Just tried it, one item.
Clockwerk's really fun in diretide. His ulti can damned near get him from bucket to bucket and cogs are just flat out amazing at stalling raids or buying time for teammates to get away with candy. 8 freaking seconds on something that blocks off an entire ramp... mmm.
The changes to candy denying makes laning a little bit better but mostly I usually see 2-3 people at mid/hanging near the bucket and maybe a couple people soloing lanes for a minute or two to get some fast XP.
Respawn times need to be reduced at high level, imo. I've lost so many games where we were ahead for the entire game, are 90-50 at around 3 minutes left, but they went a full team of hard carries and with their super gold generation just rampage through our team. When we're all dead for 70 seconds they can easily swing the game and win by 20 in those two minutes.
So basically, don't worry about playing the actual game. Just farm up on carries and do the whole 20 minutes in one two minute bucket smashing spree.
Honestly, Diretide is relatively well-balanced for something that probably took them like a week to throw together and probably wasn't even looked at by a "balance team." The only things I don't like about it is that it tends to discourage teamwork and MMR seems to be at least loosened. I don't think I've ever seen a balanced, even Diretide game - it's always one team curbstomping the other.
If you can't finish a game under 30 min or so where enemy team is full with hard carries, then you deserve to lose. That happened to me as well. That's the curse of pubs where they can not understand what their hero set up is capable of in certain spans during game. Also respawn times are okay. If you make a mistake at after min 40 or so, the results should be brutal.
Diretide us a fun-map its not competitive. I don't think balancing is occupied their minds even for 1 sec when they were designing. The games like dota are almost impossible to balance(literally). I think there is a certain mathematical method where it gives you the percentage of balance and in theory a balanced game assumes the effective difference between sides(two teams in this case) is ~ %1. What I'm trying to say its pretty hard to achieve and DotA is balance enough because people are working on it like 10 years or whatever yet balancing a new mode(it's not even a persistent mode) is far from happening.
I hope they make new fun modes but only care 5vs5 when it comes to balancing. If people want balanced games they can go play good old 5vs5.
Last edited by Kuntantee; 2012-11-03 at 10:49 AM.
Getting really tired of pub players lol, the selfish mentality gets to me, nobody wants to win, merely be top of the scoreboard.
In fact, would rather they remove individual kills altogether until the end for viewing, and just have team kills, to perhaps give some incentive to them not to just go for individual kills.
Anyone know any good communities to get into to find some good people and good teams?
Removing individual scoring until the end of the game might actually be a really good idea for pubs.
I don't see how hiding scores fixes anything. People will still see streaks, and individuals will still know how many kills and deaths they have. People like me will still know everyone's score because that's just stuff I remember regardless.
Meh, that kind of talk never bothered me. Played a game yesterday where our bottom lane just flat out left and went mid (Both of them) at around ~6 minutes and let PL get both towers by himself as well as free farm. 16 minute radiance was game over and of course they all blamed me when I was top lane. I even went bot to try to gank him when he was soloing our tier 2 tower and no one came to help. That right there is the real problem with the DotA community. People think they can play however they want and it's always someone else's fault.
What they should do instead is have a giant banner at the top of the home page that says "There are currently X players in the world better than you" (based on MMR of course) so that every time you log in you get a dose of shut the f*** up humble pie.
Last edited by Lysah; 2012-11-05 at 03:15 PM.
Crystal Maiden needs some help, it's really obvious now that Jakiro's Ice Path is so good. Her first two skills are good, damage is a little low on both but nova has a huge range and frostbite has a lot of uptime. Her aura... I dunno, I want to like it, but it just seems like stats are better in most cases, even with double the effect for herself. Her ultimate is actually really good now, but it's entirely too RNG-reliant... nothing sucks more than to watch some guy skate out on 100 HP because the RNG god decided not to drop some shards on their path. Needs to be more consistent somehow, especially for how much mana it costs.
Can't wait to get into beta; my friends have grown me tired of HoN and LoL and I want to go back to some good ol Tidehunter play.