Showing posts with label dota-2. Show all posts
Showing posts with label dota-2. Show all posts

Saturday, May 26, 2012

How to check Win/Loss for each hero in Dota 2?

Question

Before one of the last patches it was possible but after the introduction of "Performance Index" I don't see anymore the possibility to check the number of Wins and Losses for each hero.

Only 3 most played heroes are shown.

Most player heroes

How to see W/L of all heroes, maybe using some console commands?

Asked by Drake

Answer

As of now (29/04/2012), you can't. There is an external service who provides it, though.

It's this website: http://stats.dota2.be/. You have to create an account associated with your Steam account, so people won't be able to see others' individual stats. It seems they get their information from data mining every match played.

I'm not affiliated in any way with them, so I can't comment about security or anything. However, linking your Steam account is safe, as it uses the Steam API. In any case, I would recommend using a different password for this site.

Answered by Thiago Silveira

Tuesday, May 8, 2012

How do I slow down the creep wave in Dota 2?

Question

I watch higher level games, and I see heroes slow down the creep wave to place it more on their side of the map. When I try it, I can't get the creeps to get caught on my hero. What am I missing here?

Asked by challen

Answer

When you stand in front of a creep he will try to pas on your left/right side you need to constantly move slightly left/right so you restore them on the main path and without scattering them so they can block themselves(rest of the group behind them).

Blocking gets easier with larger heroes(pudge,lucifer...) since you have to maneuver less,and if hero is slower you will less likely move too far on the sides which could make the creep pass by you and ruin the block.

Pulling you can attack the neutral creeps(side lanes) and lead them close to your creeps on lane making them fight behind your tower and delaying the creeps progress.

Hero Skills (this is prohibited by some tournament rules)

  • Earthshaker can use "fissure" on certain places and completely block the creeps from progressing(for the duration).

  • Furion can use "sprout" to trap the creeps(if you manage to group them enough).

Videos

Answered by Arremer

Thursday, May 3, 2012

Where are my custom Dota 2 item builds saved?

Question

I did a custom build for Pudge and I want to backup it so i can try out this custom build manager :D2RIC_1.3.3

I only found the default ones in C:\Program Files (x86)\Steam\SteamApps\common\dota 2 beta\dota\itembuilds and its subfolder.

So does anyone know the exact path?

Asked by Wandang

Answer

Apparently it is stored in the steamcloud

\Steam\userdata\XXX\570\remote\itembuilds

Answered by Wandang

Wednesday, May 2, 2012

Does Skeleton King's Reincarnation count as an actual death?

Question

Skeleton King's ultimate ability, Reincarnation, is triggered upon death if you have the right amount of mana. Does this count as an actual death, in that it yields experience and gold to the slayer(s), or is just the "definitive" death that counts? Also regarding the Divine Rapier, is it dropped only upon the actual death?

Asked by Kappei

Answer

It won't count as a death/kill and you will retain all "droppable" items same as you would by holding Aegis of the Immortal. Note that reincarnation won't trigger unless you have 140 mana, and that it triggers before Aegis of the Immortal if both are active.

Answered by Arremer

What's an initiator? [closed]

Question

Possible Duplicate:
What are the playstyles of the different roles?

I've just started to play Dota 2, and I'm still struggling to understand the terms used in game.
I think I can make a good guess at what is an initiator(a hero that starts a fight), but what are the characteristics of an initiator?

Asked by Kappei

Answer

You are right, an initiator is someone who starts a fight in the team.

Generally, the abilities that allow them to take this role would be stuns and crowd control abilities, and also abilities, that mess with the opposing teams positioning.

Some good examples of initiating heroes/abilities would be:

  • Earthshaker - Fissure: Block the opposing team from running away, or potentially split melee heroes.
  • Tidehunter - Ravage: Stuns a very large area.
  • Puck - Dream Coil: Mini stun + damage for a decent radius, heroes that attempt to run are damaged and stunned again.
  • Warlock - Chaotic Offering: Stuns everyone near the summoned demon, who does damage to anyone standing near it while it's alive.
  • Venomancer - Poison Nova: High damage DoT and slow to all nearby units. 1200 damage at level three (without Aghanim's Scepter).
Answered by Dracs

What makes a good mid-lane hero?

Question

Reading various guides and doing my first multiplayer bot games, I've seen that there are champions more suited to mid-laning(usually solo).
What characteristics should have a good mid-laner?
Is their role relevant?(carry, tank...)
Is it better to do the mid lane solo or is it just an option?

Asked by Kappei

Answer

First of all we need to see the advantages of going mid-lane solo:

  • Faster xp gain
  • Easy to gank either top or bottom lane
  • Easy to get the runes(+bottle efficiency)
  • Better lane protection(this means the enemy doesn't really have so much space to chase you on lane as they would have top/bottom so it's harder to be killed.)

It is good to go solo mostly because of the faster xp gain which is a huge factor.

Considering the facts listed above, we can follow-up with the 2 following reasons to go mid-lane.

  1. You are a carry hero. Being a carry hero requires fast leveling/farming and the mid lane offers this to any decent player. If you can't farm that well, still you will level faster anyway. Now, 80% of cases are in the first category. This means you need a carry oriented hero which preferably can also farm/deny. This means most will be ranged, but there are some good melee heroes too. In what follows I will give some examples of some good range/melee heroes for mid:

    • Riki this is my personal choice, but, if you are a begginer do not take this as it is a little hard to manage. Well, riki is one of the best carries in the game due to high damage and smoke screen which is just imba. You will have dificulties in farming especially if you are against ranged heroes. Early smoke will help a lot. Blink/smoke farm will get you easily to lvl 6. Then go gank or keep farming like a boss if opponent is noob and doesn't have wards by now.
    • Nevermore this is a great carry, one of the easyest farmers there are in the game, good ulti with dagger or lothar's , good harass. This will definetely be in the top choices for mid heroes.
    • Bloodseeker Passive for regen from creeps is just great. With axe for 32% damage vs creeps you will never need to go fountain for regen probably. When you hit 6 you can easily gank.
  2. You have a good ganker hero. This means you have for instance pudge or mirana which after fastly achieving level 5-6 can go fast top/bottom for gank and get kill 100% sure if they get hook/arrow. Also, take Tiny for example. Getting fast lvl 7-8 when all the other players are level 5 will get you easiest kill ever with avalanche/toss combo. Bane elemental falls easily in this category with level 6. Lion due to ultimate ofc, but arguably better as support/roamer. Tinker just omg so much burst damage at level 7-8. Leveling him fast will be a good idea as he can easily get some early game kills.

