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I beg to the Frozen Amphibian for 21:9 monitor support. So conflicted over whether to get ultra wide monitor or have a functionally dota HUD. I play dota more than other games so its gonna be rough.
Edit: unrelated, but this has just jumped into my mind: is it really worth getting Weave at 6? I always thought all Dazzle's abilities benefit a lot from having a lot of points put into them. Weave just seems suboptimal to get that early though basically everyone does it. Any competent Dazzle players to clarify that?
ALWAYS, get weave at 6 ( Unless the enemy is full of magical damage ONLY).
I'm a fairly competent dazzle player and I'd say that you should get weave at 6. Especially versus melee heroes with low armor. Poison touch is physical, heal bomb is physical, weave takes away armor. It works well. I always get weave at 6. Hitting weave when a creep wave is almost dead means you should get maybe 10-12 seconds of the weave. Go hard on the next push and towers barely touch you. Dazzles heal counts for more because of the high armor. Healing 100 HP on a hero with 500 armor counts for more than healing a hero for 100 HP with 0 armor.
even when the enemy has only magical damage, but prioritise weave for offense in that canse. like what previous posts mentioned, -18 armor at max duration for lvl 1 weave is a lot, you don't even have to wait for the full duration, just -10 armor is enough to make you hit like a truck that early.
Please move the Dazzle discussion to a new thread if you want to continue it.
This is a thread for us to talk about our mad balancing skills, and about how much we suck at it.
@Pocciox
I think the DK Aghs disabling BD protection would be okay based on him being a right clicking carry, with a very high cd ult, and no global mobility, so he puts himself in a lot of danger to backdoor towers, and him not having his ult for a teamfight because he failed to backdoor rax so there is still a bit of risk to it. I ran this on the suggestion forum a while back and no one had that big an issue with it. The original version (and current version) of the Troll ult is more understandable, since i came up with it along with the changelog.
For CK, perhaps I don't know what to do with him. At this point, I just consider him a pub-only hero who is too risky to play in comp, like Pudge, so I thought I'd slightly weaken his early game because -5 armor at low levels is really crazy. You guys are coming up with better CK tweaks tho. Maybe I should've used an old one I suggested, "Chaos Strike chance is 25% against creeps"
If I only have one request for this patch, that would be : stop it with the lame-*** defensive support meta.
Shallow Grave. Cold Embrace. Fissure. defensive Snowball. Solar Crest. Lotus Orb. Even Glimmer Cape, although it got better. What does all that stuff have in common, besides needing massive nerfs? It completely saps the fun out of the game. Boring to play. Incredibly boring to play against. It means you can't focus down anyone in teamfights, and also means that the entire job of a support is sitting way back and buffing their cores.
Seriously I used to play like 60% support until the Glimmer Cape/ Solar Crest patch literally disgusted me from playing support and turned me into the typical ******* core spammer.
Bring back manly supports. The "sit 1000 units back and spam defensive skills/items" support is lame as hell. The whole advantage of dota was that playing support was NOT this. I miss the times when playing support was about YOLOing in the middle of the enemy team with Crystal Maiden or Venomancer. Now it's just being a cheap backline healer/buffer. Screw that.
I miss the times when playing support was about YOLOing in the middle of the enemy team with Crystal Maiden or Venomancer. Now it's just being a cheap backline healer/buffer. Screw that.
You quoted literally some of the few heroes that still do exactly the same ahah If you're standing back with CM and Veno spamming Solar Crests and Lotus Orb, something is wrong...
But I disagree whole heartly with the defensive meta - which existance I think you detected right, it exists more now than ever. I think it makes the game imensily more fun precisely because you have to be smart enough to use all of those defensive spells correctly/play against those. Deciding before a fight "we're gonna focus that target first" simply doesn't work anymore, because you will have to shift it during a teamfight if a Shallow Grave, etc comes off. And what most experienced players do is going for the support first, obviously - which means you have to play even better as a support regarding positioning, because you will be the one that they want to take out of the fight asap.
Edit: I forgot to add I also think the games with the new meta are way more fun to watch. The ones from last year were a drag, and this Major was awesome.
I play around 80% support (maybe even more than this), and the new items make it better for me in every sense (more complex, more fun, etc.) And I still don't sit back more than necessary, because no hero is worth more spamming glimmers from a distance than what is capable of offering with his abilities. You're probably the first support I hear against those - probably your style was more aggressive, and it doesn't get as rewarded on this meta.
I hope they don't touch this - for instance, you all complain about Windranger right now, but a well timed Cold Embrace just renders her useless in most cases, which brings out the balance (I'm tempted to quote Sofa here).
I liked Cuttle's patch notes because he didn't take away this new layer of defensive complexity, and I hope the actual patch doesn't either.
I'm a fairly competent dazzle player and I'd say that you should get weave at 6. Especially versus melee heroes with low armor. Poison touch is physical, heal bomb is physical, weave takes away armor. It works well. I always get weave at 6. Hitting weave when a creep wave is almost dead means you should get maybe 10-12 seconds of the weave. Go hard on the next push and towers barely touch you. Dazzles heal counts for more because of the high armor. Healing 100 HP on a hero with 500 armor counts for more than healing a hero for 100 HP with 0 armor.
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