Dota 2 inventory editor

Dota 2 inventory editor

Dota 2 inventory editor

Dota 2 lua scripting

The aim of this tutorial is to give an introduction to the scripting system the dota engine uses, and on giving some tips and tricks for developing.
Basic knowledge of OOP programming and lua is assumed.

For more tutorials on addons, or for lua scripting applied to existing (open-source) addons check the main tutorial page.

Please don’t use notepad for this, at least get Sublime or notepad++.

This file does not contain any information about datadriven abilities, for that check out the wiki!

Table of contents

The basics

We will be working in your game/dota_addons/your_addon/scripts/vscripts directory. When your addon is loaded the dota 2 engine executes one file here, namely addon_game_mode. lua, this means that whatever you want to use has to originate from that file, but it does not prevent you from using ‘requires’ to include other lua files. Separating your code into multiple lua files is a great idea for structuring your code. Usually you will have a few libraries/utilities files and a main addon. lua. Dota 2 inventory editor

To include another lua file add this to the top of your file:

The core of your addon

Valve has been nice enough to provide us with a nice addon template, you can find this file in the game/dota_addons/template_addon/scripts/vscripts directory. Just take this file as a basis for your addon, change the class name (CAddonTemplateGameMode) and start developing!

Extending the core

Having your core is nice and everything, but it does not do anything. So now we’ll go over adding some basic functionality through the use of events (that happen ingame) and commands, which can be called from your UI

Events

Events are built into the engine and get called whenever something happens ingame. There are a lot of events such as dota_roshan_kill, dota_courier_lost or dota_player_gained_level. Most events have some extra data, for example on the dota_player_gained_level event, you can also find the playerID and level.
A list of events can be found here. You can also set up your own events in scripts/custom_events. txt (useful for UI interaction)

So how to use these events? There are two main components to using an event in your script, which are the listener and the handler.

The listener just tells your script to listen to a certain event, and once it occurs to execute a certain handler, which is just a function. You can set up a listener everywhere, usually it’s done in the init function. A listener looks like this:

Example
Let’s say we want to give 1000 gold to players that reach level 6. We add our listener to our InitGameMode() like so:
Now we add the handler for this event as a new function in our CustomGameMode object, for this example it looks like this: If you want more examples, you can look at the open source addons on the main page.

Commands

Commands are similar to events, due to the fact that they are also triggers for certain functions. The difference is that the game engine does not call any commands, you have to be the one to call them. This is the best way to have interaction between your flash UI and lua scripts.

We register a command like this:
Now when the server recieves Command1 X in its console, our Handler function is called with parameter X (NB: the parameter is a string!).

Example
Let’s say we have a button in our UI that allows the player to get ability points. From our UI we call the GiveAbilityPoints command with a parameter of how many points we want to give. For example a command call could look like this: ‘GiveAbilityPoints 3’, giving 3 points. We register it like this (place this in init or a function called from it):
Ofcourse we should also add the handler:

Dota 2 inventory editor

Dota 2 matchmaking in a nutshell saying

Dota 2 matchmaking in a nutshell saying

Dota 2 matchmaking in a nutshell saying

Dota 2 matchmaking in a nutshell saying

“What Makes a Good Match?

The ultimate goal of automated matchmaking in Dota 2 is for players to enjoy the game. The matchmaker seeks matches with the following properties (listed in no particular order):

The teams are balanced. (Each team has a 50% chance to win.)”

According to simple logic, this means that if you get a winstreak your teammates will get worse and worse, to “balance” the teams. You can’t make balanced teams, without looking at past perfomance on each individual.

This can clearly be seen when you are stuck at the lowest MMR brackets. I get 10-20 game “winstreaks”, wich are ALWAYS followed by equal or larger number of losses. And when I say winstreak here, I actually mean having over 70% winrate. On my winstreak games, the team communicates, everyone does their job and flaming is to a minimum. When the lose streaks hits, you constantly get teams picking several supports to carry, picking a hero that is 5/5 countered on the enemy team or just clueless newbies who are admiring the graphics more than actually trying to win a game. And the toxicity is enough to kill a cockroach.

It’s like, this system punishes you for winning too much and actually prevents you from climbing fast. Drops you down so hard, so so hard.

I know, I’m not a perfect player, I do make mistakes and some games are lost because of that. But if it was all up to me, then how come I always have that winstreak before a losestreak ?

How come my winrate is 70-80% or even close to a 100% for a week, and suddenly 20% the next ?

Shouldn’t it even out to 50% winrate when I reach my skill level ?

If the MMR system was fair, wouldn’t player skill level be more stable and not vary so massively, also on the lower brackets ?

Sure, this matchmaking system makes it more enjoyable to those who are on their correct level. But to those under their skill level, it makes things just horrible. Ofcourse, it would be horrible to valve. If a hundred thousand clueless players were to stop making those micro transactions after mostly just losing after not getting carried that often.

I calibrated my MMR like 2200 hours ago, wich was a horrible horrible mistake. Been trying to climb up ever since, without success. I study mechanics, I watch guides. I’ve improved a ton since the original calibration. Doesn’t help, it’s not enough. Recalibrating with season MMR isn’t a real option either, since the system will base your calibrating bracket on your hidden mmr wich means you don’t actually get a clean slate, unlike one would think when it’s a paid service available once a year.

