Developer's Blog
Register Low Fi Mark Forums Read

Notices

Reply
 
Thread Tools
Old 01-02-2015, 11:27 AM   #81
noonepwnedsome1
Member
 
noonepwnedsome1's Avatar
 
Join Date: Jun 2010
Location: Guarding the Seven Waters
Steam: VoidDiversion
Posts: 4,089
noonepwnedsome1 is offline

Default Murphy's Law in DotA


Enemy team's void:




My team's void (2:41 onwards):

  Reply With Quote
Old 01-02-2015, 12:45 PM   #82
alastorr
Member
 
alastorr's Avatar
 
Join Date: Mar 2014
Location: Here
Steam: Computer (Easy)
Posts: 1,404
alastorr is offline
Default Re: Murphy's Law in DotA

Quote:
Originally Posted by KevinJonPalma11 View Post
Decay stacks leave you the moment you got chain-stunned.
Or when you are under the effect of a spell that deals damage/second.

OT: DoT spells always last longer on you or your allies than on enemies. Maybe this was mentioned a while ago, so i'll go with some more:

You always run out of urn charges when you need them.
Whenever you play Anti-mage, enemy team is full of disablers. When enemy plays Anti-mage, the longest stunner in your team is a Gondar (Bounty Hunter for the weak ones).
Enemy DOOM! lasts until you die. Whenever you DOOM! an enemy, it will expire when the enemy has 1% hp left or the enemy will get denied by an ally.
Your blink dagger teleports you to a shorter distance than enemy's blink dagger AND it's always more expensive.
If there's a Riki on the enemy team, he is always behing you.
If an arrow hits you from the middle of nowhere and it stuns you, expect that you are going to die exactly when the stun would go of. This applies generally to every ability that stuns.
Enemy towers are easier to be denied. So are enemy creeps.
Whenever enemy Lich ulties, suddenly everyone on your team becomes gay.
__________________


Quote:








Originally Posted by HHHNNNGGG
View Post


You will die when you are killed.
Enemies won't die when they are killed.



  Reply With Quote
Old 01-02-2015, 04:47 PM   #83
KevinJonPalma11
Member
 
KevinJonPalma11's Avatar
 
Join Date: Feb 2013
Location: Philippines
Steam: +BetA_DK
Posts: 2,397
KevinJonPalma11 is offline
Default Re: Murphy's Law in DotA

Ever time you are on the mood to post a silly, lighthearted joke on Data Chat, InvokerofTime is active.
__________________

Anuk'soten, the Distortion - Weaver's dimensional counterpart
Flamewalker, Fire Salamander - Some lizard with built-in Radiance.
Moar Neutral Creeps! - Suggestion for a more diverse jungle!
Kilixx, the Disarmer - Ever hate right-click carries?
Quas, Wex, Exort - Heroes with very high utility.
  Reply With Quote
Old 01-05-2015, 10:25 AM   #84
HHHNNNGGG
Member
 
HHHNNNGGG's Avatar
 
Join Date: Sep 2010
Location: Omnipresent - But you can't see me
Steam: ベトナム
Posts: 12,390
Blog Entries: 2
HHHNNNGGG is offline
Default Re: Murphy's Law in DotA

You will die when you are killed.

Enemies won't die when they are killed.

  Reply With Quote
Old 01-05-2015, 10:47 AM   #85
KevinJonPalma11
Member
 
KevinJonPalma11's Avatar
 
Join Date: Feb 2013
Location: Philippines
Steam: +BetA_DK
Posts: 2,397
KevinJonPalma11 is offline
Default Re: Murphy's Law in DotA

When you die, it is 100000000 seconds before respawning and the enemies are currently taking all your raxes.

