Persistent Range Indicators was the last thing I needed to fully make the jump to quickcast on key down without griefing my games in the process. People might complain about it lowering the skill gap but with all the cast range modifying items and neutrals in this game it was needed. The fact you can only have one aspect displayed at a time still keeps the skill ceiling as high as it’s ever been, just helped lower the overall disparity.
@@deantan7538 I used key up for a long time and preferred it for the accuracy, but always acknowledged it's a sacrifice of speed as a result. Using key down makes you even more intentional about spell usage and in instances where milliseconds matter (such a Blink-Hexing a target before they can BKB) those multiple milliseconds lost from multiple key up inputs adds up and gives the enemy a chance to recover from the initiation with a single input reaction. The main reason I hadn't made the jump sooner was due to constantly over blinking and not getting full blink range or running too far forward and not leveraging the full range of the Blink - PRI fixed that. Totally understand where you're coming from regarding multiple skill ranges though. My solution was to learn ranges relative to one range. With Beastmaster for example Wild Axes have a max cast range of 1500 which is 300 range more than Blink, while Primal Roar has a range of 600 which is half of Blink's 1200 range. By having Blink range constantly displayed, I can ensure I always max range blink and still have a relative idea of where my axes can hit and how close I need to be in order to get a Roar off.
Hey mate, I find this super useful for save spells as well, ESPECIALLY spells that my teammates may be less conscious of (or less noticeable). An example is Undy’s Soul RIP, or techies shard. It helps me stay JUST in range to be helpful but not so close that I’m in danger. Brilliant content as usual!
my favorite trick with persistent range indicator is to use it with Clockwerk's cog. 1. I can always knew whether i can trap someone or not 2. I can place cogs on cliff warding spots, either for dewarding or providing quick vision around cliff. The range is quite decent for day time, and i can use flare for scouti g other spots instead
This is a pretty good QoL, however not really for spells, but rather for auto attacks or XP range. These are somethings you can't really gain access without hovering your hero or the level number. I like to use the "Persistent Range" for TA's Auto, I don't play TA much, but I always fuck up the Meld xd. So, this is a game changer, also as a support, it's good to have the "Persistent Range" tell you when you are sapping XP. I have like 4k-5k hours in the game and people seem to put too much emphasis on these mechanical aspects, like "Having Spells as quick cast is better", "Use edge panning like a pro" etc. But these are all just ways to do things, like for example eating, some eat with hands, some with forks and spoons, some with chopsticks etc. There are advantages and disadvantages for each. If you truly want to be good at the game, you need to understand the fundamentals, like what each hero does, how to farm, when to farm, what are the spikes, positioning, vision, itemization, team synergy, Roshan or Tormentor and so much more. These are all aspects that have nothing to do with your mechanical capabilities, sure they make you more efficient, but are not what make you a good player. I for one never use quick cast, because I may miss click and ruin a good cast, i.e. use blink out of range and get stuck somewhere (cuz if you blink out of range, you'll jump 4/5th of the length). Watch pro players, understand why to buy ghost against Ursa and PA, but not against Muerta. Understand that wards win wars, smoking is healthy (in-game) and most importantly have fun.
I found the persistent range indicator is very useful when playing treant protectors. I personally am often not sure if people are in my ult area or not. This also very helpful when playing hoodwink for some reasons.
this was a hidden feature ages ago circa 2015, it was only available as a console command and when admiralbulldog used it on stream abused it with lonedruid bear range, it was subsequently removed. now it's a feature wow
I've been playing for a while now and always wondered if this EXACT setting actually exist but don't know how to search for it online... Thank Youuu! This is what I've been looking for.
Great video my friend, from my perspective in divine 1 the wait time as you said is not that high I accept 2-3-4-5 type of matches. Since I always get smurf players in the enemy side I really don't care anymore. What I don't like is toxic people but I only use the mute button now and GG.
