Meracle dota 2 pause break
Meracle dota 2 pause break
well because the only way to get spells to do more damage is to buy like. aether lens, veil, or e-blade. It starts off being strong, but for the most part doesn’t scale well into the late game (excluding heroes like invoker, of course, who have been buffed to have insane amounts of power at all stages).
Magic is better in the early game, the drawback being that it doesnt scale. Right-click scales well into the late game and has several modifiers, the drawback being that you have to spend a long time building it up.
Typically good Carries are agility based because they get damage, attack speed and armor and they usually have some kind of passive or ability that lets items better stack on them to go with thier right click. Strength heros are usually good throughout game because of hp gain and usually tank and intelligence heros are good early game because of spells. Ofc some heros break this rythme but for the most part it holds true. Like an antimage 3 slotted is better than a medusa 3 slotted but antimage is a hard carry and medusa is harder carry and when 6 slotted will beat an antimage.
Intelligence heros do need more items IMO, lens was a good add but they really do lack a lot of late game items compared to right clickers.
I was wondering why Attack type Carries are the most dominant in the latter part of the game.. SF, PUCK and QOP are examples of carries that are dominant in the mid part of the game but as the game progresses they become more of a support on the late game.. I wish that Valve and IceFrog would make spells atleast to still deal significant dmg on the late on the next update or make an item to boost spell dmg and effects.. Maybe they should start by making a combination item of STAFF OF WIZARDRY and ROBE OF MAGI same to Sange and Yasha. Meracle dota 2 pause break .
Magic damage is based on levels and can have jumps between it’s damage like Zeus’ ult for example which goes up 100 per level then with aghs jumps even further. Physical damage (from attacks) scales in smaller jumps from attributes and stats allowing it to reach roughly the same amount but with greater time due to being dependent on items more than levels but with the added stat of attack time that 300 damage per attack occurs much quicker than that 300 damage from your spells which have cooldowns in between. Hence why nukers and supports are stuck mixed a lot.
Why Icefrog decided to do it this way? I have no idea although magic is often very powerful in video games and developers often have trouble balancing spells since the most common form of balancing them are cooldowns and mana costs. Maybe it just felt natural to have magic damage scale worse because handling attack speed is easier than messing with cooldowns because cooldowns vary greatly between spells. Although Icefrog is changing things a lot with magic damage with octarine core and aether lens so who know’s if magic damage will scale better?
At the end it depends on your build. As Puck for example your spells deal a good amount of dmg after all, it’s just your AA dmg that is not good enough and most heroes have the potential to heal a hella lot. Dota is a lot different then LoL, where your Abilitys scale with your AD and/or AP, here it’s just your DMG scales with your Attributes and yeah, thats it, some scale ♥♥♥♥ing much, others not that good.
There are a bunch of items you can buy to deal more damage with spells, but they have a downside aswell, Ghostblade or what it was called prevents you from attacking your enemy with AA, for a short amount of time but in late game a second can be fatal. Lens for example is worth for early to mid game, later I think only a Pudge would have much of it I guess, maybe I’m wrong but this Item is not worth it for most of the Heroes.
I just can say stuff to Puck, with a Dagon he is pretty nice to deal a lot of damage, try the Staff that Silences ppl aswell, because you deal 30% more damage to them in this time. As Puck you are a Initiator and a Disabler, your Silence the ♥♥♥♥ out of them, root them and you hope your team is fed enough to deal with them after you went full in, that’s what he is good for, sure you can buy stuff to make him strong, there is an Item that gives 330 damage after all, Dagon 800 Magic Damage aswell, your Q 300 and your W 200+ a Silence, ur Ult is the cherry on the top.
But at the end there will be a lots of Heroes that out damage your AA and your CC or your Spells at all, “sadly” this is how it works, you either have to outplay/outsmart them or else you are ♥♥♥♥ed up and the feeder of the team, which can happen sometimes.
After all I think everything is pretty decent in this game, sometimes yeah, maybe a little bit over the top, but for me I wouldnt change a bit, there are counter mechanics like what your team should look like against theirs and which Items you should buy to give a fed Pudge, CM, Bloodseeker, ES, PA or whatever a hard time.
go play LOL plz i remmeber when hemdinger used to kill 3 players with rockets 1 skill = 3 down late game xD so gameplay intensive oh and lux ulti had 30 sec cooldown and takes 50% ap ratio was fun times it covers full map clearing people , if i keep saying stuff about magic carries in lategame its never ending , in Dota magic carries do wonders yet they are still gameplay intensive and not a click skill to kill 5 people or insta kill certain carry becoz u have high ap , get the right items use them right and u going to be fine Refresher = 2 ulties 2 of everything sheep stick = disabled antimage Eul= potentiol full combo afterward
often hard carries have it hard early game they dont have much power early game so u have to keep farming what u have to do is to stop them from farming and getting those lategame items faster or rather just keep killing them and leting ur hard carry get buffed and end game on the spot
like hard carries supports has alot of early power they can dominate lanes and get kills early on the longer the game goes the stronger the hardcarry gets the weaker the support looks fact is supports skills are always relavent
midlane carries are often indepandent (SF, PUCK and QOP etc ) they are alot stronger then hard carries early game and they shine strong the whole game from min 1 to min 70+ its all about gameplay u dont expect to go fight Antimage as a QOP 1v1 lategame but u can do a good teamfight with ur other mates to make the kills and win the game
take some times learning about the game idea and the base design of the game before u think its needs fixing
people with strong magical skills in lategame
Necrophos
Enigma
Lina
WD
Luna
etc

