Also I think instead of simplifying runes they should be even more dynamic and hard to understand. Like maybe the total number of different types of creeps getting killed on the map maybe should affect what kind of power rune spawns and maybe your mic picking up your significant other yelling at you to get off of dota causes the runes to double in power but only before Arbor Day and afterwards it gets inverted and your spouse doubles in power when you get the rune. Also they should add a fishing mini-game. All the best games have fishing mini games.
Fish runes that only spawn in the river. And if you have a bottle and pick it up you get 'fish in a bottle’ that gives +10 charisma and makes the enemy chat in slow mode of 30s.
Minigames in MOBA is not as far-fetched as you can think. What is it called? Prime World? It was alright and it had match-3 minigame as one of its core mechanics
Yes! Also there should be one randomly choosen tree in every game that you can find with true sight and if you run around it 3x clocwise at the 4,8,12,16 etc. minute mark, you get 90 0MS for 30s and if you run around it 4x counter-clocwise at the 6,10,14,18 etc. minute mark, you get 60 AS for 20s.
The area next to the tormentor is actually a very nice and strategic location. The defending team's casters can hide in the trees by passing through the gate and opponents can't catch without blink cause you simply walk through the gate.
Bounty Runes - First bounty runes appear from 0:00 mark, at 4 locations. 2 at river/power rune spot, 2 at in jungle. After that every 3 minutes it appears at 2 jungle bounty spots. Water Runes - it appears at 2, 4 minute marks both river/ power rune spot. After that it never appears again. XP Runes - From 7 minute marks it appears at 2 side of the map, after that every 7 minutes it appears. Power Runes: 1. Reg rune - regenerate HP/mana to full. Hero dmg will cancels it. 2. Double damage - double the dmg, for 35 sec? 3. Haste - full speed for 25 sec 4. Illusion - 2 illusion for 40 sec 5. Inv rune - invisibility for 40 sec 6. Arcane - mana/cd reduction for 25 sec ? 7. Shield - half hp as shield for 40 sec. almost forget this one :)) Im not sure for rune durations XD and sorry for my bad english
23:55 the problem is the user if the game you are playing is dota 2, it is always the user if it is dota 2, the idea is the reward is good for the supports but 1. 90% of carries do not give a fuck for their team 2. getting your team together to kill this objective is like rangling cats 3. if you don't take it when it spawns you will likely never take it and the enemy will most likely steal it during their pushes also reminder that the tormentor is an effective 1400 gold infusion (cost of ags shard) I think the only way people are gonna be more willing to do tormentors if make the bounty from killing it worth more even though it is already 200 gold
Pro players don’t forget about doing tormentor. I’m high immortal and the problem is that it requires like 3-4 heroes to defeat the tormentor and it gives shard to a support. Besides giving up complete map control and a ton of farm for your cores for an item for a support making it really not worth it, it’s also near impossible to get 3-4 players to group up in a pub game all at the same time. Also I forgot to mention after defeating the tormentor everyone needs to go to base cause everyone’s low hp. The main problem with tormentor is it does way way way to much dmg
I think the gateways should be moved closer to the center of the map so that Carries are more incentivized to play the edges. I found that they’re easier to convince to do the tormentors and other objectives when they are in the vicinity of it.
The tormentors are just something new that some players aren’t used to yet. I’m sure people who main support remember about it every game. They benefit from the shard, but carries can care less about their support and don’t benefit directly from it so they tend to forget until their supports start pinging it like crazy.
On tormentors, I don't know if everyone is forgetting about them,. When I play my pubs as a core, I often find myself thinking it's not worth the trip. Giving a shard to 1 of the 2 people who least want their shards just doesn't seem worth the trip to such a far out corner of the map for most of or the entire team. Now, me and my friends aside, if most people are just forgetting I can't imagine that will last forever. I'm sure if they are that good/valuable people will acclimate rather quickly.