Love the dota plus match predictor, I've found not much difference between 3 and 5 but every game I've accepted with 1 or more stats in red or yellow have been pretty miserable
@@ChristianPhone-sz2ty Turn on a 500 radius indicator. To pull aggro: Insert the creeps you want to pull in the circle. Attack Enemy. To dive towers: Hit enemies in tower range (While it is attacking your creeps), always making the tower be outside of the circle. This way the tower will never hit you (Unless it selects you as an objective by aggro pulling). As a ranged this can mean infinite attacks. For meels it may be useful to choose the best time to hit (Remember you can hit before entering the aggro range, so you ahve like 2 spare seconds to hit inside of it before the towers starts hitting you)
@@ChristianPhone-sz2ty Wards and sentries do. After that some spells or attack ranges maybe. If you don't have one, you can use other similars (400 - 600) and try to guess it. But 500 is the perfect range..
Yea, I love people in my mmr who go 1 death or 2 deaths per minute in laning stage saying the lane is impossible, making it worse than if they were disconnected from the begining. I mean if you're gonna do that just might as well go jungle you know. The experience range indicator is great and the experience range had been improved (or my understanding of the range you gain exp) since wc3 times.
I am just pointing out that the overlay map is not viable as a replacement for the minimap, because you can't right-click on it. It only accepts left-clicks. This makes it take a lot longer to do some things, like ordering a courier around using the minimap. I can understand why it's this way - most players will want to have a quick overlay map that allows them to still control their hero. However, I feel like it should have a setting to allow the overlay map to accept right clicks, to allow it to completely replace the automap, letting you actually use the overlay map as a full replacement for the minimap.
for the map overlay, I get what it is about but in my opinion, pressing the key for it is just more difficult than eyes and mouse movements x) because obviously its gonna be m, I use everything on the left side, so what do I do, I have to move my hand to the other side of the keyboard, it's stressful
I don't even play Dota anymore, but I enjoy watching your videos for your analysis and general advice from time to time (you helped me go from Legend to Ancient support when I still did play!)
@5:31 if enable "interact with only allied unit" and shoot acorn (hoodwinks q) at a bunch of enemy does the tree appear? if yes it could be crazy useful!
Actually you don't need this setting for that. If can set Acorn shot to alternate cast (it will have a cyan border around the skill) to always plant a tree even when aiming at enemies. You can do this by right clicking the ability or self casting it
@@ZQuixotix omg i wish i knew this sooner i missed many kills because of this... I also want to thank you for your climb mmr videos i started followed your guides and i climbed from crusader to legend 3 now!
@ZQuixotix man i cant really use persistent range indicators feature, what could be the reason, i have turned on the feature but it doesn't shows the range. Kindly help if u know
Regarding toxic games even when the behaviour score is 5: I think that's just because people with high behaviour score can be toxic but it's rare and only 1 game out of 5 or something like that. Optimistically, it just means that most people aren't toxic most of the time. Pessimistically, it could mean that the behaviour score system is too lenient. But Valve has played around with harsher systems and people did complain about it.
i think they really need to think very hard about whether they give the "queue again without penalty" feature to everyone because i can just see it very easily going the way of high elo league of legends matchmaking where it takes sometimes literal hours to actually get into a game because people dodge champ select so readily lol
Almost all my matchmaking have 1 or 2 disruptive players and skill range is never higher than 3. If it's higher one of them will cancel queue. I rarely have any match where behavior is ideal, only a couple of games.
Today i had a Lich standing on his courier under his tower, and I couldn't click on it (BH), but I'm not turning that toggle on cuz i know I'll not remember it in 2K lol
I got a "bright" idea, since everyone has an aghanims upgrade now, they might as well merge the upgrade into the base hero. Add a new aghanim for a few heroes iteratively again to push the power creep even further. Example: Global Forced duel for legion commander. Everyone is forced to go and duel 1 on 1, based on your color (blue duels pink) etc. The winners fight it out between themselves untill there's only one standing. Bascially batshit nonsense, but that's what dota is nowadays anyway.
The skill cap in Dota is so absurdly high that adding helpful graphical indicators isn't going to prevent someone from out-skilling their opponent. There are so many other ways you can gain an advantage over your opponent -- knowing your blink range isn't going to make or break the skill expression of the game.
