Supposedly running Spectre is a pretty good combo against him, as she can haunt while he's hiding in the trees, and if she rushes a radiance he won't be blinking anywhere when she does. The problem is Spec needs very specific laning requirements to even have a chance at farming items.
At least down in scrub tier, I have good luck runing Nyx as most Tinker players develop a pretty obvious teleport pattern and picking that fucker off, after you've successfully predicted where he's going to TP to, is one of the most satisfying acts in dota.
I'm not sure which hero I hate worse right now, him or Void.
Supposedly running Spectre is a pretty good combo against him, as she can haunt while he's hiding in the trees, and if she rushes a radiance he won't be blinking anywhere when she does. The problem is Spec needs very specific laning requirements to even have a chance at farming items.
At least down in scrub tier, I have good luck runing Nyx as most Tinker players develop a pretty obvious teleport pattern and picking that fucker off, after you've successfully predicted where he's going to TP to, is one of the most satisfying acts in dota.
I'm not sure which hero I hate worse right now, him or Void.
Void can be shut down with sufficient harass and then just becomes a chrono machine. Once Tinket get's BoT it's a matter of time before he rat's you to death. You either fight him and lose a tower to the 4 others on his team or lose them to tinker. His ability to flash farm the jungle with MotM while mid is ridiculous and he get's over leveled incredibly fast if you don't constantly gank him.
Void can be shut down with sufficient harass and then just becomes a chrono machine
In my experience it doesn't matter how much you harass him early, or even if you kill him a couple of times. All he needs is moms, treads, and a little rng luck in the bubble to start melting faces.
But yeah, Tinker is stupid and a competent one is incredibly annoying to play against.
Only went so long because we started messing around and their techies was god damn annoying.
Seem to find I win most games when playing with others that are a higher mmr than myself (such as this game), but tend to struggle more when I'm the highest mmr.
Maybe I need to be carried? Maybe the better game sense of higher mmr players allows me to play better? Who knows...
Edit: My Radiance was because my team didn't want me to get a Divine...
Natinator on
Steam ID: natinator Xbox Live: Natman PRIME LoL: A1 Sauce
Because if you're going to attempt to squeeze that big black monster into your slot you will need to be able to take at least 12 inches or else you're going to have a bad time...
KoopahTroopahThe koopas, the troopas.Philadelphia, PARegistered Userregular
edited September 2014
Reading changes now. First ones I check immediately:
Faceless Void
Chronosphere area of effect reduced from 450 to 425
Chronosphere flying vision area reduced from 1000 to 425
Chronosphere no longer disables passives
Chronosphere's effects no longer linger for an extra 0.5 seconds (like normal auras do) at the end of its duration
Tinker
March of the Machines no longer affects Spell Immune units
Good minor nerfs, Chronosphere not disabling passives is great because now people with evasion can survive. That Tinker nerf is not nearly enough though, he needs more.
Edit - Also that SF arcana looks siiiiiiiick. Bounty Runes were in HoN already so, no big change for me there. Bloodseeker rework has me worried, but the PL rework sounds like he's getting a dodge like Void's which creates images as new targets instead. That could be fun.
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
edited September 2014
Am I wrong in thinking the map changes is one of the biggest differences we've had in the game yet? Just from the images it looks like a huuuuge difference for Rosh fights and laning.
3cl1ps3 on
+1
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
Aghanim's Scepter now allows Holy Persuasion to target Ancient Creeps (maximum 1 Ancient Creep per level of Hand of God)
UUUUUUHHHHHH
+1
KoopahTroopahThe koopas, the troopas.Philadelphia, PARegistered Userregular
They buffed Lesh.......=D I am going to murder so many more pubs than I already was.
0
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
The changes to damage types/spell piercing, while not affecting the game much overall, are a really good decision imo. Helps de-clutter the weird damage types/interactions that existed and should make things a lot more straightforward.