Isn’t MMR itself already a thing that would/should balance the teams out ? Current system distorts the actual rankings and allows some players to climb the ladder with just average performance, and prevents some with high(er) performance of reaching their level. That’s how it seems anyways. I know someone will say everyone is at the level they belong to, and yadda yadda. Dota 2 matchmaking in a nutshell saying That’s not entirely true I believe.

I just want Valve to take a hard long look on the mirror, and really think if the system is really fair, like it should be on one of the most popular competetive games online. I bet they wont though.

Dota 2 matchmaking in a nutshell saying

Dota 2 eg vs secret life

Dota 2 eg vs secret life

Dota 2 eg vs secret life

EG and Secret Fall Apart, OG and Newbee Dominant

The Manila Major is well underway and has seen some incredible Dota. Dota 2 eg vs secret life The groupstage was a success, but the playoffs have shown that we have not seen everything yet.

EG and Secret with no improvement

The attention was definitely drawn towards the lower bracket with numerous big names present. Evil Geniuses and Team Secret were teams that–despite weak performances going into the Major–still had some fans and experts believing in them. The weak performance of the groupstage continued for both as they were eliminated by VG. Reborn and Team Empire respectively.

Neither line-up showed any promise of improvement whatsoever and it eventually led to a very sudden roster change, as Universe has now been announced to leave Secret for EG, switching places with Bulba. Dota 2 eg vs secret life Simultaneously, rumors arose about zai returning to EG to replace Aui_2000.

While Team Empire has been eliminated in the meantime, Vici Gaming Reborn is still in the running and seems to improve with every performance.

NADota drops out early – SEA still fighting

Digital Chaos was the North-American hope in the upper bracket, but they were unable to capitalize on the momentum they had gained in the groupstage. The team was able to take a game off of Newbee, but ultimately dropped to the lower bracket where they lost to Vici Gaming Reborn.

CompLexity Gaming displayed a strong fighting spirit and took out Wings Gaming in a bo1, but ultimately stood no chance against Liquid and got eliminated 0-2.

South-East Asia may have lost Mineski early on vs Alliance, but both Fnatic and MVP. Phoenix are still in the running. MVP in fact eliminated Liquid in two quick games, but were eliminated just as quickly by OG. Fnatic won a nail biter vs LGD-Gaming–including a Terrorblade and Medusa pick in game 3 by Fnatic–but stood no chance against Newbee.

OG, Newbee and Liquid still favorites

Liquid may have been dropped to the lower bracket early on, but the team showed that they are very well capable of performing their best after taking out compLexity 2-0. OG and Newbee cement their positions at the top by walking through the upper bracket with ease. OG especially is strong, not dropping a single game and their star performer Miracle has yet to die a single time in the playoffs.

Playoff Meta

The playoffs has seen different picks already, with more and more Terrorblade pickups. An early Dragon Lance seems to work wonders on the hero and makes him even more fearsome.

A hero that seems to be a go-to hero in playoffs of big events is Tidehunter. In the entirety of the groupstage, he was picked 8 times and he has now been picked 9 times in the first three days of the playoffs. Similarly, Death Prophet was picked only 8 times during the group matches and is now one of the top picks in the playoffs with 13 appearances. This increase in pickrate has however affected her winrate as she is only successful 46% of the time as opposed to the 87% winrate before.

As for the top heroes going into the event, Beastmaster and Lifestealer are still very much up there, though Lion and Doom have dropped off quite significantly. With only 6 and 5 picks respectively so far, both heroes seem have fallen quite heavily out of favor, likely to Disruptor and Slardar.

THings to look out for

Both Fnatic and MVP. Phoenix can technically face one another in the lower bracket finals, if both advance–which would ensure at least one SEA team in the top 3. OG and Newbee will be a rematch of Epicenter: Moscow’s lower bracket finals, which OG took home 2-1. Both teams look incredibly strong right now and should make for some great dota. Dota 2 eg vs secret life

Na’Vi and Liquid could be a one-sided match, however with the crowd on Na’Vi’s side, it could make for a great encounter.

94 heroes have been picked and in the current meta, heroes like Omniknight, Warlock or Ogre Magi could still be picked in certain scenarios. Or maybe Na’Vi will give the crowd what it wants–a Pudge pick.

Dota 2 eg vs secret life

Dota 2 immortal item international spain

Dota 2 immortal item international spain

Dota 2 immortal item international spain

Top 10 Dota 2 Items to Crave for

With Dota 2 already flooded with hats, players always wonder what are the best items that they should have in dota 2 before they die. So to make your death wish more easy, we have gathered up the top 10 best Dota 2 items that you should have once in your lifetime.

Dragon Claw Hook
Even if you don’t play well with Pudge, this is something that you have been craving for all your life. Ever since the start when Pudge’s DC Hook came into being, it was one of those items that everyone wanted to have.

Demon Eater
Probably the best arcana in Dota 2, Shadow Fiend’s Demon Eater is the game’s coolest arcana that you can desire of.