This is to cater whiny and noob players... jesus christ... spoonfeeding too much... next update, Valve will add something to let the players know that someone is missing.
Persistent Range Indicators was the last thing I needed to fully make the jump to quickcast on key down without griefing my games in the process. People might complain about it lowering the skill gap but with all the cast range modifying items and neutrals in this game it was needed. The fact you can only have one aspect displayed at a time still keeps the skill ceiling as high as it’s ever been, just helped lower the overall disparity.
@@rmac0101 of course! Rising tide raises many ships and all ☺️ got to support the homies
right click your blink dagger and thats an insane game improvement
Why not use quickcast on key up though? If you have several spells/items with tricky ranges it can be tough to switch range indicators constantly.
I love your content bro, keep up the good work.
@@deantan7538 I used key up for a long time and preferred it for the accuracy, but always acknowledged it's a sacrifice of speed as a result. Using key down makes you even more intentional about spell usage and in instances where milliseconds matter (such a Blink-Hexing a target before they can BKB) those multiple milliseconds lost from multiple key up inputs adds up and gives the enemy a chance to recover from the initiation with a single input reaction. The main reason I hadn't made the jump sooner was due to constantly over blinking and not getting full blink range or running too far forward and not leveraging the full range of the Blink - PRI fixed that.
Totally understand where you're coming from regarding multiple skill ranges though. My solution was to learn ranges relative to one range. With Beastmaster for example Wild Axes have a max cast range of 1500 which is 300 range more than Blink, while Primal Roar has a range of 600 which is half of Blink's 1200 range. By having Blink range constantly displayed, I can ensure I always max range blink and still have a relative idea of where my axes can hit and how close I need to be in order to get a Roar off.
Hey mate, I find this super useful for save spells as well, ESPECIALLY spells that my teammates may be less conscious of (or less noticeable). An example is Undy’s Soul RIP, or techies shard. It helps me stay JUST in range to be helpful but not so close that I’m in danger. Brilliant content as usual!
@@rolo3646 this is good for QOP scream of pain as well.
@@togshtravel yep! It’s a big quality of life change. Great idea from those guys!
my favorite trick with persistent range indicator is to use it with Clockwerk's cog.
1. I can always knew whether i can trap someone or not
2. I can place cogs on cliff warding spots, either for dewarding or providing quick vision around cliff. The range is quite decent for day time, and i can use flare for scouti g other spots instead
I don't think he mentioned it, but it looked like alt-right-clicking your level (number) was the way to see the creep xp range indicator.
I can confirm
This is a pretty good QoL, however not really for spells, but rather for auto attacks or XP range. These are somethings you can't really gain access without hovering your hero or the level number. I like to use the "Persistent Range" for TA's Auto, I don't play TA much, but I always fuck up the Meld xd. So, this is a game changer, also as a support, it's good to have the "Persistent Range" tell you when you are sapping XP.
I have like 4k-5k hours in the game and people seem to put too much emphasis on these mechanical aspects, like "Having Spells as quick cast is better", "Use edge panning like a pro" etc. But these are all just ways to do things, like for example eating, some eat with hands, some with forks and spoons, some with chopsticks etc. There are advantages and disadvantages for each.
If you truly want to be good at the game, you need to understand the fundamentals, like what each hero does, how to farm, when to farm, what are the spikes, positioning, vision, itemization, team synergy, Roshan or Tormentor and so much more. These are all aspects that have nothing to do with your mechanical capabilities, sure they make you more efficient, but are not what make you a good player.
I for one never use quick cast, because I may miss click and ruin a good cast, i.e. use blink out of range and get stuck somewhere (cuz if you blink out of range, you'll jump 4/5th of the length). Watch pro players, understand why to buy ghost against Ursa and PA, but not against Muerta. Understand that wards win wars, smoking is healthy (in-game) and most importantly have fun.
Thanks for sharing this! Ive been away from dota for some time and wondered what Dota Labs was
Didnt even know about this! Great features
I found the persistent range indicator is very useful when playing treant protectors. I personally am often not sure if people are in my ult area or not. This also very helpful when playing hoodwink for some reasons.