  3. You are a good harraser. This means you can really slow down the enemy's mid hero leveling/farming. Most of the time you won't see this happening but I've seen this in some games.

Well this doesn't cover all heroes but hopefully will get you a good idea to start with.

Answered by Fofole

What's the difference between a carry and a half-carry?

Question

I understand what a carry does(being carried at first, then carry its team to victory).
What I don't understand is what a half-carry (or semy-carry) does. What are the main differences between the two?

Asked by Kappei

Answer

Half-Carries or Semi-Carries are heroes that have the potential to carry the team in mid and lategame but will lose most likely to any "hard" carry.

The difference is the fact that a semi-carry has a better early game (escape mechanism, better farming tools, more teamfight potential for mid-game and overall more flexible[movement and items]) resulting in a much faster scale to late-game.

Examples of semi-carries are:

  • Mirana (she can dish out a ton of damage but can also gank, solo, farm with spells, etc)
  • Queen of Pain (aoe spells to spam and farm, ganking , solo) simply carries the team till late [when magic dmg isnt relevant anymore] and then pass the role to the real (hard) carry.

compared to hard-carries:

  • Faceless Void (needs a babysitter, has no teamfigh tpotential till he has his core items, no aoespells to farm creeps)
  • Spectre (same as void)
Answered by Wandang

Friday, April 27, 2012

Is possible to change the UI and icons like they were before the last patch?

Question

It's possible to use the user-interface and the icons that I was used to. Or do I need to wait until Valve implements the new customization tool?

Asked by enche

Answer

It is not possible.

You have to wait, but there are no official sources that states you'll have the possibility to change icons. It is also not clear how much customizable will be the HUD.

If you have suggestions or critiques I invite you to post them to Devs Forum.

Answered by Drake

Is there “optimized” screen aspect ratio in Dota 2?

Question

In StarCraft 2 the aspect ratio of 16:9 gives a noticeable advantage over 16:10 because the visibility is always 'fixed' between the top and bottom frame of the screen. Therefore the wider the screen is, the more visibility the player has (and more units fit on the screen).

Does similar limitation exists in Dota 2?
1. How exactly does aspect ratio affect the visibility?
2. Also, does the screen resolution affect the visibility or max camera distance?

Asked by ClarityForce

Answer

Here are 2 Screenshots, one made in 16:10 and one made in 16:9.

16:9 has a slight advantage in visibility. I was unable to see a difference in max possible zoom distance.

1600x900

1680x1050

Answered by scorcher24

Thursday, April 26, 2012

What are some good heroes for a beginner?

Question

I've played a bit of LOL here and there but not a lot, never any HoN or dota and was wondering if people could recommend any champions for my first few dota2 games.

Its hard to set in step in to a game with so many options.

If it helps, on LoL I often play as Caitlyn, Cho'Gath, Karthus, Ryze or Tristana.

also, if people want to comment any tips that have for the change over they would be more then welcome.

Asked by TrewTzu

Answer

To start off, I suggest taking a look at this user made list that ranks each and every Dota hero by "difficulty" to play, based on six main areas of Dota "knowledge":

  1. Hero/Item Knowledge
  2. Map Awareness
  3. Positioning/Reflex
  4. Farm/Last-hitting
  5. Micro Management
  6. Survival Priority

I would say that this list is a nice guide to reference if you are looking for heroes to play based on your various areas of familiarity with the game (for example, you can sort heroes by their map awareness rating if you think you aren't very good at it).

In general, heroes with an escape mechanism, a stun or disable of some sort, and aren't very farm dependent make for the easiest heroes to pick up and play in my opinion. These heroes tend to usually be Intelligence heroes and often play a support role, although there are some exceptions.

Some examples:

  • Venomancer Dota 2 Venomancer: An Agility support hero that has a multitude of skills that damage and/or slow enemy units. Venomancer's wards can allow you to push/farm a lane pretty safely, and his passive slow and gale can be used to gank enemy heroes pretty effectively. Venomancer is not very farm dependent, and his ultimate can do devastating damage to enemy heroes. Make sure to safe his Poison Nova ultimate for team fights, or at times where you can hit multiple enemy heroes at once (and have someone to help you take them down). Like the other heroes mentioned below, he has poor HP and mobility.

  • Vengeful Spirit Dota 2 Vengeful Spirit: An Agility support hero with a decently ranged and damaging stun, a low cost armor reducing "wave" spell, a damage aura, and a situational ultimate that swaps the position of you and your target. In team battles or during ganks, you should be focusing on stunning an enemy and reducing their armor with your wave. Her "Swap" skill should be used to initiate ganks, or to pre-empt a team fight by taking out one of the enemy heroes to give you an advantage. Since Swap can potentially put you in danger, however, you need to be careful when to use it. You can also use Swap on an allied hero to save them, although you may end up sacrificing yourself as a result. VS's weaknesses are low HP, mobility, and a low mana pool, although getting Mana boots on her can solve that issue.