Battlefury
You might be questioning why timebreaker was not included instead of battlefury. However, even though the worth of timebreaker is higher, bearing a battlefury on Faceless void just makes you believe you can own the crap out of the enemy team.

Platinum Baby Roshan
Probably the most expensive item in Dota 2, the platinum baby Roshan is very rare. You would be lucky enough just to see it games since the people who own the Platinum Baby Roshan are too busy admiring its beauty.

Golden Bracers
The most recent immortal and the first for Enigma has set up high hopes for Dota 2 players to get their hands on the Golden Bracers. Probably one of the reasons why Dota 2 players are spending like crazy on compendium points just to get their hands on these sparkling bracers.

Kantusa
Based on how common juggernaut has became a pick in competitive and pub matches, having Juggernauts best blade is a must. There is nothing every enormous or extremely sparkling about the sword however, just the simplicity of it makes the the most beautiful sword in Dota 2

Golden Gravelmaw
if you play as a support then probably you own the gravelmaw of Earthshaker. However, this beauty is not even close to any other when it comes to showoff.

Feeder Eater

Sniper’s feeder eater is the best thing you can have for the old man. Just how the name sounds, you know the weapon means business.

Iron Bear Set

Not the most expenisve item for Ursa, however; personally it is far better than the alpine stalker set. Just because something is rare doesn’t mean it has to be cool. On the other hand, Iron Bear set just turns Ursa into a monster on the run for blood.

Kunkka’s Shadow Blade

If you have a shadow blade on Kunkka then others already know that you have insane skills with the hero. furthermore, if you love kunkka, the item is just too beautiful to have.

Even though there are a tons of awesome items in Dota 2, there are just too many choices. The list covers the must have items for you and along with those that can only be desired of. Unless you scam people like crazy or consider yourself as a betlord some of these items would remain a dream for you.

Don’t Worry about lag. Own your enemy with your favorite heroes only with Kill Ping

Dota 2 immortal item international spain

Dota 2 team maker

Dota 2 team maker

Dota 2 team maker

Dota 2 team maker

This guide will explain how to create a stylized banner for your team in Dota 2.

Before we get started you are going to need a few tools so you can follow along with the guide.

You will need some form of image editor. In this guide I will be using Adobe Photoshop CS5 but other versions of the program should work just fine. You can use GIMP or PAINT. NET as a free alternative to Photoshop as well.

Additionally you are going to need the Dota 2 Banner Templates. You can create everything yourself from scratch but the Dota 2 team have created some pretty great starting points which we will be using in this tutorial.

You can find links to all of the necessary stuff below.

You have four separate spots for branding when you create a team. To edit your team logos navigate to the Community tab on the main menu within Dota 2. Once you are there you will be able to click on the My Teams tab and then choose Edit Logo located at the bottom of the pane.

Below is an explanation of each logo and where they will be placed within the game, along with their corresponding size requirements.

    Team Interface Logo: This image will be used on the HUD, lobbies and so on. This image will be re-sized to 250 x 150 pixels. Below is where you will see this image in the game.

Team Sponsors: This image will be used to display team sponsorship on a Team Profile panel. It will be re-sized to 250 x 150 pixels. Below is where you will see this image in the game.

Team Base Logo: This logo will be used to decorate your in-game base. It will be re-sized to 256 x 256 pixels. Below is where you will see this image in the game.

Team Banner Logo: This logo will be placed on your in-game banners. It will be re-sized to 256 x 256 pixels. Below is where you will see this image in the game.

The primary focus of this gu >

Before we begin you will need to figure out what it is you want to use for your banners. In this tutorial I will be creating a fake team called “Tiny Cat”. I will be using images of my cat called Matilda, she’s cute.

If you’d like to follow along with this tutorial using the same images I use you can find them below.

Unlike other Source games, Dota 2 handles transparent images in a more native way. Instead of relying on Alpha Channels, Dota 2 is able to import a transparent PNG and have it read it in a way you would expect.

The Interface, Sponsor and Base Logo areas handle transparency normally. The only exception is the Banner Logo. Try to imagine that the banners have no background to them at all. If you imported a transparent image in to the game, the only areas that will render will be the visible parts of the image. In other words the image you are importing is not being layered on to something else, it just floats there.

When I import this image in to Dota 2 without any transparency all I get is a basic rectangle shape for my banner.

If I erase some areas of the image I start to form a different shape, notice that nothing is rendered in the transparent areas.

You’ll also probably notice that only half of the image is being shown. This is because when the image is imported in the game it is draped over a pole. The left side will be displayed from the front and the right side will be displayed from the back. With the default game camera you will primarily see the front side of the pole only. In other words you have 256 x 128 of usable space for the front, and 256 x 128 usable space for the back.

The Dota 2 team has provided some excellent starting points for creating team banners. They have included some basic shapes along with some nice textures which you can use to improve your banner and to make it look good within the game. If you don’t already have the team banner templates you can grab them here.

For this tutorial I will be using the template titled border_invertedarrow_00. Open up the image in Photoshop by going to File > Open and selecting the template.