Also long range indicator makes it easier to figure where you hero is
he says this in the video.
this was a hidden feature ages ago circa 2015, it was only available as a console command and when admiralbulldog used it on stream abused it with lonedruid bear range, it was subsequently removed. now it's a feature wow
Good stuff, thanks again!
great video, loved your delivery; thank you
I've been playing for a while now and always wondered if this EXACT setting actually exist but don't know how to search for it online... Thank Youuu! This is what I've been looking for.
Thx for all your videos, every time it help and it’s interesting!
Great video my friend, from my perspective in divine 1 the wait time as you said is not that high I accept 2-3-4-5 type of matches. Since I always get smurf players in the enemy side I really don't care anymore. What I don't like is toxic people but I only use the mute button now and GG.
Love the dota plus match predictor, I've found not much difference between 3 and 5 but every game I've accepted with 1 or more stats in red or yellow have been pretty miserable
Very useful video, thank you!
The persistent radius indicator si so good. You can also use it with a 500 range thing to have perfect aggro control, dive towers, etc.
HOW?
@@ChristianPhone-sz2ty Turn on a 500 radius indicator.
To pull aggro: Insert the creeps you want to pull in the circle. Attack Enemy.
To dive towers: Hit enemies in tower range (While it is attacking your creeps), always making the tower be outside of the circle. This way the tower will never hit you (Unless it selects you as an objective by aggro pulling). As a ranged this can mean infinite attacks. For meels it may be useful to choose the best time to hit (Remember you can hit before entering the aggro range, so you ahve like 2 spare seconds to hit inside of it before the towers starts hitting you)
@@Truchasgl3 where can i turn on the 500 radius indicator bro? sry i didnt see in video
@@Truchasgl3 ahh can you give example of like what item or anything that have ecxact 500 range?
@@ChristianPhone-sz2ty Wards and sentries do. After that some spells or attack ranges maybe. If you don't have one, you can use other similars (400 - 600) and try to guess it. But 500 is the perfect range..
thanks i had no idea about this first setting
I guess the map overlay could be beneficial for larger/wider screens
Yea, I love people in my mmr who go 1 death or 2 deaths per minute in laning stage saying the lane is impossible, making it worse than if they were disconnected from the begining.
I mean if you're gonna do that just might as well go jungle you know. The experience range indicator is great and the experience range had been improved (or my understanding of the range you gain exp) since wc3 times.
I am just pointing out that the overlay map is not viable as a replacement for the minimap, because you can't right-click on it. It only accepts left-clicks. This makes it take a lot longer to do some things, like ordering a courier around using the minimap. I can understand why it's this way - most players will want to have a quick overlay map that allows them to still control their hero. However, I feel like it should have a setting to allow the overlay map to accept right clicks, to allow it to completely replace the automap, letting you actually use the overlay map as a full replacement for the minimap.
Hello. Do you have a video of your keyboard settings for DOTA?
He has a hotkey video
for the map overlay, I get what it is about but in my opinion, pressing the key for it is just more difficult than eyes and mouse movements x) because obviously its gonna be m, I use everything on the left side, so what do I do, I have to move my hand to the other side of the keyboard, it's stressful
Is there a way to auto accept the game when it finds a match and you're away for a minute or two.
I use it when I play templar her range changes so much and I dont wanna risk missing melds👍
ty bossman
I don't even play Dota anymore, but I enjoy watching your videos for your analysis and general advice from time to time (you helped me go from Legend to Ancient support when I still did play!)
Anyone know why I can't get the silver border around health bar to show in game?
options > enable-visibility local hero healthbar
How do you activate the experience range indicator?
Hover on the level/exp indicator near hero icon
@5:31 if enable "interact with only allied unit" and shoot acorn (hoodwinks q) at a bunch of enemy does the tree appear? if yes it could be crazy useful!
