Just to add a little bit to the synergy discussion: Sometimes adding too much synergy to a character's abilities can make it feel like it's only one big ability (one decision) that just requires multiple keys. Nice gameplay BTW!
TIP: if you have Natures Prophet in your enemy, buy a quelling blade and when he use the trees on you, just eat the tree with tango or with your quelling blade to scape. That is why it's better if you know the function of your items. Also your diffusal blade, please use it ( it will slow the enemy if you use it to them, it synergies with your blink and smoke so they cant easily run out of smoke (they are silenced inside your smoke)
Dota is more about economy, your networth is your strength. you let your carry farm his items and then you win. It includes stacking your camps, banning enemy camps, placing vision, so he can farm safely and etc. Cause one single item can win you a game You can cut trees with your quelling blade. It counters Natures Prophet
getting good pretty fast! yeah, dota characters aren't designed to have insane internal synergies most of the time and also a lot of them are really old designs with small reworks so they feel pretty basic on the other hand playing league after dota feels like playing guitar hero in 2 seconds bursts
if you wanna have some skill expression feeling (and feel bad when you fuck up) then i'd suggest trying Monkey King, Morphling, Templar Assassin, Slark, Lone Druid as carries; Rubick, Clockwerk, somewhat Disruptor, Enchantress, Dark Willow, Hoodwink, Tuskar as supports but they have even more of intense dota-knowledge-check component to them glhf
Dota heroes is more on synergy between your team unlike lol heroes that your hero can 1v1 anyone i guess, Dota is a team game, there is no hero that can 1v5 except if you are crazy ahead of gold and level, you always need a teammate, that is why you have roles like support which usually have stuns/cc and offlaner (top lane) for initiation and tank (usually starts the fight and tanks damage) and with mid lane with mobility skills that can jump in and out in clash and burst the enemy supports, and the carry to put as much damage as possible.
bro always check your backpack items in there are muted. you spent like 5mins with your yasha in there. and you seem to never used your diffusal it can purge the enemies
I don't think its that wild when u consider League characters on average need more mechanical skill to operate compared to dota (not including outliers like Invoker,AW, or Meepo). Dota has way more point and click abilities and much less skillshots to worry about. Movement is not as important in Dota compared to league. Even when you watch pro play in Dota you see a lot of just standing around during fights and almost no movement if yk what I mean. if you compare that to a pro League game you see much more tricky movement and skillshots that seem to become point and clicks because of how good they are with it. If you still think that Dota 2 requires more mechanical skill feel free to respond! I really am curious as to why you think that
@@ThatEzDoe_Official I don't think you understand how big dota2 map is compared to league haha plus in dota you have turn{around} rate,insane amount of useable items ,spells have cast time etc , not to even mention all league of legends heros skills are just copy of dota hero skills . Last hitting is another story xD
@@diamonddust6615 I feel like u are mixing mechanical skill with knowledge ab the game. When I talk about mechanical skill I'm purely just talking about ur ability to use the hero. Items do not count, last hitting is universal, and map knowledge and macro doesn't. turn rate also causes movement to be really wonky and slow compared to league. Macro and Micro is not the same and also building the right items does not contribute to you being mechanically good at a hero. I'm simply just talking about how well can you use ur abilities, avoid abilities (which u cant cuz everything is point and click (it does the work for you lmao), and how good is your movement is. Dota 2 is definitely the harder game knowledge wise but there is no way that the mechanical ceiling or even the average mechanical skill of a dota 2 player is higher than a league player. Last example, you can't 1v9 in Dota 2 because anyone can stop u at any moment it literally helps you do that. In League you can 1v9 with pure mechanical skill. I just can't even see the average pro come close to an average league pros mechanics
Your analysis of the characters having no combos with their own abilities and therefore you have to think less is pretty off the mark: 1) there are characters who have “combos” on their kit; 2) there are items who can be bought to create synergy; 3) there are plenty of synergies between characters, a dota game strategy starts on the draft and you need to collaborate with the rest of the team in order to draw the full potential of the characters, there are few lone cowboys in dota; 4) other games are just about pressing your buttons in the right order, dota has a lot more macro strategies you need to consider. You guys are getting by by just pressing buttons because the game is pairing you with other people who barely know how to play the game and are themselves just pressing buttons, you have not scratched the surface of dota.
