In-house Dota 2 Games!
There are going to be a few in-house games (if we can fit them in) this Saturday, the 24th of March at 6pm and 10pm AEDT (GMT+11). If you can make it, please post so that we know that there is going to be 10 or 10+ of us there. Just a reminder, if you haven't already joined - there is a sc2sea.com steam group - http://steamcommunity.com/groups/SC2SEA and whenever I am in-game in Dota 2, there is also a chat channel sc2sea.
An online tournament hosted by joindota.com, own3d.tv and cast by TobiWan
As well has inviting the usual teams that have dominated the past tournaments in Dota 2, such as Navi, they have also invited SEA teams, albeit in a different bracket due to latency issues. However, this will be a great opportunity to see the SEA Dota 2 teams, compared to the European and US teams. SEA Teams invited are: Orange eSports Mith.Trust Meet Your Makers (MYM) Aeon Sports DK Canis Lupis Canestris Wiki World Elite Absolute Legends MUFC Mineski Neolution E-Sports MSI EvoGT
GAMEPLAY
- Enabled Brewmaster!
- Bane: Fixed Nightmare dispelling on self damage (e.g. Rot).
- Clockwerk: Fixed Hookshot target sometimes being able to move away while you are traveling.
- Clockwerk: Fixed aoe around Hookshot not reliably affecting the area.
- Earthshaker: Fixed cases where invulnerable units could get stuck inside Fissure.
- Juggernaut: Fixed Omnislash jumping to couriers.
- Lina: Fixed Dragon Slave's cast range being too short.
- Lone Druid: Added a visual effect at the Spirit Bear's old location when it's recast.
- Lone Druid: Fixed a bug when Spirit Bear would disassemble an item, causing it to have no owner.
- Nightstalker: Added duration buff for Darkness.
- Pudge: Fixed Dismember damage happening one second too late.
- Spirit Breaker: Fixed case where he could get stuck when using Nether Strike.
- Viper: Fixed Corrosive Skin affecting Serpent Wards.
- Fixed being able to deny yourself (while under poison) if you attack through the hero icon at the top.
- Fixed Linken Sphere proccing for secondary hits of Chain Lightning and Lightning Storm.
- Fixed Magic Immunity removing Poison Attack debuff.
- Fixed hero deaths not disjointing incoming projectiles (in the case of fast respawns/buyback).
- Fixed bug that was causing attack projectiles to be slightly out of sync with the server.
- Fixed units not always respecting the ability backswing time (without animation canceling), causing animations to sometimes end faster than normal.
UI
- Fixed creepstats not being visible to spectators.
VISUALS
- Updated Nevermore's Requiem of Souls.
- Added an effect for Nevermore's Necromastery.
DOTA 2 BOTS
- Bots will now use couriers.
- While there are any disconnected humans on the opposing team, bots will now select the most appropriate corresponding hero or heroes on their team to go back to the fountain to try to keep teams somewhat balanced.
- Bots will no longer forget about heroes they're trying to kill when they go invulnerable.
- Changed how bots think about attacking wards/minions, they should behave more reasonably now.
- When bots defend a tower, they should now be more aggressive about transitioning into attacking, rather than milling around behind the tower.
- Mid bots are now less likely to roam at early levels.
- Fixed bug that was causing Zeus to killsteal (too much) with his Ult.
- Earthshaker bot will no longer use Echo Slam to kill a lone hero unless that hero is a hard carry.
- Earthshaker bot will no longer use Echo Slam on a target that it thinks is about to die anyways.
- Windrunner bot will now buy Mekansm rather than Blademail.
- Fixed bug that could cause poorly-aimed fissures and powershots.
- Windrunner bot will now use Powershot when pushing/defending a lane, and sometimes to harass/last-hit while laning.
- Fixed bug where Kunkka bot would freeze when trying to kill a non-hero target.
- Fixed bug where Dire bots would respond to pings from spectators.
- Fixed Spirit Bear having incorrect damage type
- Fixed Batrider being stuck on a unit if Firefly ends on top of another unit
- Fixed being able to get two heroes during Random Draft if you disconnected at a specific time
GAMEPLAY
- Enabled Random Draft mode!
- Enabled Lone Druid in Captain's Mode.
- Ancient Apparition: Fixed Ice Blast impact damage not hurting illusions.
- Ancient Apparition: Fixed Chilling Touch affecting Spirit Bear and Warlock's Golem.
- Axe: Fixed Culling Blade ending after death effects like Diabolic Edict and Epicenter.
- Bane: Fixed Nightmare putting Juggernaut to sleep while Omnislashing.
- Bane: Fixed Fiend's Grip doing one tick less damage than it should have.
- Batrider: Fixed Firefly destroying trees in a bigger aoe than intended.
- Batrider: Fixed Flamebreak hitting magic immune units (6.74b change).
- Bloodseeker: Fixed Rupture interaction with spells like Omnislash, Ball Lightning, etc.
- Faceless Void: Fixed Chronosphere not freezing invulnerable towers.
- Juggernaut: Fixed Omnislash considering ancients as valid targets.
- Juggernaut: Fixed Omnislash ending prematurely if a target becomes invulnerable.
- Lifestealer: Fixed being able to hide inside an enemy Spirit Bear/Golem with Infest (wasn't doing damage to it though)
- Lifestealer: Fixed Infest not removing buffs before jumping in.
- Lifestealer: Fixed Feast bonus damage type allowing it to critical strike.
- Lion: Fixed Mana Drain missing its last 1/4 tick.
- Lone Druid: Fixed Entangle not affecting magic immune units.
- Lone Druid: Fixed Entangle not interrupting channeling spells.
- Mirana: Fixed Moonlight Shadow not affecting allied units sometimes (Disrupted, Phase Shifted, etc).
- Morphling: Fixed Replicate being castable on Spirit Bear and Warlock Golem.
- Outworld Destroyer: Fixed Sanity's Eclipse mana drain logic.
- Puck: Fixed Ethereal Jaunt not dodging projectiles properly.
- Pudge: Reduced the delay before being able to issue orders after Meat Hook.
- Razor: Fixed some bugs with Unstable Current killing a target after its ability starts (like Omnislashing while dead).
- Razor: Fixed Plasma Field not giving aoe vision following Razor.
- Slardar: Fixed Slithereen Crush affecting couriers.
- Silencer: Fixed Global Silences affecting couriers abilities.
- Spectre: Fixed permanently losing the ability to block creeps after the first Spectral Dagger use.
- Spirit Breaker: Fixed being unable to target magic immune units with Netherstrike.
- Sven: Fixed Great Cleave working on denies.
- Tinker: Fixed March of the Machines spawn per second from 30 to 24.
- Tinker: Fixed March of the Machines movement speed from 500 to 400.
- Tinker: Fixed Heat Seeking Missle hitting Spirit Bear and Warlock's Golem.
- Tinker: Fixed March of the Machines killing couriers.
- Tiny: Fixed Aghanim tree doing too much damage to buildings.
- Tiny: Fixed Aghanim tree cleaving when attacking buildings.
- Vengeful Spirit: Fixed Vengeful Spirit's Wave of Terror affecting couriers.
- Viper: Fixed Viper Strike being an instant effect instead of a dodgeable projectile.
- Weaver: Fixed Weaver's Swarm getting one shotted by attack spells like Impetus and Arcane Orb.
- Weaver: Fixed bug where Swarm bugs would cause some heroes to spin when attacking them, or not be able to attack them at all.
- Windrunner: Fixed being able to Shackleshot onto Ancients/Roshan.
- Fixed units/wards being unable to attack animation cancel if they are unable to move.
- Fixed abilities going into cooldown if the target dies while paying manacost (ie. from Nether Ward).
- Fixed Alchemist's Unstable Concoction and Bounty Hunter's Track being castable on Spirit Bear/Golem.
- Fixed cleave damage not waking up Nightmared units.
- Fixed Mjollnir and Maelstrom having orb selection priorty when attacking buildings.
- Fixed Armlet lifedraining on Illusions.
- Fixed DisableHelp not working for Chen's Persuasion.
- Fixed Roshan not disabling Blink Dagger.
- Fixed Tranquil Boots going into a short cooldown whenever you took damage.
- Reordered Mekansm recipe list to have Headdress first.
- Fixed Pudge's Meat Hook and Mirana's Arrow not hitting Spirit Bear.
- Fixed Vampiric Aura showing buff on things it does not affect.
- Fixed neutral units being able to cast their spells while disabled/silenced when they aren't player controlled.
- Fixed Double Damage rune not granting a fake buff to nearby illusions.
- Fixed neutral Centaur attack speed aura increasing speed by percentages instead of constant amounts
- Fixed being unable to purge an offensive Decrepify
- Fixed Ethereal Blade interaction with Spirit Bear.
- Fixed a bug where if Nature's Prophet cast Sprout on Lycan in wolf form while he was running, Lycan could run through the trees and escape the sprout.
UI
- Illusions now fake display the same crit overhead values as the real hero.
- A global message is now displayed when you random a hero.
- There is now a 2 second cooldown on unpausing a paused game, to prevent two people trying to pause the game at the same time and accidently unpausing.
- Fixed being unable to Glyph while disabled.
- Fixed printing the wrong kill message when an illusion kills a tower
- Fixed spectator FOW keys broken.
- Fixed the courier failing to pick up an item from the stash resulting in the item teleporting to the hero's feet.
- Items that are dropped on the ground as a result of a full inventory will now always be usable in item combines, even if they cannot be dropped right next to a hero.
- While watching a replay, you can now click on the pips (Hero/Tower Kills) on the XP and Gold panels to jump to 5 seconds before that moment happens.
- Fixed team-only chat in games created via private lobbies.
BOTS
- Bots will no longer attempt to use a Tango when being attacked or when defending an ally.
- Adjusted some numbers to hopefully make it less likely for bots to try to TP out of a gank attempt when they were obviously going to die before it finished.
- Fixed bug where Zeus would killsteal when his target thought they were safe, even if they weren't.
- Cleaned up sellability of a bunch of bot items, should prevent cases where bots buy recipes for components they've previously sold.
- Added additional items in the builds for Sniper and Juggernaut, they should no longer run out of items to buy in long matches.
- Fixed bug where bots wouldn't realize that Antimage was a hard carry for lane selection purposes.
- Fixed bug where any players in spectate/broadcast slots would prevent bots from picking a hero.
- Bots will now wait to activate until all hero picking is completed.
- Fixed bug where the matchmaker wouldn't try to match bot difficulties when finding a Coop game.
- Fixed bug where bots might still pick up Aegis/Rapier immediately upon them dropping rather than waiting a couple seconds for humans to have a shot at them.
- Added generic attack desire bonus to any enemy hero that is currently stunned.
GAMEPLAY
- Added Lone Druid!
- Fixed small bug in the timing of sequential attacks.
- Lifestealer: Fixed being unable to Infest Mud Golems.
- Weaver: Fixed Time Lapse interaction with Aegis.
- Ancient Apparition: Fixed a bug where Ice Blast could get stuck on the map.
- Enabled Lycan in Captain's Mode
UI
- The top bar game timer no longer is reset when a game ends.
- Heroes in top bar now draw grayscale when dead.
- The buyback cooldown time now appears in the gold tooltip.
- The buyback cooldown now appears in the form minutes:seconds.
VISUALS
- Added a buff/debuff effect for Razor's Static Link.
- Added effect for fountain heal.
- Fixed heroes drawing parts of their models in portraits when sheeped, hexxed, etc.
- Updated the effects for Shadow Demon's Shadow Poison.
- Decreased darkness of fogged areas
BOTS
- Fixed bots being too aggressive about destroying enemy items.
- Fixed bug where bots would pick up items like Rapier or Aegis without giving humans a chance at them.
- After all humans have picked heroes, the remaining bots will now immediately pick their heroes.
- Fixed bug where bots would try to farm the same neutral camp that a human was farming.
- Added support for bots buying and placing Observer Wards:
. The more of a support a hero is, the more likely they are to buy wards.
. If they have a human teammate, they will not purchase enough wards to fully deplete the store.
. They will ward the runes, their jungle, and sometimes the enemy jungle (depending on how pushed the lanes are).
. They won't go to locations to place wards if they think it's too dangerous.
- Fixed bug that would sometimes prevent bots from defending their top/bottom lanes when the tier 3 towers/racks are gone.
- Fixed bug where if the incoming threat was small, no one would ever be a selected to defend (typically resulting in no defensive response to creeps).
GAMEPLAY
- Added Lycan!
- Fixed Tranquil Boots visual charges being 3 instead of 4 (actual was still 4).
- Fixed the first slash of Omnislash not applying vision properly.
- Fixed crash bug where you could leave the lobby chat channel while in a lobby.
- Enabled Shadow Demon in Captain's Mode.
- The Stable version is now updated to the Latest version.
- Added All Random game mode for private lobbies.
- Alchemist: Fixed Acid Spray killing couriers.
- Batrider: Fixed Flamebreak not having an aoe targeting cursor.
- Beastmaster: Fixed Wild Axes killing couriers.
- Bounty Hunter: Fixed illusions procing Jinada's critical strike.
- Clinkz: Fixed a bug with level 2 Death Pact not gaining the .5% damage buff.
- Mirana: Fixed Arrow getting blocked by Linken's Sphere.
- Morphling: Added timer to Replicate that shows up as a buff.
- Outworld Destroyer: Fixed Astral Imprisonment stealing Intelligence from illusions.
- Outworld Destroyer: Fixed Astral Imprisonment being castable on Warlock Golem.
- Queen of Pain: Fixed being able to dispell Shadow Strike
- Razor: Fixed Static Link damage from being purgable.
- Shadow Demon: Fixed attack animation time
- Shadow Shama: Fixed Serpent Wards having instant attack point (instead of 0.3)
- Storm Spirit: Fixed attack projectile speed
- Sven: Fixed Storm Bolt not stunning nearby targets if the primary target became magic immune while the projectile was traveling.
- Venomancer: Fixed being able to dispell Venomous Gale, Poison Sting and Poison Nova
- Warlock: Fixed Golems having incorrect magic resistance.
- Weaver: Fixed Time Lapse forgetting its history when upgraded
- Witch Doctor: Fixed Death Ward projectile speed being too slow
- Fixed Diffusal Blade's mana burn effect going through Magic Immunity.
- Units that are smoked can now be revealed by magic immune enemies.
- Fixed some abilities having incorrect durations against creep heroes (like Dismember).
- Fixed Disruption being castable on Warlock's Golem.
- Fixed gold over time being very slightly off sometimes.
- Fixed Smoke of Deceit not showing movement speed in the stats area
- Fixed Fountain projectile speed being too fast
- Fixed Furbolg attack point being too high
- Fixed Black Drake projectile speed being too fast
- Mjollnir: Fixed Static Charge damaging friendly units and towers. Note that towers can still proc the ability.
UI
- Added a hero performance rating graph to the player persona page.
- Added setting for ambient creatures in the Advanced Video Settings.
- Advanced Video Settings is now versioned and will automatically update this release
- Undroppable items are no longer put in the stash when near the fountain.
- Items will no longer move when they are attempted to be picked up by a unit with a full inventory.
- The courier can no longer pick up certain items (Aegies, Rapier).
- Hooked up XP graph button.
- There is now a different ring effect for the primary unit when you have multiple units selected.
- Fixed second courier not being controllable if enabled by a courier
- Fixed bug where you could cast your ultimate by pressing either the Ability 4 or Ability 5 keys, on a 4 ability hero.
- Added setting to draw hero icons as default in the minimap. Alt will show X's and O's.
BOTS
- Increased bot ability usage reaction time by about 50%.
- Fixed bug where bots would pick up or destroy teammates' items on the ground.
- Increased bot desire to defend their base.
- Fixed nasty bug that would often cause bots to idle in their current location when wanting to go defend.
- Bots now get an added desire to attack a hero that Bane has Gripped.
- Bots no longer random their heroes. They will now try to build a somewhat reasonable team comp based on hero role, stuns, and melee/ranged, and do so over the entire hero selection phase.
- Reworked bot lane selection logic. They should be smarter about which lanes they select, and who they pair with.
- Changed how human pings affect the bots' desires to push/defend. Should be more consistently powerful now.
- Bots in lanes with carries will try to avoid stealing their farm.
- Fixed a few cases where bots would oddly try to cast abilities at neutral creeps (such as when pushing or defending a lane).
VISUALS
-Improvements made to some of Shadow Demon's effects.
GAMEPLAY
- Added Shadow Demon!
- Updated Dota 2 to 6.74 parity (Tournament mode will be updated to this next week)
- Fixed Dust of Appearance not affecting magic immune heroes.
- Added support for Shared Unit Control.
- Added support for Disable Help.
- Fixed illusion kill crediting.
- Bane: Fixed Nightmare being able to affect magic immune units.
- Bounty Hunter: Fixed Jinada proccing on friendly units and towers.
- Broodmother: Fixed Insatiable Hunger not being purgable.
- Broodmother: Fixed Incapacitating Bite missing a little bit of bonus damage (2/4/6/8)
- Pudge: Fixed being unable to hook Nightmared targets.
- Silencer: Fixed not gaining int with Last Word when a hero dies to Tornado.
- Warlock: Fixed being unable to force staff your Golem.
- Fixed Dark Troll Warlord's ensanre not revealing invisible units that are trapped in it.
- Fixed a case where using a courier to "Grab All" from the stash would fail to move all items.
UI
- Added copy + paste support.
- Fixed Flying Courier recipe not having a small stock cooldown (to prevent accidental multiple buys)
- Item Auras now show buff icon on the carrier (Basilius, Aquila).
- Fixed a case where an order to sell an item arrived soon after the item was used in a combine and resulted in the item being sold as well as combined.