With the template open the first thing we are going to do is create a new layer. You can do this by going to the Layers panel and selecting the Create New Layer option. I’ve highlighted this selection below.

Once you have created a new layer the next thing we are going to do is move it so it’s underneath the template. You can do this by selecting the layer on the panel and dragging it underneath the existing layer.

Any image imported on this layer will now show up underneath the template.

Open up the image you want to use for your banner and copy it so it’s on your clipboard. Go back to Photoshop and paste it in, you can do this by tapping Control + V or by going to Edit > Paste. You should now have something which looks similar to what I have below.

If you’re using the same images as I am the scale will be way off when you first import it. Click on the Move Tool and make sure you have Show Transform Controls checked at the top. Once this is turned on you will see some areas around the image that you can use to resize it. Grab one of the corners and hold down Shift on your keyboard. This will keep the image constrained perfectly so it’s impossible to make it look squished or deformed.

When you’re done you should have something which looks like this.

You can repeat this process until you have completed making your banner. In my example I didn’t cover the back area of the banner so I created another new layer underneath the template one and imported a second image to fill up all of the white space.

The next part in the process is to remove the excess areas which are outside of the banner template. Because the templates have a thick border this is very easy to do. Make sure you are happy with your banner design before proceeding as it will not be as easy to edit it past this point.

Hold down Shift and select every layer besides the one which has the banner template on it. With everything selected, right click and choose Merge Layers.

Your Layers panel should now look something like this. Both the front and back are all on one layer and the template is on another.

Select the Polygon Lasso tool by right clicking the Lasso tool on the Tools Menu. This will bring up a sub-menu where the Polygon Lasso tool will be an option.

Select the layer which has your design on it and trace around the areas which fall outside of the template. Because the border of the template is thick it doesn’t have to be precise, so long as it doesn’t go inside of the banner. You should have something which looks like this.

Hit Delete on your keyboard and you’re done! If you followed along with this guide exactly you should now have something which looks like this.

All you need to do now is save your work. Go to File > Save As and choose PNG on the drop down menu.

All you need to do now is test it out in Dota 2 to see how it looks. Navigate to your team profile by going to Community > My Teams > Edit Team Info. Import the banner we just created under the Team Banner Logo section.

To test it out on the map create a Private Lobby by going to Play > Create Lobby. When you join a team a drop-down menu will appear at the top which will allow you to select your team. This will activate your team logos on the map.

And there we have it! You have successfully created a stylized team banner to show off your team in-game. Have fun and be creative. See if you can come up with some unique shapes and ideas, think outside the box!

Dota 2 team maker

Slark dota guide 2

Slark dota guide 2

Slark dota guide 2

Slark

Little known to the occupants of the dry world, Dark Reef is a cadaverous prison where the nastiest of the sea-bred are sent for crimes against their colleagues. It is a razor-barbed lair full of murderous slithereen, deceitful Deep Ones, sociopathic meranths. In this badly lit labyrinth, patrolled by eels and protected by giant anemones, only the vicious survive. Hurled into Dark Reef for offenses unknown, Slark spent half a lifetime without family or kindness, trusting no one, surviving through a mixture of stealth and ruthlessness, keeping his thoughts and his plans to himself. When the legendary Dark Reef Dozen connived their ill-fated breakout, they kept their plans a great secret, assassinating anyone who could have put the pieces together–but somehow Slark recognized their scheme and made a place for him in it. Ten of the twelve died in the escape attempt, and two were captured, hauled back to Dark Reef, and then executed for the entertainment of their fellow inmates. However, Slark, the unsung thirteenth, used the tumult as cover and slipped away, never to be caught. Now a secretive resident of the carnivorous mangrove scrub that holds the southern reach of Shadeshore, Slark remains the only successful fugitive from Dark Reef.

ABILITIES


Dark Pact

After a short delay, Slark sacrifices some of his lifeblood, purging negative debuffs and dealing damage to enemy units around him and to himself. Slark only takes 50% of the damage. Slithereen are capable of quickly regrowing appendages, in case of critical injury, to save their own lives.

Mana Cost: 55/50/45/40
Cooldown: 9/8/7/6
Ability: No Target
Damage: Magical
Delay: 1.5
Radius: 325
Damage: 75 / 150 / 225 / 300

Pounce

Slark leaps forward, grabbing the first hero he connects with. That unit takes damage and is leashed to Slark, and can only move a limited distance away from Slark’s landing position. Time in the Dark Reef made Slark a dangerous assassin; aggressive and fearless.

Mana Cost: 75/75/75/75
Cooldown: 20/16/12/8
Ability: No Target
Damage: Magical
Distance: 700
Pounce Damage: 70 / 140 / 210 / 280
Leash Duration: 3.5
Leash Radius: 325

Essence Shift

Slark steals the life essence of enemy heroes with his attacks, draining each of their attributes and converting them to bonus Agility. With each strike at his adversaries, Slark’s knowledge of their weaknesses improves.