  • Crystal Maiden Dota 2 Crystal Maiden: She has a stun, a slowing nuke, and an aura that gives global mana regen to you and all heroes. A very useful hero that can support and set up ganks when coming from the jungle, or just a hero that can harass the enemies in lane while babysitting (protecting) a carry. Her weaknesses are her low HP, slow movement speed, the fact that she has to stand still while casting her ult, and the fact that her abilities don't scale well into late game. That being said, even if you yourself are having a bad game and end up getting underleveled, her aura still makes her useful to allies.

  • Lion Dota 2 Lion: He has a stun, a hex, a mana draining skill, and a very powerful nuking ultimate. The fact that he has two disables makes him incredibly useful as a lane ally as well as in team fights. Like Crystal Maiden, he has the same weaknesses such as slow movement speed and low HP. He also has mana issues, since his spells have large costs. Depending on how you build him, however, you can sustain your mana reasonably. For example, skill impale and mana drain early. In lane, you can harass heroes by impaling them followed by casting mana drain on them. Alternatively, you can harass with impale, then use mana drain on the ranged creep to replenish mana a little bit more safely.

  • Lich Dota 2 Lich: Another support that has a slowing nuke similar to Crystal Maiden's, a Frost Armor skill that lets you buff allies with armor, a skill that lets you sacrifice an allied creep to gain mana, and an ultimate that is a nuke that bounces between any nearby enemy units. Like CM, he can be useful to set up ganks or to babysit carries, and like Lion he can sustain his mana by using his creep sacrificing skill. He has low HP and can have mana issues. His ultimate can be hard to aim correctly as it is a situational skill, but when in doubt, you can always cast it on an enemy hero as an extra nuke, or just cast it on a hero during a team fight.

  • Skeleton King Dota 2 Skeleton King: A tanky carry that has a stun, a passive critical, a life leech aura, and an ultimate that uses mana to resurrect him should he die (the ultimate has a cooldown so you can't just keep resurrecting over and over immediately). Like yx. said, you really only have one skill, which is your stun. Use it to chase down enemy heroes, or to get yourself out of a tight situation such as a gank. His passives make it very easy for him to kill jungle creeps. He suffers from a low mana pool, slow movement speed, and low mobility in general (after your stun, many heroes are capable of running away from you).

  • Sven Dota 2 Sven: A tanky carry similar to Skeleton King in the fact that he has a stun (except this one hits in a small AoE around your target). His stun is one of the best level 1 stuns in the game, and can be very useful when trying to get a First Blood or initiating ganks. He has another active skill that increases the movement speed and armor of you and nearby allies, which is useful for closing in on enemies or for running away. His ultimate adds a large number of damage to your regular attacks for a period of time, which is extremely useful for pushing down towers or in the middle of team fights. While farm dependent and has a low mana pool like Skeleton King, his natural tankiness and passive cleave skill makes killing jungle creeps easier.

By no means would I say that these are necessarily the best heroes, but picking them up and learning how to play them correctly lets you familiarize yourself with other aspects of the game, and make the transition to more intermediate and advanced heroes easier later along the road.

As a final note, the heroes I listed above are considered EASY TO PLAY but are not necessarily EASY TO MASTER. All have some sort of slow or stun in their skillset, allowing you to stay relatively safe throughout games. These are heroes that allow you to work on fundamentals without worrying too much about things like "what playing a support means", or "how to be good at last hitting" or "what items you should buy". There are optimal ways of playing each of these heroes (which you are unlikely to do when first starting off on DOTA), but these heroes' skills put less of an emphasis on that, and allows you to be immediately useful to your team.

Answered by Kotsu

Thursday, April 19, 2012

dota 2 matchmaking server priority

Question

In dota 2 when you select more than 1 server region and start the matchmaking,the background image has only US west server colored,is that actually a map bug or does the game really search the US west server first and then other locations or is it all grouped together?

Asked by Arremer

Answer

As far as I can tell this is merely a visual glitch; the background image does not correctly reflect your selected regions. Accurate feedback is available from the options sidebar, which properly lists the selected regions.

Answered by Myrddin Emrys

Friday, April 6, 2012

Is it possible to move the minimap?

Question

As title says, been trying to ask on the Dota-2 ingame chats with no success.

Can this be done? For long time League of Legends players like me, one gets used to have the minimap on the lower right corner, so it would be nice to move Dota's minimap to the same place.

Asked by camiloqp

Answer

I feel your pain, coming from LoL or not, I have the same feeling that map is in the wrong position and too big for my taste (misclicks when retreating to Radiant base are frequent) but unfortunately Dota 2 minimap size and position cannot be modified at the moment.

Both possibilities have been already requested on Dota 2 dev forum [SUGGESTION] Option to change minimap to right side, but there is no official answer from Valve devs yet.

Answered by Drake

Pipe of Insight mechanics

Question

Pipe of Insights is an item that grant to the owner a passive magic resistance of 30% and if activated it creates a shield that blocks 400 spell damage.

Pipe of Insight

When the hero that carry the Pipe of Insights activates it, and is then targeted by an enemy skill, like for example Lion's Finger of Death, is the 30% magic resistance calculated first, or instead is the shield 400 damage block that intervene first?

Asked by Drake

Answer

The 30% Magic Resistance is calculated everytime,as it is passive.

So, for the Fingers of Death Example :

If you dont have the shield activated, it will deal -30% damage. If you do, it will still dealing -30% damage, and the rest of the damage will be used to lower your "shield" ammount of Magic Block.

Lion's ultimate info can be found here

Level 1 : 500 Damage - 600  With Aghanim's
Level 2 : 650 Damage - 800  With Aghanim's
Level 3 : 850 Damage - 1025 With Aghanim's

So, 30% Magic Res. would lower the damages to:

Level 1 : 500 - 150 = 350 Damage Or 600  - 180   = 420   With Aghanim's
Level 2 : 650 - 195 = 455 Damage Or 800  - 240   = 560   With Aghanim's
Level 3 : 850 - 255 = 595 Damage Or 1025 - 307.5 = 717.5 With Aghanim's

So, ignoring any extra Magic Defense that the heroe may have, you would be able to completely ignore the ultimate's damage only if he is at Level 1, and without Aghanims.

