Hand of Misuse

I originally wrote this post for a more gaming-oriented blog my friends and I created, Bloglomerate. It is exclusively concerned with the game Dota 2. I’ve reposted it here to ensure it lives on in case Bloglomerate is discontinued.

Pro teams are picking up Hand of Midas a lot these days. First, just a brief look at usage over the last year. All stats pulled from datDota.

General Midas appearance and winrate by patch

Here’s the funny thing: Midas was nerfed in 6.79c. Most of the games counted in 6.79 came before that patch, but it was valued much less in 6.78 for no apparent reason. While drafting strategy could explain some of it, it would appear that Midas has become a thriving trend across nearly a full year of use.

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North American Scrubs

I originally wrote this post for a more gaming-oriented blog my friends and I created, Bloglomerate. It is exclusively concerned with the game Dota 2. I’ve reposted it here to ensure it lives on in case Bloglomerate is discontinued.

Swag Sorceror: Why are NA teams such ass all the time – do we just not promote as much? Who does one even talk to to figure out what would be helpful to make the community grow – get more people to watch and spend money on games?

The reason NA sucks at Dota and League is because of internet cafes. Net cafes have always been and still are way, way bigger in China, South Korea, SEA, and all over EU. Home desktop computers didn’t take off in other countries the way they did in the US, and that’s because of population density. Also, broadband adoption and good connection quality has only recently become ubiquitous here. South Korea had 100mbps connections well over 5 years ago.

Net cafes matter a fuckload because that’s where amateur teams form and competitions take place. Cafe owners have always been happy to host these things because that’s an enormous amount of business for them. Spectators and players and all of their friends come together and trigger the feedback loop that gets everyone amped up about the matches, the tournament, the game as a whole. There’s a reason kids in the Philippines stood outside in the fucking rain to watch TI3. It’s because it’s always better to watch together in one place than separately, alone.

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Mythological Creatures

I originally wrote this post for a more gaming-oriented blog my friends and I created, Bloglomerate. It is exclusively concerned with the game Dota 2. I’ve reposted it here to ensure it lives on in case Bloglomerate is discontinued.

Bigfoot, Unicorns, and Non-Standard Drafting

Swag Sorceror: Cranberry Thunderfunk, I’d love your opinion on why non-standard (non just standard right click, basically) carries aren’t more common as a pocket strat in professional. Safelane pugna got thrown into the meta decently heavily during i think 6.80? and that was pretty cool, but not super long lived, but why don’t you see more safelane silencer, carry necro / lesh, or any number of other heroes that can probably carry in ways that I haven’t even thought of, either by forcing a game in the first 25 minutes or whatever.

This is the answer I think most pros would give.

The biggest problem is that they’re easy to gank and easy to focus in team fights. Pretty much all carries that ever get picked have one of these things:

  • a reliable escape mechanism
  • a respectable stun
  • high burst damage

Antimage, Weaver, Void, and Spectre have good escapes. Chaos Knight, Sven (though he hasn’t shown up in forever, for no apparent reason), WK, Tiny, and Slardar have good stuns. Luna and Gyro have good burst damage (also, high base movement speed). All of these make tp support and turn-arounds much more viable.

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Ancient Chinese Medicine

I originally wrote this post for a more gaming-oriented blog my friends and I created, Bloglomerate.  It is exclusively concerned with the game Dota 2.  I’ve reposted it here to ensure it lives on in case Bloglomerate is discontinued.

The 1-5 System

A few years ago, the professional Chinese teams devised a simple way to designate hero roles, now known as the 1-5 system as it’s been adopted almost universally. I want to explain it because I think it’s a useful tool in figuring out stronger picks and lanes for each and every game, and that’s an area where I see a lot of room for improvement. Although I include some notes about more advanced strategies, I believe this is fairly accessible to anyone with a basic familiarity with DotA.

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Common Ground: Morphling & Spectre

I originally wrote this post for a more gaming-oriented blog my friends and I created, Bloglomerate. It is exclusively concerned with the game Dota 2. I’ve reposted it here to ensure it lives on in case Bloglomerate is discontinued.

In a previous post, I lamented the design of Antimage. Although his lack of counters makes him difficult to deal with, I wouldn’t call him overpowered – just a fun-sucking vampire. In fact, there really aren’t many heroes that I feel truly earn the gold ‘imba’ star. Many heroes are situationally absurd, but for most of these heroes, your team will have the opportunity to prevent these situations from coming about through your choice of heroes, lane matchups, item pickups, and so on.

The role-based nature of the game is part of what helps preserve this delicate balance. On paper, Lion’s stun is strictly superior to Nyx Assassin’s stun – it lasts .3 seconds longer and travels 200 units farther. The difference is that Nyx Assassin is a highly mobile invis ganker that can use his stun whenever and wherever the fuck he wants. Meanwhile, Lion is forced to rely on his team to create an opening, so he can trundle in like a clown, use his disables, ult, and then promptly get his ass shoved into his face because that may as well be Lion’s fourth ability. The point is, the strength of abilities are contextual to that hero’s role. There’s a reason most carries don’t come equipped with hard CC.

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