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Rock Paper Sissors Failed In Dota 2 Harming the Intels

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Forum » General Discussion » Rock Paper Sissors Failed In Dota 2 Harming the Intels 27 posts - page 1 of 3
Permalink | Quote | PM | +Rep by Kyfoid » March 30, 2016 9:43am | Report
The best way to put this is by reiterating the following phrase

Prime (Stat) Concept

So the schematic is as follows...

Prime Strength Concept > Prime Intelligence Concept > Prime Agility Concept > Prime Strength Concept

So what are the prime Strength, Agility, and Intelligence concepts exactly?

The prime strength concept is

Magic Resistance
Armor Reducer

But in order to experience the nature of the concept you have to either

A.) Choose a strength hero who has an armor reducing skill and then rush magic resistance
B.) Choose a strength hero who has a magic resistance skill and rush armor reduction
or
C.) Choose a strength hero who has both magic resistance and armor reduction with his skills, this hero would be considered the Prime Strength Hero

While A. and B. would be offsets of the Prime Strength hero

So why isn't this exactly true in dota?

Someone could make the argument that a strength hero who does good magic damage and rushes some magic resistance also would dominate an intel.

This reveals a flaw in the game design as shown before where intelligence points were actually suppose to be yielding something a little different to the intel heroes.

Strength: 1 damage, Life pool
Agility: 1 damage, Armor, Attack Speed
Intelligence: Mana Pool, Magic Resistance

Note that they all overlap each other in some fashion, yet are all different, showing that different aims share familiar means.

The other interesting perk that could be added in to the game is that because magic resistance has its quick cap with items and would only be diminishing with the natural magic resistance, that intel heroes should never be able to be finished off by magic damage. Meaning that all their life pool could be damaged down to the last point of life by magic damage.

This would remove the confusion of the counter system to indirectly fortify that prime strength concept is the counter to prime intelligence concept.

Finally....

The reason why the intelligence heroes don't shine against the agility heroes like they are suppose to is because many intels are not getting their core item to countering the agilities and that item is solar crest which holds the ultimate support concept (specific support) and regenerates mana as it should for the intels as most of the supports are intel.

Then we go back through the schematic again

A.) An intel hero with evasion that rushes magic resistance reduction
B.) An intel hero with magic resistance reduction that rushes evasion
or
C.) An intel hero that already has Magic Resistance Reduction and Evasion methods with his skills, making him the prime Intelligence Concept that is the counter to the Prime Agility Concept.


And finally, block is not amplified when blocking a crit by the same percentage that damage is amplified by a crit.

(as far as I know)

Kyfoid


Notable (9)
Posts: 625
Permalink | Quote | PM | +Rep by Kyfoid » March 30, 2016 1:17pm | Report
Sorry for the double post but a very different direction of thought should be added to this.

The concept of intel might need to be reconsidered. Strength has its defense, agility has its defense/offense, while intel should have its offense/defense united perhaps...

Reflect damage is the perfect example of a united defense and offense. Lo and behold, the blade mail is an intelligence themed item.

Rather then a reflection of everything like blade mail, a refection of magic damage by a percent that increases with every intelligent point may be in order.

So consider instead that intels do not receive magic resistance per intel point, rather, they receive a percentage of reflect magic damage that increases per intel point.

And even still consider that intel heroes cannot be finished off by magic damage, only reduced down to 1 point of life, where the reflect magic damage percentage still applies.

*But then since most of the strengths are melee and need to get in range to have some kind of chance of finishing off an intel....

Dragon Lance now actually adds a 130 attack range to the melees
*

*Added

Kyfoid


Notable (9)
Posts: 625
Permalink | Quote | PM | +Rep by Kyfoid » March 30, 2016 8:34pm | Report
I'm not unexperienced when it comes to criticizing modern games that root from my child hood inspired company

Start Reading on Post #2 of the following thread

http://us.battle.net/d3/en/forum/topic/20742714792#13

This next one is the most positively rated criticism I heave ever had...

http://us.battle.net/sc2/en/forum/topic/18194574731?page=8

Kyfoid


Notable (9)
Posts: 625
Permalink | Quote | PM | +Rep by Kyfoid » March 31, 2016 3:57am | Report
Last but not least....

Take the plus one damage that strength heroes get for strength points and replace it with a small percentage based movement speed increase,

Then put a strength stat item in to the game that has multiple upgrades. This item gives a mini stun on each attack, but at the expense of attack speed, attacking slower and slower but increasing the mini stun duration further and further.

Why do this? Strength heroes may be able to tank more and more damage with a greater and greater life pool increase per strength, but they are as susceptible to negative armor as intel heroes are and most of the melee heroes are melee which can potentially make their situation hopeless.

Sure, a greater percentage effect of slow may be applied by a melee hero (typically strength) by the venom orb and other items, but this hero actually has to get in range and hit the enemy before that effect can even take place.


The other reason why percentage movement speed should be added per strength is because stats are negating each other in alternative fashions.