@@LeonardoPostacchini I completely understand what you mean and I agree with you! We were simply just comparing it to League and Smite since many heroes in those games have “combos” Dota does feel more like a team game where you can’t just 1v9 like in League. I’ve honestly been enjoying Dota and I love learning new things about the game it has been a blast! I love how you actually need a team with teamwork instead of just one character being able to wipe out the whole enemy team. Always nice seeing your tips tho seems like your a dota veteran hope to see you more!
@@ThatEzDoe_Official I am not really someone you should listen very hard about Dota, I am mediocre at most. I am still learning, even tho I started playing Dota as a mod for WIII. You must be careful with conclusions drawn after a handful games in Dota. It is a very knowledge heavy game and some of the synergies you spoke of are there, you just do not know or understand them. That comes partially from the fact that Dota heroes are not made to fit a single play style, they are designed so that people can tailor the hero in different ways, many times there are no obvious combos between abilities, but in the big picture, the kit of a hero works pretty well. So lets take the your character in this game which you said was just pressing buttons. Both of you played as core splitting farm, so I am assume Rikki in the role of core even tho you guys grieffed each other through your draft and the way you played, luckily it kind of worked due to the sheer ignorance of your opponents. From your role and build, Rikki is a fast tempo core who likes to play active and participate in as many fights as it can from the start. His innate add damage to his attacks based on his agility, 2 of his abilities directly synergize with the innate since they automatically position him to attack from behind and his ulti allow you to do that when you are initiating from invisibility by manually position yourself. Your opposing support was doing a pretty poor job at trading with you, particularly because he did not know of the extra damage from behind, so he would panic and run away instead of properly fighting and casting on you giving you free kills(which became even bigger advantage giving your facet). The "combo" with Rikki is to rush cheap agility items up to the diffusal which along with the ultimate, high initial armor and health regen allow you to roam the map looking for isolate kills or to join skirmishes, you initiate by coming invisible from behind(or blink strike if invis alone is not possible) followed immediately by smokescreen(the skill you said it was for "team fight"), smoke screen will prevent the target from using escape abilities or nuking you with spells while also giving a chance to miss with the auto attacks, the diffusal active slows the enemy preventing him from exiting the area too quickly while the passive adds damage and drains the mana, that allows you to trade very favorably, once the smoke is over you have trick of trade to potentially disjoint attacks and spells and further remove more mana, if you secure the kill your facet pushes you further ahead, if you decide your gank has failed you can use blink towards a neutral or ally to disengage or juke out until your invis kicks in and then run away or try again once you have your cooldowns. All of that said, it is not a combo, and outplaying someone involves using your game knowledge to know how, when and why use your skills. In your match up in this video you were against Nature Profet, he has no immediate threatening spell or a escape that allow him to turn the fight, he either will put you in the trees and attack or he will put himself in the trees and teleport away. In his case you might want to save your blink and your smoke screen so that you use the smoke in response to the trees and perhaps you silence him before he is able to cast teleport, or if he cage you you use blink to escape and proceed to attack him. TLDR: It is not just a routine you execute every time, you need to know well your own kit, allies kits, your opponents kit and the items as well as properly understanding your role in the game and the current state of the game.
Couldn't have said it better, dota is heavily knowledged based and in many regards more "similar" to games like chess than games you would expect. Love seeing new people try dota and have fun about it. Don't let the bastards grind you down!