A free 1400 gold shard is good value for just 10 seconds to kill the tormentor, compared to how long it takes and how dangerous it is to farm that much gold some other way. That is a big power spike if you just roll up to the next fight and a team member has a new ability, and the other team doesn't. There are 2 tormentors on opposite sides of the map, so making it "worth the trip" can be easy if you are already going that way, pushing that lane. It just has the same problem pubs have with taking Roshan: Co-ordinating the team to go do it instead of everyone randomly wandering around, solo pushing and getting picked off. It's like herding cats.
You know what would be an amazing and engaging idea? Transforming the “future baumi” into a sequence of narratives, so people would look forward (even more) to the next video. I would even offer myself to create a silly storyboard/script. Nothing too complex of course; future bomy doesn’t have too much time left!
Its like one month after the patch and tbh I dont have any idea what the tormentor even do... like when can I kill it? Why should I kill it? No clue at all. If they just changed or even removed them without any patch note I would not even notice.
Or take only jump skills (not blink or fly) with monkey king, dawnbreaker or enchantress jumps from huskar, zeus, mirana, pangolier, dawnbreaker, mk, slar, earthshaker, ursa, techies or snapfire
about the rune because im playing sup i only remember and give my attention on bounty and wisdom rune, the power rune on the river is the core problem haha
right around tormentor have a exp rune. so it not a bad design just it take too much out of there to kill. 1400 gold it should equally to 3 kill or 7 assist at very least but a side effect is that team net worth get boosted or get dragged which have much worth than 1400 gold.
I genuinely hate it when the volleyball strats are just going overboard... I mean, if there was ONE rupture there, it would have been a lethal and guaranteed kill more often than not
I agree nit only tormentors, but I'm not used to farming creeps on the edge of the maps, they could've remake the map entirely, mixing all those new things, instead of just adding them on top of sort of 7.32 dota map, like a donut
I think LoD is somewhat broken still. I don't know if you kept the skadi stats on consumption, and frankly I am too lazy to go check it, but I did see in the end that your attacks did not apply a slowing effect anymore.
Maybe thats the point. Maybe you arent *supposed* to know everything. Maybe you're supposed to have some mystery and conflicting possible actions and make choices, and sometimes just luckily come across a rune, and also to not be a one-man-army who sees the entire code of the matrix but rather to interplay with your teammates who - maybe one of them, all they know is runes and they know nothing about lane equilibrium or something.
I know it's not permanent but would Undying's Decay, in place of the Kobold GPM work more for stealing people's strength, help out? (More so for that BB so you can steal his stats and make him easier to take out)
Wisdom runes every 7 mins Bounty runes at 0 at 4 places then every 3 mins at their respective spots Water runes at 2 and 4 mins in river Every other rune from 6 mins onwards every 2 mins… each one spawns until the cycle is complete…. Every rune stacks with every other rune Power runes and wisdom fill the bottle for 3 charges Water n bounty runes fill the bottle for 2 charges
I would watch the shit out of a history of runes video on the dota history channel. Not sure who would make a good interview for it, maybe a caster or commentator.
Problem with spawning a lot of runes simultaneously is that everyone gets something and you don't have to fight over it, which encourages passivity and is not a good thing for moba game. That's why low mmr games take so long, people are too busy dealing with passive stuff - neutral camps to even care about being active on a map.
for rune matter anything barely matter besides spawn timer really that it all to it. you make it hard for yourself which one stack? why care, you have 3 you get 3, have 1 get 1. which fill bottle 2/3 or 3/3 ? just fill that damn bottle and move on is that really hard? power rune(andwater rune) spawn at 2 min money rune spawn at 00.00 then every 3 min exp rune evevy 7 min just 3 infomation that all you need not trivial like you care
@@LittleDanny9899 The other thing is, just because it's like this and people are used to it now, doesn't make it good design. There is no reason for the runes to be this complicated other than the fact they have just stacked up complexity over time without having a true rework done to them to fix the clutter. The comparison here is obviously the tormentors. Are tormentors good design if people don't ever do them in normal games? Probably not, but the reason those are bad and runes are bad are different. People do runes because they've been here so long and the base reward for them is okay, so the base design is good, but they are just caked in layers of obscurity like a lot of things in dota. Tormentors are bad design because their out of the way position and high requirement to take down don't fit with the reward of giving a support a shard, which often times doesn't have any meaningful effect on a game. Two problems, both bad design.
