Igg dota 2 team builder
Thread: [SUGGESTION] Team Balance / Team Builder
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[SUGGESTION] Team Balance / Team Builder
Hi All,
I’m going to come out and say this, so please don’t flame me. I play pubs exclusively, sometimes solo, sometimes with friends. The biggest problem I see with pubs is team balance / build is usually pretty terrible. I think the reason this happens is 2 fold:
- Everyone wants to carry. It’s the glory role. Knowing you shut the team down by slaughtering them every team fight is pretty awesome. I prefer to play carries and gankers, I think it just goes with my personality.
- People just don’t know any better. I think plenty of people have the attitude of “If I pick Faceless Void and farm my eyes out, I’ll destroy the entire enemy team and we’ll win.” They focus on “I” as opposed to “Team”; or how can “I” win as opposed to how can “our team” win.
Keeping this in mind, I usually try to fill in whatever role is needed. I’d be lying if I said I was good support; in fact, I’m probably below average. I only ward rune spots and I accidentally steal kills because I don’t realize how strong my spells are (I usually play Zeus when we need a support).
With this in mind; I think it would be very helpful for the pubbers if there was a diagram of sorts on the hero selection screen that showed the team strengths (based on soft picks).
This is a simple radar chart I made in Excel as a mockup. The values are not based on any heroes in particular, and are random for the most part. I’m also well aware that this list of categories can be expanded further if you really wanted to, this is just a mockup:
herotool. png
Again, this is something small that can help newer players learn about good team comp. If they see they’re on a weak team, they’ll be more inclined to pick a better team. DotA is a hard game to learn, and I think a tool like this at the player select screen will help newer players out significantly.
I might even take it a step further, and allow a player to click on the tool and it would randomly soft-pick a hero that would help the team’s “rating” improve, as well as highlight some other picks that would fill in those gaps as well.
Before some people start saying “Why don’t we just play the game for them as well?” that’s not the point of this. New players won’t be able to improve if they don’t know what mistakes they’re making.
I’d also throw out there that if a player who normally plays carries, gankers, or initiators chooses a support hero because the team needs it, this could align with GN’s idea of rewarding good community players. The guy who says “Screw you, I’m picking Drow” when there are already 3 carries gets nothing; but the guy who normally would pick Drow says “OK, I’ll grab Rhasta” gets some extra points or currency to use towards a hat or something.
I’m sure the downside is people will try to farm, but hey, that’s what these forums are for; to discuss ways of making the game and community better :-).
Buildings
are a type unit that are not controlled by any player. At the beginning of each match, a set of buildings spawn at set locations for both teams. Both factions have the same set of buildings, with only their appearance differing from each other. Buildings take mostly defensive roles and are the main objective of the game.
All buildings have the same base properties. They are immune to most spells (with only a few spells affecting them), have the structure armor type, deal siege damage if they can attack and are immobile. When destroyed, some buildings grant gold to the entire enemy team, while others grant gold only to whoever made the last hit. Once below 10% health, buildings (except for the Ancients) can be denied to prevent the enemy from getting their gold bounties, or to reduce the amount they get. Buildings do not grant experience. Once destroyed, a building is permanently lost, as they do not respawn.
There are a total of 29 buildings on each side.
Contents
Towers [ edit ]
Towers are the main line of defense for both teams, attacking any non-neutral enemy that gets within their range. Both factions have all three lanes guarded by three towers each. Additionally, each faction’s Ancient have two towers as well, resulting in a total of 11 towers per faction. Towers come in 4 different tiers:
- Tier 1 towers, located at the end of each lane.
- Tier 2 towers, located halfway through each lane.
- Tier 3 towers, located on top of the 3 ramps at each base.
- Tier 4 towers, located in pairs in front of each Ancient.
Tier 1 towers are invulnerable during the preparation phase, until the battle begins. Each Tier 2 and tier 3 tower is invulnerable until the lower tier tower preceding it in its lane is destroyed. The two tier 4 towers are invulnerable until any of the tier 3 towers have been destroyed. Barracks do not have to be destroyed to make tier 4 towers vulnerable. Both of the tier 4 towers must be destroyed in order to remove the Ancient’s invulnerability.
All towers have a vision range of 1900 during the day. Tier 1 towers have a night vision of 800, while higher tier towers have a night vision range of 1100. Additionally, all towers have True Sight in a 700 area around them, and have one defensive and one supportive ability. Towers can attack, but never attack nearby neutral creeps.
| Building | Health | Deny Health | Armor | HP Regen | Backdoor Protection |
|---|---|---|---|---|---|
| Tier 1 Tower | 1800 | 180 | 12 | 0 | N |
| Tier 2 Tower | 2000 | 200 | 16 | 0 | Y |
| Tier 3 Tower | 2000 | 200 | 16 | 0 | Y |
| Tier 4 Tower | 2100 | 210 | 21 | 0 | Y |
| Building | Damage | BAT | DPS | Attack Range | Projectile Speed |
|---|---|---|---|---|---|
| Tier 1 Tower | 100‒120 | 1 | 110 | 700 | 750 |
| Tier 2 Tower | 170‒180 | 0.95 | 184.21 | 700 | 750 |
| Tier 3 Tower | 170‒180 | 0.95 | 184.21 | 700 | 750 |
| Tier 4 Tower | 170‒180 | 0.95 | 184.21 | 700 | 750 |
Towers grant a gold bounty to whoever makes the last hit, but also grant a team bounty to the entire team. When denied, both team get half the team bounty.
| Building | Team Bounty | Last Hit Bounty | Last Hit Total | No Last Hit Total |
|---|---|---|---|---|
| Tier 1 Tower | 100 (50 if denied) | 150‒250 | 650‒750 | 500 |
| Tier 2 Tower | 120 (60 if denied) | 150‒250 | 750‒850 | 600 |
| Tier 3 Tower | 140 (70 if denied) | 150‒250 | 850‒950 | 700 |
| Tier 4 Tower | 160 (80 if denied) | 150‒250 | 950‒1050 | 800 |
Attack priority [ edit ]
Towers are using regular auto-attacking, so when multiple enemies engage the tower, it naturally targets the first enemy that gets within its attack range. It sticks with that target until it can no longer be attacked (it dies, gets out of attack range or becomes attack immune). Once that happens, it chooses the next attack target using the following priority system.
- Closest enemy unit attacking the tower itself
- Closest enemy unit attacking an ally of the tower
- Closest enemy unit
It does not matter whether the unit is a hero or a non-hero unit, they are treated equally. Units treated differently are wards and siege creeps. These units are always attacked as last. If a tower attacks one of these units, and then another unit or hero come within range, the tower immediately switches to the new unit. Siege creeps have a higher priority than wards.
There are two additional scenarios where the tower switches its attack target immediately:
- If an enemy hero attacks an allied hero while within 500 range of the tower, it immediately switches to that enemy hero. This only works against enemy heroes. Non-hero units attacking heroes do not cause the tower to switch aggro towards them. The attack does not have to finish or connect, the attack order alone is enough. However, it has to be a regular attack, instant attacks or manually casting an active attack modifier do not count. This behavior is akin to lane creeps’ behavior, which do the same in this scenario.
- On the other s >Tower abilities [ edit ]