There is not a single hero in Dota without synergy between their abilities, I don't know what people are talking about. Name me a single one. The synergy comes in less obvious ways than having a designated combo, i.e. having a designated order to use your abilities in. A lot of the time, spells aren't designed to be used together in the first place, but rather serve totally different purposes, but they still have synergy on the level of macro-strategy within a game. For example, you might think Jugg's abilities have no synergy with one another, since he has one magic damage ability, one heal, a crit and a heavy teamfighting physical ability. But when you examine his role in a game, all of those abilities are essential to the way his character functions. He is a sieging and pushing character that is very proficient at taking objectives thanks to his first two abilities, or three in the case of rosh. Omnislash and Bladedance then exist to convert that advantage into actually closing out a game. All in all, he's a pace-controlling character that's all about forcing your opponent's hand both in terms of map movements and the types of fights they have to take. If you play against a good jugg, you will notice you will never feel like you're getting to do what you want to do, rather you will always be playing his game, that is clearly skewed in his favour because he carefully creates every situation you find yourself in. And if just one of his abilities got changed, he couldn't perform his function anymore. Perhaps without his crit, he could still do something similar with another ability that helps him fight, but even just taking rosh and torm much slower would then make Juggernaut much worse. Dota Heroes are so intricately balanced and a new player could never tell with how much care and thought they've been designed.
@@osterbuuny3083 I like the way you expressed it, there are no designated combos. Dota heroes are incredibly well designed and consistent, every single one of them have synergy in the kit but to understand those synergies you need to study the hero and have a solid understanding of the game.
Just to add a little bit to the synergy discussion: Sometimes adding too much synergy to a character's abilities can make it feel like it's only one big ability (one decision) that just requires multiple keys.
Nice gameplay BTW!
33:47 heal reduction items are Eye of Skadi (usually for carries), Shivas Guard (usually for offlaners)
You forgot to mention Spirit Vessel.
32:15 troll warlord also has a mind breaker
been improving alot since the first game. good job
The synergy with dota heroes are with your teammates
TIP: if you have Natures Prophet in your enemy, buy a quelling blade and when he use the trees on you, just eat the tree with tango or with your quelling blade to scape.
That is why it's better if you know the function of your items.
Also your diffusal blade, please use it ( it will slow the enemy if you use it to them, it synergies with your blink and smoke so they cant easily run out of smoke (they are silenced inside your smoke)
Dota is more about economy, your networth is your strength. you let your carry farm his items and then you win. It includes stacking your camps, banning enemy camps, placing vision, so he can farm safely and etc. Cause one single item can win you a game
You can cut trees with your quelling blade. It counters Natures Prophet
With Riki the combo is blink, then smoke and finally tricks of the trade.
keep at it maybe someday you'll learn tinker :) my favorite hero
If your enemy has invisibility skills like Riki, buy a Dust to reveal them when they go invisible.
getting good pretty fast!
yeah, dota characters aren't designed to have insane internal synergies most of the time and also a lot of them are really old designs with small reworks so they feel pretty basic
on the other hand playing league after dota feels like playing guitar hero in 2 seconds bursts
if you wanna have some skill expression feeling (and feel bad when you fuck up) then i'd suggest trying Monkey King, Morphling, Templar Assassin, Slark, Lone Druid as carries; Rubick, Clockwerk, somewhat Disruptor, Enchantress, Dark Willow, Hoodwink, Tuskar as supports
but they have even more of intense dota-knowledge-check component to them
glhf
use your damn diffusal blade
Dota heroes is more on synergy between your team unlike lol heroes that your hero can 1v1 anyone i guess, Dota is a team game, there is no hero that can 1v5 except if you are crazy ahead of gold and level, you always need a teammate, that is why you have roles like support which usually have stuns/cc and offlaner (top lane) for initiation and tank (usually starts the fight and tanks damage) and with mid lane with mobility skills that can jump in and out in clash and burst the enemy supports, and the carry to put as much damage as possible.
