. But yes, carrying a teleport scroll is key to getting out of sticky situations.

Edited by Sentura
Posted

I openned a "mapcore" chat, so if you want to join, just search in groups chats and open it. It will open every time you launch the game(and create the room if nobody is in yet).

Hope i'll learn ya nubs how to play Doto

  • 2 months later...
Posted

Here's a few points I can talk about (been playing dota since '07):

 

  • There is a lot of "art of war" elements to the game that new people won't notice, and you can tell a lot by how the enemy heroes act in lane. If they're moving towards you, ignoring the creep line, there's a good chance they've got a friend in the woods right next to you and looking to kill. Move back ASAP.
  •  

 

I think you may have touched down on my favorite aspect of MOBA's with that tip. A lot of the lessons taught are directly applicable to the game.

Posted

I know this thread has been dead for a while but these news made me post it here anyway, they are throwing around the gameplay a lot in a coming patch.

http://dev.dota2.com/showthread.php?t=109826

 

Sorry for the double post I posted then couldnt figure out how to edit/multiquote

 

 

Anyways some comments on the patch:

 

 

1) The buyback penalty seems brutal. You dont gain gold from creeps/neutrals until the actual time you would have been dead passes AND they add 25% to your next death. Is that to make turnarounds easier? 

 

2) Is denied experience considered negative experience?

 

3)Interesting to see how the new day/night cycle affects night stalker. My guess is positively

 

4) I like the random roshan. I really didnt like the aspect of exact timing for major creeps

 

5)1000 gold for a killing spree block. I like that

 

 

Seems like they want to make a turnaround more viable with the general changes. 

Posted

Denied creeps give 18 exp split between eligible units, which is then doubled for melee. Now it could be considered 36 exp split as it's doubled for everyone. As a comparison melee/ranged creeps usually give 62/41 when not denied. So it's not negative but it is heavily reduced. This will mitigate its importance in mid-lane but allow off-laners to soak up more.

 

Fair warning: This is three hours long.

Posted

 

Here's a few points I can talk about (been playing dota since '07):

 

  • There is a lot of "art of war" elements to the game that new people won't notice, and you can tell a lot by how the enemy heroes act in lane. If they're moving towards you, ignoring the creep line, there's a good chance they've got a friend in the woods right next to you and looking to kill. Move back ASAP.
  •  

 

I think you may have touched down on my favorite aspect of MOBA's with that tip. A lot of the lessons taught are directly applicable to the game.

 

 

It's definitely also one my favorite points of MOBA. That and the ability to make a big play, being alone and taking out 3-5 heroes.

  • 2 weeks later...
Posted

 

Here's a few points I can talk about (been playing dota since '07):

 

  • There is a lot of "art of war" elements to the game that new people won't notice, and you can tell a lot by how the enemy heroes act in lane. If they're moving towards you, ignoring the creep line, there's a good chance they've got a friend in the woods right next to you and looking to kill. Move back ASAP.
  •  

 

I think you may have touched down on my favorite aspect of MOBA's with that tip. A lot of the lessons taught are directly applicable to the game.

 

I can do nothing but agree to this and it's probably why I can't stop playing it.

 

 

I know this thread has been dead for a while but these news made me post it here anyway, they are throwing around the gameplay a lot in a coming patch.

http://dev.dota2.com/showthread.php?t=109826

 

Sorry for the double post I posted then couldnt figure out how to edit/multiquote

 

 

Anyways some comments on the patch:

 

 

1) The buyback penalty seems brutal. You dont gain gold from creeps/neutrals until the actual time you would have been dead passes AND they add 25% to your next death. Is that to make turnarounds easier? 

 

2) Is denied experience considered negative experience?

 

3)Interesting to see how the new day/night cycle affects night stalker. My guess is positively

 

4) I like the random roshan. I really didnt like the aspect of exact timing for major creeps

 

5)1000 gold for a killing spree block. I like that

 

 

Seems like they want to make a turnaround more viable with the general changes. 

 

I really think that you're onto something when you say that they have been trying to figure out how they can give the players more opportunities for turnarounds. To me this is something really good both for me as a player and a fan of watching pro-dota. The whole buyback thing is something I love too, sure it has been cool seeing buybacks flying all over the place but what this "nerf" brings is more penalty for dying and that's just something I can't get enough of.

Moreover, unless you figured this out yourself, they are bringing a lot of new heroes into the "meta" as it's called as well as nerfing others. Many supports (and others too) that hasn't been used as much  before have been buffed a lot. I truely hope this will introduce or re-introduce some hero-pick line-ups that hasn't been seen so much lately.

 

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