Otherwise, you would take some extra damage.

Hope it Helps.

Source : Self tested @ Dota 2 with Friends.

Monday, April 2, 2012

Do orb effects stack?

Question

Orb effect items in Dota 2 do not indicate that they have an Orb effect. Does this mean that I can stack them? If so, can I stack the same item with exactly the same Orb effect?

Answer

Orb effects in Dota 2 are called Unique Attack Modifiers - items that have attack modifiers are noted in the individual item descriptions, and they do not stack. That being said, you can still make use of multiple orb effects if you wish (although it is not recommended since they don't stack).

For example, if two attack modifiers are activated by chance, during any given attack one modifier or the other could activate.

Answered by Kotsu

Saturday, March 31, 2012

What are the Key Gameplay Differences between Valve's DOTA 2 vs League of Legends?

Question

Valve's new game DotA 2 is a sequel to the popular Warcraft 3 map of the same name which is nearing release. The game follows the same paradigm of a similar game, League of Legends which was inspired from the original DotA map.

Both games follow the same idea of leveling of a character, gaining items and hunting down non-player controlled monsters and player-controlled heroes with the ultimate goal of destroying the opponent's base.

Outside of these core genre-specific concepts, what would a veteran League of Legends player find to be new gameplay concepts when transitioning into DotA 2 (excluding differences in Heros, Terrain and Items)?

Asked by Resorath

Answer

This question has been a long time coming. My answer will undoubtedly be Dota2 biased because after playing both I feel that it is by far the better competitive game. However, I also believe that everything I say will be accurate- if anything isn't, or you feel there's something I've missed or should clarify, please point it out and I'm happy to change it. Hopefully I've made this worth reading.

Within the games:

Metagame:

Dota2 has an incredibly versatile metagame. Junglers are optional, with dual or unorthodox junglers presenting themselves at times. Trilanes, where three allied heroes on the same team group remain in close proximity from the beginning of the game, as well as roamers, where one or more heroes has no set place on the map and moves about as needed, are both common. Lanes and roles are incredibly fluid to the point where attempting to define many heroes, or even predicting how a single 5-hero composition will lane, becomes difficult.

League of Legends has a relatively stable metagame. Convention dictates that an AD carry and a support go bottom, an AP carry goes mid, and a sustainer goes top, with the 5th man- an all but required jungler, left to his devices. These roles have not changed in at least a year of high level gameplay and across multiple tournaments.

League of Legends also introduced the concept of Summoner spells, which on the surface is an excellent addition to the depth of the genre. However, the power of "Flash," a short-distance blink spell, makes it all but required by every player, essentially just adding a high cooldown blink to every hero. The majority of Summoner spells are simply copies of items or abilities in Dota2. League of Legends also includes Runes and Masteries, advantages which players can take with them into the beginning of the game. In competitive play, these for the most part seem relatively static.

The Laning Phase:

As I've already mentioned, the lanes in LoL are very similar from game to game. This makes movement between them easily noticable; only the jungler can truly gank unpredictably. When coupled with the Flash ability, which grants every character a teleport from the start of the game, and towers which deal huge amounts of damage, action at low levels becomes incredibly rare. It is not uncommon for the first kill of a LoL match to happen 5-10 minutes into the game. In Dota2, this is nearly unheard of: first blood happening before the creeps even spawn is more common than a game going so long without a death.

A majority of spells in LoL are inherently spammable. They cost a low percentage of a character's mana pool, or none at all, and can be used extremely frequently to pressure a lane and test an opponent's ability to "sustain" themselves. Many of these abilities are skillshots which need to be landed as much as possible. The spells are for harass and are predictable, and dying to spells like this as a high level player simply doesn't happen: it's very clear what's coming.

Conversely, a key concept of laning in Dota2 is simply "... go." What I mean by this is that when two allies in a lane decide to make an attempt to kill an enemy, you will know it. Rarely seen spells with high mana costs and large impact come out and decide the fight based on the players' judgment of the situation and execution of their attempt. The availability of such abilities dictates how safely you can lane against opponents. In effect, it comes down to a simple challenge: I think I can stay alive if I stand here. If you don't think I can- prove it. A simple AoE stun on a hero such as Sven or Sand King can cost as much as 75% of the hero's base mana pool, and without the mana to use such a spell these heroes are just big creeps. Other spells can be somewhat spammed, but very few Heroes cast spells in lane half as much as Champions in LoL do: you simply don't have the mana for it. In the early laning phase, this mana is as valuable as health, the latter of which can be quickly restored with consumables. Mana potions are more difficult to use, as they last 30 seconds and are dispelled upon taking damage.

These consumables are noteworthy only because of another aspect unique to Dota2, the courier. Utilization of the courier to bring items to you makes being beaten down in your lane somewhat acceptable- as long as you don't actually die. After healing up, you're still at full mana and because your opponents probably took damage and used mana in the kill attempt, the balance of power in the lane may have swung the other way.

Denying:

For some reason, denying has become a crux of the argument between League of Legends and Dota2. To be perfectly honest, it doesn't really matter anywhere near as much as people pretend. The simplest way to explain the role of denying, to me, is to imagine a game of musical chairs. Dota2 gives two people one chair and has them fight over it every time there's a minion/creep to kill. League of Legends takes the same two people and gives them each their own chair: no one loses.

When you expand this concept to towers is when denying gains huge importance. In Dota2, if an enemy tower is below 10% HP it is capable of being denied and thus your team is on the verge of losing a lot of potential gold. If your team does not press the issue to force a conflict at the tower, you will lose out on that bonus. In League of Legends, you can just walk away if the other team wants to defend their tower. It's not going anywhere and you have nothing to lose by leaving. If the fight doesn't seem to be in your favor, there's no reason for it to happen.

