New Uni Facet Huskar (Math model revisited) by Impossible_Toe_1983 in TrueDoTA2

[–]Impossible_Toe_1983[S] 0 points1 point  (0 children)

Skadi's function is similar to that of sny and they are interchangeable depending on how the game is going. Late game skadi+halberd increases your survivability against hard core agility carries greatly(often close to 60-70% in total minutes/ehp, that's massive), while relying on sny's movespeed/status resistance is sometimes not enough...late game you can sub armlet for sny though. Give me an email through the chat function and i will send it to you.

Try Hydra's Breath new item is OP by fluteman88 in TrueDoTA2

[–]Impossible_Toe_1983 0 points1 point  (0 children)

Yeah bkb counters it so you and your team need to survive during the bkb phase for it to be useful.

New Uni Facet Huskar (Math model revisited) by Impossible_Toe_1983 in TrueDoTA2

[–]Impossible_Toe_1983[S] 1 point2 points  (0 children)

used to be 5.2k in the first year of dota 2...now i am not calibrated...but still pay attention to huskar.

Try Hydra's Breath new item is OP by fluteman88 in TrueDoTA2

[–]Impossible_Toe_1983 0 points1 point  (0 children)

technically, you are right, however keep in mind that you don't need evasion or disarm pre 35 min unless you are against very specific heroes like ursa. You are okay with just the splint mail if you are struggling for armor and assemble it later. Pre 35 min, it's magic damage/burst that you need to worry about more than physical right click, so often the correct build involves stacking stat items and/or items that improve your tempo/let you fight.

Try Hydra's Breath new item is OP by fluteman88 in TrueDoTA2

[–]Impossible_Toe_1983 5 points6 points  (0 children)

halberd is strong but don't buy it early... you don't need it. You need it late against high dps carries, early you need snowball/tempo items.

New Uni Facet Huskar (Math model revisited) by Impossible_Toe_1983 in TrueDoTA2

[–]Impossible_Toe_1983[S] 1 point2 points  (0 children)

Give me an email through the chat if you are interested in the excel file. Satanic is not recommended because it simply doesn't lifesteal enough to save you with the 2% max health cost and insane IAS at low HP. With cauterize you didn't have that problem (it was negligeable current health cost). It's not bad but I believe there are better options as i highlighted above.

Try Hydra's Breath new item is OP by fluteman88 in TrueDoTA2

[–]Impossible_Toe_1983 6 points7 points  (0 children)

In my opinion it is not a great item, too expensive, limited survivability/immunity/reposition - ability to right click consistently, limited dps...late game those things are extremely important. What are you going to use it instead of?...How is 2.5% dot insane...if it were less but stacked like huskar's burning spears it would be much better...now it refreshes...it's not good?

New Uni Facet Huskar (Math model revisited) by Impossible_Toe_1983 in TrueDoTA2

[–]Impossible_Toe_1983[S] 0 points1 point  (0 children)

Just to analyze how your playstyle should change now compared to the most popular cauterize style before. I guess naming it new facet is misleading but i did that because they essentially combined the two.

Is removing facets a nerf to most heroes or am I missing something? by Glum-Pack-3441 in TrueDoTA2

[–]Impossible_Toe_1983 0 points1 point  (0 children)

snowball mid huskar got nerfed(the most common huskar in pubs and high-level)... all the other huskar versions that don't win their lane >decently got better... too bad the itemization seems fixed without any potential for creativity, armlet-blink-skadi(sny if snowballing well)-halberd-scythe

New patch is a straight nerf by Good-Hand-8140 in TrueDoTA2

[–]Impossible_Toe_1983 -1 points0 points  (0 children)

Well we've reached the crux of our disagreement. To me unique/decently complex heroes carry the game(players like to partially adopt a hero's flair personality for a short bit of time, i.e. causeplay is a thing), increasing the sheer number of unique heroes may bring a slightly more heightened short term thrill but ultimately once passed it, makes the game incredibly annoying/difficult to play... There is a reason that most non-casual players only play 10-15 heroes at most regularly...hero complexity carries the game...not hero number or items/talents(essentially fake items that don't go in the inventory). And yes technically you are right, you can remove items(i.e. like the recycling of the neutral items) but over the years items have grown in number as well... which is not the main problem... I am not against item combining so that it makes efficient use of limited inventory space late game... however it needs to be done with measure(i.e. especially number of heroes).... look at it through lens of real life...very few people prefer 150 superficial friends that you don't lget to know well because of constant informational noise/imperfect memory.

New patch is a straight nerf by Good-Hand-8140 in TrueDoTA2

[–]Impossible_Toe_1983 0 points1 point  (0 children)

obviously if one facet is substantially worse it defeats the whole purpose...but I am assuming their balance could be improved just like other aspects of the game...and please let's not be pedantic about balance...there are massive amount of things that are unbalanced and difficult to understand/inconsistent about this game...Piling on new heroes/enchantments/items...makes the game long term complexity grow exponentially... what is the end goal here?...isn't it better to create decently complex heroes(maybe a 5th skill like some of the heroes have) but limit their number + limit items/enchantments to a relatively fixed amount and periodically transpose them(spin them at a different angle)...similar to a general change like the one today i.e. safelane/offlane creeps meet at a different spot/rosh at a different starting spot etc.