Also I think instead of simplifying runes they should be even more dynamic and hard to understand.
Like maybe the total number of different types of creeps getting killed on the map maybe should affect what kind of power rune spawns and maybe your mic picking up your significant other yelling at you to get off of dota causes the runes to double in power but only before Arbor Day and afterwards it gets inverted and your spouse doubles in power when you get the rune.
Also they should add a fishing mini-game. All the best games have fishing mini games.
Fish runes that only spawn in the river.
And if you have a bottle and pick it up you get 'fish in a bottle’ that gives +10 charisma and makes the enemy chat in slow mode of 30s.
But the fishes are slippery, with a 4/5 chance of slip away without the t1 neutral item “magnifera (mango) rod”
Minigames in MOBA is not as far-fetched as you can think. What is it called? Prime World? It was alright and it had match-3 minigame as one of its core mechanics
Yes! Also there should be one randomly choosen tree in every game that you can find with true sight and if you run around it 3x clocwise at the 4,8,12,16 etc. minute mark, you get 90 0MS for 30s and if you run around it 4x counter-clocwise at the 6,10,14,18 etc. minute mark, you get 60 AS for 20s.
This comment aged well lmao
So nice to see Baumi being happy about the new channel doing good
The area next to the tormentor is actually a very nice and strategic location. The defending team's casters can hide in the trees by passing through the gate and opponents can't catch without blink cause you simply walk through the gate.
Bounty Runes - First bounty runes appear from 0:00 mark, at 4 locations. 2 at river/power rune spot, 2 at in jungle. After that every 3 minutes it appears at 2 jungle bounty spots.
Water Runes - it appears at 2, 4 minute marks both river/ power rune spot. After that it never appears again.
XP Runes - From 7 minute marks it appears at 2 side of the map, after that every 7 minutes it appears.
Power Runes:
1. Reg rune - regenerate HP/mana to full. Hero dmg will cancels it.
2. Double damage - double the dmg, for 35 sec?
3. Haste - full speed for 25 sec
4. Illusion - 2 illusion for 40 sec
5. Inv rune - invisibility for 40 sec
6. Arcane - mana/cd reduction for 25 sec ?
7. Shield - half hp as shield for 40 sec. almost forget this one :))
Im not sure for rune durations XD and sorry for my bad english
Good job. Baumi just being dumb as always
23:55 the problem is the user if the game you are playing is dota 2, it is always the user if it is dota 2, the idea is the reward is good for the supports but
1. 90% of carries do not give a fuck for their team
2. getting your team together to kill this objective is like rangling cats
3. if you don't take it when it spawns you will likely never take it and the enemy will most likely steal it during their pushes
also reminder that the tormentor is an effective 1400 gold infusion (cost of ags shard)
I think the only way people are gonna be more willing to do tormentors if make the bounty from killing it worth more even though it is already 200 gold
23:30 The design of everyday things by Don Norman
Pro players don’t forget about doing tormentor. I’m high immortal and the problem is that it requires like 3-4 heroes to defeat the tormentor and it gives shard to a support. Besides giving up complete map control and a ton of farm for your cores for an item for a support making it really not worth it, it’s also near impossible to get 3-4 players to group up in a pub game all at the same time. Also I forgot to mention after defeating the tormentor everyone needs to go to base cause everyone’s low hp. The main problem with tormentor is it does way way way to much dmg
Laughs in enchantress hurricane and impertus combo.
@@NotWorking32 You would die of you do that. There is no range cap for the return damage of tormentor now
I think the gateways should be moved closer to the center of the map so that Carries are more incentivized to play the edges. I found that they’re easier to convince to do the tormentors and other objectives when they are in the vicinity of it.
