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Summary: Dota 2 has chased a philosophy where supports have more fun during a match of dota by being able to buy and choose a lot more different items. While this has been fantastic for the support experience, we have gotten to a point where supports can acquire so many effective support items that carries don’t carry anymore. By the time a carry is fully farmed up, support have acquired many disable or kite items. Almost nullifying the impact of carries while also being powerful in the earlygame, with some casters having insane aghs builds that make them perform on-par if not better than fully farmed carries in the lategame. This should be fixed by giving all creeps a significant increase in magic resistance so supports can’t acquire farm as fast as carries do, if not better in the case of some aghs combinations. Old dota had characters designed around a “prime time” in a game, for example supports were the most powerful class in the early game, carries in the late game and hybrids in the mid game. With hybrids often being most popular as they never really had a useless phase in the game while the other two classes were either useless in the late game, or early game respectively. Now this system has been completely put on it’s head and I hope dota 2 goes back to the fundamental system that made it so much fun long ago. Instead where now supports never fall off and carries are either useless or never have a time where they stand out. |
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(see summary in comments bellow to avoid the wall of text!)
I apologise for the wall of text, but I really wanted to get back into dota, but my recent experiences are completely different from what I used to love about dota 2.
My first request is very simple, I really hope the dark-willow build that focusses on her banishment ability gets nerfed or changed. As I just had a game where dark-willow reduced the cooldown of her banishment to 9 seconds (2 seconds out of banishment).
Combined with the Euls scepter upgrade and an invisibility item plus blink, and dark-willow basically relentlessly bombarded us with high magical damage hits, while never being able to get stunned or punished.
Blame me for trying to play troll-warlord where everyone runs away, stunlocks me or just blinks away. Which was already making my blood boil, no character suffers more from the disable and kite meta more than troll warlord. But to then also face a dark-willow that can essentially never be targeted is taking it too far.
I like that valve is taking steps to reduce disables in this game overall. However due to the fact that supports now also gain a ton more gold, everyone can buy high tier disable or kite items, and junglers are questionably effective. Back in old dota a jungling carry could gain such an insane networth that he could turn a game single handedly.
Now every support has a sheepstick, ghost scepter, glimmer cape, force staff or aghs upgrade that makes them incredible. I hope this gets addressed soon as I really want to try different characters, but the game isn't made for them.
I understand farming isn’t fun or interactive, but now casters can easily dominate the lategame, while back in the day, dota 2 always came down to rightclick carries farming up and being the “carry” of the team, hence the name. Now combining all kinds of spell or ability related items causes some insane aghs combos that bring certain characters beyond the powerlevel of what used to be lategame carries.
So please valve, change it, make it so when a void farms all game, he becomes an unstoppable force. And not a pushover that gets disabled or kited into oblivion and then gets destroyed by some kind of magical support carry build.
I honestly can’t exactly tell how to solve this issue, but start by heavily nerfing spell related aghs upgrades that enable the spell centred hero to farm efficiently. Dark-willow is a prime example.
Then make it so more gold goes to carries, while supports get less. This way by the time a carry has built all his items, he isn’t fighting a team that has 9000 kite or disable items.
Yes, it does go against the philosophy Valve has been trying to push, by making it so supports have more item options and can buy more items. But the situation currently looks messed up, with supports becoming more powerful than carries in the lategame.
I also don’t want to slow the game down. Nobody likes waiting for their carry to farm up. So, a very simple solution is nerfing spells that enable the hero to swiftly farm (a hotfix could be giving all creeps 50% magic resistance). And then increasing the gold generated by jungle creeps. This should enable carries to safety and reliably farm up, while supports can’t dominate the early game, eviscerate creep waves and jungle camps to then also out-farm the enemy carry in the mid and late game.
I loved the philosophy of giving each hero a certain time-frame in the game where they shine, like supports being very powerful in the early game, but dropping off as the game goes on, and carries starting off very weak but becoming more powerful as the game goes on. But this currently clearly isn’t the case.
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