Are the 5 rolls support, carry (adc), mid, solo, jungle? If so, what is their popularity? In SMITE it goes (lock in order of how quickly a position is spoken for most of the time): 1.Jungle 6. Mid 7. Solo 9. Carry 20. Support (usually played by tanks or guardians)
1. Hard Carry 2. Mid 3. Offline 4. Jungle/Roamer/support 5. Hard support The beauty of Dota is that lineups are not always set in stone. Your picks and lineup may dramatically change based on opponents picks.
also, check out this guide, and also hero specific videos on youtube my purge. it's how i learned. https://purgegamers.true.io/g/dota-2-guide/#welcome-to-dota-you-suck
if i were you, i'd pick maybe 1-3 heroes to practice for a while. play a bunch of bot games and just practice. after a while, play some turbo games which are entirely harmless. you'll get a better sense of other heroes from your teammates and opponents. after you're comfortable with those heroes, know which items to buy, know how to farm, push waves, have some idea of the opponent's heroes, etc. you'd be good to jump into a regular match.
Smurfs are a huge problem when I’ve tried to introduce people to SMITE. Are smurfs going to piss me off so much that I actually uninstall (not really, but smurf accounts created for the sole purpose of destroying beginners really grinds my gears)? Are smurfs a thing in DOTA? How is the ranking/ELO system? Are smurfs snuffed our fairly quickly if they are even a problem? What (characters?) will I need to look it out for in the beginning? The newb destroyers?
How different is landing/farming in DOTA than other MOBAs? Just knowing the map, or do the same blanket rules softly apply to all of them?
smurfs are definitely a problem at lower ranks. but worse than smurfs are terrible players that don't know wtf they're doing. so for a while, you'll fit right in. and there's always a chance the smurf is on your team, anyways. the heroes that are spammed at lower ranks are sniper, phantom assassin, bristleback, and riki. maybe some more. it's frustrating because they're really never played at higher levels - you just need coordination to kill them - but that doesn't happen at low levels. i try and ban riki every game - he's an invisible hero.
Last question until I sit down and actually play it, but how was the learning curve going from one MOBA to another? I’m assuming/hoping there’s enough similarities that I’ll understand hero abilities and items quicker.
It’s not a big curve. If you get the main gist of how to position yourself and how to play mobas you will be fine
Once you get the muscle memory/mechanics of operating shop, using active items, it’s easy to get 2-3 heroes and feel comfortable with them.
Once you start playing more and want to do multiplayer we could always hop on and do a co-op bots game with you. I have a lower MMR smurf Friend Steam ID 906467572 if you want to add it
the big problem you'll come across is once you actually start playing with other people you'll enjoy the game playing against bots but once you get your first "jajaja ctm"...well there's just nothing quite like it
General differences: -Laning is more volatile and variable, mainly because of the deny mechanic. Basically means that just staying in lane and "soaking" XP isn't much of an option if the opposing team knows what they're doing. By denying (Last hitting) your creeps, most of the XP gets denied and they get extra, so if you're losing your lane hard, just sitting there is the worst thing you can do. You can destroy someone in lane just as hard without ever attacking them as you can by repeatedly killing them. -Lane farm >>> jungle farm in terms of efficiency. Jungling is mainly done later in the game, between creep waves to get extra farm or when you don't think you're safe in lane.
I think pure jungling is gone for good. It's been over a year since 7.07 which was when Iron talon got removed, lane creeps got increased xp/gold, and jungle got less.
isn't the real problem with boosting jungle gold/xp is that it actually is a boost for heroes that can flash farm it? like sven and AM/battlefury heroes? maybe there's a balance in having the jungle xp/gold be worth variable amounts at certain points in the game relative to lane creeps (in a similar way to how bounties increase in gold... but the inverse?) so we wouldn't see a big return to stacking and huge pos1 carries that are six-slotted at 28 min.
Certainly part of it. I do think it's at a pretty good balance right now right now. I think the other part of it is that by making the jungle a bad option early on, it makes for a more entertaining/less static early to mid game because it forces interactions and map movements rather than situations where both teams are just safely farming with no real danger.
