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Comments by diegoward: 32. All comments

  1. Game 2 was the best kind of stomp, no wasted time and no fake hope. When a team has DK, Timber and Weaver all hitting their timings, the other side just runs out of map.

  2. I get your point, but this one sounds more controlled than messy. If a team keeps winning the bigger fights and the kill score stays in their favor, that usually means the long game is a result of pressure, not indecision.

  3. I think both of you are missing the point a bit. Long does not automatically mean smart, but it also does not mean random, and that PlayTime series had plenty of clean setup fights before the last stretch. Some games just need time to expose which team handles pressure better.

  4. That 7.41 change to the base move speed and attack point is the part I like most. It sounds small, but on a hero like Venge it makes the first swap or wave a lot cleaner, and those tiny timings decide fights.

  5. BKB first if they can stop your jump. Shard is nice, but it does not save you when the fight starts badly. If you are already getting clean initiations, then shard comes online fast enough.

  6. The pro item list is pretty telling. Seeing mobility, shard, and then late utility stuff means teams still want her to start fights and keep them messy, not just sit back and press ult. That part makes sense even after the nerfs, she is still more about angles than raw numbers.

  7. A bit, yeah. The mana and cd tweaks make him feel less awkward in lane, but he still needs a clean tempo game to look good.

  8. From my games, the timing is when you finish the first mana and armor piece, then the enemy stops taking random fights. After that he either snowballs the map or just becomes a big annoying root of the problem.

  9. Had a game where Doom just kept tagging our offlaner and every skirmish turned ugly. Even when we killed him, the target was useless long enough for the whole fight to break apart. That is the kind of hero people hate more than they respect.

  10. In my games the Pit upgrade was the thing that made people panic and waste spells, especially around choke points. Gate is nice, sure, but if the enemy can just step around the portals then it becomes way less scary. The old Scepter at least made the whole area feel trapped.

  11. Sure, but the kit is the point here. When a hero has this much control over pace, you do not judge him like a simple rightclicker. He can still win off one good sequence even if the lane went sideways.

  12. Hot take, Kez is already more annoying in pubs than in pro games. In stacks, people know when to stop hitting him and how to punish the setup, but in random matches he keeps slipping through sloppy fights. The stats look bad only because half the lobby never really plays around his windows. Give him one clean catch and the hero still feels miserable to deal with.

  13. The Shodo Sai change is the part I keep staring at. Shorter parry plus all the old interaction changes means you actually have to think before diving, which is nice for pro games and annoying for everyone else. That kind of nerf does not kill the hero, it just removes some of the free escape feel he had when fights got chaotic.

  14. Ive watched games where one Track target decided the whole smoke cycle, so it is more than that.

  15. He still matters late if your team can actually follow up. If they cant, then yeah, he is just a sneaky ward with bad manners.