Cooldown: 0.40/0.35/0.30/0.25
Ability: Passive
Agility Gained: 3
All Attribute Loss: 1
Duration: 15 / 30 / 60 / 120

Shadow Dance

When used, Slark hides himself in a cloud of shadows, becoming invisible (attacking, casting spells, and using items do not reveal Slark). Passively, when not visible to the enemy team, Slark gains bonus movement speed and health regeneration. The hidden Thirteenth is a slippery foe.

Mana Cost: 120/120/120
Cooldown: 25
Ability: No Target
Duration: 5.5 / 5.5 / 5.5
Bonus Movement Speed: 30% / 35% / 40%
Health Gained Per Second: 3% / 5% / 7%

Slark dota guide 2

Dota 2 free to play documentary movie about the exodus

Dota 2 free to play documentary movie about the exodus

Dota 2 free to play documentary movie about the exodus

Dota 2 documentary ‘Free To Play’ review

Valve’s Dota 2 documentary Free To Play tells the stories of three professional gamers — Danil “Dendi” Ishutin from Ukraine, Benedict “HyHy” Lim from Singapore and Clinton “Fear” Loomis from the USA — as they compete for their share of a $1 million (£600,000) prize at Valve’s first annual Dota 2 tournament, The International.

Free To Play premiered during The International 3 back in August 2013 after a couple of months of beta screenings and it has been waiting for a general release ever since. If you’d prefer to watch spoiler free, just know that it offers a fascinating and humanising insight into the world of eSports. Alternatively, read on.

Advertisement

The movie tends to focus on the three players and what drives them as well as offering background and context from eSports experts. You won’t be receiving a Dota 2 masterclass.

Viewers are instead offered just enough of the basics to get an overview of the game’s premise: it’s a 5v5 game where the >Dota originating as an acronym for Defence of the Ancients).

Read next

Shenzhen: The Silicon Valley of hardware

In terms of indiv >Dota 2 habit is also tied to his efforts to win his ex-girlfriend back.

The movie isn’t schmaltzy, nor is it dismissive of the parents who are worried about their children’s chosen career. HyHy’s father wants a better life for his son than he managed, while Fear’s mother reasonably points out that there hadn’t been a precedent for earning money by playing games — “I don’t know anybody who’s made a living out of gaming so it’s kind of a scary thing when you see your kid putting their whole life into gaming, not college and not the traditional things. What if nothing comes of it?”.

Advertisement

In between the personal stories, the movie is at pains to draw parallels with other, more traditional sports, treating Dota 2 as part of a continuum of competitive play rather than a digital oddity. It will be interesting, therefore, to see what sort of penetration the movie manages in terms of non-gaming audiences.

One of the interviewees is Jeremy Lin, an NBA player who also happens to love Dota. It’s less of a meaningful gesture for a non-American audience but it demonstrates that gaming isn’t the exclusive preserve of out-of-shape nerds h >Starcraft players were brought in to motivate one of the 2010 World Cup football teams because the football players viewed them as heroes.

The movie isn’t perfect and viewers without a knowledge of the scene might struggle at points, particularly with some of the game footage as a couple of the fights simply appear chaotic rather than complex. Early in the documentary it’s explained that players make calculations and deal with a great number of variables every second so dissecting a dramatic sequence or a skilful snippet of play might have helped convey that complexity in a more manageable form.

Advertisement

If you do know more about the game, you’ll know the winners and losers in advance meaning some of the interviews can be jarring.

Above all, though, it’s a movie which participates in, as well as documents, a tipping point. The movie is set largely in 2011 and over the last two years eSports and professional gaming have made real inroads in terms of being considered an occupation where they were previously often dismissed as a childish hobby.

At one point HyHy tells his aunt “It’s tough being a gamer”, but as pro-gamer Tammy Tang points out, acceptance is just a matter of time: “Changing mindsets is never easy so it’s going to take a while but when the gamers now become parents we will be supportive of our kids playing and I think that’s when everything will boom.”

Dota 2 free to play documentary movie about the exodus

Dota 2 sven gameplay definition

Dota 2 sven gameplay definition

Dota 2 sven gameplay definition

CodenameE’s guide to Hard Carry definition

CodenameE’s guide to Hard Carry definition

1. What is a Hard Carry?
2. Why does a team pick a hard carry?
3. Why are hard carries so popular?
4. List of popular Hard carries EDIT: In no particular order
5. Conclusion

What is a Hard Carry?

