Showing posts with label theory crafting. Show all posts
Showing posts with label theory crafting. Show all posts

Thursday, August 6, 2015

Surviving 3k: Encouraging your allies to pick around you

Every match, you should be doing certain things:

  1. determining how your team is going to communicate
  2. assessing how flexible your team is going to be in roles, picks, and lanes
  3. trying to convince your team to pick strong heroes, counterpick the enemy, and pick around the hero you want to play
There are many other things, but these 3 you can determine right at the start of the game. For the purpose of this post, let's focus on the last part of point 3. If at least one other person picks a hero that synergizes with what you pick, you multiply the effectiveness of both heroes thus increasing your chance of winning.

Surviving 3k means you need to use all your skills, not just DOTA related, to get that coveted MMR. If you play a great hero x and you know you pair well with hero y, then encourage someone to pick it if they're good with the hero. A few notes about this approach:
  • Try a logical argument. for example, if the enemy team has a Storm Spirit and you want to play Omni, you could try: "Antimage counters storm and will play great with my Omniknight because you won't have to get a bkb."
  • If the logical argument doesn't work, then try an emotional one. Generally, people make decisions based on emotion; how a decision makes you feel impacts greatly what you decide to do. With that said, most people will respond positively if you ask nicely, but some might respond if you are more aggressive. Caution: people tend to hide behind their anonymity on the internet so being aggressive isn't usually as successful as asking nicely. "You catch more flies with honey than with vinegar" is the old adage.
  • Sometimes, no one plays a hero that partners well with you, like you want to play LC but no one picks heroes with burst damage.
  • When some one says no to a line of reasoning, try another; sell your idea any way you can. Always keep in mind that the goal is gaining MMR, not making friends or enemies. If you happen to make those, that's fine too, but this is solo queue not social hour.
  • Don't constrain your hero pairs to one that will only be in your lane or play a certain role. Try to harness the strength of your team's abilities using snap judgments and making quick decisions. If those decisions don't work after a couple tries, move on to something different.
  • Don't get emotionally involved with a hero, hero pair or strategy. Being involved with your significant other is fine but this is, again, solo queue. There is work to do and whispering sweet nothings into your microphone isn't going to get you that +25 at the end of a match. If the game calls for something outside your comfort zone, do it. 
  • On the other side of that coin: if your team wants you to pick a hero you aren't good at, try to find a compromise hero, otherwise tell them to pound sand. You are responsible for your destiny. If you're going to make it to 4k or 5k or whatever your goal is, you have to do it. Picking Techies with Tusk may sound like a good idea, but if you haven't played Tusk before, you will be a burden to be carries by someone else.
How do you determine what heroes to pair with? Make sure to check your dotabuff and see what heroes you pair well with. You should be spamming between 3-5 heroes in solo queue (another post for another time) and will therefore build up stats related to those heroes. With those stats you can make more informed decisions about playing the game, include what heroes you pair well with.

Wednesday, July 22, 2015

Surviving 3k: just counterpick them already

The pub meta is driven by the most popular heroes. While win rates generally correlate to popularity, Pudge is super popular but his win rate is about 50% so there isn't necessarily a general causation there; some people just have favorite heroes they like to play alot. Surviving 3k MMR has a lot to do with using picks to compensate for the wide range in skill. A lot of people resist the idea of picking hero flavors of the month and counterpicking those flavors because, again, some people just have favorite heroes they like to play alot. Well that needs to change. Stop picking your favorite heroes and counterpick your opponent already.

If your goal is to get better at DOTA and improve your MMR, then counterpicking offers a direct path to do this. Counterpicking nudges who has the advantage in your favor. Even though Wraithking may not be your jam, he gives Bloodseeker the third lowest win rating so picking a WK into BS is going to give your team a few percentage points in your favor. This is crucial. Games are generally close and the higher you get in MMR, the closer they become. The closer games become, the more important your hero decision becomes because it offers a way to gain an advantage.

How do you counterpick properly? I usually just go to dotabuff heroes section, find the hero I keep losing too, and see which heroes are recommended against them and which heroes give them a lower win rate. It's that easy. It's also useful to know how they generally itemize. Items like black king bar or butterfly can swing in their favor if you aren't prepared.

Personally, I have been having trouble with Bloodseeker. He's everywhere and has a really high win percentage. Having explored different strategies, Ursa has worked well for me because of damage mitigation and the burst damage Ursa offers. Plus he's aggressive around the same time that Bloodseeker is. You don't play Ursa in the jungle against the BS.

What heroes are you having trouble with? How are you trying to deal with them? Let me know in the comments.