- Fixed escape not closing in-game chat like it used to.
- Matchmaking, Coop and lobbies without bots now get server priority over single player bot lobbies.
- Fixed bug with copying text from another app into Dota 2.
- Fixed minimap to no longer display explored/unexplored.
AUDIO
- Fixed various sounds ignoring FoW.
- Fixed sound not muting when Dota 2 loses focus.
BOTS
- Added a difficulty level setting for coop bot matchmaking
- Made bots increasingly bad at last-hitting as you lower difficulty level.
- Fixed bug where bots wouldn't command non-illusion minions (ie. Necro guys).
- Bots that take damage from a nearby invisible hero (Radiance, Ion Shell) will now detect the hero as being nearby.
- Bots now have a moderate aversion to Radiance damage.
- Bots will now pick up Aegis/Cheese/Rapier even if human allies are nearby, after 3 seconds of the human not picking it up.
- Significantly increased the avoidance of the enemy fountain, should help to prevent fountain-diving.
- On Easy, bots won't focus on breaking channels with stuns.
- On Easy, bots won't try to dodge projectiles.
- On Easy, the bots will never push with more than 3 heroes.
- On Medium, the bots will never push with more than 4 heroes.
- Bots will no longer try to stun to break Windrunner chanelling Power Shot.
- Bots now know to try to avoid EMP, Dark Seer's wall, and Chronosphere.
- Added a bit of randomness to the Team Roam group-up location so they don't bunch up as much.
- Fixed bug that was causing bots to not consider invulnerable towers as potential TP targets.
- Adjusted how we calculate "too dangerous to TP into", so bots should be less suicidal when TPing in to defend.
- When bots really would like to defend a tower but are lacking the ability to TP there, we greatly increase the "consider going to the side shop to buy a TP" distance.
- Fixed bug where bots would path to the wrong location when farming a neutral camp.
GAMEPLAY
- Enabled Bane in Captain's Mode.
- Bane: Fixed the attack timing on when Nightmare gets transfered.
- Bane: Fixed Enfeeble working on Roshan
- Bane: Fixed being unable to attack allied Nightmared heroes to transfer the debuff.
- Bane: Fixed Nightmare being able to transfer to towers and wards.
- Batrider: Fixed being unable to easily pull units over cliffs with Flaming Lasso.
- Batrider: Fixed timing of Firefly damage ticks.
- Batrider: Fixed rounding error with Firefly damage ticks.
- Bloodseeker: Fixed Rupture hurting cycloned units.
- Chen: Fixed Holy Persuation interrupting allied channeling spells on cast (rather than upon tping).
- Death Prophet: Fixed Exorcism hitting an invisible hero if the hero was hit before.
- Death Prophet: Fixed Silence not affecting basic units.
- Dragon Knight: Fixed Elder Form's Corrosive Breath and Frost Breath working with DK illusions.
- Faceless Void: Fixed Courier interaction with Chronosphere
- Jakiro: Macropyre now does the correct amount of damage with a Scepter.
- Jakiro: Fixed Macropyre not hurting siege units.
- Omniknight: Fixed Repel canceling Ursa's Overpower.
- Outworld Destroyer: Fixed Astral Imprisonment being able to cause you to lose mana regeneration.
- Pugna: Fixed Netherward mana degen not showing the proper numbers for players.
- Spirit Breaker: Fixed Netherstrike vs cycloned units.
- Tinker: Fixed Rearm refreshing level 2 and 3 of Necronomicon.
- Ursa: Fixed Fury Swipes incrementing when the attack missed.
- Vengeful Spirit: Fixed Wave of Terror hp loss not properly functioning on magic immune units.
- Warlock: Fixed Golem being considered a creep for some spells like Paralyzing Casks.
- Attributes can no longer fall below 1.
- Fixed some issues with negative mana regeneration.
- Fixed Basher stacking with Spiritbreaker/Slardar/Faceless Void's bashes.
- Fixed Armlet not draining life while you are magic immune.
- Fixed couriers not being able to use wards.
- Fixed temporary trees (like Sprout) not respecting the pause.
UI
- Changed Empowering Haste passive legacy key to G to avoid stomping H (halt).
- Captain's Mode now has 5 bans once again.
- Added countdown when unpausing the game.
- The spectator graph events now get correctly cleared when rewinding in a demo.
- The tooltip for Doom now correctly updates when Doombringer has a Scepter.
- Inventory keys are now hidden while spectating.
- The combat log now works while spectating and in replays.
- Fixed a bug where the minimap was unclickable after spectating a game in player perspective mode.
VISUALS
- Dragon Knight plays a range-enabled effect when Dragon Tail is cast while in dragon form.
- Lifestealer now has his own variation on the lifesteal effect rather than using the generic one.
- Updated Lifestealer's Open Wounds and Infest effects for clarity.
- Updated Bloodseeker's Rupture effect (added blood trail so it's more obvious).
- Added Team Only Marker for Kunkka's Ship
- Fix to unit rings sometimes getting offset from the unit at low framerate/high replay playback speeds
- Perf and visual tweaks to Alchemist's Acid Spray
- Made Pudge's hook conform to terrain for more accurate visual read
- Tinker Rockets now visually show duds when no enemy units are available
- Fixed buildings visually popping back to earlier state when being damaged repeatedly.
- Optimized tree destruction effects and fixed crash in certain situations when many were destroyed simultaneously
- Fixed Split Earth drawing in FoW in some situtaions (Roshan)
AUDIO
- Updated Rupture effect.
- Announcer now says "Single Draft" when starting single draft mode.
- First Blood lines now play mapwide.
-Added rival taunts and misc. lines to Razor, Zeus, Tiny and Tidehunter to fill out basic voice set.
BOTS
- Bot difficulty now defaults to Normal.
- Re-added ability for bots to team-roam-and-gank enemy heroes during the latter part of games.
- dota_bot_dump_state can now be run in non-cheat-enabled games.
- Fixed cases where Juggernaut would use Blade Fury and Razor would use Plasma Field when there weren't enough creeps nearby.
- Added Passive bot difficulty level, in which they won't do anything but lane.
- Loosened the time-to-arrive constraints for deciding to defending a lane (should improve base defense).
UNDOCUMENTED
- Updated Queen of Pain's hero icon.
- Added ability icons for Roshan's first three abilities.
- Added idle injured animations for the following heroes:
Axe
Beastmaster
Broodmother
Lifestealer
Shadow Shaman
- Added a spawn animation for Bane.
GAMEPLAY
Added Bane
Added Co-op matchmaking games versus bots.
Fixed bug with kill credit when illusions get the kill.
Charge of Darkness and Wrath of Nature no longer alert the target to attack the caster if the target is far away.
Fixed Mekansm not healing you if it activated right after you come out of Astral Imprisonment.
Fixed bug with Astral Imprisonment disappearing from invisible units.
Fixed Essence Aura triggering on zero cooldown spells (like Ball Lightning).
Fixed being able to trigger Essence Aura with Toss when there are no valid targets to Toss
Enabled Outworld Destroyer in Captain's Mode.
Restored previous Blink double click behavior.
Fixed Courier Speed Burst canceling Transfer Items.
UI
Fixed dragging an item from the courier to a hero's inventory not combining an item properly.
Fixed some audio settings are not saving correctly (speech level, background sound, boostgain).
Selling items no longer factors into gold-per-minute.
Added an option to autoselect summoned units and illusions to the game settings.
Fixed bug with camera jumping up and down when moving the mouse in the minimap while in spectator chase cam.
Fixed bug with moving the camera and creating selection windows while in spectator chase cam.
Fixed bug with some heroes having their Ultimate fire when ALT-TAB (or Windows key hit).
Fixed some game interface settings not saving.
Fixed bug where having legacy selected at load wasn't disabling the hero, courier, and neutral binds.
Added specular, texture quality, and render quality to video settings as performance trade-offs
Various improvements to unit selection/targeting feedback
Increased maximum number of people in each chat channel.
Accepting a game invite via Steam will join that person's party.
Ignore/unignore options now shown for friends in the main menu.
VISUALS
Added a number of aura effects.
Fixed Tiny's tree not being properly equipped in his stone grip.
Fixed an issue where hero movement would stutter on some network connections.
AUDIO
Added rival death-taunts and other miscellaneous lines to flesh out dialog set for Sand King.
BOTS
Made bots want to pick up Cheese with the same rules that they use for picking up Aegis and Rapier.
Improved bot last-hit logic.
Bots will now deny using the same logic they use for last-hitting.
Bots now last-hit and deny while farming a lane, just as they do during the laning phase.
Fixed issues with loadouts of Bane, Kunkka, and Sniper.
Fixed bugs with bots geting stuck trying to purchase an item, failing to purchase an item, or dumping items on the ground due to a full stash.
Bots will stop farming just for buyback when they have 1.5x their current buyback cost.
If a bot's stash is completely full, they are now more likely to pick their stuff up regardless of its value.
UNDOCUMENTED
Updated The Radiant siege creep model.
Added a new effect that fades your health bar when one of your units is not selected.
Added new run animation for Broodmother's Spiderlings.
GAMEPLAY
- Added Lycan!
- Enabled Shadow Demon in Captain's Mode.
- The Stable version is now updated to the Latest version.
- Added All Random game mode for private lobbies.
- Alchemist: Fixed Acid Spray killing couriers.
- Batrider: Fixed Flamebreak not having an aoe targeting cursor.
- Beastmaster: Fixed Wild Axes killing couriers.
- Bounty Hunter: Fixed illusions procing Jinada's critical strike.
- Clinkz: Fixed a bug with level 2 Death Pact not gaining the .5% damage buff.
- Mirana: Fixed Arrow getting blocked by Linken's Sphere.
- Morphling: Added timer to Replicate that shows up as a buff.
- Outworld Destroyer: Fixed Astral Imprisonment stealing Intelligence from illusions.
- Outworld Destroyer: Fixed Astral Imprisonment being castable on Warlock Golem.
- Queen of Pain: Fixed being able to dispell Shadow Strike
- Razor: Fixed Static Charge damaging friendly units and towers. Note that towers can still proc the ability.
- Razor: Fixed Static Link damage from being purgable.
- Shadow Demon: Fixed attack animation time
- Shadow Shama: Fixed Serpent Wards having instant attack point (instead of 0.3)
- Storm Spirit: Fixed attack projectile speed
- Sven: Fixed Storm Bolt not stunning nearby targets if the primary target became magic immune while the projectile was traveling.
- Venomancer: Fixed being able to dispell Venomous Gale, Poison Sting and Poison Nova
- Warlock: Fixed Golems having incorrect magic resistance.
- Weaver: Fixed Time Lapse forgetting its history when upgraded
- Witch Doctor: Fixed Death Ward projectile speed being too slow
- Fixed Diffusal Blade's mana burn effect going through Magic Immunity.
- Units that are smoked can now be revealed by magic immune enemies.
- Fixed some abilities having incorrect durations against creep heroes (like Dismember).
- Fixed Disruption being castable on Warlock's Golem.
- Fixed gold over time being very slightly off sometimes.
- Fixed Smoke of Deceit not showing movement speed in the stats area
- Fixed Fountain projectile speed being too fast
- Fixed Furbolg attack point being too high
- Fixed Black Drake projectile speed being too fast
UI
- Added setting for ambient creatures in the Advanced Video Settings.
- Advanced Video Settings is now versioned and will automatically update this release
- Undroppable items are no longer put in the stash when near the fountain.
- Items will no longer move when they are attempted to be picked up by a unit with a full inventory.
- The courier can no longer pick up certain items (Aegies, Rapier).
- Hooked up XP graph button.
- There is now a different ring effect for the primary unit when you have multiple units selected.
- Fixed second courier not being controllable if enabled by a courier
- Fixed bug where you could cast your ultimate by pressing either the Ability 4 or Ability 5 keys, on a 4 ability hero.
- Added setting to draw hero icons as default in the minimap. Alt will show X's and O's.
BOTS
- Increased bot ability usage reaction time by about 50%.
- Fixed bug where bots would pick up or destroy teammates' items on the ground.
- Increased bot desire to defend their base.
- Fixed nasty bug that would often cause bots to idle in their current location when wanting to go defend.
- Bots now get an added desire to attack a hero that Bane has Gripped.
- Bots no longer random their heroes. They will now try to build a somewhat reasonable team comp based on hero role, stuns, and melee/ranged, and do so over the entire hero selection phase.
- Reworked bot lane selection logic. They should be smarter about which lanes they select, and who they pair with.
- Changed how human pings affect the bots' desires to push/defend. Should be more consistently powerful now.
- Bots in lanes with carries will try to avoid stealing their farm.
- Fixed a few cases where bots would oddly try to cast abilities at neutral creeps (such as when pushing or defending a lane).
VISUALS
-Improvements made to some of Shadow Demon's effects.
GAMEPLAY
- Added Shadow Demon!
- Updated Dota 2 to 6.74 parity (Tournament mode will be updated to this next week)
- Fixed Dust of Appearance not affecting magic immune heroes.
- Added support for Shared Unit Control.
- Added support for Disable Help.
- Fixed illusion kill crediting.
- Bane: Fixed Nightmare being able to affect magic immune units.
- Bounty Hunter: Fixed Jinada proccing on friendly units and towers.
- Broodmother: Fixed Insatiable Hunger not being purgable.
- Broodmother: Fixed Incapacitating Bite missing a little bit of bonus damage (2/4/6/8)
- Pudge: Fixed being unable to hook Nightmared targets.
- Silencer: Fixed not gaining int with Last Word when a hero dies to Tornado.
- Warlock: Fixed being unable to force staff your Golem.
- Fixed Dark Troll Warlord's ensanre not revealing invisible units that are trapped in it.
- Fixed a case where using a courier to "Grab All" from the stash would fail to move all items.
UI
- Added copy + paste support.
- Fixed Flying Courier recipe not having a small stock cooldown (to prevent accidental multiple buys)
- Item Auras now show buff icon on the carrier (Basilius, Aquila).
- Fixed a case where an order to sell an item arrived soon after the item was used in a combine and resulted in the item being sold as well as combined.
- Matchmaking, Coop and lobbies without bots now get server priority over single player bot lobbies.
BOTS
- Added a difficulty level setting for coop bot matchmaking
- Made bots increasingly bad at last-hitting as you lower difficulty level.
- Fixed bug where bots wouldn't command non-illusion minions (ie. Necro guys).
- Bots that take damage from a nearby invisible hero (Radiance, Ion Shell) will now detect the hero as being nearby.
- Bots now have a moderate aversion to Radiance damage.
- Bots will now pick up Aegis/Cheese/Rapier even if human allies are nearby, after 3 seconds of the human not picking it up.
- Significantly increased the avoidance of the enemy fountain, should help to prevent fountain-diving.
- On Easy, bots won't focus on breaking channels with stuns.
- On Easy, bots won't try to dodge projectiles.
- On Easy, the bots will never push with more than 3 heroes.
- On Medium, the bots will never push with more than 4 heroes.
- Bots will no longer try to stun to break Windrunner chanelling Power Shot.
- Bots now know to try to avoid EMP, Dark Seer's wall, and Chronosphere.
- Added a bit of randomness to the Team Roam group-up location so they don't all hump each other.
- Fixed bug that was causing bots to not consider invulnerable towers as potential TP targets.
- Adjusted how we calculate "too dangerous to TP into", so bots should be less suicidal when TPing in to defend.
- When bots really would like to defend a tower but are lacking the ability to TP there, we greatly increase the "consider going to the side shop to buy a TP" distance.
- Fixed bug where bots would path to the wrong location when farming a neutral camp.
GAMEPLAY
Enabled Bane in Captain's Mode.
Bane
Fixed the attack timing on when Nightmare gets transfered.
Fixed Enfeeble working on Roshan
Fixed being unable to attack allied Nightmared heroes to transfer the debuff.
Fixed Nightmare being able to transfer to towers and wards.
Batrider
Fixed being unable to easily pull units over cliffs with Flaming Lasso.
Fixed timing of Firefly damage ticks.
Fixed rounding error with Firefly damage ticks.
Bloodseeker
Fixed Rupture hurting cycloned units.
Chen
Fixed Holy Persuation interrupting allied channeling spells on cast (rather than upon tping).
Death Prophet
Fixed Exorcism hitting an invisible hero if the hero was hit before.
Fixed Silence not affecting basic units.
Dragon Knight
Fixed Elder Form's Corrosive Breath and Frost Breath working with DK illusions.
Faceless Void
Fixed Courier interaction with Chronosphere
Jakiro
Macropyre now does the correct amount of damage with a Scepter.
Fixed Macropyre not hurting siege units.
Omniknight
Fixed Repel canceling Ursa's Overpower.
Outworld Destroyer
Fixed Astral Imprisonment being able to cause you to lose mana regeneration.
Pugna
Fixed Netherward mana degen not showing the proper numbers for players.
Spirit Breaker
Fixed Netherstrike vs cycloned units.
Tinker
Fixed Rearm refreshing level 2 and 3 of Necronomicon.
Ursa
Fixed Fury Swipes incrementing when the attack missed.
Vengeful Spirit
Fixed Wave of Terror hp loss not properly functioning on magic immune units.
Warlock
Fixed Golem being considered a creep for some spells like Paralyzing Casks.
Attributes can no longer fall below 1.
Fixed some issues with negative mana regeneration.
Fixed Basher stacking with Spiritbreaker/Slardar/Faceless Void's bashes.
Fixed Armlet not draining life while you are magic immune.
Fixed couriers not being able to use wards.
Fixed temporary trees (like Sprout) not respecting the pause.
UI
Changed Empowering Haste passive legacy key to G to avoid stomping H (halt).
Captain's Mode now has 5 bans once again.
Added countdown when unpausing the game.
