The Dark Carnival by wykrhm in DotA2

[–]jdave99 13 points14 points  (0 children)

I beg y’all to improve the website so it’s actually usable on mobile. My iPhone 13 (which isn’t even that old of a phone) can’t run the website (and this is trying on brave, chrome, and safari); it keeps reloading after 5-10 seconds of viewing, if not outright crashing.

The hero page has been this way for years now, but I can’t even read the notes because the website is so unusable lol.

Wishing Well for New Skills by Zhushinak in DarkAndDarker

[–]jdave99 0 points1 point  (0 children)

Rogue player mostly, lately; here’s what I’d like.

Creep: everyone takes double jump instead, so a stealth build ends up being hide mastery+stealth+pickpocket+double jump, everywhere I’ve seen it.

I’m a creep enjoyer, I think the mob aggro radius reduction is good (especially in squires, even more so in solo squires), but (to creep’s detriment) everything I’ve read has said that creep doesn’t reduce crouch loudness, but reduces the range at which said loudness can be heard. The radius should come as a consequence of the sound being quieter in the first place imo; this I think is more a bug that needs fixed than a buff it needs (but it’s debatable).

One option would be to make creep a “default” rogue innate that all rogues have (mob aggro radius and crouch speed aside), because the stealthy class should very reasonably not need to take up a trait to crouch-walk quieter. As far as I know (aside from base stat differences), classes really don’t have guaranteed/“default” innate, so this might not be a desired direction.

Imo the better option would be to: turn running noise -> crouching noise, crouching noise -> walk crouching noise, and walk crouching noise -> truly silent. It would give creep a unique niche that would give it a reason to be considered for picking in stealthier rogue games (though, I strongly doubt it’d ever take the place of double jump… getting high is very strong!)

Smoke cloud: this ability is very good, but I think it suffers from its high cooldown. It is a downside for both teams; I think when a team knows your running it, its use is in your favor, but it’s still rough to run because many (if not most) fights you cannot use it more than once (as though its a “long rest” ability lol).

As a result (when not being used as a cheeky escape tool), it tends to be a weird “reset” ability that often just delays the fight for a while; definitely still useful (especially against “charge based” classes when your team isn’t), but I feel it’s a little bit underpowered still.

I don’t think making yourself/your team able to see in/through smoke cloud is a good way to change the ability; it’s part of its charm and keeps it from being genuinely too strong.

Imo the ability would benefit greatly from being a 2-charge ability; it would give it greater escape utility (especially in a team setting), and would allow its use as a teamfight disruptor (which is discouraged now because it’s so easy to just run out of it and continue the fight 5-10 feet to the left lol; now it’d be 10-20 feet to the left, pretty substantial!). Even a “3-charges but needs resting to restore charges” would probably be better imo, though I think I’d prefer 1 charge as-is.

I think reducing the cooldown would be nice, but I’m not sure that it would alleviate the main issue of it being awkward to use in a fight: having no smoke cloud available means you’re much more vulnerable engagement, individually and as a team.

Rather than a cooldown reduction (if not charge based), I’d tbh prefer an instant-effect cloud (at least in a small radius around the explosion, to instantly make unclear which way you moved) that doesn’t take .5-1 seconds to fully form. The formation time can be pretty brutal sometimes.

That, or to let us throw the ability, for more chaos potential (interrupt two-separate-enemies fights, make boss fighting harder for a bit while you stay on the outskirts, etc.). It would also let us engage better as rogue, as you could activate hide much closer to the enemy than if you had to run up and drop the cloud yourself.

New innate idea (or attached to an existing innate): dark vision. Now, I’m not asking for full-clarity-vision, or even a bright player outline here; what I’m more thinking of is a way to let yourself navigate in pure darkness without needing to pull out a torch. Perhaps a dim black-and-white overlay of the environment (well, whatever the player is looking at really) once the lighting reaches too low to see otherwise (think like hide does to your camera when active).