bro always check your backpack items in there are muted. you spent like 5mins with your yasha in there. and you seem to never used your diffusal it can purge the enemies
try lone drui my favorite , bind some key to trontrol him and his son , both of them can carrry 12 item
your gameplay suits a carry role (farm and kill), carry roles is usually in the bottom (safe lane)
Saying dota require less skill than league is just wild tho
I don't think its that wild when u consider League characters on average need more mechanical skill to operate compared to dota (not including outliers like Invoker,AW, or Meepo). Dota has way more point and click abilities and much less skillshots to worry about. Movement is not as important in Dota compared to league. Even when you watch pro play in Dota you see a lot of just standing around during fights and almost no movement if yk what I mean. if you compare that to a pro League game you see much more tricky movement and skillshots that seem to become point and clicks because of how good they are with it. If you still think that Dota 2 requires more mechanical skill feel free to respond! I really am curious as to why you think that
@@ThatEzDoe_Official I don't think you understand how big dota2 map is compared to league haha plus in dota you have turn{around} rate,insane amount of useable items ,spells have cast time etc , not to even mention all league of legends heros skills are just copy of dota hero skills . Last hitting is another story xD
@@diamonddust6615 I feel like u are mixing mechanical skill with knowledge ab the game. When I talk about mechanical skill I'm purely just talking about ur ability to use the hero. Items do not count, last hitting is universal, and map knowledge and macro doesn't. turn rate also causes movement to be really wonky and slow compared to league. Macro and Micro is not the same and also building the right items does not contribute to you being mechanically good at a hero. I'm simply just talking about how well can you use ur abilities, avoid abilities (which u cant cuz everything is point and click (it does the work for you lmao), and how good is your movement is. Dota 2 is definitely the harder game knowledge wise but there is no way that the mechanical ceiling or even the average mechanical skill of a dota 2 player is higher than a league player. Last example, you can't 1v9 in Dota 2 because anyone can stop u at any moment it literally helps you do that. In League you can 1v9 with pure mechanical skill. I just can't even see the average pro come close to an average league pros mechanics
Your analysis of the characters having no combos with their own abilities and therefore you have to think less is pretty off the mark:
1) there are characters who have “combos” on their kit;
2) there are items who can be bought to create synergy;
3) there are plenty of synergies between characters, a dota game strategy starts on the draft and you need to collaborate with the rest of the team in order to draw the full potential of the characters, there are few lone cowboys in dota;
4) other games are just about pressing your buttons in the right order, dota has a lot more macro strategies you need to consider.
You guys are getting by by just pressing buttons because the game is pairing you with other people who barely know how to play the game and are themselves just pressing buttons, you have not scratched the surface of dota.
@@LeonardoPostacchini I completely understand what you mean and I agree with you! We were simply just comparing it to League and Smite since many heroes in those games have “combos” Dota does feel more like a team game where you can’t just 1v9 like in League. I’ve honestly been enjoying Dota and I love learning new things about the game it has been a blast! I love how you actually need a team with teamwork instead of just one character being able to wipe out the whole enemy team. Always nice seeing your tips tho seems like your a dota veteran hope to see you more!
@@ThatEzDoe_Official I am not really someone you should listen very hard about Dota, I am mediocre at most. I am still learning, even tho I started playing Dota as a mod for WIII. You must be careful with conclusions drawn after a handful games in Dota. It is a very knowledge heavy game and some of the synergies you spoke of are there, you just do not know or understand them.
That comes partially from the fact that Dota heroes are not made to fit a single play style, they are designed so that people can tailor the hero in different ways, many times there are no obvious combos between abilities, but in the big picture, the kit of a hero works pretty well.
So lets take the your character in this game which you said was just pressing buttons. Both of you played as core splitting farm, so I am assume Rikki in the role of core even tho you guys grieffed each other through your draft and the way you played, luckily it kind of worked due to the sheer ignorance of your opponents.