Also, that BKB change. Should be an interesting patch with how many game mechanics it shakes up.
Am I wrong in thinking the map changes is one of the biggest differences we've had in the game yet? Just from the images it looks like a huuuuge difference for Rosh fights and laning.
Definitely the first time there's been a major map change in dota 2. In dota 1 there were changes now and then. Mostly new juke paths and changing ramps (for example, the base ramps were widened considerably to make it even possible for attackers to get in without all being funnelled into aoe range together).
I'd say that riki, weaver, vs, and sven got the biggest buffs. bane, huskar, night stalker, warlock, and puck also got strong buffs.
sniper got nerfed hard.
tinker didn't really get nerfed at all, but he won't be able to share the map with junglers anymore.
Am I wrong in thinking the map changes is one of the biggest differences we've had in the game yet? Just from the images it looks like a huuuuge difference for Rosh fights and laning.
I'd say that riki, weaver, vs, and sven got the biggest buffs. bane, huskar, night stalker, warlock, and puck also got strong buffs.
VS? He didn't get much of a buff, do you mean BS?
PL sounds like fun. I agree that Sniper got hit pretty big with the nerf stick. Glad Tree Eyes are back. Timber get's two saws now? Haha. Riki sounds...interesting? I'd have to try it in practice. Getting nerfed in hp regen, ms, and base damage is never a good thing though.
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
I'm a nub at Dota, so I don't know how much my opinion counts, but I'd heard that Riki is sort of useless until he gets his permainvis, so it seems like making that a basic ability seems like it'd be pretty huge.
(Also, discovered that playing Jakiro in pubs sucks, which sucks, because I like Jakiro. But in an uncoordinated team you're so weak to ganks it doesn't seem worth it...)
Am I wrong in thinking the map changes is one of the biggest differences we've had in the game yet? Just from the images it looks like a huuuuge difference for Rosh fights and laning.
Definitely the first time there's been a major map change in dota 2. In dota 1 there were changes now and then. Mostly new juke paths and changing ramps (for example, the base ramps were widened considerably to make it even possible for attackers to get in without all being funnelled into aoe range together).
I'd say that riki, weaver, vs, and sven got the biggest buffs. bane, huskar, night stalker, warlock, and puck also got strong buffs.
sniper got nerfed hard.
tinker didn't really get nerfed at all, but he won't be able to share the map with junglers anymore.
I don't know, those Riki changes seem like they made him a lot weaker in that he's much more reliant on smart positioning now. Should be a pretty rude offlaner though since his pre-6 levels just got a shitload safer.
Otherwise, holy moly is there a lot going on here, too much to even talk about really. Highlights for me are the removal of LC's duel disabling passives, the agh's upgrade for Earth Spirit, the complete removal of composite damage, WD getting a buff on the maledict AOE, and the bestest of all, Ogre getting a massive health regen buff.
At first I thought the bounty rune was stupid, but I'm coming around on that, and seeing Lycan's fuck off ult become a lot less reliable is great to see. Though I wonder how long Icefrog can keep upping the cost of bottle before he finally has to address the real problem with that item?
Am I wrong in thinking the map changes is one of the biggest differences we've had in the game yet? Just from the images it looks like a huuuuge difference for Rosh fights and laning.
Definitely the first time there's been a major map change in dota 2. In dota 1 there were changes now and then. Mostly new juke paths and changing ramps (for example, the base ramps were widened considerably to make it even possible for attackers to get in without all being funnelled into aoe range together).
I'd say that riki, weaver, vs, and sven got the biggest buffs. bane, huskar, night stalker, warlock, and puck also got strong buffs.
sniper got nerfed hard.
tinker didn't really get nerfed at all, but he won't be able to share the map with junglers anymore.
I don't know, those Riki changes seem like they made him a lot weaker in that he's much more reliant on smart positioning now. Should be a pretty rude offlaner though since his pre-6 levels just got a shitload safer.