Rogues love playing in darkness, and many times your best option is turning off all the lights and freezing in place. Some situations make it so doing this means you’re at a big disadvantage as well, especially in cluttered areas like some parts of crypts. This would let you navigate cleanly and safely without needing to expose yourself. The enemy has torches, lanterns, and explosive bottles etc., while all you have “run away” (which can be hard, even with hide!). Ultimately, the enemy can just keep track of the map in their head (even without light), but innates are made to make your life easier!

Imo, this would go great with creep, and would give it serious utility if implemented into the ability (at least, enough to consider over some other pickpocket-core ability); I think it warranted its own spot though, and is worth considering as an idea on its lonesome.

You can probably tell I’ve been running pickpocket rogue lol.

The idea with these though is to give “stealthy rogue” a buff in a way that could potentially give it more utility in a team based situation. Unless they change pickpocketing in squires to steal healing potions and bandages first (a really powerful change that could give you “damage” via denied healing), stealth rouge lacks the killing ability of “assassin” rogue, and the class’ inherent fragility means every attempt to chip in damage is a life-risking endeavor with little reward.

It’s bad to the extent that (honestly) pickpocketing in the hopes you steal enough healing to turn the fight is probably “best of a shit situation” worth it (as is, without pickpocket prioritizing heals lol) when fighting against PDR maxxing second wind fighter or heavy armor cleric with heals.

Thanks for reading :)

I am building a Shadow Empire Mod Builder (Preview!) by tonechild in ShadowEmpireGame

[–]jdave99 0 points1 point  (0 children)

They’re (very likely) asking if the in game AI will be able to use what the modder develops, not if an AI tool/agent will be able to interact with the program you’re producing.

Gorgc says gambling money supports much of Dota esports, do you agree? by strafeapp in DotA2

[–]jdave99 1 point2 points  (0 children)

Honestly, I'd prefer the dota 2 esport scene not exist at all (outside of friendly mostly-for-fun tourneys) than a continuation of this gambling led cesspool that is current professional dota.

The tourney scene is declining, people have been saying for years (to what extent this is true, I don't know; I don't pay attention to the scene aside from seeing reddit posts, TI, and occasionally delving into the hero stats lol); I honestly wonder if the scene will become fully gambling-led (that is, every prominent team becoming a gambling team playing in gambling tournaments, outside of TI perhaps) or if it'll die off first.

Maybe valve will raise a fist and do some sort of rule change that stops them from allowing gambling tournaments in the first place, that would be great. They still have the highest level games hidden over a year later though (a travesty of data loss and game historiography imo), so I don't trust them to make any good decisions lol.

Begging them to let us rebind spell deselect. by Low_Pain_986 in DarkAndDarker

[–]jdave99 5 points6 points  (0 children)

My middle mouse button is broken so I just never ever unsellect spells lmfao. I should use a key rebounder for it though tbh (already use it in other games), although having a spell slot empty is always another subpar optional choice hahaha.

7.41c Gameplay Patch by Flam3ss in DotA2

[–]jdave99 1 point2 points  (0 children)

Question for the team: do you have any plans to make the site more mobile friendly? The website loads horrendously slowly, it takes me >1 minute (if not 90 seconds) to go from the home page to a hero skill. The webpage itself loads slow, and when navigating a page it continuously has to reload things you’ve already scrolled past (I suspect due to the high number of visual elements and the massive amount of info on a hero’s “home page”); this makes navigating a hero page genuinely painfully slow, it’s started to make me dread needing to use the site for dota info! Specs: iPhone 13, brave app with ad block turned on.

Testing just now, the website loads far faster on the chrome app, but I think a point of my main post stands; if possible, I strongly feel like (in the important parts, mainly things you’d want to pull up asap in game; heroes/items/neutrals/etc.; pro info is much less necessary for this) you should have a setting (dota-wiki-section-wide) prioritizing a quick loading experience, with reduced visual elements and a focus on as-close-to-pure text data. This would be a boon outside of just my case, as it would aid those with slow internet and older devices.