Hard carries are considered the most powerful and dangerous heroes in Dota able to become extremely scary in the late game. They usually are Agility heroes which copliments their tendency for insane DPS through sheer auto attacks.
In the early game and the biggest part of mid game, they are still pretty vulnerable and not as impactful. This is directly connected to the fact that their farm is intensive throughout the WHOLE game. No hard carry should wander around when no teamfights or pushes occur. They must constantly and quickly farm to get their big items and get powerful enough to “carry” their team.
Although technically any hero can become a carry in that sense, hard carries are those heroes who are particularly better at it but have no other significant contribution. A popular semi-carry like Axe is often utilised as an initiator. Same goes for Kunkka who has a great teamfight ultimate that matters more than him being really farmed. Hard carries though have almost no other purpose than becoming powerful and dominating teamfights.
Carrying your team means that when your team cannot deal with the enemy directly, you take the responsibility to clean the house. The hardest of carries like Spectre or Anti-Mage are known for enormous team wipes in the late game being able to lead their team in a teamfight through sheer right clicking power. Of course, that doesn’t mean they are invincible.
And that’s pretty much the tone as most hard carries have this vulnerability which is more or less dealt with by the very late game but is very obvious, particularly in the early game. This has led to a very common pattern for most hard carries of “2 active and 2 passive abilities”. The two passives usually provide protection and a scaling damage-offensive ability. The two actives provide a versatile spell to help them survive and farm more efficiently and another spell that is usually a nuke or more offensive spell to allow their attacking prowess to shine. This pattern isn’t a law as several hard carries stray a little outside this pattern in some points, but it shows what a hard carry is all about: remaining alive, natural vulnerability, emphasis on constant farm, scaling power and influence.
Hard carries are a risk and that is why they are not seen a lot in the competitive scene. A game doesn’t always go to the 35-40 minute mark or more and teams are increasingly more focused on ganking which is a hard carry’s worst nightmare because either he will die or miss on farm significantly. That’s why Anti-Mage and Alchemist are some of the most picked hard carries in the pro scene since they are notorious for their insane farming speed that allows them to bounce back if they are denied farm.

Why does a team pick a hard carry?

In games where the strategy isn’t offensive or focused on pushing, hard carries are a guarantee to victory as the clock ticking is their ally. A well-farmed hard carry can turn the tides of battle with just his presence and particularly in the late-late game, hard carries set the tempo.
They get harder and harder to kite or focus, and if they allow you space to invade them, they punish you immediately. Nothing is scarier than a farmed hard carry late game and you should either want him dead or out of a teamfight.
But as stated before, waiting until the game reaches the late game to allow the hard carry to shine can be a mistake as the enemy team might end the game early because of the very reason you want it to last longer. And their line-ups will reveal their tendency to do so.

Why are hard carries so popular?

In the friendly discussions on “who is the best hero to play” it often (mistakenly) comes to “who is better at murdering your face”. Hard carries are the best heroes at that despite their desparate need for farm and levels for that and that’s why many people either love them or absolutely hate them (Cancer Lancer anybody?).
As their name suggests, they are also pretty hard to play as last-hitting and positioning are increasingly more important and demanded for their success. This difficulty yet lack of complexity (unlike Meepo ‘s micro-management or Invoker ‘s spell combinations) makes them the most popular choice for the majority of experienced players in the community. The fact that they are the most likely heroes to get a rampage and a HOLY **** streak as well makes them pretty popular for newer players too, who want to be in the center of attention.

List of popular Hard carries EDIT: In no particular order

1) Anti-Mage (Do I need to say more?)
2) Phantom Lancer (My personal favorite, he is just plain awesome. Period)
3) Spectre (Hard as an old piece of oak)
4) Ursa (Many people disagree but his scaling DPS through his tankiness has hard carry written all over it)
5) Alchemist (Give him more gold!)
6) Lifestealer (Not the hardest of carries but yeah he is a tough guy)
7) Viper (He can become a nasty carry if built tanky, but it’s still debatable whether he is that hard of a carry)
8) Phantom Assassin (Crit queen!)
9) Faceless Void (The moniker for the most difficult of late-late hard carries)
10) Dragon Knight (He is kinda debatable because of how early in the game he can peak)
11) Sniper (Kinda poor in general but hey if he gets his farm..)
12) Drow Ranger (Hard to stop but easy to take down also not the best of hard carries out there)
13) Luna (Squishy but not to be underestimated-especially with those Moon Glaives )
14) Medusa (She is ugly as hell but she is so hard as the stone she will turn her enemies into)
15) Morphling (Well, he is Morphling :P)
16) Outworld Devourer (His unusual dependency on intelligence items only makes him quite special-and more easily countered though-but the scaling he has along with his pure damage potential is really scary late game)
17) Shadow Fiend (The ultimate farmer yet the ultimate fragile hard carry since he can easily lose much of his damage output and advantage by just one death. His ultimate is unusually powerful for a hard carry)

Conclusion

Whether a hero is a hard carry or not comes pretty much to playing them in different builds to see what goes and how it goes so my theory around it is pretty much a general line of the current metagame rather than an unbreakable law on which hard carries should be built.
I hope you enjoyed my gu >

CodenameE’s guide to Hard Carry definition

CodenameE’s guide to Hard Carry definition

1. What is a Hard Carry?
2. Why does a team pick a hard carry?
3. Why are hard carries so popular?
4. List of popular Hard carries EDIT: In no particular order
5. Conclusion

What is a Hard Carry?