Agility negates against agility because armor reduces damage against attack speed

Intelligence negates against Intelligence because reflecting magic damage is a form of protection as it protects your value to the team even if you are out of mana and practically useless

And Strength should negate strength as the slow attack mini stun from the item talked about is not as significant when the opponent strength hero will see the attack coming and take off in the other direction to put some ground between them before getting stunned.


But wait... this idea is LITERALLY ******ED...

"To Delay or Hold Back"

And because of the negative connotations that go along with being ******ed, everyone will down vote the idea and it will never happen...

Not to mention that, A Literally ******ed idea will have such a bad first impression to the average devolving assuming human being that it will sound even worse, rendering the idea a sheer impossibility, and because everyone else is a self priding image preserving *****, not even the people who actually qualify as being intelligent will support the idea, fully embracing hypocrisy.

Kyfoid


Notable (9)
Posts: 625
Permalink | Quote | PM | +Rep by KrDotoBestDoto » March 31, 2016 9:00am | Report
wow.

KrDotoBestDoto


Notable (3)
Posts: 543
Permalink | Quote | PM | +Rep by Kyfoid » March 31, 2016 10:26am | Report
And to fortify these things as the aims of the game developers, we can note that with the plus 1 damage taken off of strength and intel stats, that plus 1 damage can apply to all heroes who collect agility points.

Now...

Items like

Sange and Yasha
Ethereal Blade

Make proper sense....

Want to carry more as an intel nuker? Ethereal Blade is properly effective now.

Lion could be considered a carry as he rushes ethereal blade, crystalis and power treads and can change his power tread stats according to the situation...

But let's be realistic about this.... anyone who farms well would now be considered a carry, while everyone else is trying to support/carry the team with the right items since supporting and carrying are truly no different, or they are playing solo focused assassinator role.

A true carry might be represented by a concept like...

The farming assassinator

But they couldn't call it carry anymore, instead they would call it a

Leader... who ought to be carried by the supports...

If your supporting the leader then you are carrying, supporting someone else and you are only supporting.

Kyfoid


Notable (9)
Posts: 625
Permalink | Quote | PM | +Rep by Sp3ctr3 » March 31, 2016 9:35pm | Report
I have to be really high just to try to understand what the f**k are you talking about in this topic, this is way over my head. I hope someone translate all this into something I can understand :-(

Sp3ctr3


Notable (4)
Posts: 145
Permalink | Quote | PM | +Rep by Kyfoid » April 2, 2016 8:47am | Report
And how about Evasion vs Critical Hit?

it costs 1100 gold to multiply your damage by 2.2 with a 30% chance to do so.

There was 8 extra damage included in the recipes so to take that value away in gold you take
450 / 9 (9 damage on blade) x 8 =400

(Crystalys & Daedalus recipe)

Where it costs 1307.5 for 25% evasion,

Minus the 3 armor and 25% mana regen from solar crest

Regen Mask 325/2 = 162.5
Armor 550 / 5 = 110 x 3 = 330

162.5 + 330 = 492.5

1800 - 492.5


Now apparently.... even though there is a greater chance to crit for a less amount of gold cost, evasion is too powerful of a concept because no matter what raw amount you are critical striking on, it is rendered as zero damage.

That is why we have this item put in to the game called bkb that renders evasion useless, but let us not forget that not only is bkb providing true strike, it is also providing mini stun.

When you consider it closely, you can see what the subconscious aim was of the game designer whether he was aware of it or not.

True Strike wasn't suppose to make every attack hit no matter what... True strike should have only made the critical hits always hit.

And then, in further support of evasion, considering that it seems to be the inferior chance to proc in relation to gold cost, that if a critical hit occurred on an evasion with a proced mini stun that all of the damage would be received, but not the mini stun since no bones were hit, only flesh, and the attackers attack speed would be reduced by 25% until his next attack, due to the fact that he had to reposition his stance from swinging so hard and not hitting anything solid. (25% evasion, 25% damage reduction in the form of attack speed reduction)

If somehow in God's name the numbers don't add up to be balanced properly for crit which makes it inferior then have the hero bleed out over time the value that would make it balanced because a critical artery was hit.

Kyfoid


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Posts: 625
Permalink | Quote | PM | +Rep by Sp3ctr3 » April 2, 2016 11:48am | Report
Ok, what are you using? Because it has to be really strong

Sp3ctr3


Notable (4)
Posts: 145
Permalink | Quote | PM | +Rep by Kyfoid » April 2, 2016 12:18pm | Report
In final final thought here...

I want to go back to the intel reflect damage idea and clarify that the amount of magic damage returned would naturally come at a proportional cost of mana. A reasonable proportion of course, intels still could not be finished off by magic damage after hitting 1 point.

I also think that intelligence obtained by agility and strength heroes might probably result something different then % magic damage reflect.

Maybe % magic resistance for the strength hero and % magic damage for the agility hero.

I think intelligence would be the only stat that would have a different effect for each class like this to show that intelligence is multi-form.

Or stick with the simple reflect, don't want to get too carried away I suppose.

Kyfoid


Notable (9)
Posts: 625

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