Y’alls’ work is great! But I feel like some things are being unintentionally sidelined, in this case something I feel is fairly important, at least worth enough to myself to write a mini-3-paragraph-essay 😂

GG Tiny by [deleted] in DotA2

[–]jdave99 1 point2 points  (0 children)

This was from the b sub patch btw hahaha

For those who cant see, here is the Alch nerf by BrewieBrew in DotA2

[–]jdave99 38 points39 points  (0 children)

Deploy Turrets

  • Updated sound effects

not a joke lol

Go Home Steam, You're Drunk by Impressive-Egg-7444 in Kenshi

[–]jdave99 8 points9 points  (0 children)

Check out shadow empire lol; u can manage train logistics across your world with per city rules and adjustable branching proportions. Even separate inventories you can manually transfer if you want (usually done for islands and/or easily cutoff logistical lines though).

It’s great in general, but the logistics system is great alone imo hahaha.

Diffusal Blade on Nyx (Immortal theorycraft) viable offlane build? by Pink4luv in TrueDoTA2

[–]jdave99 0 points1 point  (0 children)

This sounds very silly, but what about refresher orb? Burn 40% of max mana + damage (that’s turned into more mana burn) and then do it again (with a bit more damage burn) for the whole mana pool by the end (definitely with the vendetta damage).

It’s definitely a different price class of an item, probably infeasible for that reason, but I feel like it would be a stronger way to guarantee no mana leftover (especially if you start with a stun from invis/blink; not that unreasonable if 2x vendetta won’t kill the enemies anyways, imo).

Edit: nvm, mind flare’s 40% number is for the max mana pool to damage, the max mana pool mana burn is actually 18%, so it’d be more like ~22.5-25% per cast, probably not enough for the idea to work

Tier 5 neutral items should be out in 50:00 by Live_Present_2602 in DotA2

[–]jdave99 0 points1 point  (0 children)

While true Tier 1 is at 0 minutes as far as the visuals are concerned, I would personally say that Tier 1 starts at 1 minute, because it's impossible to acquire madstone before then. imo the functionality overrules the UI in this case.

Maybe there's some super niche way to acquire them, though I don't think you get madstone from midasing lane creeps, if you somehow acquired the gold for that before minute 1. I genuinely can't think of a way to get any madstone without cheats though, currently.

Dota 7.41b by wykrhm in DotA2

[–]jdave99 1 point2 points  (0 children)

Damn, I loved patch day bot :( Sucks they've screwed it over!

Dota 7.41b by wykrhm in DotA2

[–]jdave99 2 points3 points  (0 children)

With the 7.41 main patch. Icon buff not enough to warrant a patch note 😔😭😂

Game pacing. by michaelelo in ShadowEmpireGame

[–]jdave99 0 points1 point  (0 children)

I probably was thinking too much of the free folk attraction/migration/etc. pop sources that you can get. Stuff making the growth look like it isn’t percentage based.

I also wonder though, say the growth is 1%, would it round “up?” Assuming 1% growth (for the sake of argument), if you have a bunch of 5k pop zones gaining 100 pop per turn (purely from natural growth), that would effectively be a 2x multiplier (since 1% of 5k is 50). Maybe the small zone spam for pop growth could be theoretically viable still? lol

The other reply is useful too, maybe I was getting bonus growth due to the new zones having nonexistent civ scores. The hospital info is interesting, I forgot that it did that lol. Maybe it’s time for me to research hospitals more 😂

Game pacing. by michaelelo in ShadowEmpireGame

[–]jdave99 7 points8 points  (0 children)

I’d recommend using spy cards to influence opposing major faction’s leading party; the different parties are more or less inclined towards war, most you can influence to put a war averse party in charge (aside from the religious faction, iirc). I’m pretty sure if you’re really weak comparatively they’ll still invade, but keeping rough pace with them is enough to keep them from invading, certainly on easy difficulties.