The spectator graph events now get correctly cleared when rewinding in a demo.
The tooltip for Doom now correctly updates when Doombringer has a Scepter.
Inventory keys are now hidden while spectating.
The combat log now works while spectating and in replays.
VISUALS
Dragon Knight plays a range-enabled effect when Dragon Tail is cast while in dragon form.
Lifestealer now has his own variation on the lifesteal effect rather than using the generic one.
Updated Lifestealer's Open Wounds and Infest effects for clarity.
Updated Bloodseeker's Rupture effect (added blood trail so it's more obvious).
AUDIO
Updated Rupture effect.
Announcer now says "Single Draft" when starting single draft mode.
First Blood lines now play mapwide.
Added rival taunts and misc. lines to Razor, Zeus, Tiny and Tidehunter to fill out basic voice set.
BOTS
Bot difficulty now defaults to Normal.
Re-added ability for bots to team-roam-and-gank enemy heroes during the latter part of games.
dota_bot_dump_state can now be run in non-cheat-enabled games.
Fixed cases where Juggernaut would use Blade Fury and Razor would use Plasma Field when there weren't enough creeps nearby.
Added Passive bot difficulty level, in which they won't do anything but lane.
Loosened the time-to-arrive constraints for deciding to defending a lane (should improve base defense).
UNDOCUMENTED
Updated Queen of Pain's hero icon.
Added ability icons for Roshan's first three abilities.
Added idle injured animations for the following heroes:
Axe
Beastmaster
Broodmother
Lifestealer
Shadow Shaman
Added a spawn animation for Bane.
- In steam, right cilck on "Dota 2" and click on properties
2) Click on Set Launcher Options and type in: -console
3) Press OK and enter the game, to remove the console from view press the ` key (next to 1).
I'd like to apologize if I missed it. I used the search function and really found nothing.
So I've been wondering, why do we have a D3 subforum but not a DoTA 2? I mean cmon! Everyone loves DoTA! Seeing as it will be free and all, I'm truly looking forward to it and I was wondering how many of you are interested in it too.
If you do happen to make a subforum, I don't mind looking for all the valid information regarding the game and posting it here for you guys. Unless someone already has which in that case I'm extremely sorry. What do you guys think?
Last edited by iVnStinger; Mon, 12th-Mar-2012 at 12:41 PM.
I think it's just DOTA 2 because it's not an acronym for Defense of the Ancients and either way you have a capitalisation on the "t" which is wrong but...
This is how you win DOTA, you choose a hero called "Lina" or something stupid like that, go mid, last hit and DENY so you get level 6 before them and deny their monies once you're level 6 ult dat bitch.
...and win.
EDIT @ iVnStinger: 30+ deny in lane (mid) is significant, do it and win. Usually they get people to come gank you or they just go ganking themselves, if they suceed you lost your advantage, if they fail then you win.
___________________________________
All I ever wanted was to study~
Last edited by Aiya; Mon, 12th-Mar-2012 at 12:51 PM.
Reason: Reply to Rep :P
I think it's just DOTA 2 because it's not an acronym for Defense of the Ancients and either way you have a capitalisation on the "t" which is wrong but...
This is how you win DOTA, you choose a hero called "Lina" or something stupid like that, go mid, last hit and DENY so you get level 6 before them and deny their monies once you're level 6 ult dat bitch.
...and win.
EDIT @ iVnStinger: 30+ deny in lane (mid) is significant, do it and win. Usually they get people to come gank you or they just go ganking themselves, if they suceed you lost your advantage, if they fail then you win.
Aiya, I don't think Stinger knows about how WE play DotA
DOTA and MOBA's make you hate your friends true story. The community especially for HoN is probably one of the worst. Do you play Neko if so how did you get a beta key?
You guys can start an official dota thread (this). If it gets big with many different topics that yea of course it will warrant its own forum so topics are easier to find and discuss. Because if its not popular it kinda works the other way making the site more cluttered like our D3 for example isn't very popular - partly cause so little people have access to the beta.
Yea so that will be our approach so basically if you guys want a DOTA forum get your friends here to start posting here, start some activity or discussion etc. And I'll let the guys who post actively in it (and if they are good members) - become moderators of these forums, give you access to start your own tournaments, have your own gamer profiles, ill add a DOTA news section, and/or a DOTA2 category at the top etc the possibilities are endless but its all up to you guys to make it happen.
Ok I'm pretty free today and I'm going to be working on the thread now. If anyone has information or wants to be assisting me in this please pm me. I could really use the help
GAMEPLAY
- Enabled Bane in Captain's Mode.
- Bane: Fixed the attack timing on when Nightmare gets transfered.
- Bane: Fixed Enfeeble working on Roshan
- Bane: Fixed being unable to attack allied Nightmared heroes to transfer the debuff.
- Bane: Fixed Nightmare being able to transfer to towers and wards.
- Batrider: Fixed being unable to easily pull units over cliffs with Flaming Lasso.
- Batrider: Fixed timing of Firefly damage ticks.
- Batrider: Fixed rounding error with Firefly damage ticks.
- Bloodseeker: Fixed Rupture hurting cycloned units.
- Chen: Fixed Holy Persuation interrupting allied channeling spells on cast (rather than upon tping).
- Death Prophet: Fixed Exorcism hitting an invisible hero if the hero was hit before.
- Death Prophet: Fixed Silence not affecting basic units.
- Dragon Knight: Fixed Elder Form's Corrosive Breath and Frost Breath working with DK illusions.
- Faceless Void: Fixed Courier interaction with Chronosphere
- Jakiro: Macropyre now does the correct amount of damage with a Scepter.
- Jakiro: Fixed Macropyre not hurting siege units.
- Omniknight: Fixed Repel canceling Ursa's Overpower.
- Outworld Destroyer: Fixed Astral Imprisonment being able to cause you to lose mana regeneration.
- Pugna: Fixed Netherward mana degen not showing the proper numbers for players.
- Spirit Breaker: Fixed Netherstrike vs cycloned units.
- Tinker: Fixed Rearm refreshing level 2 and 3 of Necronomicon.
- Ursa: Fixed Fury Swipes incrementing when the attack missed.
- Vengeful Spirit: Fixed Wave of Terror hp loss not properly functioning on magic immune units.
- Warlock: Fixed Golem being considered a creep for some spells like Paralyzing Casks.
- Attributes can no longer fall below 1.
- Fixed some issues with negative mana regeneration.
- Fixed Basher stacking with Spiritbreaker/Slardar/Faceless Void's bashes.
- Fixed Armlet not draining life while you are magic immune.
- Fixed couriers not being able to use wards.
- Fixed temporary trees (like Sprout) not respecting the pause.
UI
- Changed Empowering Haste passive legacy key to G to avoid stomping H (halt).
- Captain's Mode now has 5 bans once again.
- Added countdown when unpausing the game.
- The spectator graph events now get correctly cleared when rewinding in a demo.
- The tooltip for Doom now correctly updates when Doombringer has a Scepter.
- Inventory keys are now hidden while spectating.
- The combat log now works while spectating and in replays.
- Fixed a bug where the minimap was unclickable after spectating a game in player perspective mode.
VISUALS
- Dragon Knight plays a range-enabled effect when Dragon Tail is cast while in dragon form.
- Lifestealer now has his own variation on the lifesteal effect rather than using the generic one.
- Updated Lifestealer's Open Wounds and Infest effects for clarity.
- Updated Bloodseeker's Rupture effect (added blood trail so it's more obvious).
- Added Team Only Marker for Kunkka's Ship
- Fix to unit rings sometimes getting offset from the unit at low framerate/high replay playback speeds
- Perf and visual tweaks to Alchemist's Acid Spray
- Made Pudge's hook conform to terrain for more accurate visual read
- Tinker Rockets now visually show duds when no enemy units are available
- Fixed buildings visually popping back to earlier state when being damaged repeatedly.
- Optimized tree destruction effects and fixed crash in certain situations when many were destroyed simultaneously
- Fixed Split Earth drawing in FoW in some situtaions (Roshan)
AUDIO
- Updated Rupture effect.
- Announcer now says "Single Draft" when starting single draft mode.
- First Blood lines now play mapwide.
-Added rival taunts and misc. lines to Razor, Zeus, Tiny and Tidehunter to fill out basic voice set.
BOTS
- Bot difficulty now defaults to Normal.
- Re-added ability for bots to team-roam-and-gank enemy heroes during the latter part of games.
- dota_bot_dump_state can now be run in non-cheat-enabled games.
- Fixed cases where Juggernaut would use Blade Fury and Razor would use Plasma Field when there weren't enough creeps nearby.
- Added Passive bot difficulty level, in which they won't do anything but lane.
- Loosened the time-to-arrive constraints for deciding to defending a lane (should improve base defense).
UNDOCUMENTED
- Updated Queen of Pain's hero icon.
- Added ability icons for Roshan's first three abilities.
- Added idle injured animations for the following heroes:
Axe
Beastmaster
Broodmother
Lifestealer
Shadow Shaman
- Added a spawn animation for Bane.
GAMEPLAY
Added Bane
Added Co-op matchmaking games versus bots.
Fixed bug with kill credit when illusions get the kill.
Charge of Darkness and Wrath of Nature no longer alert the target to attack the caster if the target is far away.
Fixed Mekansm not healing you if it activated right after you come out of Astral Imprisonment.
Fixed bug with Astral Imprisonment disappearing from invisible units.
Fixed Essence Aura triggering on zero cooldown spells (like Ball Lightning).
Fixed being able to trigger Essence Aura with Toss when there are no valid targets to Toss
Enabled Outworld Destroyer in Captain's Mode.
Restored previous Blink double click behavior.
Fixed Courier Speed Burst canceling Transfer Items.
UI
Fixed dragging an item from the courier to a hero's inventory not combining an item properly.
Fixed some audio settings are not saving correctly (speech level, background sound, boostgain).
Selling items no longer factors into gold-per-minute.
Added an option to autoselect summoned units and illusions to the game settings.
Fixed bug with camera jumping up and down when moving the mouse in the minimap while in spectator chase cam.
Fixed bug with moving the camera and creating selection windows while in spectator chase cam.
Fixed bug with some heroes having their Ultimate fire when ALT-TAB (or Windows key hit).
Fixed some game interface settings not saving.
Fixed bug where having legacy selected at load wasn't disabling the hero, courier, and neutral binds.
Added specular, texture quality, and render quality to video settings as performance trade-offs
Various improvements to unit selection/targeting feedback
Increased maximum number of people in each chat channel.
Accepting a game invite via Steam will join that person's party.
Ignore/unignore options now shown for friends in the main menu.
VISUALS
Added a number of aura effects.
Fixed Tiny's tree not being properly equipped in his stone grip.
Fixed an issue where hero movement would stutter on some network connections.
AUDIO
Added rival death-taunts and other miscellaneous lines to flesh out dialog set for Sand King.
BOTS
Made bots want to pick up Cheese with the same rules that they use for picking up Aegis and Rapier.
Improved bot last-hit logic.
Bots will now deny using the same logic they use for last-hitting.
Bots now last-hit and deny while farming a lane, just as they do during the laning phase.
Fixed issues with loadouts of Bane, Kunkka, and Sniper.
Fixed bugs with bots geting stuck trying to purchase an item, failing to purchase an item, or dumping items on the ground due to a full stash.
Bots will stop farming just for buyback when they have 1.5x their current buyback cost.
If a bot's stash is completely full, they are now more likely to pick their stuff up regardless of its value.
UNDOCUMENTED
Updated The Radiant siege creep model.
Added a new effect that fades your health bar when one of your units is not selected.
Added new run animation for Broodmother's Spiderlings.
GAMEPLAY
- Added Shadow Demon!
- Updated Dota 2 to 6.74 parity (Tournament mode will be updated to this next week)
- Fixed Dust of Appearance not affecting magic immune heroes.
- Added support for Shared Unit Control.
- Added support for Disable Help.
- Fixed illusion kill crediting.
- Bane: Fixed Nightmare being able to affect magic immune units.
- Bounty Hunter: Fixed Jinada proccing on friendly units and towers.
- Broodmother: Fixed Insatiable Hunger not being purgable.
- Broodmother: Fixed Incapacitating Bite missing a little bit of bonus damage (2/4/6/8)
- Pudge: Fixed being unable to hook Nightmared targets.
- Silencer: Fixed not gaining int with Last Word when a hero dies to Tornado.
- Warlock: Fixed being unable to force staff your Golem.
- Fixed Dark Troll Warlord's ensanre not revealing invisible units that are trapped in it.
- Fixed a case where using a courier to "Grab All" from the stash would fail to move all items.
UI
- Added copy + paste support.
- Fixed Flying Courier recipe not having a small stock cooldown (to prevent accidental multiple buys)
- Item Auras now show buff icon on the carrier (Basilius, Aquila).
- Fixed a case where an order to sell an item arrived soon after the item was used in a combine and resulted in the item being sold as well as combined.
- Matchmaking, Coop and lobbies without bots now get server priority over single player bot lobbies.
BOTS
- Added a difficulty level setting for coop bot matchmaking
- Made bots increasingly bad at last-hitting as you lower difficulty level.
- Fixed bug where bots wouldn't command non-illusion minions (ie. Necro guys).
- Bots that take damage from a nearby invisible hero (Radiance, Ion Shell) will now detect the hero as being nearby.
- Bots now have a moderate aversion to Radiance damage.
- Bots will now pick up Aegis/Cheese/Rapier even if human allies are nearby, after 3 seconds of the human not picking it up.
- Significantly increased the avoidance of the enemy fountain, should help to prevent fountain-diving.
- On Easy, bots won't focus on breaking channels with stuns.
- On Easy, bots won't try to dodge projectiles.
- On Easy, the bots will never push with more than 3 heroes.
- On Medium, the bots will never push with more than 4 heroes.
- Bots will no longer try to stun to break Windrunner chanelling Power Shot.
- Bots now know to try to avoid EMP, Dark Seer's wall, and Chronosphere.
- Added a bit of randomness to the Team Roam group-up location so they don't all hump each other.
- Fixed bug that was causing bots to not consider invulnerable towers as potential TP targets.
- Adjusted how we calculate "too dangerous to TP into", so bots should be less suicidal when TPing in to defend.
- When bots really would like to defend a tower but are lacking the ability to TP there, we greatly increase the "consider going to the side shop to buy a TP" distance.
- Fixed bug where bots would path to the wrong location when farming a neutral camp.
GAMEPLAY
Enabled Bane in Captain's Mode.
Bane
Fixed the attack timing on when Nightmare gets transfered.
Fixed Enfeeble working on Roshan
Fixed being unable to attack allied Nightmared heroes to transfer the debuff.
Fixed Nightmare being able to transfer to towers and wards.
Batrider
Fixed being unable to easily pull units over cliffs with Flaming Lasso.
Fixed timing of Firefly damage ticks.
Fixed rounding error with Firefly damage ticks.
Bloodseeker
Fixed Rupture hurting cycloned units.
Chen
Fixed Holy Persuation interrupting allied channeling spells on cast (rather than upon tping).
Death Prophet
Fixed Exorcism hitting an invisible hero if the hero was hit before.
Fixed Silence not affecting basic units.
Dragon Knight
Fixed Elder Form's Corrosive Breath and Frost Breath working with DK illusions.
Faceless Void
Fixed Courier interaction with Chronosphere
Jakiro
Macropyre now does the correct amount of damage with a Scepter.
Fixed Macropyre not hurting siege units.
Omniknight
Fixed Repel canceling Ursa's Overpower.
Outworld Destroyer
Fixed Astral Imprisonment being able to cause you to lose mana regeneration.
Pugna
Fixed Netherward mana degen not showing the proper numbers for players.
Spirit Breaker
Fixed Netherstrike vs cycloned units.
Tinker
Fixed Rearm refreshing level 2 and 3 of Necronomicon.
Ursa
Fixed Fury Swipes incrementing when the attack missed.
Vengeful Spirit
Fixed Wave of Terror hp loss not properly functioning on magic immune units.
Warlock
Fixed Golem being considered a creep for some spells like Paralyzing Casks.
Attributes can no longer fall below 1.
Fixed some issues with negative mana regeneration.
Fixed Basher stacking with Spiritbreaker/Slardar/Faceless Void's bashes.
Fixed Armlet not draining life while you are magic immune.
Fixed couriers not being able to use wards.
Fixed temporary trees (like Sprout) not respecting the pause.
UI
Changed Empowering Haste passive legacy key to G to avoid stomping H (halt).
Captain's Mode now has 5 bans once again.
Added countdown when unpausing the game.
The spectator graph events now get correctly cleared when rewinding in a demo.
The tooltip for Doom now correctly updates when Doombringer has a Scepter.
Inventory keys are now hidden while spectating.
The combat log now works while spectating and in replays.
VISUALS
Dragon Knight plays a range-enabled effect when Dragon Tail is cast while in dragon form.
Lifestealer now has his own variation on the lifesteal effect rather than using the generic one.
Updated Lifestealer's Open Wounds and Infest effects for clarity.
Updated Bloodseeker's Rupture effect (added blood trail so it's more obvious).
AUDIO
Updated Rupture effect.
Announcer now says "Single Draft" when starting single draft mode.
First Blood lines now play mapwide.
Added rival taunts and misc. lines to Razor, Zeus, Tiny and Tidehunter to fill out basic voice set.
BOTS
Bot difficulty now defaults to Normal.
Re-added ability for bots to team-roam-and-gank enemy heroes during the latter part of games.
dota_bot_dump_state can now be run in non-cheat-enabled games.
Fixed cases where Juggernaut would use Blade Fury and Razor would use Plasma Field when there weren't enough creeps nearby.
Added Passive bot difficulty level, in which they won't do anything but lane.