Otherwise, holy moly is there a lot going on here, too much to even talk about really. Highlights for me are the removal of LC's duel disabling passives, the agh's upgrade for Earth Spirit, the complete removal of composite damage, WD getting a buff on the maledict AOE, and the bestest of all, Ogre getting a massive health regen buff.
At first I thought the bounty rune was stupid, but I'm coming around on that, and seeing Lycan's fuck off ult become a lot less reliable is great to see. Though I wonder how long Icefrog can keep upping the cost of bottle before he finally has to address the real problem with that item?
For the benefit of morons, the real problem is...?
riki getting multiple blinks is a big deal. at level 6 he will have a ton of burst damage and mobility, on top of good escapes. skilling him will be a bit tougher though. his pre-level 6 is actually a lot worse outside of tower hugging or roaming, as he is now quite slow and also has terrible base damage, as well as not having blink strike anymore. he'll be really easy to kill even without detection.
the rune changes are pretty interesting. it will actually make bottle crowing less necessary at last, but put much more demand on the supports and offlane. you will need to have someone at that rune every 2 minutes: the offlane will want to get the bounty rune, and the supports have to stop them from doing so. most mids will still want the other rune, but they also know that they can at least get something for their bottle. it's an indirect buff to non-farming mids, as they will have much better creep control and be able to consistently push the lane at 2 minutes to force their opponent to choose whether to miss a wave or go after the rune.
i could see every 2 minutes will typically be the offlaner, jungler, and at least 1 support fighting over a rune with the mid, and the other support trying to get the other. for most carries it won't be worth it to go after the bounty rune if that means missing cs and possibly dying.
which is also an indirect buff to most junglers, since it will be more expensive to ward the jungle when you need to have rune wards, and they will also have more guaranteed places to go for fights if they can't push.
offlane also seems easier in general now, with the way the lanes have been reworked, so they can probably afford to go after more runes.
Posts
At least down in scrub tier, I have good luck runing Nyx as most Tinker players develop a pretty obvious teleport pattern and picking that fucker off, after you've successfully predicted where he's going to TP to, is one of the most satisfying acts in dota.
I'm not sure which hero I hate worse right now, him or Void.
Void can be shut down with sufficient harass and then just becomes a chrono machine. Once Tinket get's BoT it's a matter of time before he rat's you to death. You either fight him and lose a tower to the 4 others on his team or lose them to tinker. His ability to flash farm the jungle with MotM while mid is ridiculous and he get's over leveled incredibly fast if you don't constantly gank him.
In my experience it doesn't matter how much you harass him early, or even if you kill him a couple of times. All he needs is moms, treads, and a little rng luck in the bubble to start melting faces.
But yeah, Tinker is stupid and a competent one is incredibly annoying to play against.
Isn't Sun Wukong not out in DoTA 1?
Hmmm....
I want my Pit Lord damn it.
Possible.
But guess the monkey king was the hidden character in the last normal DoTA update.
Be interesting if they put him in DoTA2 at the same time.
I'm more hyped about this than the techies update.
Biggest stomp I've been part of for a good while.
Only went so long because we started messing around and their techies was god damn annoying.
Seem to find I win most games when playing with others that are a higher mmr than myself (such as this game), but tend to struggle more when I'm the highest mmr.
Maybe I need to be carried? Maybe the better game sense of higher mmr players allows me to play better? Who knows...
Edit: My Radiance was because my team didn't want me to get a Divine...
It has begun.......
Faceless Void
Tinker
Good minor nerfs, Chronosphere not disabling passives is great because now people with evasion can survive. That Tinker nerf is not nearly enough though, he needs more.
Edit - Also that SF arcana looks siiiiiiiick. Bounty Runes were in HoN already so, no big change for me there. Bloodseeker rework has me worried, but the PL rework sounds like he's getting a dodge like Void's which creates images as new targets instead. That could be fun.
