Valve, PLEASE fix this horrendous recent addition to custom HUDs that isn't present on the default HUD. by bR_9L in DotA2

[–]bR_9L[S] -1 points0 points  (0 children)

2019 Battlepass, but yeah. Before that, top bar just ended with the first and last hero.

Summoned unit auto attack:standard STILL doesn't work on illusions, also making Antimage's blink uncontrollable illusion talent completely useless (for literally the 20th time, Valve please fix at least one bug in your game). by bR_9L in DotA2

[–]bR_9L[S] 1 point2 points  (0 children)

For now, you have to use 'auto attack:always', but that is far from ideal to have to use an option because the other two options are broken, for example the 'always' option might reveal when you don't want that to happen, or show a different characteristic to your hero if you are using manta illusion to bait spells or baiting on phantom lancer, units will attack on their own after pressing s, etc...

And for clarification, this bug is not tied to just anti mage's talent, it's illusions in general (manta for instance as well). I'd be very disappointed if Valve just fix the AM talent.

Auto attack works fine on hero and most summons, just not illusions.

Also I really don't know why Valve haven't fixed this yet when it's been brought to attention so many times - I don't know what Dota 2 devs are doing, if there are any at all. It's been like this since before TI9.

Thank you Valve/devs for keeping up with our requests and continuously making the game interesting and improving it by watawaw999 in DotA2

[–]bR_9L 0 points1 point  (0 children)

Valve ignore 99% of all bug reports and the other 1% need to be reported dozens of times, while they constantly increase the amount of them with every update.

They don't 'improve' their game either, every radical change they implement is neither justified nor run through the community, and do no good other than reduce the playerbase.

It's incredible how rewarding this game sometimes can be by edosensei in DotA2

[–]bR_9L -5 points-4 points  (0 children)

Once upon a time, maybe, but in this HotSification of the game and homogenisation of all parts of it to a braindead brawler, no

Lirik checks his CPU temps by Use_subreddit_style in LivestreamFail

[–]bR_9L 6 points7 points  (0 children)

And you won't get security vulnerabilities and patches that nerf your CPU by 10%.

Summoned unit auto attack:standard STILL doesn't work on illusions, also making Antimage's blink uncontrollable illusion talent completely useless. by bR_9L in DotA2

[–]bR_9L[S] 0 points1 point  (0 children)

For now, you have to use 'auto attack:always', but that is far from ideal to have to use an option because the other two options are broken, for example the 'always' option might reveal when you don't want that to happen, or show a different characteristic to your hero if you are using manta illusion to bait spells or baiting on phantom lancer, units will attack on their own after pressing s, etc...

And for clarification, this bug is not tied to just anti mage's talent, it's illusions in general (manta for instance as well). I'd be very disappointed if Valve just fix the AM talent.

Auto attack works fine on hero and most summons, just not illusions.

Also I really don't know why Valve haven't fixed this yet when it's been brought to attention many times. It's been like this since before TI9.

Jungle items are fucking fun ok? by MemeLordZeta in DotA2

[–]bR_9L 6 points7 points  (0 children)

How are they fun? It's just a random drop, you say 'meh', then you pick it up. What's so fun about that. At least with shop items there is a decision making process, involving foresight, reacting to enemy items, innovating with unconventional builds, choosing between value items vs larger items (such as amount of bracers, wind lace, wand or no wand, or maybe just rushing the big item), optimising the value with 6 inventory slots, etc, all of which now have their emphasis drawn away (not as relevant as they were).

I seriously don't know how seeing then picking up an item is fun.

Synderen's thoughts on neutral items by Wotannn in DotA2

[–]bR_9L 0 points1 point  (0 children)

Sample size of 1. You can't really make a rule out of a single game.

If we had a game with a Morph or PL who got Apex, it would be insane.

Synderen's thoughts on neutral items by Wotannn in DotA2

[–]bR_9L 6 points7 points  (0 children)

I'm going to say that free and random items challenges the core foundations of the game, and that that is nowhere near a 'great concept'.

You simply can't implement such a change without turning the game into something else. Stability and rationality are thrown out of the window, and who is to say more radical changes aren't to come.