Loosened the time-to-arrive constraints for deciding to defending a lane (should improve base defense).
UNDOCUMENTED
Updated Queen of Pain's hero icon.
Added ability icons for Roshan's first three abilities.
Added idle injured animations for the following heroes:
Axe
Beastmaster
Broodmother
Lifestealer
Shadow Shaman
Added a spawn animation for Bane.
Thanks a lot vetris ! I'm sorry I haven't done anything yet, but I'm getting ready for when school reopens. I will try my best to get something done before the hols end.
EDIT: Also seeing as a lot of people want Dota 2 beta keys I guess I'll have to work on that somehow. But please take note I'm not doing to so I can get hold of a dota 2 key or so that if I have them I can give them away. It has nothing to do with the keys, just want to help people know about Dota 2, like Joseph Kony
Anyways I think if we could just have some sort of small scale key trading sort of thing going on here it'd be nice enough. I think only a small fraction of users here would want a beta key and if some of us do get some extra keys which they don't have a use for, perhaps we could share them between fellow sc2sea guys. It doesn't have to be big like the one over at TL, just enough to help that small fraction of sea players =)
is dota 2 just the same as lol? cause i hate lol but im interested in playing one of these games if its not terrible.
If you have played DotA 1 on WC3 before, then have also tried LoL, you will find DotA 2 kind of like a in-betweener since it has of course, the gameplay like DotA 1, but then the movement of units and some of the physics do feel slightly like LoL. I would consider looking at some VODs or something if you're really interested in the comparison between DotA2 and LoL.
If you have played DotA 1 on WC3 before, then have also tried LoL, you will find DotA 2 kind of like a in-betweener since it has of course, the gameplay like DotA 1, but then the movement of units and some of the physics do feel slightly like LoL. I would consider looking at some VODs or something if you're really interested in the comparison between DotA2 and LoL.
More like its DotA on WC3 with updated graphics and engine. LoL is different in more than one way and I think its different enough to warrant saying that they are different moba games that's suitable to different people.
I gots the beta this morning, will probably be up for some games later in the evening guys, But I've pretty much next to no experience in dota style games though.
So.. I played two games, both as a guy called clinkz. This is prety much teh first time I'm playing a dota like game..
The first game was against bots went okay, lost the game because most people kinda joined a left. But sort of learned the basics, levelling up staying behind and the creeps.Trying to hit the other heroes and then retreating when you run out of people.
The next game I played with real people and was much better because no one quit. But we did lose because there was no unity and we kept going in out own individual directions. It was also a lot more fun. Only did the near end did I realize how important invisibility is for a character like mine :x
It feels a little bit weird to focus just on one area after something like starcraft but this game does seem pretty fun especially if you play with buddies, or people who know what they're doing. Especially once you get to the higher level stuff starts to move fast.
There are also a lot of stuff that I realized only at the end to do like killing your own creep before he dies, learning what to buy from the shop, what combinations to use to create items etc. The shop bit especially was confusing cause there was so much stuff, and I couldnt stand around just wondering what to buy.
Oh yeah the characters name was pudge, and he had this power like scorpions "Get over here!" which was soo annoying. Only later did I realize that i could getaway by turning invisible. It was too late cause they were like level 15 while we were level 10 or so lol, and most of us were first timer who got beta today.
Edit: Steam name: kkannan85 Add me!!
Last edited by Daboo; Tue, 20th-Mar-2012 at 11:09 PM.
Updated the OP to add a few more steam names. I think i friended most of you. If you see a friend request from veteris, it's me Like yongming said, it'd be nice if we could have an inhouse, if there are 10 of us with keys. Incase it has been buried and people cant find it, there is a sc2sea.com steam group http://steamcommunity.com/groups/SC2SEA. Look forward to setting a time for the in-house though. Any suggestions?
I'd like to apologize if I missed it. I used the search function and really found nothing.
So I've been wondering, why do we have a D3 subforum but not a DoTA 2? I mean cmon! Everyone loves DoTA! Seeing as it will be free and all, I'm truly looking forward to it and I was wondering how many of you are interested in it too.
If you do happen to make a subforum, I don't mind looking for all the valid information regarding the game and posting it here for you guys. Unless someone already has which in that case I'm extremely sorry. What do you guys think?
it will be free?!?! wow holy mamoly! i wanna play! and we will see how popular it gets before we think it deserves its own sub forum (or we can see how many of us actually play and determine it from that)
The thing is, how many sub forums can we support? Diablo is pretty much assured to be played by almost everyone here. That why it has one. I would love to see a brood war sub forum, and maybe a dota 2 one as well. But then thats all going to make a lot of work for nirvana and the mods, So we'll probably have to wait and see how big it gets, because there are also many other popular moba style games that a lot of people play.
Other thoughts: I was thinking ,wow the dota 2 interface is really awesome, everything is so easily available. Then I realized it was very similar to the war 3 interface
I created a sc2sea channel. If no ones on im assuming itll close so heres how to create custom chat channels since i couldnt find a way to do it in game?
steam -> library -> dota2 -> properties -> set launch options -> add "-console" -> open game -> type in chat_join *channel name*.
Obviously you can use the same method to join channels rather than looking through the mile long list.
Wow so many people, we need to do a tourney or something!
Played a couple of games yesterday. Sometimes I cant pick the hero I want, it's restricted to one on every class, that is so annoying. I'm guessing it doesnt take into account the search parameters when the population is low.
Anyone noticed that the exp bar on your main screen never goes up for any wins, is it working? or do you get experience only after a certain number of games?
Played a couple of games yesterday. Sometimes I cant pick the hero I want, it's restricted to one on every class, that is so annoying. I'm guessing it doesnt take into account the search parameters when the population is low.
That is Single Draft mode. It gives you one random hero of each attribute ( Int, Agi and Str) from which to pick. If you want to stop playing this mode in match making you simply need to go to Play > Find a Match tab > and under matchmaking settings, under Game mode > Select > Deselect Single Draft.
Quote:
Originally Posted by Torniquet
I created a sc2sea channel. If no ones on im assuming itll close so heres how to create custom chat channels since i couldnt find a way to do it in game?
It closes when we log out but once you have it set to join once, it automatically does it the next time you load Dota 2, which is pretty convenient.
and whenever I am in-game in Dota 2, there is also a chat channel sc2sea.
Doesn't seem like anyone notices the OP anymore T_T (:P). Although you did add in instructions so +1 for that
Quote:
Originally Posted by Daboo
Wow so many people, we need to do a tourney or something!
A good idea! Need to find a way to balance the teams though.
Also, if you can't make it to the 10pm AEDT or just want to play more games, we will be having a few games at 6pm AEDT (GMT+11) as well. Given the number of people with keys I reckon we should be able to pull both sessions off.
Anyone noticed that the exp bar on your main screen never goes up for any wins, is it working? or do you get experience only after a certain number of games?
the xp bar is not working since its still only in the beta stage..
I thought the exp bar shows in-game levels. Like if you are playing a game, then you open up the main page in-game, it shows your current level. Also your friends can see it.
In your patch news this week, Lycanthrope has been added into the Dota 2 Test client while Shadow Demon made its way into Captain's Mode. Lycanthrope is a Strength hero which is commonly used in competitive WC3 Dota due to its high damage during Wolf Form and summons. It is highly incorporated as one of the best heroes for the push strat.
Besides that, an All-Random mode was added to private lobbies.
One of the more notable changes in the user interface in the Advanced Video Settings. So far, Dota 2 needed to be run on a relatively new computer but with this addition, Valve is looking to attract humble users who do not own a powerful machine.
If no major bugs are found, these addition and changes will be implemented into the original Dota 2 game tomorrow.
The full changelog is as below:
GAMEPLAY
Added Lycan!
Enabled Shadow Demon in Captain's Mode.
The Stable version is now updated to the Latest version.
Added All Random game mode for private lobbies.
Alchemist: Fixed Acid Spray killing couriers.
Batrider: Fixed Flamebreak not having an aoe targeting cursor.
Beastmaster: Fixed Wild Axes killing couriers.
Bounty Hunter: Fixed illusions procing Jinada's critical strike.
Clinkz: Fixed a bug with level 2 Death Pact not gaining the .5% damage buff.
Mirana: Fixed Arrow getting blocked by Linken's Sphere.
Morphling: Added timer to Replicate that shows up as a buff.
Outworld Destroyer: Fixed Astral Imprisonment stealing Intelligence from illusions.
Outworld Destroyer: Fixed Astral Imprisonment being castable on Warlock Golem.
Queen of Pain: Fixed being able to dispell Shadow Strike
Razor: Fixed Static Charge damaging friendly units and towers. Note that towers can still proc the ability.
Razor: Fixed Static Link damage from being purgable.
Shadow Demon: Fixed attack animation time
Shadow Shama: Fixed Serpent Wards having instant attack point (instead of 0.3)
Storm Spirit: Fixed attack projectile speed
Sven: Fixed Storm Bolt not stunning nearby targets if the primary target became magic immune while the projectile was traveling.
Venomancer: Fixed being able to dispell Venomous Gale, Poison Sting and Poison Nova
Warlock: Fixed Golems having incorrect magic resistance.
Weaver: Fixed Time Lapse forgetting its history when upgraded
Witch Doctor: Fixed Death Ward projectile speed being too slow
Fixed Diffusal Blade's mana burn effect going through Magic Immunity.
Units that are smoked can now be revealed by magic immune enemies.
Fixed some abilities having incorrect durations against creep heroes (like Dismember).
Fixed Disruption being castable on Warlock's Golem.
Fixed gold over time being very slightly off sometimes.
Fixed Smoke of Deceit not showing movement speed in the stats area
Fixed Fountain projectile speed being too fast
Fixed Furbolg attack point being too high
Fixed Black Drake projectile speed being too fast
USER INTERFACE
Added setting for ambient creatures in the Advanced Video Settings.
Advanced Video Settings is now versioned and will automatically update this release
Undroppable items are no longer put in the stash when near the fountain.
Items will no longer move when they are attempted to be picked up by a unit with a full inventory.
The courier can no longer pick up certain items (Aegies, Rapier).
Hooked up XP graph button.
There is now a different ring effect for the primary unit when you have multiple units selected.
Fixed second courier not being controllable if enabled by a courier
Fixed bug where you could cast your ultimate by pressing either the Ability 4 or Ability 5 keys, on a 4 ability hero.
Added setting to draw hero icons as default in the minimap. Alt will show X's and O's.
BOTS
Increased bot ability usage reaction time by about 50%.
Fixed bug where bots would pick up or destroy teammates' items on the ground.
Increased bot desire to defend their base.
Fixed nasty bug that would often cause bots to idle in their current location when wanting to go defend.
Bots now get an added desire to attack a hero that Bane has Gripped.
Bots no longer random their heroes. They will now try to build a somewhat reasonable team comp based on hero role, stuns, and melee/ranged, and do so over the entire hero selection phase.
Reworked bot lane selection logic. They should be smarter about which lanes they select, and who they pair with.
Changed how human pings affect the bots' desires to push/defend. Should be more consistently powerful now.
Bots in lanes with carries will try to avoid stealing their farm.
Fixed a few cases where bots would oddly try to cast abilities at neutral creeps (such as when pushing or defending a lane).
VISUALS
Improvements made to some of Shadow Demon's effects.
I created a sc2sea channel. If no ones on im assuming itll close so heres how to create custom chat channels since i couldnt find a way to do it in game?
steam -> library -> dota2 -> properties -> set launch options -> add "-console" -> open game -> type in chat_join *channel name*.
Obviously you can use the same method to join channels rather than looking through the mile long list.
can't you just open the console by pressing tilde
(` or ~)
edit: nevermind, that only works if you enable console as Torniquet said above
Last edited by xGKingdelete; Fri, 23rd-Mar-2012 at 5:56 PM.
I'm going to res this thread again because it seems there are a few more people that have got keys and this gets buried quite quickly. Just a few points:
There is a chat channel in-game sc2sea. Look forward to seeing you there.
There is a steam group for sc2sea.com - http://steamcommunity.com/groups/SC2SEA
We need times for in-houses and maybe friendly skirmish teams. Any suggestions for times etc are appreciated. Unfortunately only a handful of players showed for the last inhouse so we had to queue as 3 people T_T
^^ why do you play on the test server? thats like ptr...
I think I'm addicted.But my FUP kicked in today,I hope this game is playable at 256kbs down/up.
I'm loving playing a gank/carry. Havent really tried to play support. And the game has moved me to the medium skill level it seems, from noob skill.....but is there like only one map in dota?
Todays observation: The best time to go jungle for my team mates, is when the entire opposing force is beating the living daylights out of your middle barracks lol
Last edited by Daboo; Mon, 26th-Mar-2012 at 8:09 PM.
Yeah Veteris' list on the front page is suffice. Couple that with the in game chat channel and the steam group, people shouldnt have any trouble finding one another.
GAMEPLAY
- Added Lone Druid!
- Fixed small bug in the timing of sequential attacks.
- Lifestealer: Fixed being unable to Infest Mud Golems.
- Weaver: Fixed Time Lapse interaction with Aegis.
- Ancient Apparition: Fixed a bug where Ice Blast could get stuck on the map.
- Enabled Lycan in Captain's Mode
UI
- The top bar game timer no longer is reset when a game ends.
- Heroes in top bar now draw grayscale when dead.
- The buyback cooldown time now appears in the gold tooltip.
- The buyback cooldown now appears in the form minutes:seconds.
VISUALS
- Added a buff/debuff effect for Razor's Static Link.
- Added effect for fountain heal.
- Fixed heroes drawing parts of their models in portraits when sheeped, hexxed, etc.
- Updated the effects for Shadow Demon's Shadow Poison.
- Decreased darkness of fogged areas
BOTS
- Fixed bots being too aggressive about destroying enemy items.
- Fixed bug where bots would pick up items like Rapier or Aegis without giving humans a chance at them.
- After all humans have picked heroes, the remaining bots will now immediately pick their heroes.
- Fixed bug where bots would try to farm the same neutral camp that a human was farming.
- Added support for bots buying and placing Observer Wards:
. The more of a support a hero is, the more likely they are to buy wards.
. If they have a human teammate, they will not purchase enough wards to fully deplete the store.
. They will ward the runes, their jungle, and sometimes the enemy jungle (depending on how pushed the lanes are).
. They won't go to locations to place wards if they think it's too dangerous.
- Fixed bug that would sometimes prevent bots from defending their top/bottom lanes when the tier 3 towers/racks are gone.
- Fixed bug where if the incoming threat was small, no one would ever be a selected to defend (typically resulting in no defensive response to creeps).
GAMEPLAY
- Added Lycan!
- Fixed Tranquil Boots visual charges being 3 instead of 4 (actual was still 4).
- Fixed the first slash of Omnislash not applying vision properly.
- Fixed crash bug where you could leave the lobby chat channel while in a lobby.
- Enabled Shadow Demon in Captain's Mode.
- The Stable version is now updated to the Latest version.
- Added All Random game mode for private lobbies.
- Alchemist: Fixed Acid Spray killing couriers.
- Batrider: Fixed Flamebreak not having an aoe targeting cursor.
- Beastmaster: Fixed Wild Axes killing couriers.
- Bounty Hunter: Fixed illusions procing Jinada's critical strike.
- Clinkz: Fixed a bug with level 2 Death Pact not gaining the .5% damage buff.
- Mirana: Fixed Arrow getting blocked by Linken's Sphere.
- Morphling: Added timer to Replicate that shows up as a buff.
- Outworld Destroyer: Fixed Astral Imprisonment stealing Intelligence from illusions.
- Outworld Destroyer: Fixed Astral Imprisonment being castable on Warlock Golem.
- Queen of Pain: Fixed being able to dispell Shadow Strike
- Razor: Fixed Static Link damage from being purgable.
- Shadow Demon: Fixed attack animation time
- Shadow Shama: Fixed Serpent Wards having instant attack point (instead of 0.3)
- Storm Spirit: Fixed attack projectile speed
- Sven: Fixed Storm Bolt not stunning nearby targets if the primary target became magic immune while the projectile was traveling.
- Venomancer: Fixed being able to dispell Venomous Gale, Poison Sting and Poison Nova
- Warlock: Fixed Golems having incorrect magic resistance.
- Weaver: Fixed Time Lapse forgetting its history when upgraded
- Witch Doctor: Fixed Death Ward projectile speed being too slow
- Fixed Diffusal Blade's mana burn effect going through Magic Immunity.
- Units that are smoked can now be revealed by magic immune enemies.
- Fixed some abilities having incorrect durations against creep heroes (like Dismember).
- Fixed Disruption being castable on Warlock's Golem.
- Fixed gold over time being very slightly off sometimes.
- Fixed Smoke of Deceit not showing movement speed in the stats area
- Fixed Fountain projectile speed being too fast
- Fixed Furbolg attack point being too high
- Fixed Black Drake projectile speed being too fast
- Mjollnir: Fixed Static Charge damaging friendly units and towers. Note that towers can still proc the ability.
UI
- Added a hero performance rating graph to the player persona page.
- Added setting for ambient creatures in the Advanced Video Settings.
- Advanced Video Settings is now versioned and will automatically update this release
- Undroppable items are no longer put in the stash when near the fountain.
- Items will no longer move when they are attempted to be picked up by a unit with a full inventory.
- The courier can no longer pick up certain items (Aegies, Rapier).
- Hooked up XP graph button.
- There is now a different ring effect for the primary unit when you have multiple units selected.
- Fixed second courier not being controllable if enabled by a courier
- Fixed bug where you could cast your ultimate by pressing either the Ability 4 or Ability 5 keys, on a 4 ability hero.
- Added setting to draw hero icons as default in the minimap. Alt will show X's and O's.