Yeah, presumably Icefrog could manipulate the way gold and exp is earned by jungle creeps making it high early on and then falling off after 10 minutes, while also increasing gold and exp kill bounties pre-10 minutes to make jungling into ganking early and often more prominent, but idk if he/pros want the game to go backward in that direction.
maybe, but the meta at the pro level definitely feels really boring to me right now. you pick good laners, you win the lane by harassing and getting denies/more xp. you snowball, you take rosh, you take towers, you get the next rosh to push hg. even changes like removing the PMS or stout shield from the side shop seemed to have led to this. i think bringing back the iron talon but restricting it's sale to after a few minutes would be good (like raindrops). that way, you have something to do if you're getting dumpstered in lane. i'd like the aforementioned jungle xp/gold thing at least considered so stacking is more useful. i'd like the xp deny to be reverted so you can still get levels even if you're not getting gold. i complained a lot about this at TI but i want the gimmicky heroes (brood, huskar, alch, etc.) to stop being buffed via talents to try and improve their late-game abilities. i don't want heroes to be dominant early and also be strong late. that's horseshit. and please remove all gpm/xp gain talents.
1. Won't argue any of that, but I think that's a result of denies being too impactful/kills not being impactful enough than jungle sucking imo. It's made roaming 4's detrimental, and making that viable again is the key to a less static/boring meta than making the jungle better. (Again imo) I think you want to avoid the LoL style early game where both teams just passively farm. People would also likely not buy IT much if you couldn't get it quickly. It's an investment like Midas, so the later you get it the less beneficial it is. (Also the weaker/low level you are the better it is) 2. Pre 7.07 without denies giving much and jungle being good, lanes basically didn't matter and it sucked. The 1st OG lineup with Ana would lose lanes almost every game and always still win, and that was mostly how pubs went too. Beating someone in lane/having a good one should have significance. 3. 100% on Huskar and Brood. Alch is/has been really strong late, he's gimmicky in a different way where you can do nothing but afk farm for the 1st 15-20 minutes before he can do anything.
I love playing 2-1-2 meta. Playing as an offlaner in the trilane vs. solo meta made me want to abandon every single game. You really did just have to pick heroes that could just go jungle when you eventually got shit on so hard you had to leave lane and let carry free farm. But your carry was free farming so it was fine. I also don't miss the "mid is expected to gank every 2 minutes" meta. Where you would just constantly get demolished if your mid was trash. I really like the 2-1-2 to play in, but I understand it's less exciting in pro meta because it's so stagnant and limits diversity.
Anyone tried Abaddon with necrobooks? Just messed with it in demo mode, and if you get a vlads which is good on Abaddon anyway- with that + his passive all allied units get as well- the book 3 DPS almost doubles. Gonna try it in a pub today i think.
A fair point is prob "Why not just pick BM" but I guess some games having a strong dispel every 6 seconds is awesome.
Necrobooks are the most under used OP item. Especially in turbo and low level pubs where everyone buys shadowblades
Agreed. Super underrated for farming as well. If you know you're not going to fight for a bit you can pop it and send them down a lane/over to neutral camps and pick up an extra 500 gold here and there.
that warlock was actually the best support i've ever played with. spammed heal on me in lane, knew how and when to pull, bought a couple of sentries for riki. radiant decided to fight bot around min 8 or min 10 and i had free farm for maybe 4-5 minutes, too. in hindsight, i probably should've gone straight radiance or diffusal instead of blademail. but i was helping defend towers from NP and our sniper and clinkz were bad so i had to be somewhat active. i finally got my radiance and haunted to a mega kill, which was nice.
yeah. that was the end of the game. NiP had two lanes of racks already but lost a fight around mid and didn't have buybacks so Pain pushed mid and tried to take thrown. NiP spawned and was able to defend thrown as you seen in the video above. No one on Pain had buybacks (they had bought back to defend earlier) so NiP just won after that fight.
the key to beating EG is to let sumail deep dick you in g1, apparently nip and ppd just dad dicked EG in back to back games.