UUUUUUHHHHHH
Yeah that sounds fucking crazy. Just the idea of four big dragons taking towers is scary.
Also, that BKB change. Should be an interesting patch with how many game mechanics it shakes up.
You talk clean and bomb hospitals, so I speak with the foulest mouth possible
Will Earth Spirit ever make it into CM?
Mind blowing.
Going to play the shit out of this.
Bloodseaker is weird now. I can see him being played as a semi support/ganker more than a carry now.
This one though.
Clinkz
Searing Arrows is no longer an Attack Modifier
Oh and Chen with ancients with aghs.
And mud golems.
Oh I love the Dark Seer change.
I see the best combo.
Top Tiny!
Edit:
The crazy is now out of control.
Tree's new aghs? Awesome. Windrunner buffs Double Chakram from Timber? TB also in captains mode?
BKB's tied to the hero so buying a new one doesn't give you more time? Blink still no mana? Bloodstone from a soul ring now?
Crimson guard looks awesome for people like Centaur and Bristle.
Couriers now break the sound barrier too.
Too much man.
I must now relearn all I know.
Definitely the first time there's been a major map change in dota 2. In dota 1 there were changes now and then. Mostly new juke paths and changing ramps (for example, the base ramps were widened considerably to make it even possible for attackers to get in without all being funnelled into aoe range together).
I'd say that riki, weaver, vs, and sven got the biggest buffs. bane, huskar, night stalker, warlock, and puck also got strong buffs.
sniper got nerfed hard.
tinker didn't really get nerfed at all, but he won't be able to share the map with junglers anymore.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
VS? He didn't get much of a buff, do you mean BS?
PL sounds like fun. I agree that Sniper got hit pretty big with the nerf stick. Glad Tree Eyes are back. Timber get's two saws now? Haha. Riki sounds...interesting? I'd have to try it in practice. Getting nerfed in hp regen, ms, and base damage is never a good thing though.
(Also, discovered that playing Jakiro in pubs sucks, which sucks, because I like Jakiro. But in an uncoordinated team you're so weak to ganks it doesn't seem worth it...)
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
Also fountain farming massively nerfed
Steam: adamjnet
Steam ID
I don't know, those Riki changes seem like they made him a lot weaker in that he's much more reliant on smart positioning now. Should be a pretty rude offlaner though since his pre-6 levels just got a shitload safer.
Otherwise, holy moly is there a lot going on here, too much to even talk about really. Highlights for me are the removal of LC's duel disabling passives, the agh's upgrade for Earth Spirit, the complete removal of composite damage, WD getting a buff on the maledict AOE, and the bestest of all, Ogre getting a massive health regen buff.
At first I thought the bounty rune was stupid, but I'm coming around on that, and seeing Lycan's fuck off ult become a lot less reliable is great to see. Though I wonder how long Icefrog can keep upping the cost of bottle before he finally has to address the real problem with that item?
For the benefit of morons, the real problem is...?
Steam: adamjnet
the rune changes are pretty interesting. it will actually make bottle crowing less necessary at last, but put much more demand on the supports and offlane. you will need to have someone at that rune every 2 minutes: the offlane will want to get the bounty rune, and the supports have to stop them from doing so. most mids will still want the other rune, but they also know that they can at least get something for their bottle. it's an indirect buff to non-farming mids, as they will have much better creep control and be able to consistently push the lane at 2 minutes to force their opponent to choose whether to miss a wave or go after the rune.
i could see every 2 minutes will typically be the offlaner, jungler, and at least 1 support fighting over a rune with the mid, and the other support trying to get the other. for most carries it won't be worth it to go after the bounty rune if that means missing cs and possibly dying.
which is also an indirect buff to most junglers, since it will be more expensive to ward the jungle when you need to have rune wards, and they will also have more guaranteed places to go for fights if they can't push.
offlane also seems easier in general now, with the way the lanes have been reworked, so they can probably afford to go after more runes.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream