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Item Remakes: Part One

Friday, October 23rd, 2009

As many of you have probably noticed, Icefrog has remade a few important items in these past few versions. These include the boots, Mjollnir, HoT, Diffusal/Manta, and many others. This post will be part of a multi-post series on item remakes.

The focus of this post will be focused on the controversial Heart of Tarrasque.

Before: HoT

35 STR

300 HP

11 HP regen per second (stackable)

Remake #1 : HoT

11 HP regen per second –> 1% HP per second (non-stackable)

Remake #2: HoT

1% HP regen per second –> 2% HP regen per second (non-stackable)

Hero based damage disables regen for 10 seconds.

Buffed Remake #2: HoT

+35 STR –> +40 STR

Disable time from 10 –>8 (Now includes roshan as “Hero based damage”)

 

As you can see, these new remakes of HoT lend the game a new style of play. The change of the constant stackable regen to a standardized 1% regen was a popular change, since almost everybody saw the balance that came with that. However, then next change caused much more friction. Many of you complained, whined, and rolled in the dust when the new “Disable Regen” mechanism was introduced in 6.63. Some even sent an email to the frog, which he responded to.

Q: Why did you remove the combat regeneration from Heart of Tarrasque? (from Florian)

A: It was a very specific choice to completely remove combat regeneration from it rather than just reduce it. While it was a nerf, that wasn’t the primary goal. The problem with trying to measure the value of regeneration on Heart is that it makes your success in a fight depend at least partially on how long the fight lasts. The core issue is more about what it promotes rather than it allowing you to survive. It encourages the wrong things and doesn’t reward players who make better moment to moment decisions as much as it could. It removes some depth from the game and makes it a little less interesting over all. If the item needs a certain amount of tanking power, it is much more direct to add more hit point bonus to the item instead of doing it via a method that obscures the ability to measure the balance of the item.

This is more about the design philosophy the item should have, rather than its actual numbers or power, since I consider those as solvable problems if you have the right design to start with. In general, I prefer to lean towards creating a situation of long term solvability to issues. Some things might be knowingly imperfect but done in a manner that increases measurability to allow it to settle in a better place in the long run.

And no, the question isn’t asked by our famous flodian. It’s “floRian” apparently. I’ve bolded some of the “meat” in this statement.

  • While it was a nerf, that wasn’t the primary goal. That statement itself is debatable. I think icefrog was biased a little bit by all the emails people hav been sending him. As alluded to in the second part of the statement, the frog didn’t have a nerf in mind when he tried to remake HoT. One of the key things to remember is that the regen was DOUBLED. If you were a morphling that had eliminated all of your base strength into agility, with this item you would still regenerate at >20 HP/second.
  • It encourages the wrong things and doesn’t reward players who make better moment to moment decisions. Referring to the old HoT. One of the key reasons in my opinion on why Icefrog changed HoT. Oftentimes after a Heart is aquired, common sense is lost, and players would just charge into battle with little or no thinking, feeling that (rightfully so) the Heart’s massive regen would make up for whatever life was lost due to poor judgement. Now, the attention once again turns to a more calculated approach, one that benefits noobs less and helps more intelligent players more. 
  • “It removes some depth from the game and makes it a little less interesting over all. ” Again, referring to the old HoT. Who needs to think when you’re roofy, have living armor on, have 3K hp, regen 30 per second, and are at level 12? Yes, I achieve that frequently. For most heroes that get this item, again, the mindlessness that comes after feeling the security that comes from such a major tankage boost desensitizes you to things an otherwise good player would notice, like map awareness, and most of all, encourages 1v1 battles. Once again, this item points to more teamwork, something that everybody that has played pubs would like to see more of >.>
  • design philosophy the item should have, rather than its actual numbers or power. Wise words from a wise man. The numbers can easily be tinkered with and balanced, but this new design is what will really make a difference. We can compare the amount of HP regenerated with this heart compared to the old heart in all sorts of different circumstances, and declare it a buff or a nerf or whatever, but what ultimately matters is what type of gameplay tactics this change affects. Surely, you can see what the frog is aiming at here. In a way, the frog is using this to support the DPSgeddon that caspy’s been talking about for a long time now. Heroes(even tanks) are getting weaker HP wise, and games have more ganks/kills, more action, and feel more interesting. Late game, the heart buff allows pure DPS to shine, rather than allowing uber tank heroes with a disable or two to shut down carries as is frequently the case.
  • knowingly imperfect but done in a manner that increases measurability to allow it to settle in a better place in the long run. This phrase sounds really technical, but it’s similar to the last key point. I think this actually points to a nerf on HoT in the future. Icefrog is smart, he knows how these changes will be recieved, and massively increased the regen (and recently buffed the item even more) to try and compensate for the huge percieved “nerf”. Once people get used to the new style of playing, and seeint how powerful HoT really is, that’s when the nerfs will come.

