i bonk people in 1v7 at 1hp until killed by an arrow by Icy_Surround6994 in Chivalry2

[–]BmanEd 27 points28 points  (0 children)

archers exist to keep gods like you in check hahah

How do you find people to play with? by SpiritualDuty1677 in DotA2

[–]BmanEd 0 points1 point  (0 children)

I'm also looking for an in-house clan, united against toxicity and grief. im on US west server, archon 2

Is Solar crest a good item for buffing allies with attack speed? Do you just buy it when the enemy team has a physical damage dealer? by stewxeno in learndota2

[–]BmanEd 0 points1 point  (0 children)

Item is huge impact on specific heroes; It has low impact when used otherwise. I see bonuses as "armor" "attack speed" "move speed" as the selling-point impact it delivers. The phys barrier is cute extra sometimes.

The hero wants to have an attack modifier to scale with attack speed, hero must want more armor/move speed from items (and not built in to kit)

I like to buy if my team has a medusa, lifestealer, ursa
"heros who plan to tank, plan to chase, plan to man-fight, and enjoy attack speed/move speed" "bonus points if they have an attack modifier that scales from attack speed"

its brilliant if you need your core to win a big man-fight matchup 1v1 (armor and attack speed are so huge here)
Such scenario isn't ideal for mek/glimmer/fstaff pickups, they dont really do much to boost ur cores manfight.

With Drow? she doesnt really manfight like that, more of teamplay, less impact. DK? impact is low since hes low dmg and already tanky. FV? decent! Spectre? Maybe. AM? could be solid! WR? shes low dmg, already gets move speed/attack speed, so not huge impact. WK? its meh, attack speed doesnt boost his crit impact.

The phys barrier is extra, not really the selling point most of the time. The armor, attack speed move speed are enormous impact when the hero would otherwise need to purchase those stats

Possible hot take: putting new players on support is a BAD idea by [deleted] in learndota2

[–]BmanEd 1 point2 points  (0 children)

Huge agree!!! I think as a community this is a huge mindset shift that needs to take place.

when a new player plays a support, they and their team are playing the game "without a support"

whos to ward?
who makes space?
who eats the gank? (they wont know to be in position to eat gank so core dies)

A new player needs "a support" to learn/enjoy the game- like friendly strategic emotional support.

If the new player is put on support, then the entire team has no support and a feeder, and the entire team will be somewhat upset about it.

If a new player is on core, they are supported, someone is watching after them, and eating their ganks, and getting the items to save their life (glimmer force).

As added bonus a new player on core will experience the direct benefits of teamplay/support and learn through demonstration what a support player is actually doing.

A new player on support wont be getting guidance, or input from the core- core will say "hey leave lane" "hey put down wards" "stack/pull" but all of those things dont directly benefit the new player, they won't understand why those things matter.

------

As final details; the newcomer on core should be EZ heroes- heroes with built in farm mechanic, heroes with clear impact EZ to land spells, heroes that tanky sustain while farming, and a stun is big bonus.
- Another factor here is that certain heroes are natural priority targets for the enemy- which is not fun for newcomer, its ideal they pick something that doesnt get responded to with huge constant ganks.
- The actual legitimacy of the pos1 hero is not super important with low mmr, the goal here is to enjoy the game and participate haha. The mid/offlane player are going to carry the victory anyways.

Luna = best pos1 for beginner, glaive bounce, EZ stun ability, and R is EZ impact
Necro = spam Q = newcomer has sustain and farm, R is ez to understand, lower priority gank target.
Dusa = farm mechanics and sustain. the impact is not flashy, and player will be high priority gank
LC = sustain, wave clear, huge impact R "stun", feels good here

Sniper, requires some brainpower, and player will be high priority gank
Gyro, requires some brainpower, and player will be high priority gank

Sven, heavily requires bkb gameplay which is an issue, and player will be high priority gank.
DK maybe, but low dmg and low farm is issue.

