I've played five games today. In each one, someone had Aftershock with the usual compliment of low cooldown spells. Needless to say, I lost each one miserably. Now, some people will say "just pick last word and you'll be fine." I shouldn't need to draft specifically to counter builds that abuse the game's mechanics. Some other notable examples: rearm reign of chaos (only somewhat countered by mass cleave), multicast+thundergod's wrath.
I think picking known builds like this that are essentially uncounterable unless you specifically build to beat them should be bannable.
Why aren't certain builds bannable?
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Re: Why aren't certain builds bannable?
Getting good builds is the point of LOD. Only glitched builds are bannable.
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Re: Why aren't certain builds bannable?
A good build shouldn't be utterly gamebreaking, or it's, well, broken.
Re: Why aren't certain builds bannable?
KingMurdoc wrote:A good build shouldn't be utterly gamebreaking, or it's, well, broken.
there's not a single build that is gamerbeaking
Anything you pick, there's half a dozen options that will wipe out whatever you just picked without breaking a sweat.
if you pick 6 passives and a ranged hero then it means you fully accept the chance of someone with mc stuns or aftershock or mass golems to kick your ass
if you pick mc and nukes then it means you fully accept that someone with golems or a good tank will win against you easily
if you pick golems then you fully accept that anyone who has a cleave skill will have free farm from you and proceed to kick your ass the entire game
KingMurdoc wrote:Now, some people will say "just pick last word and you'll be fine." I shouldn't need to draft specifically to counter builds that abuse the game's mechanics.
There's no build that can abuse the game's mechanics, there's only builds that apply the mechanics to the maximum potential, the exceptions to this are actual glitches which are already banned
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Re: Why aren't certain builds bannable?
Do tell how you counter aftershock builds without picking last word.
Silences? They'll run away until the duration ends, then kill you.
Stuns? You'd better be able to kill them during the duration, or have some way to see them before they blink/ww to you.
Orchid? Have fun farming it.
Silences? They'll run away until the duration ends, then kill you.
Stuns? You'd better be able to kill them during the duration, or have some way to see them before they blink/ww to you.
Orchid? Have fun farming it.
Re: Why aren't certain builds bannable?
KingMurdoc wrote:Do tell how you counter aftershock builds without picking last word.
Silences? They'll run away until the duration ends, then kill you.
Stuns? You'd better be able to kill them during the duration, or have some way to see them before they blink/ww to you.
Orchid? Have fun farming it.
Afterschock AoE 300
DotA is a team game
nuff said, stop noobing so much
Also fyi, I have played hundreds of LoD games
Aftershock-spam builds are one of the weakest combos in the game
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- Armored Tree
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Re: Why aren't certain builds bannable?
While its true that nothing is totally gamebreaking, there are a few builds that stand above the rest. I wouldn't mind getting rid of a few things for the balanced version at least. As it is, balanced and -bo games are very similar, so why not change it up some more? None of these are too overpowered to beat, they are just lame and it would be more fun without having to pick them.
All I would change:
-Rearm would not stack with RoC/Eclipse/Omni/Chrono/Ravage/Res.
-Zeus ult would not stack with multicast.
-Put a 2.5 sec cd on aftershock, meaning you need to mix in an actual stun or 2 to chain stun.
-Nerf chrono slightly (1sec less each level? longer cd?)
-Fix the glitches, particularly the borrowed time one that everyone uses.
That's about it, this is a very good version. I realize its a slippery slope when you start changing skills and things, "why not rebalance the entire game for LoD if you do that" some might say, but I just think these few changes would be pretty good. And of course when you eliminate these, other builds will start to dominate. At least those new ones (feast/swipes/chrono type builds come to mind) would be easier to counter and more fun to play.
All I would change:
-Rearm would not stack with RoC/Eclipse/Omni/Chrono/Ravage/Res.
-Zeus ult would not stack with multicast.
-Put a 2.5 sec cd on aftershock, meaning you need to mix in an actual stun or 2 to chain stun.