The tormentors are just something new that some players aren’t used to yet. I’m sure people who main support remember about it every game. They benefit from the shard, but carries can care less about their support and don’t benefit directly from it so they tend to forget until their supports start pinging it like crazy.
new video has 71k views now. had a bit of a slow start but it's picking up.
10k subs too
Pls do a compilation of the baumi interrupts they are SO funny everytime! 🤣🙏Thanks for another epic video
On tormentors, I don't know if everyone is forgetting about them,. When I play my pubs as a core, I often find myself thinking it's not worth the trip. Giving a shard to 1 of the 2 people who least want their shards just doesn't seem worth the trip to such a far out corner of the map for most of or the entire team.
Now, me and my friends aside, if most people are just forgetting I can't imagine that will last forever. I'm sure if they are that good/valuable people will acclimate rather quickly.
A free 1400 gold shard is good value for just 10 seconds to kill the tormentor, compared to how long it takes and how dangerous it is to farm that much gold some other way. That is a big power spike if you just roll up to the next fight and a team member has a new ability, and the other team doesn't.
There are 2 tormentors on opposite sides of the map, so making it "worth the trip" can be easy if you are already going that way, pushing that lane.
It just has the same problem pubs have with taking Roshan: Co-ordinating the team to go do it instead of everyone randomly wandering around, solo pushing and getting picked off. It's like herding cats.
i simply love the "intermission" characters! thank you baumi for the subscribe reminders :)))
it's wonderful news that the channel got veryfied, great to hear about this
Baumi just being a raid boss by the end
You know what would be an amazing and engaging idea? Transforming the “future baumi” into a sequence of narratives, so people would look forward (even more) to the next video. I would even offer myself to create a silly storyboard/script. Nothing too complex of course; future bomy doesn’t have too much time left!
Its like one month after the patch and tbh I dont have any idea what the tormentor even do... like when can I kill it? Why should I kill it? No clue at all. If they just changed or even removed them without any patch note I would not even notice.
Mix of spooktre, broodmother and skelyboys (or maybe naix stuff)
Enhance the spookness to over 9000
Or take only jump skills (not blink or fly) with monkey king, dawnbreaker or enchantress
jumps from huskar, zeus, mirana, pangolier, dawnbreaker, mk, slar, earthshaker, ursa, techies or snapfire
Me and my buddy 1v1 in this game mode all the time but be always just eventually devolves into fury swipes fervor sniper
about the rune because im playing sup i only remember and give my attention on bounty and wisdom rune, the power rune on the river is the core problem haha
never seen that apartment yet
I LEFT A LIKE ON THE VIDEO FUTURE BAUMI! SAFE TRAVELS! 💙
Seeing Ruptureless Tusk was heartbreaking.
Play as Zeus with his new shard + attack speed. It's so OP with illusions. You can almost solo people with illusions only.
He already did
Then the enemy team buy 4 Lotus Orbs and you're useless the rest of the game. Happened to me twice already.
Let's save the planet !!! 10:49
Hi there love the videos , can you talk about time management and stuff like? I really admire your opinions . Anyway keep up with the videos!
That Muerta lol
right around tormentor have a exp rune. so it not a bad design just it take too much out of there to kill. 1400 gold it should equally to 3 kill or 7 assist at very least but a side effect is that team net worth get boosted or get dragged which have much worth than 1400 gold.
I genuinely hate it when the volleyball strats are just going overboard...
I mean, if there was ONE rupture there, it would have been a lethal and guaranteed kill more often than not
I think Jinada would have been more on theme - steal gold alongside the stats.
I agree nit only tormentors, but I'm not used to farming creeps on the edge of the maps, they could've remake the map entirely, mixing all those new things, instead of just adding them on top of sort of 7.32 dota map, like a donut
It's official.
Boomi is a real person
Baumi , Huge Ol fan here...
if possible to request to make a video with your old gang. satsa , archimo etch.🔥💪
Halo your stolen stacks should use for mana shield with high armour mana and hp or mepoo
this popped on my home page after watching the gyro stat steal video that was like 8 years ago
like done xD we need the cats :V xD!