It's also worth noting that denying minions/creeps allows a team to control lane equilibrium. If they've taken an enemy tower, a team with superior lane control can still keep creep clashes on their side of the map and force the enemy to make the moves. The actual power of a deny to limit experience and gold to an enemy isn't half as important as the overarching strategies it allows.

Ganking and Teamfights:

In high level League of Legends ganks are infrequent, and with good reason: a gank doesn't really set your opponent back very much. Because Champions don't lose gold when dying, even if a gank is successful its opportunity cost to the killer may be worth more potential gold and experience than what is negated to his opponent.

Because of this, action in League of Legends revolves around what conflicts of interest on the map there are: specifically Baron Nashor and the Dragon. These conflicts force only a few large scale teamfights that happen at predictable times and usually decide the match.

In Dota2, while fights at Roshan are frequent, they are only one of many reasons for fights to happen, with a simple gank capable of evolving in mere seconds to a large scale teamfight. We'll see the reason for this next.

Items:

The single item that Dota2 benefits from the most is the Town Portal or TP Scroll. While it exists in League of Legends in the form of the Teleport Summoner Spell, it's on a massive 5 minute cooldown and requires you to give up a valuable spell slot. In Dota2, for a small gold cost and an item slot, your hero is capable of being in a defensible position on your part of the map or at a tower in three seconds. You can assist an ally being ganked, stop a tower push, or even move across the map to catch an opponent by surprise. You're also capable of escaping to safety at your well in the same short span of time, but only if you can outsmart your opponents.

The mobility offered by the TP Scroll is absolutely crucial to the fluidity of the game; I cannot even imagine how different Dota2 would be without the item. The potential it offers is enormous, and it's why hero movement in the game is so difficult to keep track of. A hero can kill someone in bottom lane, immediately teleport to an allied tower top that's under attack, and win a teamfight there for his team. Heroes are constantly shifting around between lanes to gain advantages where they see fit: the ability to be aware of all five of them, often through pure intuition, is one of the biggest differences between a casual Dota2 player and a competitive one.

Items in Dota2 are very attention-demanding. It is not at all uncommon for a single hero to have four or five items that are activatable and time-sensitive at any given point in the game. Non-activatable items in Dota2 are very simplistic: if you want a critical strike, you must build Crystalis. If you want to boost your gold intake, you build Hand of Midas, an item that gives bonus gold with every use, on a cooldown. For silencing an opponent, spawning illusions, teleporting, granting your hero various immunities, etc., each item performs a very specific role and the choice of items is a monumental one for heroes and teams, nevermind the actual usage of such items.

Items in League of Legends are relatively interwoven. There are multiple different items with similar themes that have various flavors. There are four items, for instance, that all grant passive cooldown reduction and passive gold over time. Items in LoL are overwhelmingly passive- while there are some useful activatable items, the benefits they give are minor compared to the very powerful and situational abilities of items in Dota2, such as a BKB which can grant complete magical immunity for up to 10 seconds, or a Blink Dagger which conditionally allows a hero to teleport nearly a screen's width on a 14 second cooldown. Most of the activatable items in League of Legends deal with dealing/preventing damage or affecting movespeed. None grant any form of true disable.

Many consumables such as health potions and wards that grant vision in an area are shared between the games. League of Legends simplifies their usage: these consumables may not be shared and are not subject to enemy intervention. Use of potions in Dota2 requires care, since they can be interrupted by enemy damage, but also allows for hyped moments where a player makes a great play by juking enemy attacks while using a health potion to gain a quick burst of health and turn an otherwise decided fight.

Fog of War:

Fog of War in Dota2 is simple, but manipulative. If there is not a direct line of sight between an allied unit and an enemy, you are not seen. This allows players to hide behind treelines (trees are destructible by many heroes and various items) and make their presence known only at opportune times.

Fog in LoL is primarily due to "brush," a mechanic where units in brush locations can remain unseen despite being very near to enemies. These locations are static and are frequently warded or scouted with abilities, making their actual impact minimal and more a matter of "did you check that spot?" than anything else.

Runes versus Blue/Red Buffs:

In Dota2, there is a single powerup called a Rune which spawns every two minutes. This grants a hero double damage, huge health/mana regeneration, invisibility, maximum movement speed, or spawns two hallucinations of the hero that have various uses. Only one of the teams can get this powerup and a sizable percentage of early game kills are a direct result of one of these Runes.

In LoL, the Red/Blue buffs are spawned by neutral creeps in each team's jungle. As in the case of denies: both teams have the same thing, so there is no impetus to fight over it if the fight doesn't seem to be to your advantage. The buffs in LoL are no less impactful than those in Dota2, but the advantages they give don't help much when ganking. You can safely assume that an enemy jungler in LoL has a red buff- if you try to assume that a roaming ganker in Dota2 has an invisibility rune you will never be able to accomplish anything, and so you're forced to make calculated risks.

Gamechanging moments:

This is the section most deserving of expansion, but to anyone without a decent grasp of both games it's virtually impossible to explain. I've done my best.

Gamebreaking moments in Dota2 are frequent and essentially define the game. A commonly chosen hero, Enigma, has an ability called Black Hole which can render an entire opposing team useless for 4 seconds, an absurdly long time in games of this genre. See this teamfight. However, the difficulty in executing something like this is enormous and the penalty for misusing the spell, which can be interrupted easily and has a three minute cooldown, is enormous. In the same video that I linked to, the Enigma performs with textbook execution, even being creative by using another of his abilities to clear trees for positioning. However, his team still loses the fight: the opponents have reacted properly to his team's composition by buying items with significant effects (Mek and Pipe). When his teammates don't follow up on his initiation properly, it costs them the battle. Games of Dota2 can and have been won from the use of a single ability.