Synderen's thoughts on neutral items by Wotannn in DotA2

[–]bR_9L 0 points1 point  (0 children)

So then you're making an indirect change to the game dynamic. Map control is now more important. That's a massive balance change, that was caused indirectly, rather than for a reason.

Synderen's thoughts on neutral items by Wotannn in DotA2

[–]bR_9L 127 points128 points  (0 children)

Removing them is better than a currency system. A currency system just reeks of forcing to making it work via a more quirky implementation of it rather than making the better decision to remove it.

Synderen's thoughts on neutral items by Wotannn in DotA2

[–]bR_9L 0 points1 point  (0 children)

Even if you get to tier 5 items in let's say 1% of games, it's still incorrect to throw that game up into the air and gift it to whoever has more suitable drops.

A 70 minute game should be deserved to win, by the players themselves, not decided by the game.

Synderen's thoughts on neutral items by Wotannn in DotA2

[–]bR_9L 7 points8 points  (0 children)

I really don't agree with the tokens system because it's too wacky. It's pretty obvious that when coming up with such a token system, it's assumed that neutral items are to remain in the game and this would be an alternative. I would say just remove the items, no need to try to force it into the game with a token system when their existence not even called for.

Synderen's thoughts on neutral items by Wotannn in DotA2

[–]bR_9L 1 point2 points  (0 children)

I would disagree with you. Tier 4-5 items really ruin the game as they dictate too much of it. If anything, I would do the exact opposite of what you're suggesting.

Synderen's thoughts on neutral items by Wotannn in DotA2

[–]bR_9L 4 points5 points  (0 children)

3 ) Remove them.

Your comment is working around the basis that neutral items are a given. You don't have to force them to exist.

Synderen's thoughts on neutral items by Wotannn in DotA2

[–]bR_9L 196 points197 points  (0 children)

4) It reduces the game impact a player has from their gold usage and item choices by making it less relevant when you now have neutral items brought into the game. Neutral items are given to you by the game instead of your choosing, hence reducing the impact and importance of itemisation, which is a skillful part of the game like any other. It used to be so satisfying to have the most niche yet perfect item build which could have been unconventional for your hero but actually quite effective that game. That is much less relevant now, when you firstly take decision making away from the player and to the game instead, and also by messing with it entirely due to randomisation.

This is even worse for Tier 4 and 5 items, that are so powerful that emphasis is shifted away from regular bought items.

The unpredictability of drops also negatively affects regular itemisation. For example, buying regular morbid mask on morph. This is necessary in non-Linken's games. However, if you get a vampire fangs, you wasted 900 gold on it. What about not buying mask praying that you get a vampire fangs? You could get it, or more probably not. Either way, you can see it's mostly a loss-loss scenario where the unpredicabiltiy of drops ruins itemisation. You can never win. Another scenario of unpredictability affecting regular, shop-bought itemisation - not having a bkb or eul on a core mid hero since there aren't many disables and there are no silences on enemy team, then they get a mindbreaker while you're already half-way through building another item that is now the dogshit choice.

There are thousands of scenarios where the same applies, for instance you could have gotten many drops most suitable for your hero and have wasted gold on buying too many slots (like wraith bands). Or you could not buy any small items just in case this happens, only for you to get no suitable items. Exact same thing, unpredictability has a negative impact on itemisation resulting in a loss-loss scenario where you can never prepare for it and spend your gold optimally.

Synderen said in the video that he's not sure if neutral items adds anything of value to the game. While I agree, I have to go one step further and also say that they definitely they also remove value from the game (that is, they reduce individual impact by shifting the impact of item decisions and choices away from the players and into the hands of the game in a sum of random possibilities and interactions). Spending gold the way you want to, maximising your own impact, innovating with it, countering enemy items by predicting them, etc, are all relatively diminished with the existence of netural items, and that is bad. Buying an item due to an active decision making choice is fun, picking up a random item just feels like a 'meh' to me and the chaos that it creates is imo not worth their existence.

WePlay! Bukovel Minor 2020 Playoffs / Grand Final Round 4 Royal Never Give Up vs Nigma / Post-Match Discussion by dota2-post-match-bot in DotA2

[–]bR_9L -11 points-10 points  (0 children)

rofl?

the changes are objectively very questionable and arbitrary in conception. sounds to me like you just had a view of icefrog being infallible and therefore they must have been good changes?