Actually you don't need this setting for that. If can set Acorn shot to alternate cast (it will have a cyan border around the skill) to always plant a tree even when aiming at enemies. You can do this by right clicking the ability or self casting it
@@ZQuixotix omg i wish i knew this sooner i missed many kills because of this... I also want to thank you for your climb mmr videos i started followed your guides and i climbed from crusader to legend 3 now!
@@Katobase-u6t That's awesome, congrats on the climb!
So thats why when we are party and confirming match, the picture of our party not showing.
Maybe to hide someone that press queue again button.
@ZQuixotix man i cant really use persistent range indicators feature, what could be the reason, i have turned on the feature but it doesn't shows the range.
Kindly help if u know
Regarding toxic games even when the behaviour score is 5: I think that's just because people with high behaviour score can be toxic but it's rare and only 1 game out of 5 or something like that. Optimistically, it just means that most people aren't toxic most of the time. Pessimistically, it could mean that the behaviour score system is too lenient. But Valve has played around with harsher systems and people did complain about it.
Id imagine that the "target non-hero units" also allows you to right click xp-runes better?
yes, bounty/power runes as well
This will be great when an enemy sits on the rune spot at the start of a match
i think they really need to think very hard about whether they give the "queue again without penalty" feature to everyone because i can just see it very easily going the way of high elo league of legends matchmaking where it takes sometimes literal hours to actually get into a game because people dodge champ select so readily lol
Will the non hero target work for them annoying jugger ward, or leashed objects like grimstrokes silence or weavers bugs?
A good tip here is to just press attack button on yourself our close to your char
Maybe this will help me learn SF raze distance.
Almost all my matchmaking have 1 or 2 disruptive players and skill range is never higher than 3. If it's higher one of them will cancel queue. I rarely have any match where behavior is ideal, only a couple of games.
mine doesnt work on TA meld
I don't know why but maybe because we are at SEA server, my friend matches are always in (1) or (2) match quality.😂
Toggling allied/ enemy heroes is good for terror blade ulti sunder.. I've done some bad sunders due to hero over lapping 😂😂😂
Saw the thumbnail and thought Aghnim's Lab was coming back, and now I am sadge
Today i had a Lich standing on his courier under his tower, and I couldn't click on it (BH), but I'm not turning that toggle on cuz i know I'll not remember it in 2K lol
i accidentally turn on the range indicator in my games the past week and didnt know it was a thing until i saw a reddit thread. i feel dumb
bye bye wiskers, that's good stuff.
what is dota labs?
Read the right side of the settings on the start of video.
@@RandomStudent30 thank you. didnt noticed that valve shipped this. thought is a 3rd party tool. sorry
easy thumbs up on this one
I wish there was more who's fault is it anyway.
The cat is singing.
hey king are u colourblind
Love u from iran 🎉❤, u best
awesome
I got a "bright" idea, since everyone has an aghanims upgrade now, they might as well merge the upgrade into the base hero. Add a new aghanim for a few heroes iteratively again to push the power creep even further. Example: Global Forced duel for legion commander.
Everyone is forced to go and duel 1 on 1, based on your color (blue duels pink) etc.
The winners fight it out between themselves untill there's only one standing. Bascially batshit nonsense, but that's what dota is nowadays anyway.
Moore Michael Williams Helen Harris Linda
Why I have to raise my volume to hear you????
Get better ears
Fine for me
only sheneenigansss young Era players only need this assist and guidance settings... poor players
Ill use it ugh and no one can stops me!
dont use it if you think its cheating, its not like its gonna fix a bad player, dota aint that simple
Nothings gonna change my mind even the pride of "im so good I dont have to use it" player! Ugghhh
Not fond of it. It takes hand-holding to a level where skill, precision and knowledge aren't required anymore.
The skill cap in Dota is so absurdly high that adding helpful graphical indicators isn't going to prevent someone from out-skilling their opponent. There are so many other ways you can gain an advantage over your opponent -- knowing your blink range isn't going to make or break the skill expression of the game.
Muh hard game
This is to cater whiny and noob players... jesus christ... spoonfeeding too much... next update, Valve will add something to let the players know that someone is missing.