-Nerf chrono slightly (1sec less each level? longer cd?)
-Fix the glitches, particularly the borrowed time one that everyone uses.
That's about it, this is a very good version. I realize its a slippery slope when you start changing skills and things, "why not rebalance the entire game for LoD if you do that" some might say, but I just think these few changes would be pretty good. And of course when you eliminate these, other builds will start to dominate. At least those new ones (feast/swipes/chrono type builds come to mind) would be easier to counter and more fun to play.
Re: Why aren't certain builds bannable?
I can think of more op builds than those easily. How about MultiCast Finger of Death with Refresher Orb? Or Grow + TideBringer + Vendetta + Jinada + whatever damage ability
If you start nerfing op builds, I think you'll have to nerf most builds in the game that people use, as you could make a case why any build is overpowered.
If you start nerfing op builds, I think you'll have to nerf most builds in the game that people use, as you could make a case why any build is overpowered.
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Re: Why aren't certain builds bannable?
Could just make it simple and disallow RoC/rearm only, but I don't really care, we just have to adapt to what's allowed and do our best.
What I've really always wanted (that would address this issue as well) was to have an LoD version of Captains Mode where teams essentially pick/ban their hero pools. It would probably take someone who knows more about this stuff than myself to figure out how to implement it, but it would be cool. Just off the top of my head I'm thinking something like...
-blue bans 1
-pink bans 2
-blue bans 1
-blue picks 1 hero for team, followed by pink/grey, teal/purp, lb/dg, yellow/oj, brown picks 2, then reverse back to blue so each person has picked 2 heroes for the team.
This leaves each team with 10 heroes that they can ALL pick from plus maybe 10 other randoms (excluding banned heroes or enemy heroes) for each person to pick from? 15-20sec for bans/picks and then 120sec to make a hero? Perhaps it needs work but I like this concept, and it will address most issues with balance. You could even see what you will likely have to counter by the heroes they chose.
Also, MC/finger and the grow build (that isn't allowed in balanced games anyways due to tide/jinada i believe) are both decent at best. Both countered heavily by blademail and a free kill when vendetta is up isn't worth the free kill you give the enemy when its not. Keep in mind I only would change the balanced version if anything, adding balance to a "balance off" game makes no sense really. The ones I listed before are what typically dominates balanced games in my experience.
What I've really always wanted (that would address this issue as well) was to have an LoD version of Captains Mode where teams essentially pick/ban their hero pools. It would probably take someone who knows more about this stuff than myself to figure out how to implement it, but it would be cool. Just off the top of my head I'm thinking something like...
-blue bans 1
-pink bans 2
-blue bans 1
-blue picks 1 hero for team, followed by pink/grey, teal/purp, lb/dg, yellow/oj, brown picks 2, then reverse back to blue so each person has picked 2 heroes for the team.
This leaves each team with 10 heroes that they can ALL pick from plus maybe 10 other randoms (excluding banned heroes or enemy heroes) for each person to pick from? 15-20sec for bans/picks and then 120sec to make a hero? Perhaps it needs work but I like this concept, and it will address most issues with balance. You could even see what you will likely have to counter by the heroes they chose.
Also, MC/finger and the grow build (that isn't allowed in balanced games anyways due to tide/jinada i believe) are both decent at best. Both countered heavily by blademail and a free kill when vendetta is up isn't worth the free kill you give the enemy when its not. Keep in mind I only would change the balanced version if anything, adding balance to a "balance off" game makes no sense really. The ones I listed before are what typically dominates balanced games in my experience.
Re: Why aren't certain builds bannable?
Feel free to play with balance or just don't play LOD at all.
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Re: Why aren't certain builds bannable?
Honestly.... builds all come down to the early game... if you suspect that someone will become a problem... maybe you should try ganking them constantly so they have no gold... I mean... most people that die 5 times in the first 10 minutes leave anyway.... so just demoralize them by crushing them early.
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