I think LoD is somewhat broken still. I don't know if you kept the skadi stats on consumption, and frankly I am too lazy to go check it, but I did see in the end that your attacks did not apply a slowing effect anymore.
Ngl you really looked AI on my 1st impression lol
Maybe thats the point. Maybe you arent *supposed* to know everything. Maybe you're supposed to have some mystery and conflicting possible actions and make choices, and sometimes just luckily come across a rune, and also to not be a one-man-army who sees the entire code of the matrix but rather to interplay with your teammates who - maybe one of them, all they know is runes and they know nothing about lane equilibrium or something.
This Chen build makes me wonder: does "Little Friends" work with Chronosphere?
I know it's not permanent but would Undying's Decay, in place of the Kobold GPM work more for stealing people's strength, help out? (More so for that BB so you can steal his stats and make him easier to take out)
nice vid bro
Wisdom runes every 7 mins
Bounty runes at 0 at 4 places then every 3 mins at their respective spots
Water runes at 2 and 4 mins in river
Every other rune from 6 mins onwards every 2 mins… each one spawns until the cycle is complete….
Every rune stacks with every other rune
Power runes and wisdom fill the bottle for 3 charges
Water n bounty runes fill the bottle for 2 charges
Does prospecting aura stack?
хм, весьма философскую проблему ты поднял, когда про gps начал говорить
+ atrophy aura
I know all the rules for the runes from my mind but not exact values like how much regen or experiece
Does Prospecting Aura stack? xD If so, do a 5-man prospecting aura and do another "Everyone goes mid" vid xD
Do this build but replace flesh heap with medusa third skill. You’ll have infinite mana/tank build
5 Tuskar vs 5 Tuskar so good
I would watch the shit out of a history of runes video on the dota history channel.
Not sure who would make a good interview for it, maybe a caster or commentator.
Problem with spawning a lot of runes simultaneously is that everyone gets something and you don't have to fight over it, which encourages passivity and is not a good thing for moba game. That's why low mmr games take so long, people are too busy dealing with passive stuff - neutral camps to even care about being active on a map.
I feel like you posting a vid on your main channel actually dose give the people proof that the baumi doppelganger is actually just you
So baumi
What about th wigal I asked yesterday?
Couldn't stay for long since I was busy
First. @Baumi a quick shotout?
Why phase vboots? aren't you a universal hero? Should be treads
tusk and pudge are just griefing how is that fun
for rune matter anything barely matter besides spawn timer really that it all to it. you make it hard for yourself which one stack? why care, you have 3 you get 3, have 1 get 1. which fill bottle 2/3 or 3/3 ? just fill that damn bottle and move on is that really hard?
power rune(andwater rune) spawn at 2 min
money rune spawn at 00.00 then every 3 min
exp rune evevy 7 min
just 3 infomation that all you need not trivial like you care
thumbnail is clickbait, but funny as always :D
stats and stonks
nice
Day 298 of asking future Baumi to stop meddling with the timeline
sup
hi
First
As muxh as I usually agree with Baumi... Wtf he was on about with runes? It's like, the intermediate level of dota knowledge...
@@LittleDanny9899 The other thing is, just because it's like this and people are used to it now, doesn't make it good design. There is no reason for the runes to be this complicated other than the fact they have just stacked up complexity over time without having a true rework done to them to fix the clutter. The comparison here is obviously the tormentors. Are tormentors good design if people don't ever do them in normal games? Probably not, but the reason those are bad and runes are bad are different. People do runes because they've been here so long and the base reward for them is okay, so the base design is good, but they are just caked in layers of obscurity like a lot of things in dota. Tormentors are bad design because their out of the way position and high requirement to take down don't fit with the reward of giving a support a shard, which often times doesn't have any meaningful effect on a game. Two problems, both bad design.
@@LittleDanny9899 wasn't saying you were saying that, just adding on to what you already said :p