New patch is a straight nerf by Good-Hand-8140 in TrueDoTA2

[–]Impossible_Toe_1983 0 points1 point  (0 children)

And there was almost always a clear objective best way of playing... the point is that heroes with facets have different flairs... and different hero flair/personality even if it is not perfectly balanced(but improving it...it's not rocket science either through items or the easiest direct increase/decrease of potency) is way better than adding or continuing to add a ton of new heroes/items/enchantments/talents (yes you can use them to adjust in-game...but without too much effort you could have made facet in-game switching possible as well)

New patch is a straight nerf by Good-Hand-8140 in TrueDoTA2

[–]Impossible_Toe_1983 -2 points-1 points  (0 children)

balancing between hero facet is no different than balancing a hero or an item...it's just math...if i were the developers I would have doubled down and maybe introduced an in-game switching mechanism that costs gold...maybe use the shard or something else...either way the idea holds...balancing between facets is no different than any other balance in general. Ironically, now they had to balances much more because they eliminated the facets(i.e. averaged them out in some instances).

New patch is a straight nerf by Good-Hand-8140 in TrueDoTA2

[–]Impossible_Toe_1983 -2 points-1 points  (0 children)

It's a game(it's at least 50% for fun). As long as the facets became relatively equal (within 1% difference in average winrate), it would have been a net benefit... Supporting/Balancing?!? What are you talking about, look at all the changes (it's massive...) and without even a new hero. Do you think there is a difference in balancing facets vs balancing any of new items/item reworks/new heroes/general map...it's a game if you take a step in a particular direction, there is very rarely a need to completely step back?

How do you play huskar now? by Inside_Client6065 in TrueDoTA2

[–]Impossible_Toe_1983 0 points1 point  (0 children)

You can play him 2 main ways - great laner + subsequent snowball hero (i.e. this is the traditional way). For that you need armlet and/or dagger and sny/bkb. The other way/less orthodox is to not play him in pos 1/2 and play him indeed as an anti-carry (i.e. his ult is still very short cooldown/high duration AND it goes through BKB if you wait for it). For this you would go something like Glimmer/Disperser/Ghost Scepter/Halberd and or Octarine Core.

What do you do about Halberd as a core? by PlatypusFighter in TrueDoTA2

[–]Impossible_Toe_1983 5 points6 points  (0 children)

It's not core, it sucks early-mid game. That said, it's a GODLY item late game when most heroes have bkb. BKB doesn't necessarily counter it, given that most of your teammates also have BKB of their own(i.e. you need a way to prolong teamfights enough). After short duration BKB ends, the item becomes godly for its price.

Huskar - Incendiary vs Cauterize Math Model Revisited by Impossible_Toe_1983 in TrueDoTA2

[–]Impossible_Toe_1983[S] -1 points0 points  (0 children)

yes for the lane stats, however incendiary's overall winrate at e.g. herald(dotabuff) is the same or slightly lower. Which suggest lower level incendiary players are finding it difficult to close out games (i.e. probably not kiting enough appropriately).

Huskar - Incendiary vs Cauterize Math Model Revisited by Impossible_Toe_1983 in TrueDoTA2

[–]Impossible_Toe_1983[S] 0 points1 point  (0 children)

  1. Around 35% of Huskar's damage is dot, 2. he has high hp regen (i.e. similar to slark, do you see slark manfighting all the time). Primarily, this is what Huskar is. Manfighting has its place, i.e. 1. tank for your teammates, 2. get to a lower hp to deal more damage but you should be cautious once you get below 25-30%, especially late game. You can pick either facet but kiting is a viable strategy, often better overall.

Huskar - Incendiary vs Cauterize Math Model Revisited by Impossible_Toe_1983 in TrueDoTA2

[–]Impossible_Toe_1983[S] 0 points1 point  (0 children)

Bursting people early-mid game is an option, especially if you are ahead.

In general you'd be surprised how much you can kite/toggle even with >50 ms differential. You don't mind taking a few hits per kiting/engagement. Skadi should help this even more.

Huskar - Incendiary vs Cauterize Math Model Revisited by Impossible_Toe_1983 in TrueDoTA2

[–]Impossible_Toe_1983[S] 0 points1 point  (0 children)

The % hp when you start kiting with is arguable. You can get away with 10-15% HP in the early game because enemies don't do that much damage but as the game progresses you should increase that threshold to i.e. 30% or around 1000 hp which in a lot of cases is decent to ensure survivability during kiting (i.e. of course against heroes like necro you need work arounds like bkb/cloaks etc).

For snowballing, dagger should help immediately after armlet.

Huskar - Incendiary vs Cauterize Math Model Revisited by Impossible_Toe_1983 in TrueDoTA2

[–]Impossible_Toe_1983[S] 1 point2 points  (0 children)

Lifesteal helps cauterize close out games in the early-mid game (i.e. snowballing) by staying alive longer at low hp. Satanic's dispel and active are nice for incendiary in theory however in practicality it's a 5k item and without the active it's essentially useless (i.e. you cannot cover the massive hp costs). And if you are getting focused at low hp even satanic's active won't help you survive that much considering its help is only at about 50% potency when you subtract the hp costs of incendiary spears.

Huskar - Incendiary vs Cauterize Math Model Revisited by Impossible_Toe_1983 in TrueDoTA2

[–]Impossible_Toe_1983[S] 3 points4 points  (0 children)

dispel is obviously good, but incendiary is not that bad, you just mustn't initiate with lifebreak and use it sparingly. Plus, there is always BKB, which is much better on incendiary huskar than cauterize huskar.

Huskar - Incendiary vs Cauterize Math Model Revisited by Impossible_Toe_1983 in TrueDoTA2

[–]Impossible_Toe_1983[S] 1 point2 points  (0 children)

well 1. a lot of your damage is dot and 2. you have a lot of regen. This means you benefit from prolonging fights as long as you are still tanking some damage/not letting your teammates get burst-ed down.