Dota's skill ceiling comes a lot from all the unintentional "features", like lane pulling and creep camp stacking. QoL features are a slippery slope, like the pull timers for example. While I agree with some of this sentiment, I still dislike the disable bar as I think it adds unnecessary clutter to teamfights. Especially as you mentioned, players that aren't trying to stack stuns will just ignore it, and those that will try, could pretty easily learn most stun durations.
I think these kind of mechanics are also the main reason the player base prefers Dota over League actually; as it requires a lot of knowledge and complicated decision making, instead of being focused purely on mechanical ability. Obviously an over simplification, but I hope you can understand the idea at least. Yeah honestly that's a really good point, I think you could still click enemy's to see the stuns status, but for a hero like Tiny you probably wouldn't even have time for that.
I guess it's more the idea of unnecessary simplifying of mechanics that I have an issue with, like having "STUNNED" above the bar while also showing the animation. Well I still think the old stun animation should be enough to tell if someone has been hit by an arrow without having to also write STUNNED above them.
But you're right about the bar, I didn't fully think it through, and as another comment mentioned status effects make it near impossible to guess the duration these days.
Although personally I think these kind of things are what make the game more fun, imagining someone picking up a status effect item without enemy noticing and all of sudden they miss chain stuns they had been landing earlier.
Not really it just means u can focus on the game without needing to worry about information that should have been available from the surface level. Dota already has too many hidden mechanics and a higher learning ceiling anyways and is already more strategically complex than any moba.
Think people should focus on the other 10, things they could improve in their dota game instead of this one random thing. This change isn't the end of the world.
Yeah valve whiteknights are downvoting like hell, today the game look like more dota imba then an actual well balanced game not counting the ptw dota plus. About time. The most stupid thing in the game was alt-clicking a bunch of layouts after a Roshan kill.
I can one-up that. But muh skillcap, as these "mechanics" are incredibly hard to master and adds oh-so much to the game. Its not even a skill it is a habit that a lot of people dont have because other do it. I never managed to get that habit over the years that i know roshan respawn window in my guts. It's like the time when they added the stun timer to the game.
Should have been added a while ago. It is a qol indicator, gameplay is all the same, besides you cant lose your hero control like in war3 so it really didnt matter.
I dont have a problem with these timers being added, but there is no doubt that stun bars have made perfect chain stunning a lot easier. If you think there's nothing wrong with this and that it doesn't take away any interesting skill from the game, that's your opinion. But I am of the opinion that timing perfect chain stunning was a skill that could differentiate teams and players.
I always thought stun timer was implemented mainly because of status resistance being implemented. Since without it it would be way too frustrating to chain stun people. Before status resist it would be a legit skill to get a feel for how long each stun lasts. I agree. Now its pretty impossible to do that and as a result stuns overlap just soo much. That's lame, imo. Well I don't want to argue with any pros but i do like that there's a soft alternative to BKB and also a soft answer for BKB piercing disable.
I have developed a particular skill Whenever i hear roshan dying sound I immediately check time and add Fun fact it wasn't always random, so teams knew exactly when it would respawn and play around it. Tbh I always just type the death time in the chat But I never actually bothered knowing how long it takes to respawn.
Type it in all chat then proceed to throw the game starting a secret Chinese agent meme. Its called the EE special. I think they should take the timers off of stoves. Now please show the enemy's mana bar under their HP bar. And I'm sure I'm gonna' get downvoted to hell for this comment, with people whining about how it lowers the skill ceiling or some other bullshit.
Clicking the enemy to check their mana is just a stupid extra step that's completely unnecessary. If people want to check actual values, they could still click the hero, but the bar should be there. I don't think I'd like that, I don't mind the roshan timer, stack timer, and spawn box because those often changes from patch to patch and it's a pain in the ass to keep track of. Clicking an enemy to see their MP should be a habit you develop as you get better, just like clicking on enemy to see if their starting items or see if they just got a key item.
Why should I develop a habit to have to lose control of my hero in order to find important information? You seem to be missing my point. Having to click on the enemy to check their MP is an extraneous step that could easily be removed, without any real effect on gameplay, by just putting the enemy's mana bar under their health bar, like your allies' mana bar.
My point is that you shouldn't HAVE to click on an enemy to check their mana pool. Ah, yes, the good old slippery slope fallacy that I totally didn't expect and hasn't been run into the ground many times over. We're not talking about other things like that. We're JUST talking about mana visibility. Don't argue in bad faith. Also, I find it funny that you use level as an argument, when an enemy's level is actually displayed next to their health bar, easily visible when they're on the screen.
So, uh, thanks for supporting my point that greater visibility for publicly available information is a good thing? Now, back to the topic at hand: Do you have any counterpoint to my argument, other than fallacious arguments or "muh skill ceiling"?
