If neutral creep kills an enemy creep, do you get full xp, half xp or no xp?
If neutral creep kills an enemy creep, do you get full xp, half xp or no xp?
And what if neutral creep kills an enemy hero?
If neutral creep kills an enemy creep, do you get full xp, half xp or no xp?
And what if neutral creep kills an enemy hero?
As per post title
Last year at TI sir action slacks was hyping everyone up by asking what the runes placed around the arena meant and asking who could decode it
There were reddit threads made on it e.g. https://www.reddit.com/r/DotA2/comments/1nf02wj/ti14_arg_rune_language_monoliths_secret_coded/
But it amounted to absolutely nothing
Was it delayed by a year and this is finally related to those runes at TI last year? So they were actually planning to release this event last year?
Zeus and sniper also extremely popular, and very tired of seeing zeus and sniper supports. I guess people just like staying 10 miles in the backline taking 0 risks (especially zeus probably won't even be at the fight, probably in some woods jungling)
And it's not pro games either it's just pubs
7% winrate difference is like the difference between a broken hero and a weak hero
It's enormous difference
They should just make the scepter effect an aghs shard instead and give a new scepter effect
A brief 1.5-second fear is nice in theory, but paying 4200 gold to have it once every 2 minutes is crazy...
You could top up a bit more and buy an entire refresher orb, then instead of a 1.5-second fear, you could literally have a second ult
Also, I want to point out that for spectre players in teamfights, you generally don't want to cast reality on the haunt illusion for the hero you want to kill, because it would destroy the haunt illusion. You want to cast reality on ANOTHER haunt illusion for another random hero you have no interest in killing, then after you reality in you change targets and focus on the guy you want.
But this aghs scepter forces you to haunt to the guy you want and destroy the haunt illusion in the process. It is just so badly designed...
CK got a buff to phantasm recently, at lower levels it now creates 3 illusions that deal less damage (but total damage is more than before).
However, the result is that CK aghs shard the illusion created also deals way less damage.
The reason I think this nerf is unintended is because, the chaos knight aghanim's shard illusion already has an INTENTIONAL DAMAGE PENALTY of 15%.
Now the aghs shard illusion suffers from two separate damage penalties, one from the recent buff to chaos knight ultimate (but reducing individual CK illusion damage) and one from its own damage penalty
If you get aghs shard early the illusion hits like a creep now
In terms of balance, Morphling may be a perfectly fine and good hero but from a design perspective I think morphling seems to be losing his identity.
What might morphling's identity be? Well, perhaps a flexible hero that can morph and adapt to any situations. Be like water, morph and adapt.
This flexibility is slowly getting dumpstered with each passing patch.
The first change, patch 7.38, Morphling now keeps his attributes while morphed.
This was a good change, morphling usually has a lot of strength and agility. BUT while it was a good change, it really gimps morphling's choices in morphing heroes because morphling suffers from SEVERE mana issues when trying to morph intelligence heroes and use their spells.
A level 12 morphling with treads, vladmir's offering and manta style has a maximum mana pool of 651. You morph into a Jakiro, cast dual breath (180 mana) and ice path (100 mana) and that's half your mana pool gone. That's not even counting the mana costs of the morph ability or morphling's own spells. After you add in the mana cost of waveform and adaptive strike, you don't even have mana left over to cast manta style.
Do you guys know morphling has a very good level 10 talent which is "+12 seconds morph duration" but no one ever picks it because NO MORPHLING HAS THE MANA POOL to last another 12 seconds
Morphling's mana pool limits his morphed hero choices. I don't know a good way to fix this but one way is to give morphling better intelligence gain.
The second change, patch 7.41 new ebb and flow innate
Morphling has always liked to buy stats. But in the past, it was a choice, morphling wasn't really forced into it. If you wanted to, you could buy other items and then translate it to stats.
For example, you could buy a 220hp item. 220 hp is equivalent to 10 strength worth of hp. Then with that extra 220hp, you could morph an extra 10 strength to 10 agility, thereby effectively translating your +220hp stat into a +10 agility stat.
But the new ebb and flow innate discourages that. Every point of strength and agility now adds to your innate's power. So now, morphling would always want to buy +10 strength instead of +220hp. Even though they're effectively almost identical, but morphling is being pidgeonholed by his innate into just only buying stat items.
I mean morphling has been buying stat items for a long time so it's really nothing new, but it's just the final nail in the coffin for any morphling players who want to have creativity and flexibility in their builds
The third change, ethereal blade shotgun morphling is completely dead.
I don't know which patch it died in. But if we're talking about morphling's identity then this was a pretty big part of morphling for a long time.
I mean maybe they could bring it back by changing his current aghs scepter? Allow morphling to play shotgun style again. Current aghs scepter is really bad anyway, no one buys that, it's probably the worst aghs scepter in the game.
I believe you could gift morphling an aghs scepter with alchemist and morphling still wouldn't use his aghs scepter ability