Hard carries are considered the most powerful and dangerous heroes in Dota able to become extremely scary in the late game. They usually are Agility heroes which copliments their tendency for insane DPS through sheer auto attacks.
In the early game and the biggest part of mid game, they are still pretty vulnerable and not as impactful. This is directly connected to the fact that their farm is intensive throughout the WHOLE game. No hard carry should wander around when no teamfights or pushes occur. They must constantly and quickly farm to get their big items and get powerful enough to “carry” their team.
Although technically any hero can become a carry in that sense, hard carries are those heroes who are particularly better at it but have no other significant contribution. A popular semi-carry like Axe is often utilised as an initiator. Same goes for Kunkka who has a great teamfight ultimate that matters more than him being really farmed. Hard carries though have almost no other purpose than becoming powerful and dominating teamfights.
Carrying your team means that when your team cannot deal with the enemy directly, you take the responsibility to clean the house. The hardest of carries like Spectre or Anti-Mage are known for enormous team wipes in the late game being able to lead their team in a teamfight through sheer right clicking power. Of course, that doesn’t mean they are invincible.
And that’s pretty much the tone as most hard carries have this vulnerability which is more or less dealt with by the very late game but is very obvious, particularly in the early game. This has led to a very common pattern for most hard carries of “2 active and 2 passive abilities”. The two passives usually provide protection and a scaling damage-offensive ability. The two actives provide a versatile spell to help them survive and farm more efficiently and another spell that is usually a nuke or more offensive spell to allow their attacking prowess to shine. This pattern isn’t a law as several hard carries stray a little outside this pattern in some points, but it shows what a hard carry is all about: remaining alive, natural vulnerability, emphasis on constant farm, scaling power and influence.
Hard carries are a risk and that is why they are not seen a lot in the competitive scene. A game doesn’t always go to the 35-40 minute mark or more and teams are increasingly more focused on ganking which is a hard carry’s worst nightmare because either he will die or miss on farm significantly. That’s why Anti-Mage and Alchemist are some of the most picked hard carries in the pro scene since they are notorious for their insane farming speed that allows them to bounce back if they are denied farm.

Why does a team pick a hard carry?

In games where the strategy isn’t offensive or focused on pushing, hard carries are a guarantee to victory as the clock ticking is their ally. A well-farmed hard carry can turn the tides of battle with just his presence and particularly in the late-late game, hard carries set the tempo.
They get harder and harder to kite or focus, and if they allow you space to invade them, they punish you immediately. Nothing is scarier than a farmed hard carry late game and you should either want him dead or out of a teamfight.
But as stated before, waiting until the game reaches the late game to allow the hard carry to shine can be a mistake as the enemy team might end the game early because of the very reason you want it to last longer. And their line-ups will reveal their tendency to do so.

Why are hard carries so popular?

In the friendly discussions on “who is the best hero to play” it often (mistakenly) comes to “who is better at murdering your face”. Hard carries are the best heroes at that despite their desparate need for farm and levels for that and that’s why many people either love them or absolutely hate them (Cancer Lancer anybody?).
As their name suggests, they are also pretty hard to play as last-hitting and positioning are increasingly more important and demanded for their success. This difficulty yet lack of complexity (unlike Meepo ‘s micro-management or Invoker ‘s spell combinations) makes them the most popular choice for the majority of experienced players in the community. The fact that they are the most likely heroes to get a rampage and a HOLY **** streak as well makes them pretty popular for newer players too, who want to be in the center of attention.

List of popular Hard carries EDIT: In no particular order

1) Anti-Mage (Do I need to say more?)
2) Phantom Lancer (My personal favorite, he is just plain awesome. Period)
3) Spectre (Hard as an old piece of oak)
4) Ursa (Many people disagree but his scaling DPS through his tankiness has hard carry written all over it)
5) Alchemist (Give him more gold!)
6) Lifestealer (Not the hardest of carries but yeah he is a tough guy)
7) Viper (He can become a nasty carry if built tanky, but it’s still debatable whether he is that hard of a carry)
8) Phantom Assassin (Crit queen!)
9) Faceless Void (The moniker for the most difficult of late-late hard carries)
10) Dragon Knight (He is kinda debatable because of how early in the game he can peak)
11) Sniper (Kinda poor in general but hey if he gets his farm..)
12) Drow Ranger (Hard to stop but easy to take down also not the best of hard carries out there)
13) Luna (Squishy but not to be underestimated-especially with those Moon Glaives )
14) Medusa (She is ugly as hell but she is so hard as the stone she will turn her enemies into)
15) Morphling (Well, he is Morphling :P)
16) Outworld Devourer (His unusual dependency on intelligence items only makes him quite special-and more easily countered though-but the scaling he has along with his pure damage potential is really scary late game)
17) Shadow Fiend (The ultimate farmer yet the ultimate fragile hard carry since he can easily lose much of his damage output and advantage by just one death. His ultimate is unusually powerful for a hard carry)

Conclusion

Whether a hero is a hard carry or not comes pretty much to playing them in different builds to see what goes and how it goes so my theory around it is pretty much a general line of the current metagame rather than an unbreakable law on which hard carries should be built.
I hope you enjoyed my gu >

Dota 2 sven gameplay definition

Dota 2 teams recruiting 2013 gmc

Dota 2 teams recruiting 2013 gmc

Dota 2 teams recruiting 2013 gmc

Dota 2 teams recruiting 2013 gmc

SK Gaming is pleased to announce that we will be recruiting experienced editors to expand our coverage of the Dota scene, with a primary emphasis upon the sequel, Dota 2. Our primary incentive as a whole is to regain the momentum we once had within the Dota community in years prior, by providing a consistent stream of information, as well as special features. While we may not have a Dota 2 team as of now, we would like to give the community one of their hubs of information back. In all practicality, the ideology behind rebooting our Dota 2 content stream is to revive the atmosphere of the days before the MOBAs became a household name, with DotA being the one major exception to the unrealized phenomenon.