From your role and build, Rikki is a fast tempo core who likes to play active and participate in as many fights as it can from the start. His innate add damage to his attacks based on his agility, 2 of his abilities directly synergize with the innate since they automatically position him to attack from behind and his ulti allow you to do that when you are initiating from invisibility by manually position yourself. Your opposing support was doing a pretty poor job at trading with you, particularly because he did not know of the extra damage from behind, so he would panic and run away instead of properly fighting and casting on you giving you free kills(which became even bigger advantage giving your facet).
The "combo" with Rikki is to rush cheap agility items up to the diffusal which along with the ultimate, high initial armor and health regen allow you to roam the map looking for isolate kills or to join skirmishes, you initiate by coming invisible from behind(or blink strike if invis alone is not possible) followed immediately by smokescreen(the skill you said it was for "team fight"), smoke screen will prevent the target from using escape abilities or nuking you with spells while also giving a chance to miss with the auto attacks, the diffusal active slows the enemy preventing him from exiting the area too quickly while the passive adds damage and drains the mana, that allows you to trade very favorably, once the smoke is over you have trick of trade to potentially disjoint attacks and spells and further remove more mana, if you secure the kill your facet pushes you further ahead, if you decide your gank has failed you can use blink towards a neutral or ally to disengage or juke out until your invis kicks in and then run away or try again once you have your cooldowns.
All of that said, it is not a combo, and outplaying someone involves using your game knowledge to know how, when and why use your skills. In your match up in this video you were against Nature Profet, he has no immediate threatening spell or a escape that allow him to turn the fight, he either will put you in the trees and attack or he will put himself in the trees and teleport away. In his case you might want to save your blink and your smoke screen so that you use the smoke in response to the trees and perhaps you silence him before he is able to cast teleport, or if he cage you you use blink to escape and proceed to attack him.
TLDR: It is not just a routine you execute every time, you need to know well your own kit, allies kits, your opponents kit and the items as well as properly understanding your role in the game and the current state of the game.
Couldn't have said it better, dota is heavily knowledged based and in many regards more "similar" to games like chess than games you would expect.
Love seeing new people try dota and have fun about it.
Don't let the bastards grind you down!
There is not a single hero in Dota without synergy between their abilities, I don't know what people are talking about. Name me a single one. The synergy comes in less obvious ways than having a designated combo, i.e. having a designated order to use your abilities in. A lot of the time, spells aren't designed to be used together in the first place, but rather serve totally different purposes, but they still have synergy on the level of macro-strategy within a game.
For example, you might think Jugg's abilities have no synergy with one another, since he has one magic damage ability, one heal, a crit and a heavy teamfighting physical ability. But when you examine his role in a game, all of those abilities are essential to the way his character functions.
He is a sieging and pushing character that is very proficient at taking objectives thanks to his first two abilities, or three in the case of rosh. Omnislash and Bladedance then exist to convert that advantage into actually closing out a game.
All in all, he's a pace-controlling character that's all about forcing your opponent's hand both in terms of map movements and the types of fights they have to take. If you play against a good jugg, you will notice you will never feel like you're getting to do what you want to do, rather you will always be playing his game, that is clearly skewed in his favour because he carefully creates every situation you find yourself in. And if just one of his abilities got changed, he couldn't perform his function anymore. Perhaps without his crit, he could still do something similar with another ability that helps him fight, but even just taking rosh and torm much slower would then make Juggernaut much worse.
Dota Heroes are so intricately balanced and a new player could never tell with how much care and thought they've been designed.
@@osterbuuny3083 I like the way you expressed it, there are no designated combos. Dota heroes are incredibly well designed and consistent, every single one of them have synergy in the kit but to understand those synergies you need to study the hero and have a solid understanding of the game.
A BKB here or Linken would've been much better than Aghs. I don't think you even used yoir aghs at all.