Uh, okay, it's pretty hard to parse what you're saying there without correct punctuation or grammar. I will assume that English may not be your native language and make no judgments about that.
Let me be clear: The example you gave is a bad one. You talk about enemy level, but that IS something that is displayed next to the enemy's health bar. There is pretty much no reason to not also have the mana bar there, too. You mentioned the game announcing it in all chat, but that was not something that was ever mentioned or suggested. The only thing that I talked about was displaying the mana bar under the HP bar. Those two reasons are why your example is a bad one.
The only reason I have ever seen anyone give for not showing a mana bar is that it "lowers the skill ceiling", which I disagree with. The only hero it remotely influences is Anti-mage. Everyone else would benefit from it. Edit: When I say a bad argument, I am referring to its relevancy. It is not comparable to what I was talking about, and it's not "the same". I was just commenting that, if I was misinterpreting what you were saying, that that was a reason why. I should have been clearer with that, and I apologize on that point.
Again, you're bringing up other things that aren't the same. Roshan has a random timer well, in a range , so that's not the same thing. You keep throwing out these examples that aren't the same, and that's why I said you were arguing in bad faith. If your inventory is full of items, then you can sell cheese for gold.
However, it is highly recommended, not to sell the cheese — before you do that share it with your teammates! Refresher Orb is an epic game-changing item in Dota 2. And Refresher Shard also resets all the cooldown of your hero instantly. It has the same effect as Refresher Orb, but it is a one-time consumable item.
Refresher Shard is a consumable, shareable, dropable, and sellable item. Its concept is the same as cheese, you can also sell it. Before patch 7. Since Patch 7. Now, only one item drops at a time either its a Refresher Shard or a consumable Aghinam Scepter. Aghinam Scepter enhances the abilities of the hero that picks it. Any Dota 2 hero can use it, and the best part is that it does not occupy any space in the inventory. It helps Roshan to block one targeted spell every 15 seconds. Bash is also a passive ability of Roshan — it stuns the hero that is hitting Roshan.
Each Bash applies extra 50 damage to the hero. Slam is also a Passive ability of Roshan — it is a magical attack. In this attack, Roshan hits the ground, damaging and slowing all nearby enemies. The vision blocker affects units and spells alike, so if a spell grants ground vision, its center has to be within the pit to see into it. However, the vision blocker does not affect units or spells with flying vision : they can see through it normally in both directions.
Observer Wards and Sentry Wards cannot be placed inside the pit. However, Sentry Wards placed outside of it, and their True Sight area overlapping with the pit will function normally. All other ward -type units can be placed inside it as usual. Iron Branches cannot be planted within the pit either, so it is not possible to easily block the entry off, or to create additional fog inside the pit. Mischief has a unique behavior when used inside the pit, transforming the caster into Aegis , Cheese , or into Refresher Shard , based on how often Roshan respawned.
All other spells and items function normally inside the pit. Couriers have no vision when they are inside Roshan's pit. Along with that, a screen message appears, announcing its death and which team killed it.
When Roshan is slain, he respawns after a random time between 8—11 minutes. Unlike with other neutral creeps , the respawn cannot be prevented by any means. The players do not get any indicator for when exactly he respawns, but spectators and casters can see a clock at Roshan's spawn point, showing the exact time left for the respawn not until 5 minutes after Roshan was slain.
Besides a big gold and experience reward, Roshan also drops several powerful consumable items on his death. These items can be picked up by any hero and are not limited to the player or team that has slain Roshan. Aegis of the Immortal : Drops on each of Roshan's deaths. Roshan reclaims this item once he respawns, no matter where it is. Cannot be dropped once picked up. Cannot be sold. Picking up or denying this item displays an announncement for both teams.
Has the Reincarnation ability. Cheese : Drops on Roshan's third death and onwards. Fully sharable with allies. Can be sold for by the first player that picked it up. Has the Fondue ability. Aghanim's Shard - Roshan : Drops on Roshan's second and only second death. Functions like the store-bought Aghanim's Shard , however, it must be manually consumed. Drops normally on his fourth death and onwards.
Functions like the store-bought Aghanim's Blessing , however, it must be manually consumed. Has the Reset Cooldowns ability. Roshan is an ancient creep , so that all ancient creep interactions apply, unless stated otherwise here.
Roshan has no mana either, making him automatically immune to anything that works with mana, or null the effects of spells which are based on mana e. Mana Void only stuns him. Furthermore, several spells have a unique behavior towards Roshan, treating him specifically different than any other unit.
These spells cannot affect Roshan specifically, regardless of the ancient unit tag he has meaning, even if he was not an ancient creep, these spells still would not affect him. Forced movement and teleport spells react differently to forced movement immunity. All not-listed forced movement or teleport spells cannot affect Roshan due to his status. No discussion, sharing or referencing illegal software such as hacks, keygen, cracks and pirated software.
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