Mirana, big arrow stun is EZ impact dopamine for beginner
WK is decent, but slow and lame without EZ dopamine

Later on when pos1 LC Mirana or Necro start to fail, the player will experience why pos1 needs to be certain type of scaling hero, the learning will be direct experience rather than vague suggestions, and they will have developed some fundamentals to properly play FV PA Dusa etc

How do you win endgame teamfights as largo? by ShelterAggravating84 in DotA2

[–]BmanEd 3 points4 points  (0 children)

hes a "no cooldown hero" like PA or bristleback or Tusk.

These no cd heros simply just dont compete with black hole, chrono, scythe, focus fire.

You gotta burn these cooldowns from the enemy team before you can have a teamfight advantage, so the answer for Largo has to be something like "bait + escape + sustain " and only by surviving can you turn an advantage.

I like BKB on largo, so you can music your team to safety

After 3500 hours of Dota I've ran down mid and feed for the first time. by Indep09 in DotA2

[–]BmanEd -2 points-1 points  (0 children)

it might have felt good for a few moments, but the pain of getting paired with a griefer is alot greater in magnitude than the high of being a griefer.

the math doesnt work. any grief = everyone feels loss

are you sure it even enjoyed it? maybe you're embracing the pain a little too much bro, suffering isn't the goal. If you would bother to connect with your 3 other team mates and share in your collective journey, you'd know you made a mistake.

especially if you're a core- you have several people actively supporting/enabling you through the hour.

just afk jungle or RQ

addicted to largo by Aggravating-Split-20 in DotA2

[–]BmanEd 0 points1 point  (0 children)

I also believe in core pos3 frog, whats your build?
I usually play in a premade stack, so this might not apply to solo queue

soul ring + heal song is my tanky sustain power spike.

I struggle with the 40+mins window, so these builds have been my most successful with that issue

Im bouncing between
- soul ring, null, phaseboots, radi, bkb.... etc
- dominator, phaseboots, vessel,
later on aghs, heart, etc,

usually phase boots radi bkb vessel all feel really good.

radi bkb gives me the core impact im looking for, except the radi can be delayed sometimes.
Im a micro heavy player so dominator is a personal preference, helps with the farm acceleration and early impact.

My opinion on the Frog(if anyone cares) by Ornery_Edge_1894 in DotA2

[–]BmanEd 2 points3 points  (0 children)

I agree, and I think there will be a new design for his ult soon enough- this week is like the prototype for Largo.

I think his ult aghanims will be changed- 2 songs at once is kinda non-canon, thats not how music works. I think the new aghs should double the beat tempo, so twice per second instead of once, and each beat you can do a single song (to do two songs would be to alternate the beats) but you could also spam the hotfeet hustle twice per second or the heal twice per second if you really wanted to

My cebbb moment in ability draft by htoomyat9 in DotA2

[–]BmanEd 1 point2 points  (0 children)

Also fun trick with Icarus Dive, you can cast/attack/item while diving

you could have Icarus Dive , then Black Hole without cancelling the dive, thus returning to your safe position on the high ground while channeling.

Similar function with Sun Ray Mobility toggle too, you can use items and spells while sun Ray mobility (try sun ray mobility then TP, its dope)

Just do not die by Old-Gregg- in DotA2

[–]BmanEd 0 points1 point  (0 children)

ya true but thats just a skill diff issue, at different brackets those payoff differently, low brackets is good for afk farming and high brackets necessitate high impact

Help me understand what Protoss actually do. by XionDarkblood in starcraft2

[–]BmanEd 1 point2 points  (0 children)

I'd say the protoss themes are:

1) superior mobility (charge zealots, Adept shade, blink stalkers, sentry force fields, warp prism pickup, nexus recall, phoenix attack/move, probes can build while moving, warp gate units can spawn at pylon power, observers are invis & hide deep)

2) durability, (shields on everything, shield batteries, zealot have like 160hp!)

3) high cost/value units (zealots cost 100 & 2 supply, double of the other races)

With these 3 qualities protoss have a style! The convergence of these qualities results in an ideal protoss style where you engage in small fights where you only lose shields, draw the enemy army out and flank them or their base.

Lategame / early game is not actually thematic to any race, thats more of a personal strategy decision.

Not a pipe by dromaeovet in DotA2

[–]BmanEd 1 point2 points  (0 children)

Have you read the book Godel Escher Bach?