Писати в чат можуть лише зареєстровані користувачі. Увійдіть або зареєструйтеся.
- mad, ага, без бкб лина быстро в таверну уезжает, проверено
- Пинг, лина норм, только без бкб потом не нойте ))
- serega_94, сухие 2:0 смотреть бы не так, а вот 2:1 уже живее, там хоть драфты интереснее
- hawkMango, да, в пабе потом тоже так, сначала бегают, потом все в лес и жмут фарм
- Valera_13, я бы на лины зашел, если пятерка соберется. На сфе тоже можно, если темп дадите )
- Илюха, го вечером, если соберется пятерка. Я бы на вр или сфе сыграл
- mad1953, сларк еще ладно, хуже когда смурф на миде все ломает. На норм катки бы после таких серий
- Darek, согласен. Мне бы еще на сларке так не душили, а то в лейте веселее смотреться)))
- Valera_13, вот поэтому оффлейн без давления сейчас редко заходит. Линию не продавил - потом все душит
- Вован, против лк с блинком да, неприятно. Если темп просел, потом уже поздно
- Лесник2006, пойду с друзьями катку, если что пиши)
- valera.radiant, ага, без давления потом она просто душит, как и в сводке сегодня
- Вован, против лк с блинком и правда неприятно, если темп не держать
- hawkMango, если кто на мид, я бы взял тиму с темпом. Без этого лк потом просто душит
- Пабозавр1462, ну да, как в пабе, сначала все бодрые, потом тишина и фарм
Історія чату
Yeah, but the number alone does not explain it. One 30-minute stomp and one 55-minute grind can both end 2:0, yet they tell you very different things about control, drafts and discipline. That is why I care more about how the map was played than just the final count.
I think the real story here is tempo, not scorelines. The teams that kept the pace never let the other side set up the kind of fights that save a bad draft.
Yeah, I get that. I just think the clean stomp first and the grind later is a better sign than the other way around.
Maybe, but long games also give you more chances to misplay, and that is why I rate the cleaner wins higher. If you can take a team out early and then still handle a 56-minute map, that is nice, but the first part is the more important one for me. The close scoreline on the second map tells me Xipto had to work for it more than the other two winners did.
I actually think the longest series looked the least scary for the winner. Xipto needed real time to finish, and that usually shows the other team was not far off.
You call that honest?
Late game is more honest
Only if I want to force a brawl. If the other side has too many saves or long disables, she feels way worse than the stats suggest.
DP still looks like a draft hero to me. If the team does not have follow-up and tower push, the whole kit gets way worse fast.
Fair, but that is kind of the point of the rework. If the hero is too simple, he just becomes annoying cheese again.
The Shard change looks like the real story to me. Wild Axes on hits means he can keep pressure up without always begging for the perfect lane angle, and that fits how pubs play him way better than the old slow setup. The hero still wants timing and vision, but now he can punish mistakes without feeling glued to one combo. That is a healthier Beastmaster, even if the raw numbers got shaved a bit.
A hero with this many tiny changes always feels weird for a while. They keep trimming the free stuff and then act surprised when he stops being a brainless pub fixer.
Yeah, and the scary part is they still had to win the first one the hard way. After that, GL just looked more ready to keep adapting.
Not dead, but on that third map it looks like he had no room to breathe. If the other side is already diving and controlling the pace, Sniper usually needs more protection than that.
OG being the cleanest team in the block is the loudest take here. When they stop overthinking and just keep pressure up, it looks way easier than the score usually suggests.
That usually means the ceiling is still there. The hero just asks for a cleaner game than most pubs give him.
If you are asking from a draft view, I would treat him like a respect ban, not an auto-ban. He is not always first phase material, but if your lineup hates chasing mobile heroes, leaving him open can get ugly fast. In pro games that kind of comfort on the enemy side is often enough to make the whole draft annoying.
The item question is fine, but the bigger issue is whether you should be picking him into easy catch at all. If the game is full of stuns, no first item is going to make it feel good.
The winrate is ugly, but the ban count says teams still respect him. That usually means the hero has a real angle, just not a comfortable one for pubs.
Fair, if the lane is free then sure. Otherwise it turns into a very expensive sidewalk tour.