Unlike previous postings, in which fans could call out their love of the game and simply be given privileges to our back office, we will be more selective in this sector. As a prerequisite, only experienced esport editors will join the Dota 2 staff. The successful candidates must have prior experience writing for other major sites and display a fluent proficiency with regards to the English language. The prospect is to have editors that do not have to learn the ropes of writing in the process of posting information on the front page of the SK Gaming website. If an applicant does not receive a reply within a week, then it will simply indicate that we would not accept you at the given time.

Dota 2 News Editor

Time
10 hours per week

Reward
After one months service; various hardware incentives depending on performance.

Requirements
1. Has previous experience writing esports coverage.
2. Be able to spend +- 10 hours a week to update matches live for Dota 2
3. Has detailed knowledge of the scene.
4. Quick learner
5. A passion for esports, Dota 2 in specific

Description
To maintain the match database, pertaining to players, teams, tournaments and events.

Send the following information to jobs@sk-gaming. com

Position applying for
Full name
Alias
Age
MSN address and/or Skype name
Location
Esports history
Writing history (incl. sites, role there and time period spent)
Examples of past work (so interviews/articles for feature writer, news for coverage writer)
A basic overview of why you want the job
A basic overview of what you’re capable of doing for SK
An overview of the time you have available per week*

* Don’t write I’m available all the time, give a reasonable estimate of the time you will have free on an average week. Also mention days and times you are not available.

DarthBotto

Work:
Nihilum Jul 2008 – Nov 2008
Scene Journalist
SK Gaming Jan 2009 – Mar 2010
Scene Journalist
Nirvana Mar 2010 – Aug 2010
Editor-in-Chief
MeetYourMakers May 2010 – Jul 2010
StarCraft II ESUP
SK Gaming Jul 2010 – Nov 2011
Assistant Manager
Evil Geniuses Nov 2011 – May 2012
Scene Journalist
SK Gaming May 2012 –
Assistant Content Manager

Events Attended:
2008
BlizzCon 2008
2010
ESWC 2010
2012
The International 2012
PAX Prime 2012
2013
The International 2013

Dota 2 teams recruiting 2013 gmc

Dota 2 sentinel and scourge meaning

Dota 2 sentinel and scourge meaning

Dota 2 sentinel and scourge meaning

Thread: Balance between Sentinel and Scourge (Radiant and Dire).

Thread Tools
Display
  • Linear Mode
  • Switch to Hybrid Mode
  • Switch to Threaded Mode

Balance between Sentinel and Scourge (Radiant and Dire).

I know that nobody plays -pick anymore (and unfortunately it was my favorite mode) but I think that for the future hero releases Icefrog should balance a bit the two factions in DotA Allstars.

I think that we need two ranged strength heroes for the Scourge (the Dire) to mirror Wisp and Huskar in the Sentinel (the Radiant).

Also, a new female strength hero for the Dire should be introduced to mirror Legion Commandress in the Radiant.

The reason nobody plays anymore is because valve didn’t port it yet. I wish valve ported this mode.

Balance and hero suggestions go to playdota forums.

Do you think that I’m trolling the little kids that are whining because of the female Tresdin? You are totally right. I’m a supporter of the Legion Commandress.

But also I want two ranged heroes in the Scourge (the Dire) and the – pick mode, so I opened this thread as a future reminder.

this point’s as dumb as the “female heroes” one though, so that’s a swing and a miss

im calling the NAACP and the ADL unless valve immediately changes some heroes to provide equal representation to african americans and jewish individuals

I know that nobody plays -pick anymore (and unfortunately it was my favorite mode) but I think that for the future hero releases Icefrog should balance a bit the two factions in DotA Allstars.

I think that we need two ranged strength heroes for the Scourge (the Dire) to mirror Wisp and Huskar in the Sentinel (the Radiant).

Also, a new female strength hero for the Dire should be introduced to mirror Legion Commandress in the Radiant.

Suggest this to Playdota

its not about whos strength or whos not here. its about the roles. being strength-ranged doesnt matter, for sure someone from the opposite side can counter – could be agi/int ranged/melee, not neccessarily a strength-ranged too. its all about the game strategy, coz there is really no direct counter to every hero. what matters here is every side has all the roles needed in a teamplay

1.) the game is not balanced around normal mode attempting to do this would be pointlessly time consuming and would interfere with freedom to put heroes on whatever team their desired lore places them
2.) all balance suggestions go to playdota. Dota 2 sentinel and scourge meaning com, as far as we are concerned the game is balanced PERFECTLY and has no need for improvement

post script: if you want a ranged str hero and a female str hero on the dire so bad, suggest them yourself. dont ask for something like this if you dont already have material ready.

Dota 2 sentinel and scourge meaning