I'd say Dota2 issues are very similar to what was in WoW, both in PVE and PVP.
The moment melee heroes have enough mobility due to ability to OUTRUN or outinnitiate range heroes, the range heroes will fall down in pick popularity.
Take a troll as example, having base run speed in melee form at about 460+ while most range heroes are at most 350 - this is huge.
If you ever wondered what does the number stands for, merlini explained it nicely on YT. For every unit, you move for that unit distance in 1 sec.
That basicly means that troll needs at most 2-3 sec to catch a slower hero. Add to that any disables, slows and you are pretty much screwed, becouse range heroes have only the edge if they can stay at range. The same is true for e.x jugg , his ulti cast range nerf didnt do almost anything. Why? That hero is to fu*** fast, not to mention the bug when if the other hero is running away, the actual cast range is still ~800...
Above also is an issue for range heroes when a melee hero outrun them, becouse they CANT do any dmg or it take opposing hero 1 sec to get out of their range. Orb walking is not enough in this case.
Regardless of blink dagger, either they rethink run speed model per hero (especially troll/jug), adjust items accordingly aswell, I see the problems not gonna get better anytime soon.
Other thing is hero attack range. Look how good is sniper and Lina. They have 200+ attack range atm than most range heroes.
It is very complex, and needs very sophisticated thinkin and work around. Lets see how icefraud work it out.
Here is jugg Omnislash bug http://gfycat.com/OptimisticCraftyAztecant
- Regardless where the issue lies, network, engine, it is still F****
http://www.reddit.com/r/DotA2/commen...sh_range_nerf/
Similar issue https://gfycat.com/HandyFluidGalah
It still amaze me, how Valve is behind on network mechanics. It is all the same since Counter-strike ... Basicly ~20 years of the same network mechanism/engine...