Gameplay with the new Heart

Places where heart can be considered a “buff”

  • Tower pushing. Towers do almost nothing when you have 2% of max HP regenerating.
  • Neutral creeping. Similar to towers, allows farming of gold fairly quickly when you can regenerate that rapidly.
  • Creep stacking. Any hero with a HoT can effectively clear a stacked Ancient camp. Again, quick $$$.
  • Whenever heavy regeneration is needed out of battle (i.e. after a huge team clash). After getting this item, fountain trips for health are completely unnecessary, as by the time you get there, you will be mostly renerated anyways. After a large clash where you lose a decent amount of HP you have two options. Neutral creep if you lost the clash, and then pop back out with almost full HP 45 seconds later. If you won, go ahead and keep pushing, since by the time enemy heroes respawn, your HP will be at a healthy level again.
  • Radiance users :P
  • Roshing

Again, you can see how this benefites the late game carries, whether they weild this item or come up against it. STR carries especially, like Slardar, Nai’x, Huskar, Skeleton King, etc will ikely see more use since often they get lifesteal which is meant for direct combat regeneration.

 

Places where heart can be considered a “nerf”

  • Long periods of frequent direct combat.
  • Fleeing heroes
  • Juking
  • Mega-Tanks

Again, once these gameplay changes are analyzed, it become obvious that this DPS heroes are mostly benefited.

Now recently, Icefrog buffed the heart even more, increasing the strength by 5 and decreasing the regen disable time. At the same time though, Icefrog recognized the crucial mistake he made in not giving Roshan the ability to disable it. Darn, now that would’ve been something haha.

Ok, I’ve been at this long enough. Now get out there and enjoy how DotA has taken a turn for the better with this change. Oh, and pick a DPS hero ;)

BristleBack in the Jungle

Thursday, September 6th, 2007

When my friends first told me about these videos, I thought maybe it was not true. So I watched it myself. Raynee088 offers a very good instructional on how Rigwarl the Bristleback can level-up, gain experience and gold by staying in the neutral creeps.

On the Sentinel side:

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Ch¡LL vs Ding Lao and other Match Games’ Line-ups

Wednesday, August 29th, 2007

Ch¡LL vs DING LAO + JIMBERS’
Ding Lao challenged his team Ch¡LL to a match game. With Ding were some of the best players from Jimbers’ Cafe here in Davao City: Totzkie de Castro, Wex Corrales, Batusai Bajado, and Zandro Sabaldan. Ding led these guys against Ch¡LL’s full force: Yuki Perez, Burnz Flores, Top Lopez, Cocoy Villaroman, and BhoyMax Julakit. They played two games in the all pick mode (-ap).

(The line-ups are listed in the order they were picked.)
Game 1:
Sentinel - Ch¡LL
Nevermore - Yuki - bottom right
Warlock - BhoyMax - top left
Skeleton King - Burnz - top left
Rexxar - Top - bottom right
Mirana Nightshade - Cocoy - middle

Scourge (first pick) - Ding + Jimbers’
Akasha - Wex - bottom right
Viper - Zandro - middle
Bristleback - Batusai - top left
Lich - Totzkie - top left
Nerubian Assassin - Ding - bottom right