BOTS
- Increased bot ability usage reaction time by about 50%.
- Fixed bug where bots would pick up or destroy teammates' items on the ground.
- Increased bot desire to defend their base.
- Fixed nasty bug that would often cause bots to idle in their current location when wanting to go defend.
- Bots now get an added desire to attack a hero that Bane has Gripped.
- Bots no longer random their heroes. They will now try to build a somewhat reasonable team comp based on hero role, stuns, and melee/ranged, and do so over the entire hero selection phase.
- Reworked bot lane selection logic. They should be smarter about which lanes they select, and who they pair with.
- Changed how human pings affect the bots' desires to push/defend. Should be more consistently powerful now.
- Bots in lanes with carries will try to avoid stealing their farm.
- Fixed a few cases where bots would oddly try to cast abilities at neutral creeps (such as when pushing or defending a lane).
VISUALS
-Improvements made to some of Shadow Demon's effects.
The last two new heroes they added. Lycan last week, Syllabear this week.
Also in regard to showing ping in game. Just opening console and typing "ping" will give you everyones ping in the game in the console for you see. Which personally find a lot better than the graph But obviously each to his own.
I apologize for my laziness people, but I have been pretty busy with school and still am. It's a big year for me. Unfortunately I cannot continue with the thread because I will not be able to be committed.
I am officially handing power of the thread over to vertris (although I think it was with him anyway). Thank you so much buddy for helping out and changing people's mind and with the organizing. I hope you can continue to succeed so my dream to get a sub-forum comes true!
Please give him some rep people, he deserves it! (on the OP)
Disconnectors are so annoying.
A guy comes n and rushes against a tower within like 2 minutes, gets first blooded and disconnects, his buddy soon follows.
Noticed theres a couple of people in the steam group but not in the channel on Dota 2. Would make things easier for in houses and what not.
Theres a little plus sign that will bring up a list of chat rooms and you can scroll down to find sc2sea. Alternatively if you have console enabled you can just open console and type "chat_join sc2sea"
Series of weekly top 10 videos similar to the IPL starcraft ones. Only thing is they dont really explain it so some of the newer people might not understand whats going on. But im sure if you are that curious myself or someone else will be able to explain it to you.
Most of the old Dota players will know the Australian team mCity. Some of the guys are back in Dota 2 under they name aL | Absolute Legends. They recently played in the Its Gosu Monthly Madness. Just wanted to point out that they played some pretty good games all through out and i think the vods are well worth the watch if you were interested in Dota 2.
Heres the link for the final but you can find all the other games in the archived videos.
Been practising DoTA 2 for a week now against AI since getting my key... currently it's my latest game to benchmark my new graphics card I just cramped in.
Steam ID: UDeepEX.
Always good to go at night after I return home from my Army Base.
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Paul Anthony Soh, , smileyfs
Core i7 2600k @ 4.4 GHz. 16 GB DDR3 RAM, GTX 780.
Website: http://youtube.com/MusicHaven2012 - Painfully below average gamer.
I've been learning how to play this game a bit recently. Only played a handful of games of the WC3 mod casually with friends, so I started terribly. I can't remember my steam id, but I'm in the sc2sea channel in dota 2 when I'm on so you can find me there.
Does the dota matchmaking system match you against better people as you improve? Cause I clicked the noob button when I joined, but my last few games (since I've just been sticking with dragon knight so i learn one hero well) I've been dominating pretty hard...
Hey Erasmus I was watching you play on sunday, ggs!
I think it works a lot like sc2, and it apparently starts to panick once ou hit the 50-50 ratio. There was a way to check your mmr, but it got removed. But there is a sort of indirect way to check it:
1)Goto watch games
2)Click on the recent games tab
3)filter button on the top right
4)type in your name, and select a skill level,
Based of the games you see there you can sort of deduce the level you are at right now.
I started out at noob level, and then moved up to mid.
But I think the matchmaking algorithm is still undergoing lots of changes, cause I got pushed back to low after a 7 game win streak in mid, after the new patch hit.
There have been a ton disconnects the last two days, every single game I played was 4v5/3v5. This is especially a problem on EU servers.
I'd like to apologize if I missed it. I used the search function and really found nothing.
So I've been wondering, why do we have a D3 subforum but not a DoTA 2? I mean cmon! Everyone loves DoTA! Seeing as it will be free and all, I'm truly looking forward to it and I was wondering how many of you are interested in it too.
If you do happen to make a subforum, I don't mind looking for all the valid information regarding the game and posting it here for you guys. Unless someone already has which in that case I'm extremely sorry. What do you guys think?
I guess it makes sense to make a sub forum for Dota 2. But then again this is a sc2 fan site and the diablo 3 sub forum doesn't get too much love anyway
I guess it makes sense to make a sub forum for Dota 2. But then again this is a sc2 fan site and the diablo 3 sub forum doesn't get too much love anyway
I kinda find it sort of shocking how unpopular DotA is outside of Malaysia. Over here around 2007-ish, DotA just exploded. I think it's almost safe to say that 9 out of 10 teenagers at that time had tried DotA once here in Malaysia, which is why I was sorta sure that it will get its own sub-forum the moment someone mentioned it here.
I kinda find it sort of shocking how unpopular DotA is outside of Malaysia. Over here around 2007-ish, DotA just exploded. I think it's almost safe to say that 9 out of 10 teenagers at that time had tried DotA once here in Malaysia, which is why I was sorta sure that it will get its own sub-forum the moment someone mentioned it here.
I second this. It's absolutely huge. FXOUnstable said it himself, Malaysia is so big on free online games. Dota especially. Not to be racist but all the races here play it. Which makes me a god in Malaysia just because I have a Dota 2 key. BUT NO ONE KNOWS ABOUT SC2, ain't that right Mazei?
Been playing as clockwerk the last few days, really fun hero!
Got a question: Are heroes who use invisibility just plain gimmicky? As in it works because your low level, but once you move up they stop performing well? Does rikki/clinkz see high level play? It seems obvious to buy some dust/gems or a ward and those heroes are pretty much done for.
I have seen rikki been picked up numerous times in top tier play but like you said, players just have to carry dust or an eye and be fine from ganking, after detection has been picked up then ricci has to be careful with ganking and initiating, but your team should already have a initiator so then ricci just becomes a right click hero with the right farm.
Personally I feel even though detection has been picked up, ricci isn't completely useless, assuming your smart with him
Well its like DTs, they're really affective at low levels, but start becoming less effective at higher levels, though still viable. Even if you have a gem or dust, they can strike where you are not, as well as still cause a lot of damage in team fights if fat.
What's a good hero to play for someone relatively new to dota.
I was playing mostly dragon knight (from my few games of wc3 mod dota being ranged agility heroes), but I figure trying to play carry is bad for a noob, so I tried out Omniknight for one game last night. By the end of that game I felt like I was -starting- to get a feel for when how to use the abilities better, healing to keep my gankers alive and trying to tank for them a bit (since I had heart and shiva's guard).
Is there a better support style strength hero I could be playing? Or should I keep trying to learn omniknight?
Just play whats fun yo, I remember reading carry was bad for beginners, but I only have fun with carry style characters/gankers though. I think that reasoning comes from the fact that carries are mostly weaker than the others in the early game, and quite a few noobs have a tendency to go rambo at towers within like 2 minutes into the game. And carries need to last hit a lot more than the others.
Just play whats fun yo, I remember reading carry was bad for beginners, but I only have fun with carry style characters/gankers though. I think that reasoning comes from the fact that carries are mostly weaker than the others in the early game, and quite a few noobs have a tendency to go rambo at towers within like 2 minutes into the game. And carries need to last hit a lot more than the others.
it's pretty funny when they rambo into me right at the start and i draw them into towers and use imba stun T_T. And I'm pretty shit, but I do end up with highest gold/min and exp/min in a lot of my noob games despite not usually having the best kill/death ratio.
I don't play because I don't have a key, but I watch a lot of Demon's and Dendi's streams, as well as Tonbi's and sometimes Purge's casts, but from what I've seen Tidehunter seems to be the best support at the moment. Nice and tanky with a massive aoe stun ult.
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[12:58 PM] Host-: also plz dont upload my ******* fb photos to the internet
it's pretty funny when they rambo into me right at the start and i draw them into towers and use imba stun T_T. And I'm pretty shit, but I do end up with highest gold/min and exp/min in a lot of my noob games despite not usually having the best kill/death ratio.
Though tidehunter is gonna suck if your team cant really stay alive long enough(saying this as I just lost a game as Tide).
As for beginning heroes, I started out with Drow who is a carry but I didn't find that out in the 5 years since I started DotA until some months ago when I finally decided to get better at this game. Honestly you can play any hero just fine if you practice it, even if its a carry, just means that you're playing a tough role from the start
I'd say pick a simple hero that to start with(I'd recommend Skeleton King though there could be other better options) to get a feel for the game, after which you can just play anyone to understand heroes and their abilities better, as well as play more to just know what some of the major items do.
And as usual, play the game for fun! Only recently have I started to just try out more and more heroes, something I wish I did way back. If you have friends who also play the game, play with them, the game only gets better with friends, unless your friends are the type that blames others for losing, even friends =(
In any case, hit me up if you just wanna get a teammate who you know wont bash/flame you for any mistakes you make as well as try to help you if you need some assistance with something, even though I'm a total noob myself =P
Been playing as clockwerk the last few days, really fun hero!
Got a question: Are heroes who use invisibility just plain gimmicky? As in it works because your low level, but once you move up they stop performing well? Does rikki/clinkz see high level play? It seems obvious to buy some dust/gems or a ward and those heroes are pretty much done for.
rikimaru scales extremely well into late game due to his +dmg per agi backstab passive and manta style images has this passive as well thus giving him a load of dps throughout the game. in the early game, he can scout ahead for ganks and initiate with smoke screen. when there is no detection, you can just play him like any other visible hero, stay back and let initiators start battles before blink striking in. smoke screen is also useful thoughout the game.
gondar plays similarly but unlike riki, he excels in burst rather than sustained dps with his windwalk and crit combo (after the passive change). he doesnt have something that could let him jump into a battle apart from windwalk and he is melee, so he needs to go close to the enemy team which is not possible with detection. his team usefulness lies in his ulti and taking out a enemy hero asap (ideally within 1 combo).
clinkz is just bad after all the nerfs and tweaks done to him since 2006.
^^^ Quite sad to hear cause I really liked playing clinkz.
Btw, how do you bm in dota as in like a manner nexus? I was thinking about buying 10 mules and flying them around the ancient as we took it down (manner mules!!), but there has to be better ways.
Playing all heroes is the best way to get good at the game. If you learn how the hero works, this also helps you to avoid them when playing against them, or setting up and nice combo.
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[12:58 PM] Host-: also plz dont upload my ******* fb photos to the internet
^^^ Quite sad to hear cause I really liked playing clinkz.
Btw, how do you bm in dota as in like a manner nexus? I was thinking about buying 10 mules and flying them around the ancient as we took it down (manner mules!!), but there has to be better ways.
The best is pubstomping with Ursa.
Went 24-0 with him, stupidly powerful once farmed
it really depends on the enemy team for ursa as a hero. if they have plenty of disables and stuns to throw at you then ursa wont be that effective anymore.
Been playing random for the last few matches really liking it. The extra cash really helps, because I am the one who buys the courier all the time. Well some heroes were not as fun, for example earth shaker, he just feels really really slow, even with boots on. Sand king on the other hand started out pretty badly, but towards the end he gets really fun.
I guess once you learn to not die, last hit/deny and courier(constantly spending your money), it makes playing unknown heroes a lot easier(but not good though ).
When I started out playing, I had no idea that you could buy individual parts to make stuff, and so I'd wait to get 1600 for oblivion, or 3900 for bkb lol, and wonder why I wasnt racking up exp/getting killed easily.
Edit: Oh I relloed lone druid once too. His play style is really weird, and you need to buy stuff for two people, was really confusing.
Last edited by Daboo; Sun, 8th-Apr-2012 at 2:42 PM.
So I'm playing with my friends more and more these days and I'm trying to stream those games so watch out for my stream if you just wanna see some scrubs trying to win games =P www.twitch.tv/mazei513
Also I'm trying out more and more heroes and have increased the number of heroes I can somewhat play from just Drow and Lina to a much better number. I really recommend anyone to just try out heroes once you get the hang of how the game goes. Really regret not trying out all these heroes when I was playing DotA 1 back then.
Thanks to a complete idiot on sunday night, I found out it's possible to attack towers before the battle begins, and even die to it. Why would anyone do that? lol. I guess they sent out a batch of new keys, and lots of people are jumping in without even knowing anytihing about the game.
Predictably, we lost that game, his stunning stats, were 0-20-0. Whats worse, the same guy comes back into your team again the next game (not the first time this type of thing has occured).
Wonder how it would be to play as an arranged team,
So, massive thanks to Daboo for gibing me a key. What a legend.
So far played 5 games, and have lost 5.... It's not like I'm a complete retard, I've played lots of HoN, and even some SC2 SotiS. So I know the general idea of how to play, it's just the range or abilities, and the abilities actually do.
First game I went Tidehunter. Bot lane, can't remember who I was with, or up against. All I remember is getting to 4-1-3 before I came into the top lanes Weaver. That weaver went 20-2-8, and I ended up being 4-7-8 at the end of the game.
Then I jungled Enigma. Was doing alright, occasionally getting pushed off from a double stack and pull, but I think we won top lane. But this time Antimage on bot lane got fed, and I ended up 1-10-5.
Next 2 games I go Lifestealer. First game, I got this ultra noob on my team that doesn't know what jungling is, so I have to go bot as we don't have suicidal lane solo. Once again, weaver gets fed on top, with Spirit Breaker kinda getting fed on bot. Was against a Spirit Breaker and Crystal Maiden, and my ally for reason refused to harrass, so SB got free farm and 1 kill on me. 2nd game as LS I was jungle, and helped the night stalker gank top heaps, but we still managed to lose due to a 0-15-4 VS.
And then finally I went Windrunner. That was a bad idea. I was a horrible windrunner. I'm fairly sure it was completely my fault that game that we lost.
What I'm sick of is players just sitting there auto attacking creep. It generally screws my timing for last hits, and they're pushing the lane.
Getting used to the crow after HoN is a bit weird. I press e to give me the items, and it gives it to the shop. :P Great thing about it though is it automatically heads back after giving you items. I've killed heaps of crows in HoN from just not being fast enough to not get us both killed.
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[12:58 PM] Host-: also plz dont upload my ******* fb photos to the internet
Hey guys, giving away 2 invites, just an account, no extra invites to give to your friends, though DotA 2 Dev Team is always kind and will give out invites to people. In any case, I'm not sure how to give out the invites to people, a small competition, random select?
@Ant:Just dont care. It's your game account, you play the way you want to. I normally turnoff all voice communication, it annoys me a lot. Especially when it's russians noobs raging.
Most of my experience has been pretty good though, except for the last few days, where matchmaking seems to have taken a nose dive. Also the sea server is really nice, when compared to eu.
I'll think of a contest I guess or maybe some of you have a suggestion? I don't wanna make it something so that people subscribe to my yt or twitch channel or something like that since that's just wrong to me.
People take this game too seriouslly :/. I always get BM-ed because I don't play the way they want me to or such.
I only BM when an ally is nearby, but doesn't help me fight 1 person, so then I die, then he comes in and gets the kill. Like, that has to be the most retarded way to play.
If you play like that, you deserve BM.
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[12:58 PM] Host-: also plz dont upload my ******* fb photos to the internet
I usually commit a lot in 1v1 fights (and I suck and I end up dying), and sometimes my teammates would rage on me for over committing. I mean does 220 gold make a big difference in late game? You could easily farm that off Ancient Minions. People rage on me too much when I die. :/.
Edit - I forgot to mention that the respawn time is also a negative factor as well but I don't think I makes a huge difference.
Last edited by Antel0pe; Wed, 11th-Apr-2012 at 7:23 PM.
Reason: Edit - I forgot to mention that the respawn time is also a negative factor as well but I don't think I makes a huge differenc
Well if you die but the team wins the team fight, then its fine, but if you die and nothing comes out of it, then it's kinda like just free exp and gold for the opponent.
I usually commit a lot in 1v1 fights (and I suck and I end up dying), and sometimes my teammates would rage on me for over committing. I mean does 220 gold make a big difference in late game? You could easily farm that off Ancient Minions. People rage on me too much when I die. :/.
obviously u dont know how the game works very well. 220 gold doesnt make a huge difference late game. but it does early game.
I usually commit a lot in 1v1 fights (and I suck and I end up dying), and sometimes my teammates would rage on me for over committing. I mean does 220 gold make a big difference in late game? You could easily farm that off Ancient Minions. People rage on me too much when I die. :/.
Edit - I forgot to mention that the respawn time is also a negative factor as well but I don't think I makes a huge difference.
When you die, you lose money, as well as giving money to your opponents. So it's a bigger difference then 200 gold. Plus while dead, you're not getting money or xp, so they are getting even further ahead.
Once game I died on lvl 3 to a lvl 3. By the time I got back to the lane he was lvl 5 and i was still 3.
I have been putting off using Anti-Mage and Storm Spirit, because I know they are OP. But after my 5 game losing streak, I gave SS a try, and managed to go 10-4. He was harder to use then I thought, but still not that difficult. Ult in, 1 auto attack, then oracles, 1 auto attack, w, 1 auto attack, q, 1 auto attack. And i forgot the name of that item that does damage, but that at the end if that wasn't enough.
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[12:58 PM] Host-: also plz dont upload my ******* fb photos to the internet
Storm spirit is fun to play! I never played anti mage though, seems pretty cool.
