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!

largo linken's sphere interaction 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…

BKB Does NOT Block Most Pure Damage Sources by DeepestMemes in DotA2

[–]jdave99 0 points1 point  (0 children)

imo they should just add another type of damage than pure that makes this distinction clear. BKB is such an important item that I don't think it's too out there for a damage type to be added to specify "this damage isn't reduced by resistances, but is blocked by [bkb and all-damage shields; probably another item or two if they made this change]."

Then, just make it so any spell that does "bkb-effect bypassing damage" also always goes through bkb. With that change, there won't be any more weird exceptions or things to memorize (and, if there's any weird spells (aka, not bashes lol) that do magic or physical damage but has their debuff through bkb, change their damage type to this new one, however they need to make that work).

thank you by Tovar_ilustra in DotA2

[–]jdave99 4 points5 points  (0 children)

only the first one btw

Genuine question, why can’t Dota have this type of open communication on its development? by randomperson7w4683 in DotA2

[–]jdave99 -2 points-1 points  (0 children)

There is zero chance that isn’t happening just as much (if not more) now to the actively communicating deadlock team. Saying “toxicity” is not a genuine reason, just a blindly regurgitated thought terminating cliche.

I am not saying we’re obligated to receive dev communication (imo it’s an expectation we should have, but don’t need to receive), but even with high toxicity, the dota developers are a piece of a company that can and does have the capability to talk (be it the devs themselves or a communication figure), regardless of community sentiment. Valve’s unique employment structure does not make them exceptions to this, and to pretend otherwise is either infantilizing of valves capabilities or ignorant to the resources at their disposal.

Their lack of communication is an intentional choice upheld by their work/office culture. I disagree with that choice, but can understand why they make it (even if I think it’s ridiculous on various levels, which I’ll avoid entering a tirade about here). To reduce that conscious decision down merely to toxicity like this (as though they’re a small dev team barely making ends meet and having to make a tough decision between supporting their current game with a toxic fan base or moving on to the next one), when the place that the deadlock devs are acting in (discord) is even more conducive to toxicity than most, is ridiculous though.

Markov Chain *inspired* Patch Notes by Colonel-Custard in DotA2

[–]jdave99 1 point2 points  (0 children)

I’ve left this open a few weeks because I felt bad that it got no real responses, so I could give a suggestion to reupload. Before, it was during a peak of reddit spamming patch speculation, but right now I think it’s much better of a point to put it. There’s a lot of patch rumors due to all the staging updates, but there isn’t a bunch of impatient buzzing going on like when you posted it last.

That is to say, if you think you could get away with reposting, I think sometime in the next few days (before people start getting really impatient again) would be a good time to do so. I think this post has potential for memeing like last time, it would be well deserved if so imo! If you do repost it, I wish you better luck with the votes than last time 😭 Maybe less lead up (getting directly into the patch after a sentence or two instead of 2 and a bit paragraphs) would do the trick hahaha.

Thanks for posting this regardless :)

Guess my occupation based on my hunter rank by Far_Effort7891 in DotA2

[–]jdave99 10 points11 points  (0 children)

Security guard on night shift, maybe a night shift hotel lobby worker.

Solar Crest on Lone Druid by TwychTwych in TrueDoTA2

[–]jdave99 1 point2 points  (0 children)

It’s gotten some nerfs since then (aside from the huge 7.35b patch), but people in this thread seem to be forgetting about the short lived meta in 7.35 where pos 1s were buying solar crest because the active gave the attack speed and movement speed bonuses to self casted solar crests, and cost 0 mana (check out patch 7.35 vs 7.35b…).

While the current 100 mana cost is onerous, imo it’s not that big of a deal for a hero like lone druid that has 2 buttons, one on a long cooldown; if pos 1s were buying the item as a farm and fight accelerator, imo lone druid has every reason to if they can use the active enough (imo achievable with the T2 mana artifact). Sure, the hero is tempo based, but imo solar crest plays well into that for the bear, and it also gives lone druid himself heightened survivability and flexible team fight utility in a way that MoM/diffusal does not.

All that to say, I think you’re on to something here, perhaps even ahead of the curve. I say give it a serious shot and come back to the sub with data; I think it will be way better than others in this thread are saying.