Conversely, in League of Legends, spells have become more standard and less dramatic. Their cooldowns have been reduced, their effects lessened, and their impact often unnoticeable. Teamfights in LoL are not so much about tactical selection of targets or timing as they are about casting all of your spells and hitting something with them. This is why the concept of a "tank" is able to exist in League of Legends but is completely foreign to Dota2: good players don't use spells on heroes simply because they're in front, but in LoL it's often the correct course of action.

Action:

Something a lot of people like to compare is the amount of action a single typical game will have. I took a look at 30 VOD's from the most recent LoL and Dota2 tournaments and compiled information in a public spreadsheet here. It's not a huge sample size, but it gives a pretty good picture of an average game, nonetheless. There are some outliers that probably slightly influence the results, specifically the longest Dota2 game I'm aware of at an absurd 86 minutes long.

  • LoL: Games last about 38 minutes. A typical game averages about 29 total kills between the two teams. There are 0.78 kills per minute, or about 8 kills every 10 minutes, on average.

  • Dota2: Games last about 44 minutes. A typical game averages about 56 kills between the two teams. There are 1.37 kills per minute, or about 14 kills every 10 minutes, on average.

Outside the games:

eSports Features:

Dota2 has an incredible replay and spectator system. Not only can players tune into essentially any game on a two minute delay, they can hear commentary by anyone in broadcasting slots choosing to utilize the feature. They can choose to operate their own camera, follow a commentator's, follow a single player's perspective, or even allow the very adept computer to automatically decide the most action-intensive location; never missing a kill. Any public or matchmaking game has replays which are freely downloadable by upcoming players. Valve has also announced that Dota2 will have LAN support, putting it even a step above competing games like StarCraft 2. Teammates can both voice chat with each other and strategize by drawing on the minimap.

League of Legends has a replay system created by a third party developer that is very quirky and comparatively unusable. There is no voice chat in the game. League of Legends has the advantage of a team matchmaking system which allows up and coming teams to scrimmage against each other easily. I do not know if this is actually utilized as advertised or if Dota2 plans to emulate the feature.

Player Base:

While LoL constantly heralds the amount of "active players" it maintains, it neither specifies what constitutes "active" nor how many concurrent players the game has at any given time. Dota2 is currently peaking at slightly over 30,000 concurrent players, but at least five times that number are playing the original DotA on GArena at any given time, in addition to uncountable players on other DotA clients, including the now antiquated Battle.net. As the availability of invites to the closed beta of Dota2 increases, the number of players will surely grow. Attempting to say whether it will end up bigger that LoL is difficult if not impossible due to LoL's information hiding.

Competitive Community:

Na'Vi is absolutely crushing Dota2 right now- anyone who contests this is not watching much competitive gameplay. There are various other highly successful teams, the majority of them Eurasian, with only a few North American teams distinguishing themselves. The most well known of these North American teams is FIRE, now coL., who came essentially out of nowhere to secure themselves both a sponsorship and a respected international presence. Most of the sponsored Asian teams have to this point stuck with the original DotA. This is largely due to a televised DotA league in the country called the G-League. This is expected to change in the near future, however, as some of the bigger names still playing Chinese DotA have already announced their switch to Dota2.

League of Legends on the other hand has a relatively international competitive scene, with multiple top teams from all areas of the world. Worth mentioning is the Korean television channel known for its StarCraft content, OGN, which recently announced that it will be hosting shows for League of Legends.

Both games have teams supported by huge sponsors, with multiple of the biggest names like CLG, Na'Vi, Dignitas, mTw, and plenty of others sponsoring both Dota2 and LoL teams. Other well-known gaming organizations like Complexity, SK, and Fnatic are undecided, having sponsored and dropped teams from both games at times. Finally, teams like EG and TSM have apparently settled into one game or the other, though if one game comes to dominate the scene I wouldn't doubt that either would ignore it, with the popularity organizations like those two can both swing.

Important Figures:

In this genre, there are several key people who stand apart from others in terms of developing the scene surrounding the games:

  • Eul: As the first serious developer of DotA for WarCraft3, Eul's contributions include core mechanics of the genre that at this point we take for granted. He now works at Valve contributing to the development of Dota2.
  • Guinsoo: As the creator of DotA All-Stars, Guinsoo combined popular aspects from various versions of the game that had sprung up around the original, acting as a filter for innovation. Guinsoo now works with Riot Games in helping to develop League of Legends.
  • Pendragon: Pendragon began hosting a DotA-related website in 2004. The website, http://dota-allstars.com/, acted as the foundation for the community around the game to grow and only came to an end when he announced that he was moving to work with League of Legends and archiving the site.
  • Icefrog: The developer who pushed DotA to new heights with his focuses on balance and competitive play is frequently deified by his fans. IceFrog was the primary developer of DotA throughout its competitive explosion and the arrival of its legitimacy as an eSport. He formerly (and secretly) worked for S2 Games in the development of Heroes of Newerth and left under equally unclear terms, likely after finding the environment at S2 unsuited to the degree of creative control he wanted. Shortly after that departure, he announced his involvement with Valve as the head of a team bringing us what we now know as Dota2.

Developer Support:

League of Legends has a competitive scene that is largely subsidized by Riot Games. The developer sponsors tournaments, funds prize pools, and organizes competitive environments. Dota2 awarded the biggest prize pool ever at the $1.6 million "International" run by Valve. However, it also has multiple high quality events like The Defense and The Premier League with well known industry sponsors like Twitch.tv and Razer that are completely unaffiliated with Valve. I am not aware of any such competitions for League of Legends.

The different ways that Dota2 and LoL update their games is also something worth covering:

The developers of League of Legends nerf a lot of powerful things, see their most recent patch here for details. What this does is push everything to the middle in terms of balance, where it's more simple to tweak anything that gets too weak or too strong.

Alternatively, here is Dota2's most recent patch. Exactly three things were seriously weakened, all of which were regarded by many as broken mechanics. (Dark Seer's Agh's Wall, Invoker Tornado/EMP, and Puck's Phase Shift autocast). Each of those heroes that was nerfed was also significantly improved in other ways, to maintain their power. Outside of that, something like 40 heroes that were considered underused were buffed- many of them quite significantly.