I randomed earthshaker, and he felt really slow, especially because I'm used to playing carry heroes. But once you get boots on him, he starts to feel really cool. And whats more, you feel so powerful all the time.
This game becomes insanely more fun when you have proper teams, as opposed to people going 4 carries and a support lol. The matchmaking seemed to have taken a nose dive last week, even though times were down to 1 minute to find a game the quality of game was just really bad (people choosing teams like the one mentioned above..a team with rikki clinkz,drow and ursa lol). But the last two days, times are back to 3 minutes for a game, but the games are fun so I'd take this anyday.
Edit: And magic wands are awesome! I used to think they were useless, but running back after a gank, they are so helpful because of the extra bit of health they give you while you run back to the tower. The number of times they've saved my life o.0
Last edited by Daboo; Thu, 12th-Apr-2012 at 10:25 AM.
I just play Zeus, Antimage . I try to stay away from strength heroes though. All i do for Zeus is w, auto attack a bit then finish off with W. If that doesn't kill them I usually finish with my ult. Or I just farm a lot and KS everyone with my ultimate
Im trying to play morphling atm, cause he seems really neat. He seems to have really exceptional mobility with waveform, and you can just hit d when running to suddenly go up to 3k hitpoints.
Annoying the one game I played it I laneshared with a windrunner who (with better speed, range and attack speed) decided they needed to last hit everything in sight, so no good form for my carry ><
I just play Zeus, Antimage . I try to stay away from strength heroes though. All i do for Zeus is w, auto attack a bit then finish off with W. If that doesn't kill them I usually finish with my ult. Or I just farm a lot and KS everyone with my ultimate
omg zeus is the ultimate KSer!! Especially like the ones that cruxiz is talking about!
Im trying to play morphling atm, cause he seems really neat. He seems to have really exceptional mobility with waveform, and you can just hit d when running to suddenly go up to 3k hitpoints.
Annoying the one game I played it I laneshared with a windrunner who (with better speed, range and attack speed) decided they needed to last hit everything in sight, so no good form for my carry ><
yeah that would be good, playing with pubs is pretty boring. morphling seems pretty good, i been just playing all different ones, mostly gankers.
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Previously known as ToREchoFive ToREchoFive.923
after playing quite a bit of dota 2. i wish that dota 2 had the same animation as dota 1 where everything was clear as hell. 1 good example is Earthshaker. u can tell when he echo slams in dota 1. this freaking huge wave of yellow light is so epic. the echo slam in dota 2 is. -.- i dont even know when ES casts his echo slam. The animation for epicentre is the same. Sandking used to have this green light at his tail signalling the casting of epi centre. Now he just spasms on the spot and the animation that comes out is -.-. It's really quite hard to tell when u're in a major gangbang and that 0.5s of actually looking at whether he's casting is the key to whether u're able to disable him before he casts. i also miss the distinctive sound of veno's shadow strike. now it's quite hard to tell if im hit or not as u dont have those green numbers popping out of your head. (but if im not wrong u still have some numbers popping out of your head.)
stuff i like about dota 2 is the quick buy system and the skill system where u're able to see the exact cooldowns of each skill. i also like the find match system. Garena is such a pain in the ass and laggy. and also dota 2 allows u to rejoin after u disconnect which is pretty dam good.
We should have a lot of people on now, and could probably support 2 more teams...if enough people are interested,a team league would be really cool. Also wouldnt have to play with/against idiots in pubs (especially NA TT).
Today Dreamhack presented their Dota 2 tournament Corsair Venegance Cup. The prize money for this during 2012 will be 400 000 SEK and will be casted by no other than Tobi "TobiWanKenobi" Dawson. The tournament will just as usual feature a free full HD stream and the first tournament will be held at Dreamhack Summer where 16 teams will battle it out, 8 of the will be invitations, 4 from a BYOC qualifier and 4 from an online qualifier.
I watch a few dota streams, (Dignitas.comewithme is quite fun to watch, and also, if there are people playing on my friends list). Never actually watched a tournament before. The last time it was on, I was waiting for the starcraft to start, this time I'm actually interested.
GAMEPLAY
- Enabled Random Draft mode!
- Enabled Lone Druid in Captain's Mode.
- Ancient Apparition: Fixed Ice Blast impact damage not hurting illusions.
- Ancient Apparition: Fixed Chilling Touch affecting Spirit Bear and Warlock's Golem.
- Axe: Fixed Culling Blade ending after death effects like Diabolic Edict and Epicenter.
- Bane: Fixed Nightmare putting Juggernaut to sleep while Omnislashing.
- Bane: Fixed Fiend's Grip doing one tick less damage than it should have.
- Batrider: Fixed Firefly destroying trees in a bigger aoe than intended.
- Batrider: Fixed Flamebreak hitting magic immune units (6.74b change).
- Bloodseeker: Fixed Rupture interaction with spells like Omnislash, Ball Lightning, etc.
- Faceless Void: Fixed Chronosphere not freezing invulnerable towers.
- Juggernaut: Fixed Omnislash considering ancients as valid targets.
- Juggernaut: Fixed Omnislash ending prematurely if a target becomes invulnerable.
- Lifestealer: Fixed being able to hide inside an enemy Spirit Bear/Golem with Infest (wasn't doing damage to it though)
- Lifestealer: Fixed Infest not removing buffs before jumping in.
- Lifestealer: Fixed Feast bonus damage type allowing it to critical strike.
- Lion: Fixed Mana Drain missing its last 1/4 tick.
- Lone Druid: Fixed Entangle not affecting magic immune units.
- Lone Druid: Fixed Entangle not interrupting channeling spells.
- Mirana: Fixed Moonlight Shadow not affecting allied units sometimes (Disrupted, Phase Shifted, etc).
- Morphling: Fixed Replicate being castable on Spirit Bear and Warlock Golem.
- Outworld Destroyer: Fixed Sanity's Eclipse mana drain logic.
- Puck: Fixed Ethereal Jaunt not dodging projectiles properly.
- Pudge: Reduced the delay before being able to issue orders after Meat Hook.
- Razor: Fixed some bugs with Unstable Current killing a target after its ability starts (like Omnislashing while dead).
- Razor: Fixed Plasma Field not giving aoe vision following Razor.
- Slardar: Fixed Slithereen Crush affecting couriers.
- Silencer: Fixed Global Silences affecting couriers abilities.
- Spectre: Fixed permanently losing the ability to block creeps after the first Spectral Dagger use.
- Spirit Breaker: Fixed being unable to target magic immune units with Netherstrike.
- Sven: Fixed Great Cleave working on denies.
- Tinker: Fixed March of the Machines spawn per second from 30 to 24.
- Tinker: Fixed March of the Machines movement speed from 500 to 400.
- Tinker: Fixed Heat Seeking Missle hitting Spirit Bear and Warlock's Golem.
- Tinker: Fixed March of the Machines killing couriers.
- Tiny: Fixed Aghanim tree doing too much damage to buildings.
- Tiny: Fixed Aghanim tree cleaving when attacking buildings.
- Vengeful Spirit: Fixed Vengeful Spirit's Wave of Terror affecting couriers.
- Viper: Fixed Viper Strike being an instant effect instead of a dodgeable projectile.
- Weaver: Fixed Weaver's Swarm getting one shotted by attack spells like Impetus and Arcane Orb.
- Weaver: Fixed bug where Swarm bugs would cause some heroes to spin when attacking them, or not be able to attack them at all.
- Windrunner: Fixed being able to Shackleshot onto Ancients/Roshan.
- Fixed units/wards being unable to attack animation cancel if they are unable to move.
- Fixed abilities going into cooldown if the target dies while paying manacost (ie. from Nether Ward).
- Fixed Alchemist's Unstable Concoction and Bounty Hunter's Track being castable on Spirit Bear/Golem.
- Fixed cleave damage not waking up Nightmared units.
- Fixed Mjollnir and Maelstrom having orb selection priorty when attacking buildings.
- Fixed Armlet lifedraining on Illusions.
- Fixed DisableHelp not working for Chen's Persuasion.
- Fixed Roshan not disabling Blink Dagger.
- Fixed Tranquil Boots going into a short cooldown whenever you took damage.
- Reordered Mekansm recipe list to have Headdress first.
- Fixed Pudge's Meat Hook and Mirana's Arrow not hitting Spirit Bear.
- Fixed Vampiric Aura showing buff on things it does not affect.
- Fixed neutral units being able to cast their spells while disabled/silenced when they aren't player controlled.
- Fixed Double Damage rune not granting a fake buff to nearby illusions.
- Fixed neutral Centaur attack speed aura increasing speed by percentages instead of constant amounts
- Fixed being unable to purge an offensive Decrepify
- Fixed Ethereal Blade interaction with Spirit Bear.
- Fixed a bug where if Nature's Prophet cast Sprout on Lycan in wolf form while he was running, Lycan could run through the trees and escape the sprout.
UI
- Illusions now fake display the same crit overhead values as the real hero.
- A global message is now displayed when you random a hero.
- There is now a 2 second cooldown on unpausing a paused game, to prevent two people trying to pause the game at the same time and accidently unpausing.
- Fixed being unable to Glyph while disabled.
- Fixed printing the wrong kill message when an illusion kills a tower
- Fixed spectator FOW keys broken.
- Fixed the courier failing to pick up an item from the stash resulting in the item teleporting to the hero's feet.
- Items that are dropped on the ground as a result of a full inventory will now always be usable in item combines, even if they cannot be dropped right next to a hero.
- While watching a replay, you can now click on the pips (Hero/Tower Kills) on the XP and Gold panels to jump to 5 seconds before that moment happens.
- Fixed team-only chat in games created via private lobbies.
BOTS
- Bots will no longer attempt to use a Tango when being attacked or when defending an ally.
- Adjusted some numbers to hopefully make it less likely for bots to try to TP out of a gank attempt when they were obviously going to die before it finished.
- Fixed bug where Zeus would killsteal when his target thought they were safe, even if they weren't.
- Cleaned up sellability of a bunch of bot items, should prevent cases where bots buy recipes for components they've previously sold.
- Added additional items in the builds for Sniper and Juggernaut, they should no longer run out of items to buy in long matches.
- Fixed bug where bots wouldn't realize that Antimage was a hard carry for lane selection purposes.
- Fixed bug where any players in spectate/broadcast slots would prevent bots from picking a hero.
- Bots will now wait to activate until all hero picking is completed.
- Fixed bug where the matchmaker wouldn't try to match bot difficulties when finding a Coop game.
- Fixed bug where bots might still pick up Aegis/Rapier immediately upon them dropping rather than waiting a couple seconds for humans to have a shot at them.
- Added generic attack desire bonus to any enemy hero that is currently stunned.
ive never played a moba game before, but when i tried lol a couple of times i really hated it. however i just played dota2 all weekend and really enjoyed it.
i have some friends telling me that lol is a more fun skill based and pvp based game, which sounds appealing. does anyone have any advice as to which is more enjoyable?
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Previously known as ToREchoFive ToREchoFive.923
DOTA2 is definitely more skill based than LOL. LOL removed the denying mechanic for no reason which removes a lot of the skill in the laneing phase, all the towers are much tougher (AKA easy mode in WC3 DOTA), the map is symmetrical (you can debate whether this is a good or bad thing but dota's is very Asymmetrical but still very balanced. Oh and dota looks much better :P
BTW, are there any low level SEA tournaments? And is anybody else having the lag issues I've been having?
PS. I've got 1 dota2 key to sell for $15 if anybody is interested.
theres a substantial amount of ppl in the sc2sea steam group playing dota 2 regularly but i dont see them on the sc2sea ingame chat room. we should start some inhouse league or something.
LoL is more casual. No denying creeps and towers. Trees just there to look pretty, with no use, A free ability to travel back to the fountain. A lot slower in game play. More about heroes and what lanes they'll be rather then a good team fight composition. No neutral stacking or pulling. High ground has no effect on line of sight. Baron gives the team a buff, rather then just 1 person with re-spawn.
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[12:58 PM] Host-: also plz dont upload my ******* fb photos to the internet
Hey people , i have installed dota 2 and i got this message everytime i try to get online :
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"Don't let anyone tell you that u can't do something." - Will Smith
"Never let yesterday use up to much of today." - Will Smith
I'm a Player ; Sometimes , sometimes , sometimes , just have fun !!
It's a game , it is made with the purpose to bring happiness to people !
Cheers
GAMEPLAY
- Enabled Brewmaster!
- Bane: Fixed Nightmare dispelling on self damage (e.g. Rot).
- Clockwerk: Fixed Hookshot target sometimes being able to move away while you are traveling.
- Clockwerk: Fixed aoe around Hookshot not reliably affecting the area.
- Earthshaker: Fixed cases where invulnerable units could get stuck inside Fissure.
- Juggernaut: Fixed Omnislash jumping to couriers.
- Lina: Fixed Dragon Slave's cast range being too short.
- Lone Druid: Added a visual effect at the Spirit Bear's old location when it's recast.
- Lone Druid: Fixed a bug when Spirit Bear would disassemble an item, causing it to have no owner.
- Nightstalker: Added duration buff for Darkness.
- Pudge: Fixed Dismember damage happening one second too late.
- Spirit Breaker: Fixed case where he could get stuck when using Nether Strike.
- Viper: Fixed Corrosive Skin affecting Serpent Wards.
- Fixed being able to deny yourself (while under poison) if you attack through the hero icon at the top.
- Fixed Linken Sphere proccing for secondary hits of Chain Lightning and Lightning Storm.
- Fixed Magic Immunity removing Poison Attack debuff.
- Fixed hero deaths not disjointing incoming projectiles (in the case of fast respawns/buyback).
- Fixed bug that was causing attack projectiles to be slightly out of sync with the server.
- Fixed units not always respecting the ability backswing time (without animation canceling), causing animations to sometimes end faster than normal.
UI
- Fixed creepstats not being visible to spectators.
VISUALS
- Updated Nevermore's Requiem of Souls.
- Added an effect for Nevermore's Necromastery.
DOTA 2 BOTS
- Bots will now use couriers.
- While there are any disconnected humans on the opposing team, bots will now select the most appropriate corresponding hero or heroes on their team to go back to the fountain to try to keep teams somewhat balanced.
- Bots will no longer forget about heroes they're trying to kill when they go invulnerable.
- Changed how bots think about attacking wards/minions, they should behave more reasonably now.
- When bots defend a tower, they should now be more aggressive about transitioning into attacking, rather than milling around behind the tower.
- Mid bots are now less likely to roam at early levels.
- Fixed bug that was causing Zeus to killsteal (too much) with his Ult.
- Earthshaker bot will no longer use Echo Slam to kill a lone hero unless that hero is a hard carry.
- Earthshaker bot will no longer use Echo Slam on a target that it thinks is about to die anyways.
- Windrunner bot will now buy Mekansm rather than Blademail.
- Fixed bug that could cause poorly-aimed fissures and powershots.
- Windrunner bot will now use Powershot when pushing/defending a lane, and sometimes to harass/last-hit while laning.
- Fixed bug where Kunkka bot would freeze when trying to kill a non-hero target.
- Fixed bug where Dire bots would respond to pings from spectators.
I was completely bamboozled, and didnt understand a thing...whats more, I had to solo lane at the top,against huskar and rikki. So I'm standing next to my tower and think what the how the crap do I play this guy, why doesnt my mana go down when I cast quas.
Kinda figured out how to play him as I went and stuck with tornado and meteor for most game, and then emp and tornado. But overall I think you need to memorize the spells a bit to play this guy so you can switch rapidly, should be enormous fun. Also made the mistake of not making aghanim scepter for some reason :/
Hope I random this guy a few more times, watching a pro play invoker should be very entertaining.
GAMEPLAY
- Enabled Brewmaster!
- Bane: Fixed Nightmare dispelling on self damage (e.g. Rot).
- Clockwerk: Fixed Hookshot target sometimes being able to move away while you are traveling.
- Clockwerk: Fixed aoe around Hookshot not reliably affecting the area.
- Earthshaker: Fixed cases where invulnerable units could get stuck inside Fissure.
- Juggernaut: Fixed Omnislash jumping to couriers.
- Lina: Fixed Dragon Slave's cast range being too short.
- Lone Druid: Added a visual effect at the Spirit Bear's old location when it's recast.
- Lone Druid: Fixed a bug when Spirit Bear would disassemble an item, causing it to have no owner.
- Nightstalker: Added duration buff for Darkness.
- Pudge: Fixed Dismember damage happening one second too late.
- Spirit Breaker: Fixed case where he could get stuck when using Nether Strike.
- Viper: Fixed Corrosive Skin affecting Serpent Wards.
- Fixed being able to deny yourself (while under poison) if you attack through the hero icon at the top.
- Fixed Linken Sphere proccing for secondary hits of Chain Lightning and Lightning Storm.
- Fixed Magic Immunity removing Poison Attack debuff.
- Fixed hero deaths not disjointing incoming projectiles (in the case of fast respawns/buyback).
- Fixed bug that was causing attack projectiles to be slightly out of sync with the server.
- Fixed units not always respecting the ability backswing time (without animation canceling), causing animations to sometimes end faster than normal.
UI
- Fixed creepstats not being visible to spectators.
VISUALS
- Updated Nevermore's Requiem of Souls.
- Added an effect for Nevermore's Necromastery.
DOTA 2 BOTS
- Bots will now use couriers.
- While there are any disconnected humans on the opposing team, bots will now select the most appropriate corresponding hero or heroes on their team to go back to the fountain to try to keep teams somewhat balanced.
- Bots will no longer forget about heroes they're trying to kill when they go invulnerable.
- Changed how bots think about attacking wards/minions, they should behave more reasonably now.
- When bots defend a tower, they should now be more aggressive about transitioning into attacking, rather than milling around behind the tower.