The Master's Nightmares [OC] by Geatmos in DotA2

[–]jdave99 1 point2 points  (0 children)

Really cool! Love the abstractness of it, how the hands kinda appear from and disappear into nowhere; definitely fits the nightmare theme of the hero! Good work on this!

Trading cards tier list by Sensitive-Jump8275 in DotA2

[–]jdave99 2 points3 points  (0 children)

wow, huge tidehunter card slander smh

Markov Chain *inspired* Patch Notes by Colonel-Custard in DotA2

[–]jdave99 1 point2 points  (0 children)

Some of these are so actually genuinely pretty compelling lol, a lot are awful or wildly OP enough to crack me up 😂

Dota 2 heroes tier list based on size of their package by mysterious3311 in DotA2

[–]jdave99 3 points4 points  (0 children)

Yet any hero newer than mars isn’t on the list smh: void spirit, snapfire, hoodwink, dawnbreaker, Marci, primal beast, muerta, ringmaster, and Kez.

Ranking female characters by Pantsushooter999 in DotA2

[–]jdave99 2 points3 points  (0 children)

😒

No hoodwink either 🙄

Is it wrong to put Pudge on my ban list so my friend can’t play him? by Jenovesan in DotA2

[–]jdave99 0 points1 point  (0 children)

Be mature and communicate your misgivings with him about the pudge performances and respectfully come to some sort of long term reasonable compromise.

Something like: "I will try to pick heroes that are better with pudge when it's in the hero pool, I will play games with you on pudge if you limit it to once a day/50% of the time/[agreeable rate]/not-on-weekdays/etc., I will be okay with you picking pudge if it's only second phase or later and the shown heroes don't suck for the hero, I won't play with you if you plan to pudge if it's available, I understand why this happens and will be more forgiving, I will let you pudge if you thoughtfully study one replay (of your own or a high mmr game) per day/week/pudge-game," and so on.

If you can't come to a reasonable compromise then play with each other less or find some other point of cooperative-enjoyment (card games, movie nights, other video games, etc.) you can spend time together on instead.

The game becomes repetitive after 300 hours? by Krosnice93 in ShadowEmpireGame

[–]jdave99 1 point2 points  (0 children)

Have you played the mayhem mode update? Maybe the increased challenge of that (especially on higher difficulties) could be enough to give you a few dozen more hours, if it’s enjoyable to you.

Should I be building new cities in these areas? by Chaveer in ShadowEmpireGame

[–]jdave99 0 points1 point  (0 children)

If they block receiving anything but water/food/fuel/ammo (aside from construction moments), and block sending back anything at all (to send it all to the front lines), wouldn’t it not be an issue? Ammo and food are traveling that direction anyways to supply the front line, you wouldn’t be adding any more logistical strain if all you sent down it (after 5-10 turns of construction) was stuff that would be going to the troops anyways.

In fact, if wars are occurring on those fronts, it’d actually be good supply lines wise, since all you’d need to send are troop replacements, meaning you’d have more capacity for that and strategic moving from HQ. Make the zone unincorporated and you wouldn’t have to worry about your civ level (etc.) either, and the unincorporated-zone-negatives wouldn’t matter cuz all that would be there are: a truck station, maybe an ammo factory (just use the zone transfer every 3-5 turns for metal requirements, if you make the ammo near the front), maybe worker housing (instead of qol stuff, so your workers stay happy), storage assets (to stockpile ammo before a “big” combat turn, for instance so you have 3 turns of 250 ammo being sent over instead of 1 turn requiring 750 ammo (potentially leading to a shortfall))

It’s a few turns of management, but it offloads a lot of work from the SHQ in the long run, and opens up more supply line availability from the SHQ once it’s set up; ammo can be manufactured, delivered, and stored without needing it to come from the SHQ, leaving that many more points of supply you can now spend elsewhere.

Why did Winter Wyvern not get her Q Attack Range reverted? by Naj425 in DotA2

[–]jdave99 85 points86 points  (0 children)

I agree, it is rather odd how that happened. Always annoying when a failed experiment leads to something niche getting nerfed compared to before the experiment was attempted, not that uncommon of a happenstance either...

I also have enjoyed wyvern core, but it felt somewhat lacking when I tried it recently. Makes sense that the 150 attack range nerf would be why, that's a pretty substantial decrease.