Sunday, April 5, 2015

It's almost time for that new patch smell

Many people have hopes and dreams for the next patch and rounds of balances. The big ones that come to mind are:
- Reworking buybacks interaction with reliable gold, experience, and the comeback mechanics and
- Balancing some of pub stars: Troll, Juggernaut, Lion, Sniper, and Axe come quickly to mind.
Outside of those two things glaring straight at The International, DOTA2 is in a good place. The support hero pool is large and diverse. www.DOTABuff.com just ran a three part series highlighting 10 of the most viable supports you can pick (you can find part 3 here: http://www.dotabuff.com/blog/2015-04-02-introducing-top-tier-supports--part-3). To that list I would add the Ogre Magi, Treant Protector, and Sand King. There are only a few heroes considered unplayable (Sorry Kunkka). The mid lane is seeing a Rock- Paper-Scissors-Hammer-Blade-Scream… between Shadow Fiend, Sniper, Storm Spirit, your magic nuker of choice (usually Lina or Queen of Pain) and the maverick picks ( Ember Spirit, Brewmaster, Magnus, Viper, and even Artzeey on the Razor). With that said, there are still somethings that need fixing so here’s my wish list.
There are a few abilities that need to receive minor nerfs. Sniper’s shrapnel is crazy good at 50 mana and a 40 second recharge rate. Either the mana cost needs to increase enough to where you actually have to consider the cost of casting it, the recharge rate should be increased, or a combination of the 2. I don’t think it’s that far off from being viable but not overpowered. The other ability that stands out is Lion’s Impale. This spell is targeted so as long as you reach the cast point, the stun will land unless they are super far away. This leads to some stuns that are a bit on the questionable side. The solution here is to either have it remain targeted but once you cast it, it goes a fixed distance in the direction of the target or make it a skill shot but increase its range a little. The trend has been to make things more skill intensive; think Fissure for the Earth Shaker or Impale for Nyx.
A few heroes would really benefit from a bump because they are narrowly situational, they are a worse something else, or they are just unplayable. Visage best fits the narrowly situational pick because you almost never see him without a Drow or another pushing hero. Chen has pushed out almost every other pushing hero except for the Enigma. The buff to his abilities is a welcome change, however now the situation exists where Enchantress is a worse something else. Maybe she needs a rework to compete like buffing the damage her creeps have or increasing her healing effectiveness. Finally, the unplayable heroes: Kunka, Alchemist, Leshrac, Chaos Knight and Lifestealer just cannot be picked because they are situationally worse than everything else. A buff to these heroes would be welcome, especially Leshrac. He puts out a ton of damage, but has to compete with QoP, Lina, and Storm for the position of mid int. hero and he can’t. He’s also not a good support because he damage is reliant on being alive for the duration of a fight. A buff in either direction would be most welcome and I think it starts with Lightning Storm.
Hopefully the next patch freshens up the current meta, bringing new heroes to prominence and pushing down some of the current stars. What are your picks for heroes that need nerfs? Buffs? Let me know in the Comments.

Friday, January 2, 2015

More Efficiency

I go to school for electrical engineering and am on course to graduate this May. A topic often covered and talked about in engineering is efficiency. The efficiency of your engine, dispersing heat and processors are all important to understand for their applications. For example, your general - and I mean general, not just internal combustion - engine can only be about 20% efficient because of the inefficiency built into the system from things like friction. Don't be dissuaded from using an engine, however, because we are transferring one form of unusable energy into another, more usable one. In DOTA, efficiency is also extremely important; allocating damage, farming, purchasing items, movement, et al contribute to the efficiency of a player.

The more efficient a player is, the more impact he will have on the game. This is because he is optimizing his outcomes from each decision. The easiest way for me to visualize this is to think about using town portal scrolls (TPs). When used correctly, TPs allow a player to move about the map more efficiently because it takes about 3 seconds to port from top lane to bottom lane instead spending a long time walking and risking being caught out of position. Still, TPs are only so efficient like the engine because they cost gold to use. Thus a player converts gold into less travel time and a lower risk movement.

The contrapositive is also true: the less impact a player has on a game, the less efficient that player is. The carry or 1 position players for each team illustrate this the best. Generally, the carry which is more efficient and able to accrue a bigger advantage over the other carry will take their team to victory. Another way to think about this is to visualize two Anti-Mages: one with level 4 blink and the other without blink. The AM with level 4 blink will be more efficient at all aspects of the game - except, perhaps, mana usage - than the AM without because of the advantage blink offers.

Often players get hung up on efficiency, causing them to become inefficient. Don't let this be you. When considering the cost of a decision, it is often the case that there is an asymmetry of information; it is literally impossible to know all possible differences between and outcomes of two courses of action. Don't let this hinder you. Many players will get hung up on item choices, missing stacks, missing pulls, taking unnecessary creep damage, not spending their gold before they die and the list goes on. All these contribute to small game inefficiencies but psyching yourself out will contribute to large ones because not all inefficiencies make meaningful impacts on games. There is a caveat: the higher the skill game, the more those matter and can snowball into a game loss because players are better at leveraging small advantages created by these inefficiencies. With that said, psyching yourself  out is not allocating your brains processing power efficiently and can lead to tilting: the definition of poor and inefficient decision making.

The next time you find yourself looking for an aspect of your game to improve, consider efficiency. Look for ways to minimize wasted gold and movement then move on to things like allocating damage in team fights or stacking stuns on an elusive target. By improving your efficiency, you will help your team and, hopefully, translate more games into wins.