- Mid bots are now less likely to roam at early levels.
- Fixed bug that was causing Zeus to killsteal (too much) with his Ult.
- Earthshaker bot will no longer use Echo Slam to kill a lone hero unless that hero is a hard carry.
- Earthshaker bot will no longer use Echo Slam on a target that it thinks is about to die anyways.
- Windrunner bot will now buy Mekansm rather than Blademail.
- Fixed bug that could cause poorly-aimed fissures and powershots.
- Windrunner bot will now use Powershot when pushing/defending a lane, and sometimes to harass/last-hit while laning.
- Fixed bug where Kunkka bot would freeze when trying to kill a non-hero target.
- Fixed bug where Dire bots would respond to pings from spectators.
GAMEPLAY
- Enabled Brewmaster!
- Bane: Fixed Nightmare dispelling on self damage (e.g. Rot).
- Clockwerk: Fixed Hookshot target sometimes being able to move away while you are traveling.
- Clockwerk: Fixed aoe around Hookshot not reliably affecting the area.
- Earthshaker: Fixed cases where invulnerable units could get stuck inside Fissure.
- Juggernaut: Fixed Omnislash jumping to couriers.
- Lina: Fixed Dragon Slave's cast range being too short.
- Lone Druid: Added a visual effect at the Spirit Bear's old location when it's recast.
- Lone Druid: Fixed a bug when Spirit Bear would disassemble an item, causing it to have no owner.
- Nightstalker: Added duration buff for Darkness.
- Pudge: Fixed Dismember damage happening one second too late.
- Spirit Breaker: Fixed case where he could get stuck when using Nether Strike.
- Viper: Fixed Corrosive Skin affecting Serpent Wards.
- Fixed being able to deny yourself (while under poison) if you attack through the hero icon at the top.
- Fixed Linken Sphere proccing for secondary hits of Chain Lightning and Lightning Storm.
- Fixed Magic Immunity removing Poison Attack debuff.
- Fixed hero deaths not disjointing incoming projectiles (in the case of fast respawns/buyback).
- Fixed bug that was causing attack projectiles to be slightly out of sync with the server.
- Fixed units not always respecting the ability backswing time (without animation canceling), causing animations to sometimes end faster than normal.
UI
- Fixed creepstats not being visible to spectators.
VISUALS
- Updated Nevermore's Requiem of Souls.
- Added an effect for Nevermore's Necromastery.
DOTA 2 BOTS
- Bots will now use couriers.
- While there are any disconnected humans on the opposing team, bots will now select the most appropriate corresponding hero or heroes on their team to go back to the fountain to try to keep teams somewhat balanced.
- Bots will no longer forget about heroes they're trying to kill when they go invulnerable.
- Changed how bots think about attacking wards/minions, they should behave more reasonably now.
- When bots defend a tower, they should now be more aggressive about transitioning into attacking, rather than milling around behind the tower.
- Mid bots are now less likely to roam at early levels.
- Fixed bug that was causing Zeus to killsteal (too much) with his Ult.
- Earthshaker bot will no longer use Echo Slam to kill a lone hero unless that hero is a hard carry.
- Earthshaker bot will no longer use Echo Slam on a target that it thinks is about to die anyways.
- Windrunner bot will now buy Mekansm rather than Blademail.
- Fixed bug that could cause poorly-aimed fissures and powershots.
- Windrunner bot will now use Powershot when pushing/defending a lane, and sometimes to harass/last-hit while laning.
- Fixed bug where Kunkka bot would freeze when trying to kill a non-hero target.
- Fixed bug where Dire bots would respond to pings from spectators.
Most of the people who used to play Dota would remember Wodota. They have started doing dota 2 videos now as well. Heres the first two of their top 10.
Oh wodota is doing this too, A lot of people commenting on the dota cinema videos gave dota cinema hell over their selections, and constantly compared it to wodota.
Damn that chinese web site is s-l-o-w, loads up a bunch of stuff
There's the youtube link to those videos.
it will be free?!?! wow holy mamoly! i wanna play! and we will see how popular it gets before we think it deserves its own sub forum (or we can see how many of us actually play and determine it from that)
It won't be free, there are no unlockable in the Beta atm so no income will come in, they need to make money somehow especially since all the characters are unlocked straight away, items all availabe, and it will have to compete with League of Legends and Heroes of Newerth... so it will most likely be pay2play
Quote:
Originally Posted by cruxis
LoL is more casual. No denying creeps and towers. Trees just there to look pretty, with no use, A free ability to travel back to the fountain. A lot slower in game play. More about heroes and what lanes they'll be rather then a good team fight composition. No neutral stacking or pulling. High ground has no effect on line of sight. Baron gives the team a buff, rather then just 1 person with re-spawn.
Actually with the introduction of LoL to Korea, the Koreans are more popularising the team comp meta, to pick for teamfights only, that meta has been around for a while but the idea of counterpicking a lane champion, and winning your lane bascially carries onto late game where you can win from just winning your lane and last hitting well.
Last edited by Torniquet; Sun, 22nd-Apr-2012 at 3:33 PM.
It won't be free, there are no unlockable in the Beta atm so no income will come in, they need to make money somehow especially since all the characters are unlocked straight away, items all availabe, and it will have to compete with League of Legends and Heroes of Newerth... so it will most likely be pay2play.
I think it was established by a blog that unlockables were included even in the current client, but they're just not public. There was an orca whale skin for tide hunter, and a bunch of other stuff, like a forgiveness soul to get you out of the low priority queue.
They see china as a big market(and rightly so), and dota2 needs to be free else they'll just continue to play dota 1.
o.0 @no deny in lol, I thought that was a nice mechanic in dota, wonder why they didnt put that in.
I really hope they fix their match making, it seems so random at times, I get put into matches where people feed 10 times in 15 minutes, either on my side or the other side, it's just not fun. The times when the matches are well fought makes you feel so good, whether you win or loose.
Yeah LoL has no denying, which made for some farming extravaganza when I was playing. Alongside the fact that its more casual-player-friendly, there were more less skilled players who just auto-attack all the creeps. Wasn't really my type of game, but it has its own merits.
Though it pisses me off that LoL players make it seem as if LoL is supposed to be the only moba game to exist and every other game sucks/is copying LoL. That and some of the players don't even want to keep an open mind when trying out another moba game like HoN or Dota(1 or 2), they just play 1 game and right away bash the game as bad.
Is there a roadmap for what heroes they are adding? I want to try troll warlord again, as I found him fun when I used to play a few games of dota with friends...
Nothing official but you can usually get a decent idea from the hero textures and particles that are added in game throughout the patches. Like if you look at this post, you can see Luna, Undying, Treant and Phantom Lancer. With his guess being Phantom Lancer next patch due to the amount of files of his already belonging in the game.
I love when randoms in pub games call me an idiot when I play Tidehunter and they are some kind of gank (can't remember who) because I obviously suck when I have no kills (he's 4-5-2 or something, and i was 0-2-14).
I just love the fact I ticked noob when I started so I can't seem to escape idiots who seem to have no idea whatsoever about hero roles. I think I played a total of 1 pub game with some guy who was nice, and helped me learn about roles, and thus why I really should be getting blink dagger with tide.
GAMEPLAY
- Added Brewmaster to Captain's Mode
- Fixed non-hero units like Spirit Bear breaking smoke of deceit.
- Fixed Burning Spear counter being reset by BKB.
- Fixed illusions stealing Magic Stick/Wand charges from the owner.
- Fixed a new bug with Riki's Blink Strike causing it to not attack right away.
- Fixed True Form / Druid Form being cancelled and interruptable.
- Fixed attack FoW reveal to happen when an attack fires off, rather than when your animation starts.
- Fixed bug that would sometimes cause move commands or abilities to execute at odd times.
- Fixed bug where DotaTV director would stop directing in the last minutes of the game.
VISUALS
- Heroes will no longer lose their shadows.
- Item Icon have been redesigned
[We plan to continue update these over the next few weeks, please give us your thoughts in this forum]
AUDIO
-Some heroes will now call out to allies they encounter in the field during the early phases of a game.
UI
- Fixed control groups breaking in the case where a hero has unit sharing enabled and another hero tries to control group one of the summons.
- Fixed a case where casting an ability to control a unit (ie. Chen's Persuasion), then querying the unit before the ability fired would not end up with the unit in a selected state and the abilities would not be usable.
- Fixed damage done to player-controlled units not showing up in the combatlog
BOTS
- Bots can call out "top missing!" etc if an opponent goes away during the laning phase.
- Bots are now more likely to use the Side Shop. They will hold off purchasing items if they think they'll be able to get them from the Side Shop soon, and are more likely to actually walk there to pick them up.
- Bots no longer forget/ignore units that are reincarning.
- Bots will now use couriers that are holding their items, even if the courier is currently returning to base.
- Bots will only use couriers that are idle in base, so they shouldn't grab couriers as soon as they stop moving in, for example, the secret shop.
- When a bot dies, if it had a courier en route, it will send the courier back to base.
- Juggernaut is now more likely to use Omnisliash in teamfights, particularly when he thinks he can get all slashes on heroes.
- Bots will no longer purchase items during the hero pick phase of the game.
- Bots will no longer use any of their abilities on Passive difficulty.
- Made Windrunner bot slightly more likely to use Powershot when ganking, and less likely to use Windrun for non-panic retreats.
- Fixed bug that, under certain hero combinations, could cause lane selection to thrash.
- Improved the Team Roam behavior, they should no longer clump up and get stuck, and should deal with any creeps attacking them.
- Increased bot sensitivity to human pings for pushing and defending.
- Increased range at which a non-carry bot will defer last-hitting to a carry bot. Non-hard-carries will now also defer
Really enjoying Night Stalker, even though I lost both games with him last night.
First game I'm mid against pudge. At lvl 4 he gets a fluke of a hook and pulls me to his tower. I get back to my tower with 100 hp, and he's still chasing me with rot. So I swipe him once then keep running, and eventually the tower takes him out. I get to around 6-2-8 before the enemy has got enough momentum from my "allies" to start stomping. End up going 8-6-11.
2nd game I'm mid against AA. He keeps harassing me, which eventually got me fairly low on health. But he over extended a bit, and took 2 shots from my tower. I figured that was enough for me to take him out. He manages to get back to his tower, but he's so low that I decide to dive. Manage to get away from the tower 1 shot short of dying. But, of course, my team mates are a let down. Silencer ends the game 1-13-4, Anti-Mage is 4-6-9. I ended up going 9-4-8. Riki did a lot of ownage getting 17-8-3.
Also first game I went agahims, but then I realised having that vision isn't that helpful. If i were a better player and games went on longer, it probably would be good, but at my level, we basically get 1 luxury item when pushing their rax/the game. So 2nd game I went cuirass. That was a lot better, but I think I should do damage as on 1v1 I still have a bit a trouble.
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[12:58 PM] Host-: also plz dont upload my ******* fb photos to the internet
http://store.steampowered.com/news/7846
GAMEPLAY
- Added Brewmaster to Captain's Mode
- Fixed non-hero units like Spirit Bear breaking smoke of deceit.
- Fixed Burning Spear counter being reset by BKB.
- Fixed illusions stealing Magic Stick/Wand charges from the owner.
- Fixed a new bug with Riki's Blink Strike causing it to not attack right away.
- Fixed True Form / Druid Form being cancelled and interruptable.
- Fixed attack FoW reveal to happen when an attack fires off, rather than when your animation starts.
- Fixed bug that would sometimes cause move commands or abilities to execute at odd times.
- Fixed bug where DotaTV director would stop directing in the last minutes of the game.
- Fixed Vanguard's block chance being too low.
- Fixed Brewmaster's primal splits creating illusions from Wall of Replica.
- Fixed Brewmaster not receiving XP when split.
VISUALS
- Heroes will no longer lose their shadows.
- Item Icon have been redesigned
[We plan to continue update these over the next few weeks, please give us your thoughts in this forum (http://dev.dota2.com/forumdisplay.php?f=353)]
- New visual style for Lion.
- New Town Portal effect.
AUDIO
-Some heroes will now call out to allies they encounter in the field during the early phases of a game.
UI
- Fixed control groups breaking in the case where a hero has unit sharing enabled and another hero tries to control group one of the summons.
- Fixed a case where casting an ability to control a unit (ie. Chen's Persuasion), then querying the unit before the ability fired would not end up with the unit in a selected state and the abilities would not be usable.
- Fixed damage done to player-controlled units not showing up in the combatlog.
- Fixed attributes tooltip not showing the correct values for Spirit Bear (or other hero-like) units.
BOTS
- Bots can call out "top missing!" etc if an opponent goes away during the laning phase.
- Bots are now more likely to use the Side Shop. They will hold off purchasing items if they think they'll be able to get them from the Side Shop soon, and are more likely to actually walk there to pick them up.
- Bots no longer forget/ignore units that are reincarning.
- Bots will now use couriers that are holding their items, even if the courier is currently returning to base.
- Bots will only use couriers that are idle in base, so they shouldn't grab couriers as soon as they stop moving in, for example, the secret shop.
- When a bot dies, if it had a courier en route, it will send the courier back to base.
- Juggernaut is now more likely to use Omnisliash in teamfights, particularly when he thinks he can get all slashes on heroes.
- Bots will no longer purchase items during the hero pick phase of the game.
- Bots will no longer use any of their abilities on Passive difficulty.
- Made Windrunner bot slightly more likely to use Powershot when ganking, and less likely to use Windrun for non-panic retreats.
- Fixed bug that, under certain hero combinations, could cause lane selection to thrash.
- Improved the Team Roam behavior, they should no longer clump up and get stuck, and should deal with any creeps attacking them.
- Increased bot sensitivity to human pings for pushing and defending.
- Increased range at which a non-carry bot will defer last-hitting to a carry bot. Non-hard-carries will now also defer to hard carries.
Yeah it should be good. I hope the others see this thread. I wonder if it's possible to make announcements in the chatroom. That would be super useful.
I've always wondered, whats the point of showing you the level up icon, if you've levelled everything up, besides it blocks a bit of the playing area, but I remember once I pressed something and it disappeared.
Turns out, you can level up stats, which add 2 points to all your attributes. , and you can even do this before you max out skills depending on the hero.
No, I would press o to level up, but seeing nothing else come up,it would say everything was maxed. And by that point your always moving around doing stuff, so thought the level up flash was a bug, thought stats were the automatic points you get when you level up.
Well if the trend continues, the first attempt at an in-house had like, 4 people showing up? So we just played some MM, now we had 11 guys showing up for this one, so a conclusion I can make is that the next one will have at least 15 people =P
But yeah I think not many people knew about the in-house, and only few of us check the thread regularly,. So maybe just get the word out a bit somehow.
Last edited by Daboo; Sun, 29th-Apr-2012 at 12:02 AM.
If anyone has a spare key laying around, I would love to give it a go. Played DotA 1 a little and HoN until they trashed it!
Shout out to Cruxis for gifting me a key
Last edited by UHF; Mon, 30th-Apr-2012 at 2:13 PM.
I played DotA today with some awesome SC2 players! Played with xGKingiaguz, NvPinder, xGKingMaFia, and Kez! It was really fun playing with these guys. Really suggest ya'll to seek the TA TeamSpeak for a crapload of fun
Watch out epic DotA Game (the second one) where we made a huge comeback in a 1hr + game!
I'd love to team up too. The channel is kinda silent for most part. Except sometimes cruxis,cynaide, yongming and I leave message between games. Would be cool to team up and pwn pubs.
Guys how about saturday, the same time we played the in-house?
And ToR is kinda of spartaz's clan right? Is he okay with us using the name, or shall we just create a new one?
GAMEPLAY
- Added Phantom Lancer!
- Fixed being able to use ping to identify illusions.
- Fixed bug where we wouldn't always upgrade couriers in order of creation.
- Fixed potential dispel threshold being calculated after damage reduction rather than before (fixes stuff like Bloodrage not dispeling potions).
- Fixed being able to blink if you became rooted after you started casting.
- Fixed unit conversion spells (Enchant, Persuasion, etc) not removing existing debuffs properly.
- Fixed Searing Arrows not stacking with Eye of Skadi.
- Fixed Satyr firing Shockwave onto smoked/invisible heroes.
- When the courier returns items to the stash, items owned by the other team are now dropped on the ground.
- Fixed Spirit Bear teleporting far away from you with Return (causing it to get stuck in trees sometimes).
- Attacking units now follow their target and then resume attack orders after getting disarmed.
- Updated attack animation for Spectre, with more impact on the hit frame.
UI
- Tranquil Boots regen is now displayed on the HP bar.
- Clicking "No Courier" opens the shop with the courier item selected.
- As spectator, clicking courier button now queries the courier for the current query unit's team.
- Fixed creepstats drawing for all units when spectating.
- Fixed missing shared cooldown on the first use of an item.
- Extended the health bar above the stats area.
- Centered respawn label when showing death panel but not the buyback button.
- Fixed a case where the cooldown swipe on buffs was not initialized and rotated backwards continuously.
- Fixed top bar timer not initializing
- Selling back a limited stock item within the sellback time restocks the shop.
- Broadcasters can now draw lines in the world using Ctrl.
- Added two voice emotes.
BOTS
- Bots now use their defense mode desire to determine when to use Glyph, rather than having an independent calculation for it.
- Bots will no longer use items or abilities when they are individually disabled.
- Bots now switch out of "early game" when either team becomes powerful, rather than just when the opposing team does. This prevents situations where one team is roaming and pushing and the other team is still trying to lane.
- Fixed bug that would cause bots to clump at the center of map rather than roaming to gank a target.
- Fixed bug that would cause bots to run out of the fountain prematurely sometimes rather than healing up.