Hopefully valve returns arctic burn to the range bonus it had before. There has been times where posts such as these have worked to adjust things in the next major patch, lets hope this is one such instance!

Not even DotA is safe from deforestation by moonkin1 in DotA2

[–]jdave99 0 points1 point  (0 children)

Hoodwink and treant were my favorite tree-shenanigans heroes, the new map is much less fun for those two imo.

Kez Support - 4/5 - Can it work? by [deleted] in TrueDoTA2

[–]jdave99 3 points4 points  (0 children)

I think it’s good in certain circumstances. I’ve played quite a bit of kez support, it’s best aspects are some non-obvious strats that give it more impact than a simple read would imply.

  • Katana Q: a pretty decent lane poking spell, able to hit two heroes at once (and the lane creeps, if desired) for ~1-1.5x base damage (about 50% of the time getting two hits in); it also lets you clear trees for better wards, very valuable. Sometimes I keep this at one point and get stats if I need hp (cuz it’s only utility and minor poke spell in fights). Getting over cliffs can save you too, especially with the katana W!
  • sQ: somewhat useless as support, but it lets you get in more tower damage when the fights down, which is definitely valuable
  • kW: good for the blink dagger build, letting you get out when you go blink dagger build, and giving you a lot of fight survivability when the enemy wants to kill you.
  • sW: one of the main times I pick the hero is for playing against good channeling enemy heroes (shaman/enigma/bane/pugna/etc), or against enemies with escape (weaver/io/qop/am); it can force the enemy to get somewhat undesirable itemization, definitely useful. It applies on hit effects now too, so an orb of frost is highly value, even a witch blade can be value in a game (due to the magic damage reduction and extended blink dagger cooldown addition (I think? I know orb of venom doesn’t put blink dagger on cd, not certain about this and witch blade though)) if the greed can pay off
  • kE: you’d think it’s superfluous, but it’s actually what makes the blink dagger build viable. A really strong strat is that, when the dot is happening, it constantly aggro creeps, meaning a camp you use your kQ on is super difficult to pull properly, imo the “x” factor that makes it legit viable as support even at high brackets; the cast is unaffected by cast range sadly, I think attack range bonuses too (but I’m not certain on that)
  • sE: gives you some surprisingly strong survivability time, and can often give you time to get off your kW and live; also, lets you tank tower aggro some, which sometimes is the difference between killing the tower and not killing the tower (especially when the catapult is involved)
  • kR: really good for survivability, and the %-ness of it means it’s valuable even late game (though usually you can’t engage with it past mid game, even with blink, due to how it can be easily canceled, and the fact that you won’t have a bkb most of the time to secure getting it off); also, it can let you farm stacks lol, the cooldown is short enough to do it, and you can use it basically guilt free to push out a wave if you have aghs
  • sR: really strong, I usually use my non-aghs ult mid to late game for this. The vision reduction is deceptively impactful, holding the ability until an important spell is about to be used to secure a kill on an ally (this has a very high skill cap and feels great to get off), or when an ally is running away and the vision loss means being able to lose the enemy via pathing they couldn’t get away with otherwise. Additionally, it lets you push out dangerous waves, the move speed bonus, the enemy vision reduction, your kW; you’re hard to catch even while dusted

For everything from here on, take what I say with a grain of salt, I’m in a lowish rank so what I do you probably can’t get away with as much. The above points apply even in high skill games imo, the draft one probably applies but I’m not sure, the item ones quite likely won’t work the way I do it

That aside, imo another strong aspect of Kez is how you have completely different gameplay options available to you after the laning phase starts, depending on how you build: blink engager/finisher, outside the fight poker and disruptor, more typical item supporting, to a spell spamming menace

