makemonis

u/makemonis


r/TrueDoTA2•

How are you even supposed to play the mid lane now? Without the small camp your game is essentially ruined if you're against a bad matchup since the jungle is mega strong at the start of the game and the enemy mid will just snowball out of control with flagbearer creeps. Am I supposed to only pick lane-winning heroes and pray to god that the enemy doesn't pick a hero that counters them?

1930

r/DotA2•

Despite moving slower, the Orb still goes its full distance, meaning the Orb duration actually increased compared to previous patches. However, the audio isn't in sync, ending earlier than the window available to use Jaunt. This can be a pretty big deal because the audio is a really good indicator of its lifespan and, even though it's a couple of miliseconds, on a hero like Puck they're often the difference between dying and surviving, or getting to a hero that would be just out of range otherwise.

18016

r/DotA2•

Are we really going to have a TI where the team that picks DP/Enigma/FV/Chen/Pudge/Batrider/Undying etc automatically win?

1222

r/DotA2•

As it is, Armlet is an extremely situational item, even on those that you'd assume would consistently get it the most (mostly STR autoattackers). Despite being very cost-effective, there are generally safer items with better scalling, and even on AGI heroes that could benefit from it (say PA, Troll or Brood), a huge aspect of the item is sort of wasted (the 25 STR which doesn't translate to damage). So what if it did the following?

Unholy Strenght

Instead of granting 25 STR, grants 400 health

Instead of granting 35 damage, grants 60

Instead of granting 4 armor, grants 15% status resistance

This would make the item slightly worse on the direct EHP department, but would make up for it

06

r/TrueDoTA2•

How viable is it? It's an extremely cost-effective item even if you don't get the damage from STR. Can it be a viable early-game alternative for survivability and damage, especially on heroes that purchase early lifesteal or have it innately like Brood or Troll?

510

r/TrueDoTA2•

4 of my last games had lane-winning heroes on mid (Viper, Kunkka, QoP and Huskar) and as expected I got completely dumpstered and then they proceed to take control of the match with continuous rotations and fast items while I stood there in mid desperately trying to get my level 6 and finish my boots.

How am I supposed to come back from that, especially if I'm underleved and my rotations can't be as effective?

167

r/TrueDoTA2•

It's one of my favorite early-game items but for some reason I don't see that many people purchasing it. It offers you a bit of everything for very cheap and I often see myself keeping the item all the way up to late-game until I really need something else.

Is it actually a good purchase or I'm just too infatuated with a mediocre item?

4282

r/TrueDoTA2•

How viable is it? I really like the hero but I always disliked how you're generally forced into playing around Flak Cannon. Granted I haven't played the hero in a really long time, so I was wondering how viable a build focusing mainly on his nukes would fare.

96




r/DotA2•

The ability to instantly refresh not only big ultimates but also key items is just too strong, especially at later stages of the game where these are even more impactful. Many cores have realized throughout this major that you don't need a "usual" late-game item when you can just refresh the ones you have or your abilities. It's just too difficult an item to balance.

But for the sake of keeping the item in the game, maybe it should reduce a percentage of the current cooldown instead of completely resetting it? This way it would be less of an insta-win item and more of a "we won a difficult teamfight but now we can keep the pressure up instead of waiting for cooldowns".

06

r/DotA2•

Let's cut straight to the chase: Brood's Aghs is bad. Like, really bad. There's little reason to even pick the hero right now, and even less reason to buy an Aghs on her.

So I propose the following in place of the current one:

Insatiable Hunger

  • Turns into a toggleable ability, no longer has a duration (still costs mana to activate). When active, drains HP per second based on a % of Broodmother's max HP (non-lethal), and can't be turned off for x seconds (much like Bloodseeker's Aghs).

BONUS: don't know how strong this would be, but maybe make it affect Spiderlings for a tiny percentage so that they're useful for something in the late-game aside from tanking tower hits.

Anyway, t

00