Dota2 maintains power by making everyone powerful, LoL keeps everyone approximately in the middle and tweaks the ends. Attempting to say which approach provides an overall better game balance is largely a subjective argument, so I won't make it.

In Closing:

I feel that despite the absurd length of this message I've still failed to cover so much, but that's part of the reason these games are so popular: there is an enormous amount to learn and improve upon and attempting to write a guide for even a single aspect of either game would be a monumental task. In a single sentence, the major difference is that the games are not built for the same purpose.

Dota2 is constructed with the mindset that competitive players have the utmost priority. If this means that the average player is neglected, it doesn't matter to the game: it is not being developed for players who are not at the highest level. If a new hero is added, it's because the competitive metagame would benefit from such a hero, not because Valve needs to earn money. If a hero is made weaker, it's not because he's strong in public games, it's because he's strong when the two best teams in the world square off.

League of Legends is built with a model that requires an influx of "new" to create revenue. Whether that's new customers, new characters, or new skins, it doesn't matter: the game is developed to bring in constant money. In order to continue that, Riot Games needs to ease entry into League of Legends for new players and then convince them to stick around. It doesn't matter if the competitive players think Flash is a stupid mechanic or if top commentators want an improved replay system- the game isn't being prioritized for them.

To be perfectly frank, Dota2 is incredibly hard. When you start to play the game, you will play your first hundred games and still feel like you have no grasp whatsoever of what you're doing. You will get frustrated with the game and at times you'll probably have to step away. But if you love the thrill of the razor's edge scenario, you'll be back. League of Legends tones that down at both extremes. When you're learning the game, you won't become anywhere near as frustrated because mistakes aren't punished as heavily. For example: the more you die, the less each successive death rewards the enemy team- a design decision clearly made with public play in mind. When you make gameplay decisions with such priorities, the peak gameplay suffers as a result.

The cutthroat style of Dota2 is simply not something that everyone will appreciate- ignoring that concept is asinine. The argument can definitely be made that Valve is overdoing it- their lack of accommodation for players looking to learn the game is noteworthy and I feel that it holds back an otherwise extraordinary game. In the end, however, Dota2's focus on high level play makes the game incredible to watch once you begin to understand its nuances, and the depth and replayability of it as an eSport is unmatched both within the genre and across all others. In time, I fully expect others to come to appreciate that.

Answered by Decency

What item's effects or heroes' skills goes through Black King Bar?

Question

Someone told me that Bane's ulti goes through Black King Bar. Are there other item effects or hero skills that goes thorough it and that can be use to counter heroes that heavily relies on this item?

Asked by Drake

Answer

Noteworthy disables and interrupts that go through magic immunity from various heroes (all ultimates):

  • Bane
  • Beastmaster
  • Batrider
  • Pudge
  • Silencer
  • Clockwerk
  • Faceless Void
  • Enigma
  • Vengeful Spirit

Other ultimates that are primarily used for their damage still stun or ministun (but won't damage) magic immune opponents, useful for enemies who are trying to BKB and use a TP Scroll to escape.

  • Necrolyte
  • Anti-Mage
  • Lich
  • Juggernaut (Will still damage, as it deals physical damage.)
  • Sniper's Assassinate

The only non-ultimate I can recall that disables through a BKB is Axe's Call.

Answered by Decency

Friday, March 30, 2012

How can I be effective with Krobelus the Death Prophet?

Question

There seems to be a lot of consensus that Korbelus is a really good (high tier) unit to pick in Dota 2, but what makes her so good? All I know is she's rather tanky for an int hero, but other than that her skills seems to be so so, if she doesn't have her ult she can't solo any hero (and her only other contribution to a team fight at that point is a silence with a so-so radius), and if she does have her ult all they have to do is run away for a while.

Asked by yx.

Answer

Death Prophet is a very strong midgame carry with great pushing, which fits her nicely into the current metagame. Her ultimate does absurd amounts of damage, the problem is that she's naturally a rather squishy hero and thus can't effectively stay alive long enough for it to deal damage. She's also rather level dependent and has no escape mechanism, making her in a solo mid role extremely vulnerable to ganks, especially in high tier play. I almost exclusively take her solo mid despite this, however, as she needs the levels and gains a lot of effectiveness from rune control. She's also not great in 1v2 lanes, even the safe lane.

Starting items: 3 branches, +3 INT, +2 all, and Tangos. Rush yourself a bottle and then Arcane Boots as soon as possible, finishing the Talisman and Magic Wand when available. An alternative start is 3 iron branches, 2x +3 STR, and Tangos, which will let you get a quick Urn. Usually there's a better wielder on your team as she's not a great ganker, but this item is stupidly powerful and every team should have one, so pick one up if you don't expect anyone else to.

Use your Wave at x:50 or so to push the lane and control runes- this makes your opponent have to choose between experience from your now advancing creep wave or contesting the rune. If it's invisibility or haste consider ganking; if it's regeneration or illusion use it to gain an advantage in your lane, and if it's DD you can do either. In lane, try to use her Wave to pick up multiple last hits and harass at the same time- the range is enormous but it must be cast carefully. Be very wary of missing opponents and ask for wards if you don't have them, her early game needs to be strong or you'll have a weak midgame.

From there you'll be working towards a Bloodstone, typically picking up the Point Booster and Vitality Booster first and disassembling your Arcane Boots to complete the Soul Booster, which gives great regeneration in and of itself. (I just learned this last trick recently so you won't see it in the replays below.) If you're farming extremely well and don't feel that you need the extra HP, you can pick up the Perseverance pieces first to improve your farming even more. Turn your now plain boots into Phase Boots at some point during this time, or if your team really needs it get another set of Arcane Boots.