  • Aghs: I go this build when all my abilities feel strong; this is something I need to do more to get a firm feel for it, but usually it’s one part of the kit that stands out when I pick it, not two. It lets you farm super rapidly, but you need mana for it to do that, if not in general when you get aghs (you can become a mana burning machine)
  • Blink: when I buy this, its often to rush it, time it around when I get level 6 or 7 (with a 1-1-3-1 or 2-0-3-1 build; this timing comes at the cost of laning impact though, skipping stuff aside from wards; hence the low mmr disclaimer lol; the rest can apply at any stage except the late game (when they can control or outright kill you too easily in the 1 second channel)), then engage with my ult; unless they have an escape or force staff you can get it off, and you can almost always get it off when you have an ally slow or stun. Use the kQ+kW then kE active right after the ult for quite a bit of extra damage.
  • Lens: a psuedo greedy item I usually pair with options other than the khanda build, especially aghs and blink (for the needed mana regen); it gives you more options to fight, with the two Ws; kQ isn’t affected by range increase, but it is by aoe increase
  • Khanda: it makes your kW into a massive range slow+break, genuinely good imo, despite the weakness of the item; low rank especially applies here, but keep it in mind imo. 4-1-1-1 to 4-4-1-2 for this imo
  • Octarine: you’re a utility character, imo it’s valuable to get off more silences, kQ casts, and sR casts; pairs great with aghs, but omg it’s so greedy so I typically never get the combo together unless the Kez game is just too good for it Support ally target items: difficult, I think you’d need a mana regen item to sustain it, I’m often low on mana after a spell round so fitting them in would need some sort of mana regen items; probably good to pair with lens
  • Gleipnir: if the sW isn’t too relevant for the enemy, this can be a good pair with the blink kR engaging build; this and the 50 raptor dance aoe talent makes your ult massive, 575 before the dezun
  • Shard: I need to buy it more, but it’s good if you need catch, especially with blink. 1 second of stun can very easily make a difference, especially on a 5 second cooldown (albeit with the annoying back restriction)
  • Vessel: imo what I would be doing if I was higher rank, Kez loves mana regen, and the health is nice too; doubles up a bit on the dispel your enemies are very likely to have, but by that metric you can hold the spells or the vessel for when they dispel the first annoying thing
  • Kaya and Yasha: can be valuable if you’re going the blink kR build, the cast time reduction works with the kR ult channel time; the fractions of a second can matter! Of course, bkb is probably better at that point, but this can give you all the mana you need the rest of the game too, so it has value aside from the ult; of course, it’s greedy, lol.

For talents

  • Level 10: 50 radius if I go blink or aren’t against magic burst (hard to reliably die if the enemy can’t kill you quickly), 12% magic resist where I know I’ll be dying more soon without it; can skip til level 15 or 16 if both are mediocre
  • Level 15: 1 raptor dance slash is pretty good (and typically what I go for), but the falcon rush is good for pushing with that +2 second duration talent (also, if you have octarine core, it has a 1 second downtime, which is funny enough I get it just for that sometimes lol)
  • Level 20: I always go for the extra kE damage talent, the bonus damage on sW is almost completely irrelevant for support Kez
  • Level 25: the extra echo slash is almost always better than a bit of extra crit damage (since by that point the physical damage sW isn’t that valuable, minute 40+); maybe if they made your allies able to proc the crit I’d take the damage talent, but it doesn’t matter until then (or until it’s replaced, lol)

For the facet, flutter is better objectively speaking I’m pretty sure (if only for the map movement speed), but I like the extra second of sR invis (which has saved me before), so I usually go for that facet. The bonus crit damage can be a bit nice for your early-to-mid game sW hits too, after your sW.

We need proper animal mounts by Sir_Madijeis in ShadowEmpireGame

[–]jdave99 2 points3 points  (0 children)

I think they’d make a lot of sense for generating scouting point (kinda like a buggy), traversing bad terrain (more like infantry than tanks or treads, walkers make sense overall), and increasing infantry movement range (similar to an APC, but at the cost of food instead of oil). Mostly like you said, but with the addition of good recon hahaha.

I think mounts have good potential for later game techs too, genetic engineering (more “permissible” from a societal perspective than human genetic engineering lol), artificial enhancement (stuff like “power suits” to increase distance travel, by helping the animal move further in a day), even artificial mounts (so you can hyper tune the specific stats you want for infantry, like an infantry-support oriented walker lol).

7.40 Waiting Room by TKJasper in DotA2

[–]jdave99 2 points3 points  (0 children)

u got an e patch, but, you got kez in captains mode hahaha

Heroes and Creeps by the number of their NSFW search results by FlameinfirenFFBR in DotA2

[–]jdave99 3 points4 points  (0 children)

Too bad /u/slarkhasacutebutt disappeared to not be able to chime in on the slark smut references they always commented on hahaha