- Fixed bug in lane push desire that would cause bots to underestimate the danger of enemy heroes in the lane.
- Bots will now consider both buying their situational (TPs, dust, wards, etc) and non-situational items.
- Bots should now only buy TP scrolls when at the home base or side shops, and will want to buy a TP scroll if they don't have one in their inventory.
http://store.steampowered.com/news/7894
GAMEPLAY
- Added Phantom Lancer!
- Fixed being able to use ping to identify illusions.
- Fixed bug where we wouldn't always upgrade couriers in order of creation.
- Fixed potential dispel threshold being calculated after damage reduction rather than before (fixes stuff like Bloodrage not dispeling potions).
- Fixed being able to blink if you became rooted after you started casting.
- Fixed unit conversion spells (Enchant, Persuasion, etc) not removing existing debuffs properly.
- Fixed Searing Arrows not stacking with Eye of Skadi.
- Fixed Satyr firing Shockwave onto smoked/invisible heroes.
- When the courier returns items to the stash, items owned by the other team are now dropped on the ground.
- Fixed Spirit Bear teleporting far away from you with Return (causing it to get stuck in trees sometimes).
- Attacking units now follow their target and then resume attack orders after getting disarmed.
- Updated attack animation for Spectre, with more impact on hit frame.
UI
- Tranquil Boots regen is now displayed on the HP bar.
- Clicking "No Courier" opens the shop with the courier item selected.
- As spectator, clicking courier button now queries the courier for the current query unit's team.
- Fixed creepstats drawing for all units when spectating.
- Fixed missing shared cooldown on the first use of an item.
- Extended the health bar above the stats area.
- Centered respawn label when showing death panel but not the buyback button.
- Fixed a case where the cooldown swipe on buffs was not initialized and rotated backwards continuously.
- Fixed top bar timer not initializing
- Selling back a limited stock item within the sellback time restocks the shop.
- Broadcasters can now draw lines in the world.
BOTS
- Bots now use their defense mode desire to determine when to use Glyph, rather than having an independent calculation for it.
- Bots will no longer use items or abilities when they are individually disabled.
- Bots now switch out of "early game" when either team becomes powerful, rather than just when the opposing team does. This prevents situations where one team is roaming and pushing and the other team is still trying to lane
Although I'm not on my computer at home at the moment, just thought I'd mention that my game bugged out yesterday and gave me access to the backpack system that they will implement later.
It came up as a yellow-ish button between the Socialize and exit game buttons.
Decided to click on it to see what it was and turns out it was indeed the backpack. Most of the interface had broken / missing tooltips and it also gave me a hat, which was missing a proper name and model.
I'll post the screenshots up when I get home!
I actually want the game to look clean. Thee entire hats thing ruined tf2 for me, I just like it to look the way it was meant to look. As In when you see a donkey you know it's a courier. But if they have something like frog, then some alien creature etc, it just confuses me, and makes the game look like a mishmash of weird stuff.
Remember hearing about a mod that could prevent all the customizations from coming up for tf2, hope someone does something like that for dota.
Probably the worst top 10 DotaCinema has done so far. I like the bonus clip, reminds me of when I ran across the entire map as Drow Ranger, made it to the spawn and lived with about 2hp after the skull hit me.
That bonus clip was awesome. The number 1 was meh. Guess there's some competition between wodata and DC, given that it's still the beta and not too many people playing, the good stuff gets split up and we get a lot of fillers in both.
Keen to join a team. Main is mid Night Stalker, but can also play lion, void, pudge, Shadow Shaman, Dark Seer and Crystal. But really with practise i could learn almost any hero. I'm also not the best support.
And that time is because it's prime time in Europe. Which will get them more viewers then if it was at 2 am for them.
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[12:58 PM] Host-: also plz dont upload my ******* fb photos to the internet
Myself & 1 other (Carnifex) LF group of friendly cool cats that are keen to destroy nerds, if anyone is organising a team for that comp, PM me or something.
We're far from pro, but it'll be good fun. Open is open after all
GAMEPLAY
- Enabled Phantom Lancer in Captain's Mode.
- Fixed turn rates for the following heroes: Lifestealer, Alchemist, Clockwerk, Bounty Hunter, Dark Seer, Dazzle, Ancient Apparition, Brewmaster, Chen, Silencer, Lone Druid, Spectre and Spiritbreaker.
- Alchemist: Fixed Unstable Concoction self explosion still stunning you if you are invulnerable.
- Alchemist: Fixed night vision being too small.
- Alchemist: Fixed Unstable Concoction damage being too small.
- Bane: Fixed being unable to nightmare non-hero units.
- Batrider: Fixed Flamebreak to not trigger Sphere.
- Beastmaster: Fixed Aghanim's Primal Roar cast range being 50 too short.
- Beastmaster: Fixed base damage being slightly too low.
- Brewmaster: Fixed attack range being 138 instead of 128.
- Brewmaster: Fixed critical strike working against wards.
- Brewmaster: Fixed base HP regeneration (0.25->0.75).
- Brewmaster: Fixed Primal Split's Wind element being unable to Dispel Sandstorm.
- Clockwerk: Fixed Power Cogs bounty being too small.
- Clockwerk: Fixed Power Cogs knockback speed and distance being too small.
- Clockwerk: Fixed Rocket Flare reveal aoe.
- Clockwerk: Fixed Power Cogs having very small night vision.
- Crystal Maiden: Fixed Crystal Nova vision.
- Dark Seer: Fixed Vacuum tree aoe destruction being too big.
- Dragon Knight: Fixed very minor inaccuracy on Dragon Form attack range.
- Enigma: Fixed Eidolon split attack count incrementing on allied unit attacks.
- Invoker: Fixed Chaos Meteor burn damage being a little too low.
- Juggernaut: Fixed Omnislash selection aoe being slightly too big.
- Lifestealer: Fixed Feast working against wards.
- Lone Druid: Fixed base HP regeneration (0.25->0.5).
- Lone Druid: Fixed Spirit Bear getting trapped in Power Cogs and Sprout.
- Lone Druid: Fixed Entangling Roots working on wards.
- Lycan: Fixed Shapeshift speed boost disappearing from other units upon Lycan.
- Lycan: Fixed other controlled units not getting movement buff if created after Shapeshift was cast.
- Lycan: Fixed Shapeshift not healing for the amount of bonus HP he gains.
- Morphling: Fixed being able to heal under Ice Blast.
- Nevermore: Fixed Requiem of Souls travel distance being too small.
- Outworld Destroyer: Fixed arcane orb doing bonus damage to Warlock illusions.
- Puck: Fixed attack range.
- Puck: Fixed channel time on level 4 Phase Shift.
- Pugna: Fixed Life Drain range not improving with Aghanim's Scepter.
- Riki: Fixed Blink Strike not guaranteeing a backstab proc.
- Shadow Fiend: Fixed base HP regeneration (0.25->0.5).
- Slardar: Fixed Crush duration on creeps.
- Spiritbreaker: Fixed base HP regeneration (0.25->0.75).
- Spiritbreaker: Fixed base Intelligence.
- Warlock: Fixed Golem's Flaming Fists doing half damage in a bigger aoe.
- Fixed Force Staff cast range (600->800).
- Fixed Bloodstone charge loss from 30 to 33%.
- Fixed Shiva's Guard blast radius.
- Fixed Manta invulernability duration (0.23->0.1).
- Fixed Tranquil Boots broken movement speed being too low.
- Fixed Shiva's Guard not granting unobstructed vision during the cast phase.
- Fixed Satyr Hellcaller's Shockwave doing less damage than intended.
- Fixed Neutral Ursa Warrior Thunder Clap doing 20% slow instead of 25%.
- Fixed Ghost's frost attack missing 15 bonus damage.
- Fixed minor inaccuracy on dire range upgraded creeps bounty.
- Fixed Ogre Mauler having 3 extra armor.
- Fixed Spirit Bear bounty being too low.
- Fixed Greater Boar unit level.
- Fixed Healing Ward vision radius.
- Fixed Lycan Wolves giving too much XP.
- Fixed Freezing Field ground slow aoe being slightly off.
- Fixed Heaven's Halberd's disarm not being dispellable.
UI
- If no stats will be recorded for a match due to someone leaving too early the abandonment message will now reflects this.
- Added an option for simplified controls, where right clicking always moves, and left clicking performs all actions.
- Fixed hero-type units (like Brewmaster's splits) being able to purchase items directly into the Stash from the Secret Shop.
- Added free camera control for Spectators and Replays (dota_free_camera in the console).
- All events involving player-controlled units now show up in the combat log.
- Added new Director event for when Roshan spawns.
VISUALS
- Fixed smoke of deceit not making some heroes invisible (it was visual only).
- Added healing overhead messages to Dazzle and Omni
BOTS
- Fixed bug that would cause bots to clump at the center of map rather than roaming to gank a target.
- Fixed bug that would cause bots to run out of the fountain prematurely sometimes rather than healing up.
- Bots should now only buy TP scrolls when at the home base or side shops, and will want to buy a TP scroll if they don't have one in their inventory.
- Bots will now only buyback after the laning phase is done.
- Vengeful Spirit bot will now use Nether Swap to interrupt channels.
- Bots will now forget whether a hero is an illusions or not when they lose sight of it.
- Bots will now properly disable themselves for team-balance even if the opposing player disconnects before hero selection.
- Made bots doing something else more responsive to Push ping requests.
- Made bots more wary about trying to farm lanes with enemies potentially nearby.
- Made Razor a carry for now to help him get selected more.
- On Easy, bots will no longer use Force Staff, Orchid, or Phase Boots.
- On Easy, bots will no longer preferentially attack real heroes rather than illusions
- Reworked how Roshan desire is computed, it's now done on a per-team basis rather than per-hero.
- Fixed bug where bots wouldn't buy back once they'd run out of items to buy.
- Fixed bug where Earthshaker bot's desire to Enchant Totem would somtimes override his desire to Echo Slam.
- Fixed bug that would cause Tidehunter bot to occassionally use Ravage on just creeps.
- Bots that are healing in the fountain will no longer run out to meet their courier.
Last edited by Torniquet; Thu, 10th-May-2012 at 1:17 PM.
The one with the fed bloodseeker and sniper or the one with the underfarmed everything?
It was surprisingly close tower wise. Some people did some silly things when we were heaps far ahead which let the other team get a few towers, but when we decided to actually push it was pretty easy.
^^ happens a lot in pub games, team becomes so sure that they've won when they've taken out a bunch of towers, that they start to relax, they decide to serve themselves up one by one.
The opposing team then start to group together and play hit and run, and sometimes make a comeback when they get back to speed in money/exp. But all it takes for one big push to break them again.
Anyone else interested in joining our team? [Myself and Bash]
Either send a PM to me or Bash. We'll be entering the JoinDota Open when it comes around.
As you might have heard by now, DK and defending champions Na’Vi are the first teams to be invited to The International.
This year we are moving to Benaroya Hall, located here in beautiful sunny Seattle. It will be held during the last weekend of August, from the 31st to September 2nd.
For those that want to catch up on last year’s event, the archive is located here.
We will be releasing information on how to acquire tickets in the coming weeks. Stay tuned for details.
Blizzard said today it has reached an agreement with Valve regarding the trademark issue with DOTA.
According to the agreement, Valve will continue to use DOTA commercially, including DOTA 2, while Blizzard will preserve noncommercial use of DOTA for its community with regard to player-created maps for Warcraft III and StarCraft II.
"Both Blizzard and Valve recognize that, at the end of the day, players just want to be able to play the games they're looking forward to, so we're happy to come to an agreement that helps both of us stay focused on that," said Rob Pardo, executive vice president of game design at Blizzard Entertainment.
"As part of this agreement, we're going to be changing the name of Blizzard DOTA to Blizzard All-Stars, which ultimately better reflects the design of our game. We look forward to going into more detail on that at a later date."
Valve president Gabe Newell added: "We're pleased that we could come to an agreement with Blizzard without drawing things out in a way that would benefit no one. We both want to focus on the things our fans care about, creating and shipping great games for our communities."
According to the press release, the companies do not plan to discuss the terms of the agreement beyond today's announcement.
Kinda expected an amicable settlement, it's pretty much impossible to establish an "owner" of the dota name. Good to see stuff settled.
I expected AL to get invited. Every game I've seen of them they've won, and Tobi is always speaking highly of them (But then that could just be due to Australian Pride).
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[12:58 PM] Host-: also plz dont upload my ******* fb photos to the internet
They are really good and have been around Dota 1 and Dota 2 a long time. So not really a surprise. I hope Toby doesnt cast it. I used to like him but i just find him annoying now, he tends to go way to over the top. I think favourite casters would be the two from Its Gosu. Ayesee and Drayskl? Something like that.
I expected AL to get invited. Every game I've seen of them they've won, and Tobi is always speaking highly of them (But then that could just be due to Australian Pride).
I have an inside source for this and I've been told they have been invited but they haven't confirmed participation. I can double check with him when he gets online.
@asthYeah play with bots for a few games, and then hit up matchmaking. Even though the bots are quite good, playing with real people just felt a lot better. I started out with people who had no experience too, so there was no flaming etc,just choose the lowest skill rank.
Love LoL, but was brought into it by a friend and am a brand spanking noob to the genre as a whole and would love another place to share resources on DoTA 2. In the beta currently and over whelmed by my lack of knowledge from the first game.
Love LoL, but was brought into it by a friend and am a brand spanking noob to the genre as a whole and would love another place to share resources on DoTA 2. In the beta currently and over whelmed by my lack of knowledge from the first game.
No problem,it doesnt matter if u are in dota2 everyone just play together.so far i have not seen any bm or whatsoever.
Yeah not going to lie. Im far from happy when i get new people in my games. But thats not the worst because normally when i explain something i listen. The worst is when you get bad people who refuse to listen and just ruin the game for you.
Yeah not going to lie. Im far from happy when i get new people in my games. But thats not the worst because normally when i explain something i listen. The worst is when you get bad people who refuse to listen and just ruin the game for you.
I need to play with you more then. I need someone yelling at me when I'm being stupid and I'm stupid too often.
I rage all the time at feeders... well unless they are new at the game and WILLING TO LEARN... if they are noob as shit and think they are the bomb, I'm just going to rage at them whole game
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Drop hacks, gotta watch out for dem Drop hacks.
I started to play this weekend. Don't play very well but trying my best!
No prob man,just love to see more ppl for dota2 inhouse.
Skill is not an issue.
ps:i am not very good but can guide anyone though the basic of each hero if anyone wants.
just post hero name here.
Willing to coach anyone! Just add me on Steam and let me know if you'd like some help. [ID: Optionals]
It might help if you have a working microphone + Skype.
GAMEPLAY
- Added Treant Protector!
- Ancient Apparition: Fixed Ethereal and Guardian Angel blocking Ice Blast's shatter.
- Batrider: Fixed bug with refreshing old stacks of Napalm after upgrading the ability.
- Beastmaster: Fixed Inner Beast not affecting siege units.
- Chen: Fixed Holy Persuasion working on Spirit Bear.
- Dazzle: Fixed Shadow Wave not doing its damage around the aoe of the last target.
- Doom: Fixed Sphere working under Doom (Sphere will still block Doom).
- Drow: Fixed Trueshot Aura not affecting siege units.
- Lich: Fixed timing on Chain Frost ministun.
- Lone Druid: Fixed Entangle affecting wards.
- Lone Druid: Fixed Battle Cry not affecting other units he owns.
- Outworld Destroyer: Fixed Arcane Orb against wards.
- Puck: Fixed being able to cast Phase Shift while rooted.
- Pudge: Fixed Meat Hook interrupting channeling spells if the target is magic immune.
- Riki: Fixed being unable to cast for a brief moment after using Blink Strike.
- Spirit Breaker: Fixed Charge of Darkness not getting interrupted by ensnares.
- Fixed all heroes having 1 armor more than inteded.
- Fixed Medallion of Courage interaction with Magic Immune units.
- Fixed denying an allied Necronomicon unit causing Last Will to hurt you.
- Fixed dying to Neutrals ending your kill streak counter.
UI
- You can now ping runes to let your teammates know which type it is.
- Tranquil boots now update movement speed and armor on the HUD when broken.
- You can now click on player names in the waiting for players dialog to go to their Steam or Dota 2 profiles.
- For units with lifetime (wards, illusions), the XP bar is now used to show lifetime remaining.
VISUALS
- Added a new player-only aegis post-death effect.
- Fixed some spells not obeying the "no screen shake" setting.
- Added healing overhead messages for Mekansm, Chen, Lifestealer, Necrolyte, and Witch Doctor.
- Added bonus damage overhead message for Lifestealer's Feast.
- Gave Death Prophet's spirits a unique attack effect when hitting buildings.
SOUND
- Added additional dialog for Earthshaker, Pudge, Storm Spirit, Shadow Fiend, and Doombringer.
BOTS
- Bots on medium difficulty or below will no longer try to interrupt channels.
- When doing Rosh, bots will no longer wait for their optimal tank. Now they'll start attacking when more than one hero has arrived, and will use the best tank of the heroes present.
- Bots will no longer consider damage from passives as an indication that a human is intending to attack-to-kill.
- Fixed bug where bots wouldn't use the courier if all their stash was empty (even if they had items on the courier).
- Bots will be slightly more aggressive about using couriers that are carrying their items.
Oh so glad that Riki bug is fixed. I noticed it a few times, and it's really annoying.
Kinda cool on the new hero, but they still have to fix PL somehow. It's impossible to tell the real from the fake unless there's an aoe damage that gets all of them. Even then you'll probably just lose him again 3 seconds later. I don't see why gem/dust/sentry/tower doesn't show them as a different colour.
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[12:58 PM] Host-: also plz dont upload my ******* fb photos to the internet
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