When you've finished Bloodstone, you want other stuff that's going to keep you alive. Against heavy physical damage opponents go Blademail, Shivas, or Assault Curiass. Against a singular hard carry go Sheepstick, Cyclone, or Ghost Scepter. Against heavy magic damage opposition go Hood, Pipe, or Heart. Extremely rarely you can consider a BKB, but since her ultimate isn't too affected by disables unless it remains uncast you usually shouldn't worry about it.

Typical skillbuild: QEQWQRQEEERWWW+R ... this rarely changes, the only possible difference might be swapping Silence and E at level 2/4.

In teamfights, her ultimate needs to be used aggressively, because as you pointed out, they can just run away from it. If they chose to run away, you should be getting a free tower, so only ultimate when you need to- if the threat of your ultimate is making the team wary of defending the tower, take the tower for free and keep going. You should be coordinating with your team during midgame to push as soon as possible, usually taking all Tier 1 towers before 15 minutes. The range on her ultimate is huge, you need to be focusing your spirits to deal damage to buildings from afar. If they want to initiate on you, they should have to go through your team to do it. Choose a key target and right click them: your spirits will attack whatever you do. Don't undervalue her silence, at 6 seconds and with an extremely large AoE she's formidable as hell in teamfights. The later the game goes, however, the weaker she becomes. Like most midgame carries, her effectiveness compared to other heroes peaks at level 16, and so if the game lasts more than 40-45 minutes you had best not be the only carry on your team.

I'm 10-2 with this hero, here are some example MatchID's of my play:

  • 9235655: A 1v2 safe lane for a change: 5 minute Arcane Boots, 18 minute Bloodstone, 27 minute Heart.
  • 8749900: a coordinated push team with friends after we saw our opponents take far too many carries.
  • 8366759: rather typical game showing how strong she is in lane, even against the highly-valued Rhasta.
  • 3391570: just a complete stomp.
  • 3053432: a game against a lot of good counters of Krobelus that borders on going too long.
Answered by Decency

Thursday, March 29, 2012

Abilities/Items that grant vision

Question

Referring to my previous question and its comments, I want to know which abilities/spells/items supplement hero vision at night, day and both combined?

Asked by Ashwin Ganesh

Answer

This should be pretty much everything, I tested the few that I wasn't sure on but I probably hit most.

Spells that provide temporary flying vision:

  • Tiny's Toss
  • Kunkka's Torrent
  • Night Stalker's Darkness (with Aghanim's Scepter)
  • Razor's Static Link
  • Batrider's Firefly
  • Dark Seer's Wall of Replica

Spells that give vision as they traverse/land:

  • Clockwerk's Rocket
  • Juggernaut's Omnislash
  • Mirana's Sacred Arrow
  • Vengeful Spirit's Wave of Terror
  • Razor's Plasma Field (unique in that it only grants vision of units, not the area)
  • Weaver's The Swarm
  • Crystal Maiden's Nova
  • Puck's Illusory Orb
  • Storm Spirit's Static Remnant
  • Windrunner's Powershot
  • Zeus's Lightning Bolt (Grants Truesight)
  • Shadow Shaman's Mass Serpent Wards
  • Jakiro's Ice Blast
  • Witch Doctor's Death Ward
  • Death Prophet's Exorcism
  • Pugna's Nether Ward
  • Dazzle's Weave
  • Batrider's Flamebreak
  • Ancient Apparition's Ice Vortex
  • Ancient Apparition's Ice Blast
  • Invoker's Sun Strike
  • Invoker's Tornado
  • Invoker's Deafening Blast
  • Bane's Fiend's Grip
  • Shadow Demon's Shadow Poison

  • Wildkin's Cyclone (neutral creep)

Spells that give vision of affected targets:

  • Slardar's Amplify Damage (Grants Truesight)
  • Lifestealer's Infest
  • Spiritbreaker's Charge of Darkness (Grants Truesight)
  • Bounty Hunter's Track (Grants Truesight)
  • Bloodseeker's Thirst (Grants Truesight)
  • Razor's Static Link
  • Spectre's Haunt
  • Zeus's Thundergod's Wrath

Items that provide vision:

  • Observer Wards
  • Sentry Wards (Grants Truesight)

I've ignored summons as all summons will of course grant vision, and I've ignored spells that move you along with them, as it's you providing the vision, not the spell. As you can see, most support heroes have a spell that provides vision of an area. This is to allow them to counterward more easily.

Answered by Decency

Wednesday, March 28, 2012

What game is better for a more daily player, League of Legends (LoL) or Defense of the Ancients (DotA) or DotA2? [closed]

Question

I've played quite a number of MOBA (Multiplayer Online Battle Arena) games before and I play games almost every day for extended periods of time. Which of these two games is more oriented and more rewarding for more "hardcore" gamers?

Also, which is better between DotA and DotA2? Should I stick with DotA because it's already complete and everything or should I go with DotA2 before it's finished? Is DotA2 buggy right now at all?

Asked by Aceofgods

Answer

League of legends is a more casual of a game but still has a very competitive scene as for dota and dota 2 i always found that to be more of a serious tryhard every game kind of a moba.

Answered by Duje Zubcic

Tuesday, March 27, 2012

Which Hero has the largest vision?

Question

In Dota 1&2, Which heros have the largest vision at :

  1. Night
  2. Day
  3. Both Combined
Asked by Ashwin Ganesh

Answer

  1. Night Stalker and Enchantress both have 1800 night vision. Here's a sortable complete list of Hero Stats I put together a while ago that has a list of everyone's Night Vision in Dota2. In DotA, Meepo and Slark also both have 1800 night vision.

  2. Night Stalker is an exception in that he is the only hero who does NOT see 1800 during the day, seeing only 1200.

  3. Enchantress is the only hero in Dota2 right now that has full vision (1800) during both the day and night. In original DotA, Meepo and Slark share this combined 3600 vision.

Answered by Decency