Tensei
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Posts posted by Tensei
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For like the fifth time, I don't play because Dominion. I like Summoners Rift, I hate Dominion and lately all everyone has been wanting to play is Dominion so I might as well play DotA AI maps instead.
Also, way to exaggerate. I know for a fact that usually I'll say something along the lines of "Aw, you could have gotten him if you had turned around.", but I guess that qualifies as 'quiet bitching' and acting like I know everything in your book. Geez.
For the record, I enjoyed playing with you.
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But I LIKE the game. Geez, do you really think I'd be that petty? It's possible to like something without liking every single fucking aspect of it and praising it like the second coming. There are plenty things I dislike about HoN/DotA that I'm vocal about as well.
As far as I'm concerned, the purpose of a spotlight should be to give an indepth look of the new champions role, as well as skills, playstyle and possible item builds, not re-enacting Phreaks masturbatory fantasy towerdives that make any new champ look as overpowered as possible. Riot does more things right than S2, but spotlights are not one of them.
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How am I trolling? I'm talking about the game aren't I? It's pretty well known that the spotlight footage is faked, because you'll often see Champions running along without doing anything or not using specific skills that would have saved them. I'm getting pretty fucking tired of people perceiving opinions they disagree with as 'trolling'. I actually praised LoL a few posts back for the way they deliberately obscure KDA stats...
Also, it's less about the effects on Xeraths skills but more the way they're 'delivered' so to speak.
I haven't been playing because nobody will play Summoners Rift with me and I hate Dominion. Regardless, you don't see me telling Bleck to stop posting in the HoN/Dota 2 thread even though he doesn't play HoN (anymore), that would just be rude.
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Single-target damage/debuff
Damage/Range increasing self-buff
Line Skillshot AoE damage
Spammable Long Range 'Artillery' skillshot
wat
Also, @ the Author, they do that with every new champion release. They really play up how awesome the new champion is so that people will buy him on release. Not to mention that most of the engagements shown in the videos are obviously
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looks almost exactly the same as Kog'Maws. What the hell Riot.
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One thing LoL really got right is to display absolutely no information about stats in the pre-game lobby, or any kind of persistent KDA tracking. It really cuts down on people just playing to pad their KDR and then using it ingame to brag.
On the other hand, I think runes and masteries could just completely be removed without the game being much worse for wear. The way its implemented leaves very little room for variation in builds, and I always feel like the only aspect in which it really matters is that you can't really jungle at all when you're low level.
Because of the matchmaking, improvements from runes will always cancel each other out because you're playing opponents with a similar level, and I can't help but feel that it's a bit like the stupid level scaling in TES: Oblivion.
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http://www.valvenews.net/2011/dota-2-will-feature-cosmetic-items-an-in-game-store/
Looks like hats are back with a vengeance. I especially like the Little Red Riding Hood cloak for Windrunner.
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I'm convinced that there's a whole subset of people who grinded up to level 30 playing nothing but vs AI games.
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Hm, strange, I don't really feel frustrated when I play. Like, it depends on your team whether you win, but you can do really well individually too so you can make the best of most situations.
Then again, 90% of my online gaming experience for the last two years has been Dotalikes so this community seems incredibly tame and laidback by comparison.
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I haven't played any of the modern multiplayer FPSes, so bear with me if this is commonplace in these games, but I'm really enjoying the weapon unlocks/customization in this game.
Sniping people with a scoped shotgun loaded with slugs is hilarious. More importantly, it even has room for a flashlight so you can be an asshole and blind people up close as well.
E: I really hate the first part of Metro because it feels like such a campfest. One way I found to make it more fun when you're on defense is to pick Recon, immediately swim to the little island to the left, set up a mobile spawn, and annoy the shit out of the Recon players on offense (who are pretty much idiots for picking Recon on offense anyway). It works like a charm as I constantly distracted like three of their snipers.
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Screw that. I have to figure out where to start my jungle path at.
Start at the stone brothers, from there move on to the rude dudes, which should lead you into the shrine of the silver monkey.
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He got nerfed though? His stun is no longer a flat 225 AoE from level 1.
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The big balance patch is finally here. Looks pretty good too, Nerfs to Silhouette, Kraken, Frostwolf and Sol's, as well as a buff for melee heroes by giving them innate 1.25 health regen per second.
Version 2.2.0Fixed problems caused by using child interfaces in overlays
Fixed two different server crashes
Fixed consecutive bonuses not falling off
Post-Game Chat Channels will no longer display the option to add the channel to the auto-join channel list
News has new countdown timer system
Fixed a bug where some of the midbar icons would be grayed out after playing a Matchmaking game
You can no longer bottle or touch a rune that's been deleted
This fixes double bottling a rune if you get it on the same frame as someone else
Hellbourne ranged creep sounds updated
Possibly fixed rune pickups not being announced occasionally
Shop item cooldowns are now only updated once per second
Don't send game data to players that haven't loaded the world yet. This fixes crashes when reconnecting
You can no longer call kick votes on yourself
Kick votes on an AFK player will now be AFK kick votes
Fix crash when checking item ownership if an item had no owner
Fixed logic used to determine killer of a hero when a non-hero gets the last hit
New last hit detection method
Damage done in one frame is now applied in a random order. The damage that ends up killing the unit is now credited for the kill
Old last hit detection method:
Damage is done at once. If the unit died, use a weighted random system to determine which damage source gets credit for the kill
Two scenarios for this:
50 HP creep takes 20 damage from player A and 60 damage from player B
Old method: Player A has 25% chance of getting the kill, player B has 75% chance
New method: Player B always gets the kill
50 HP creep takes 60 damage from player A and 440 damage from player B
Old method: Player A has 12% chance of getting the kill, player B has 88% chance of getting the kill
New method: Both players have a 50% chance of getting the kill
Kongor
- Kongor instantly kills Illusions he attacks
- Kongor now stops getting stronger at the 1 hour mark, increased from 45 minutes
* This means Kongor at the 60 minute mark has 120 charges of his growth buff, up from the old cap of 90 at 45 minutes
- Kongor Armor from the growth buff doubled from .05 to .1 Armor per charge
- Scaling damage for the stomp does twice as much damage to non-Heroes & the stomp damage increases by 1 damage per charge of his growth buff
* Starting damage of the stomp is 70 Magic Damage against Heroes
- Kongor can no longer have his Armor reduced by any ability or item
* Abilities like Pestilence's Swarm still can be cast on him and give vision, but do not reduce his Armor
permalink
== Items ==
Observatory
- Health Potions can now be bought here
- Mana Potions can now be bought here
Frostwolf's Skull
- Ranged Heroes now apply a 20% Movespeed Slow
* Melee Heroes still apply a 30% Movespeed Slow
- Stats changed from 25 Strength, 25 Agility, 25 Intelligence to 30 Strength, 15 Agility, 15 Intelligence
Tablet of Command
- Manacost increased from 25 to 50
- Cooldown increased from 16 to 20 seconds
Sol's Bulwark
- Recipe cost increased from 700 to 900
Daemonic Breastplate
- Recipe cost decreased from 1100 to 900
Runed Cleaver
- Damage increased from 55 to 60
- Cooldown to kill a tree lowered from 15 to 5 seconds
permalinkparent
== Heroes ==
- Added a new Alt Avatar: Magus Bane
All Melee Heroes
- Base health regeneration increased from 0.25 to 1.25 health per second
Arachna
- Harden Carapace duration changed from 3 to 2/3/4/5 seconds
Armadon
- Spine Burst bonus Physical Damage per stack lowered from 30 to 25
- Restless passively increases the bonus Physical Damage of Spine Burst by 5 per level
- Back angles and Side angles increased by 5% each (so 20% more area covered)
Behemoth
- Fissure duration changed from 8 to 5/6/7/8 seconds
- Enrage cooldown lowered from 7 to 7/6/5/4 seconds
Chronos
- Time Leap manacost lowered from 135 to 120
- Chronofield now gives vision and reveals in and around the area
Cthulhuphant
- Mortifying Presence can now be toggled
- Fixed his Trample projectile so it gets killed properly if he isn't bound to it
Devourer
- Cadaver Armor Strength gain radius increased from 400 to 1150 units
Fayde
- Reflection's Clearvision radius changed from 1200 to 800/1000/1200
- Burning Shadows stun duration from 1/1.5/2/2.5 to 1.6/1.9/2.2/2.5 seconds
Flint
- Flare Movespeed slow from 14/20/26/32% to 14/18/22/26%
Forsaken Archer
- Piercing Arrows now leaves behind an Illusion that channels for you
* Can still be interrupted by stunning the illusion
- Piercing Arrows Magic Damage per arrow reduced from 75/150/225 to 75/125/175
Geomancer
- Crystal Field Magic Damage from 250/350/450 to 300/450/600
Hammerstorm
- Mighty Swing area from 175 to 175/200/225/250
- Mighty Swing splash from 12.5/25/37.5/50% to 15/30/45/60%
Hellbringer
- Death Boil*s first tick now starts at 5 damage instead of 10
* Final Magic Damage lowered from 150/210/280/360 to 125/180/245/320
Kraken
- Starting Armor reduced from 3.1 to 2.1
- Splash Physical Damage reduced from 30/50/70/90 to 20/40/60/80 on both inner and outer radius
Night Hound
- Base Intelligence increased from 14 to 16
Nomad
- Fixed Mirage Strike not playing the sound for the enemy
Plague Rider
- Movespeed reduced from 320 to 315
- Cursed shield Armor lowered from 3/6/9/12 to 2/4/6/8
- Cursed Shield no longer applies a Movespeed Slow, just Attackspeed
- Cursed Shield now applies to all attacks, not just Melee
Pollywog
- Electric Jolt manacost changed from 95/105/135/160 to 100/120/140/160
Revenant
- When the duration ends on Defile it will now remove 1 charge instead of expiring
* Attacking removes the charge that has the least time left
Rhapsody
- Effects for the Dance Floor now only play on Heroes
- Dance Floor now does half damage/heal to creeps
Sand Wraith
- Mirage duration from 5/6/7 to 4/4.5/5 seconds
- Mirage cooldown from 120 to 120/100/80 seconds
- Desert's Curse manacost from 130/140/150/160 to 120
- Desert's Curse Movespeed Slow/Speed from 5/9/14/18% to 8/12/16/20%
Scout
- Base Damage adjusted from 45-59 to 50-54
- Vanish cooldown from 24/18/12/6 to 15/12/9/6
- Electric Eyes no longer give experience to enemies who kill them
* They still give gold
- The Detonate ability on Electric Eyes moved from Q to E
Silhouette
- Can no longer grapple to a tree or swap to illusion while immobilized
- Relentless Salvo cooldown from 9/7/5/3 to 10/8/6/4 seconds
- Shadow cooldown changed from 120/105/90 to 120/110/100 seconds
Succubus
- Succubus' Hold now reveals and gives clearvision around the target (300 AoE) with 1 second linger after the channel ends
Swiftblade
- Finally allowed Swiftblade to use Portal Key while Swift Slashing!
Tempest
- Elemental manacost from 170 to 180
- Glacial Blasts manacost from 110/130/150/160 to 100/120/140/160
Torturer
- Chain Reaction AoE from 225 to 150/175/200/225
Tremble
- Terror Mounds no longer lose the bonus to Health Regen and Movespeed when an enemy Hero is inside one
* They still disable the invisibility when an enemy Hero is inside
Warbeast
- Warbeast now copies his existing Howl buff to the Wolves when they are summoned
Wild Soul
- Booboo can no longer use Return if he has taken damage from an enemy Hero in the last 3 seconds
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Yeah at first I felt like it was really hard to tell where you're getting shot from, but it got easier once I got used to the game a bit.