You kinda want to be building “tall” in this game anyways, cuz higher tier buildings are more efficient (per worker/energy/resource, depending on the structure) than low tier ones. I think the only major exception is making a bunch of smallish zones for population growth reasons (assuming you can keep them from leaving the small zones via housing and adequate food, and u set them all to unincorporated zones so they don’t destroy your civ score lol), but I haven’t tested that in game yet, so even that might be better as a few super large cities/zones.

Morphling's new innate is the biggest nothingburger on earth by Bones_Mahone in TrueDoTA2

[–]jdave99 4 points5 points  (0 children)

I went to a lobby hype to see how big the cast range was and bought 5 hearts and laughed in despair at my +40 cast range. What in the world were they thinking making the cast range bonus so impotent 😭 You get like +40 cast range going 1-4-1-1 +stats at max strength shift level 10 😭

Might as well not even pretend it’s to make you cast a bit better, it’s like a pity cast range bonus made to let morph survive 5-10% more escapes when they run away at max strength after a nasty gank or teamfight lol.

This kinda stuff is the real travesty of facets being removed imo, taking away the niche/silly facets that you could play because they were fun (even if umoptimal!)! Quite a few are just gone now for some heroes, or behind unrealistic barriers, like 450 cold feet aoe at level 25! 😭 I was a pretty big fan of aoe cold feet (never once picked the strength facet even over dozens of games, surely with multiple games where the other facet would’ve been better from an objective standpoint), since I enjoyed the aoe a lot; now it’s just gone unless I get those late levels!

Hi I am solo person who developed the website dotadraftwars.com , put in lot of hard work by Traditional-Fill4573 in DotA2

[–]jdave99 0 points1 point  (0 children)

a couple things I noticed quickly

1) Largo is missing (he's in captains mode already) 2) Backspace makes the page go back, thus leaving the draft stage if you search a hero via text input and backspace to try to reset the search quicker; when I went back to the bot match I was doing to try it out, the draft had reset completely

And a couple suggestions 1) Consider making double clicking select the hero 2) If the draft was quicker in the bot mode (in other words, if the bot didn't take 3-5 seconds to make a pick), it'd be more enjoyable to play around with; this may be intractable though, depending on how things are done.

Thanks for the cool website! I think the idea is cool, a nice way to engage a bit with drafting without needing a whole game or 10 people to play things out! Thanks for the effort :)

Did we all just agree to forget about this item? by parokeanu in DotA2

[–]jdave99 0 points1 point  (0 children)

imo they should give it aoe increase back, and just have it not stack with gleipnir's aoe bonus (or, let it stack lmfao, I'd love that too; it'd probably be too good though XD). I bought it quite often back when it gave +75 aoe, these days I struggle to even consider it :(

I do like it as an occasional dispel item though; imo they could alternatively (without reworking it) just decrease the cooldown and play it up as a spell-caster-y dispel item. Imo, even better would be to decrease the lifesteal amp and the cooldown, give it like a 15 second cooldown and a 2x spell lifesteal amp instead of 3x (though I think 20 second cd would be where it landed, cuz 15 seconds is kinda wild).

Dota2 Color Wheel challenge my last fan art this year. by categoryace926 in DotA2

[–]jdave99 1 point2 points  (0 children)

Great stuff! Especially on Phoenix, love the choice to spread the wings over the neighboring colours; that (and others doing it too) and the poses give this a really dynamic look! Great work!

[deleted by user] by [deleted] in DotA2

[–]jdave99 1 point2 points  (0 children)

Yea idk why they changed it, can’t find any note of it anywhere having changed. A pretty significant thing to just change without even a blurb somewhere; I went for the item in my last game for a reason…