First Blood: Batusai (Bristleback) pawned Burnz’s (Skeleton King) in the top left lane, after 2 minutes of playing.
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Kadayawan Electronic Entertainment Cyber Games: DotA Finals Game 1 Videos

Sunday, August 19th, 2007

Game 1 Start:

Nerubian Assassin and Warlock attempt to rape Akasha:

Nerubian Assassin - Duke (CORPO)
Warlock - Jay (CORPO)
Akasha - Burnz (Ch¡ll)

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A Conversation with Ding Lao

Thursday, August 9th, 2007

Even before I entered the world of competitive DotA in Davao City, I already know the name Ding Lao. He, according to many people is the number one DotA player in the city. I finally met the guy a few weeks back when my former team played against NoMets in the first round of Champions Eliminations of the Davao Cyber Expo 2007: Davao Cyber Games Tournament. The guy striked me as being quiet. That is until the games actually began.

When NoMets started playing, the guy turned into a monster… he was loud, proud, and demanding. No doubt about it, Nelson Jeffrey “Ding” Lao commanded NoMets all the way to victory. This loud and proud guy earned the ire of many gamers along their way to the championship. Together with the rest of NoMets, he was branded as an arrogant braggart who solicited the hatred of the teams and players they defeated. Undeniably, I was one of those who had this impression.

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All About Wards

Tuesday, August 7th, 2007

One of the things I learned from watching tournaments and match games here in Davao City is the importance of smart warding. One of the reasons NoMets became the Davao Cyber Expo champions is because of their excellent warding. Their Lich only had two staples in his inventory: a Boots of Speed and a Town Portal. He used the rest of his gold for buying both Sentry Wards and Observer Wards.

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Kadayawan Electronic Entertainment: DotA Tournament Eliminations Day 2

Sunday, August 5th, 2007

GROUP 3:
Bracket E:
Carabao vs 50ph
Line ups:
Carabao (Sentinel) - Warlock (Green), Skeleton King (White), Lich (Yellow), Sven (Blue), Razor (Red)
50ph (Scourge, 1st Pick) - Akasha (Totzkie), Mirana (Kieter), Magina (Batusai), Ezalor (Z), Sand King (Xian)
The Lanes:
Top Left - Skeleton King & Razor vs Ezalor
Middle - Warlock vs Akasha
Bottom Right - Lich & Sven vs Mirana, Magina, & Sand King
The Game: no notes
Winner: 50ph

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Kadayawan Electronic Entertainment: DotA Tournament Eliminations Day 1

Saturday, August 4th, 2007

GROUP 1:
Bracket A:
TC Clan of Tagum City vs Chico
Line ups:
TC Clan - Nevermore, Magnataur, Ezalor, Razor, Pandaren Brewmaster
Chico - Akasha, Viper, Lich, Bristleback, Rexxar
The Game: Chico was able to dominate the game early on, despite the fact that they were missing one member. Jansen (Rexxar) didn’t arrive until some 20 minutes after the game started. However, TC Clan proved to be the stronger, better team.
Winner: TC Clan

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Davao Cyber Expo 2007: Davao Cyber Games Replays

Sunday, July 29th, 2007

Here’s a little treat for you replay watchers out there… the replays of some games played during the Davao Cyber Expo 2007: Davao Cyber Games DoTA All-Stars Tournament (DCE: DCG) are now available for downloading. Click on this link to see the menu of downloadable replays.

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Experimental Stuff while Playing DoTA

Tuesday, August 15th, 2006

These are fun stuff I do when I get bored playing DOTA. I experiment on items that can or may suit a specific hero. I laugh at it or never thought that it can be possible.

King Leoric - Have you ever thought of a free and reuseable Aegis of the Immortal without even buying the item? Try using a Refresher Orb on him and voila.. you get an Aegis that’s reuseable.

Zeus - While trying 6.35b, I remember Zeus’ Static Field was nerfed to 1000 AOE. We all know that with this spell, he can kill heroes more effectively. Buy the Maelstrom and Hyperstone. These are items you probably won’t waste your gold on with Zeus, but given the time and perseverance (I mean real perseverance not Void Stone + Ring of Health), and what do you know, you get free chain lightning that activates static field every time!