Basically any scoped weapon will cast a really obvious glare/reflection at the target, so when you see that you better hit the ground. Also, just spam Q when you do see someone because it will 'spot' them and cause a little orange indicator to appear over their heads for some time. It also appears for your allies.
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Yeah, the framework/interface is just atrocious. I have no idea why they couldn't just do the server selection through Origin. Instead you have to run both Origin and their stupid browser-based battlelog thing.
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I've been playing it for a bit now, and getting my ass handed to me. I think that Metro is arguably the worst map to show off beta with because it doesn't feel like the big old Battlefield maps with planes and tanks and everything at all.
Still pretty enjoyable though, but I hope Caspian Border will get properly implemented some time soon too.
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get 3 points, sit on them with 2 2 and 1 with a level advantage and win
Isn't this already what you're supposed to do?
The idea behind the late comeback is that a team gets no persistent advantages for doing well early. In Summoners Rift, if you do well early, you are rewarded with more gold and experience, so you're basically encouraged to play well throughout the entire game. In Dominion, the team that gets persistent advantages is the one that drops below 125 tickets, so it would make sense to me to pick 5 hypercarries who hit their stride once they get 3-4 big items, sit on two points until you drop below 125, then start rolling the enemy team. Once both teams are below 125 the advantages will at best be evened out, which is a WAY better position for you as the winning team than having a 500 - 125 lead.
Also, why you should hold onto the 3 points closest to your side: They're easier to defend and it's basically impossible for the enemy team to stealth cap. They will have to apply consistent pressure to a point (most likely the center top one because of the shorter walking distance), which should usually be manageable, depending on hero lineup.
Once you start attacking a fourth point you inevitably have to leave your other points unguarded, which opens you up for a stealth cap. And even if you do succeed, the fourth point will always be way closer to the enemy spawn, so it will be way harder to hold.
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So I read that when you start 'losing' in Dominion you get all kinds of benefits. Fewer capture points = more favorable quests, fewer tickets = shorter respawn times, and below 125 tickets your nexus doesn't take damage on hero death anymore. This isn't just 'encouraging' comebacks, this is actively rewarding bad early play.
Considering all of this, I think a viable strategy would be to pick 5 hypercarries, get your shit stomped early, and then make a massive comeback. Also, trying to cap additional points once you have 3 seems to me to be about as dumb as earlygame ganking on summoners rift.
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i saw that guide, but i didn't get it. doesn't that give her 9.65 damage boost at level 1, not 10? also, is the extra ~100 scaling health better than armor at early levels, as well? she gets roughly 11 bonus HP per level with those yellows, and i'd think that the armor negates that almost immediately.
i tried armor yellows in-lane with her, and having that armor early makes a huge difference.
9.65 gets rounded up I guess, or it gets the %boost from the final skill in offensive masteries. Yeah I think the bonus health just comes down to personal preference. It might get better later on (especially because its scaling as opposed to flat), but I personally like armor better.
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I have the runepage from this guide except for flat armor yellows instead of scaling health. With the appropriate masteries it gives you the required 10 AD at level 1 and the 20 AP at level 2.
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You can completely ignore denying and still do fine in lower level games because other people probably won't do it either. Same with pulling/stacking neutrals, animation cancelling, warding etc. Hell, you can look at it as a more abstract form of unlocking new runes and masteries in LoL over time; instead of getting stronger through a numeric advantage you improve by learning these 'advanced' techniques.
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Flat Dodge yellows are only necessary for Jax. Akali does require her own runepage, but it consists of a mix of flat Attack Damage and flat AP so you can trigger both parts of her passive as soon as possible.
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Yeah, you're right. Considering that DotA is still continually being rebalanced and further developed, one could say that the core gameplay is objectively not archaic.
League of Legends: I finally updated the player list in the OP!
in General Discussion
Posted
I don't check CS or even the KDA of other players ingame, so I don't know what you're talking about.