When enemies die, they have no respawn time even if you are Necro and you just killed them with Reaper's Scythe. Furthermore, you cannot touch their Barracks while they are dead.
__________________

Anuk'soten, the Distortion - Weaver's dimensional counterpart
Flamewalker, Fire Salamander - Some lizard with built-in Radiance.
Moar Neutral Creeps! - Suggestion for a more diverse jungle!
Kilixx, the Disarmer - Ever hate right-click carries?
Quas, Wex, Exort - Heroes with very high utility.
  Reply With Quote
Old 01-05-2015, 03:38 PM   #86
alastorr
Member
 
alastorr's Avatar
 
Join Date: Mar 2014
Location: Here
Steam: Computer (Easy)
Posts: 1,404
alastorr is offline
Default Re: Murphy's Law in DotA

Quote:
Originally Posted by HHHNNNGGG View Post
You will die when you are killed.

Enemies won't die when they are killed.

I'm quoting this right away, if you don't mind.

OT: Dota2 update lasts longer the more free time you have.

---------- Post added at 06:02 PM ---------- Previous post was at 05:38 PM ----------

Enemy's collision size is always bigger.
Your hit box is always bigger.

When you notice enemy Ursa missing, he's already got the aegis.
When you notice Techies mines, you're already on them.
When you notice hook, you're already in front of Pudge.
One Observer Ward is enough for the enemy to see the entire map. Four wards for your team is never enough.
If you want to give an ally 1 piece of ward (regardless of being sentry or observer), you're going to place it on the ground.
Trees on enemy's side regenerate more health.
Enemies always destroy meelee rax first. Your team will go for the ranged one.
Your missles move slower, while your impetus moves faster than the enemy's.
In ARDM if you perceed to buy aghs to a hero who's life depends on it (ex. Earthshaker), you'll die without using the ulti once and you'll get randomed a hero that has no use of Aghs.
__________________


Quote:








Originally Posted by HHHNNNGGG
View Post


You will die when you are killed.
Enemies won't die when they are killed.



  Reply With Quote
Last edited by alastorr; 01-05-2015 at 09:08 PM.
Old 01-05-2015, 06:17 PM   #87
HHHNNNGGG
Member
 
HHHNNNGGG's Avatar
 
Join Date: Sep 2010
Location: Omnipresent - But you can't see me
Steam: ベトナム
Posts: 12,390
Blog Entries: 2
HHHNNNGGG is offline
Default Re: Murphy's Law in DotA

Quote:
Originally Posted by alastorr View Post
I'm quoting this right away, if you don't mind.
Go ahead
OT: Dota2 update lasts longer the more free time you have.

---------- Post added at 06:02 PM ---------- Previous post was at 05:38 PM ----------

Enemy's collision size is always lower, regardless of what hero does he pick (collision size: the higher it is, the easier for the others to target you with single-target spells). And he blocks better.
Actually collision size =/= hit box. Hit box affects how you use single-targeting spells on the enemy. Collision size affects how AoE spells affect them, and how they block other units.
When you notice enemy Ursa missing, he's already got the aegis.
Confirmed 100% correct.
When you notice Techies mines, you're already on them.
When you notice hook, you're already in front of Pudge.
One Observer Ward is enough for the enemy to see the entire map. Four wards for your team is never enough.
If you want to give an ally 1 piece of ward (regardless of being sentry or observer), you're going to place it on the ground.
Happen most of time. Especially when you try to transfer a ward suddenly it lags and the Ctrl loses sensitivity.
Trees on enemy's side regenerate more health.
Enemies always destroy meelee rax first. Your team will go for the ranged one.
Your missles move slower, while your impetus moves faster than the enemy's.
In ARDM if you perceed to buy aghs to a hero who's life depends on it (ex. Earthshaker), you'll die without using the ulti once and you'll get randomed a hero that has no use of Aghs.
...
  Reply With Quote
Old 01-05-2015, 09:09 PM   #88
alastorr
Member
 
alastorr's Avatar
 
Join Date: Mar 2014
Location: Here
Steam: Computer (Easy)
Posts: 1,404
alastorr is offline
Default Re: Murphy's Law in DotA

^fixed. Ty for clearing that up btw.
OT: enemy divine rapier and gem is always soulbound
__________________


Quote:








Originally Posted by HHHNNNGGG
View Post


You will die when you are killed.
Enemies won't die when they are killed.



  Reply With Quote
Old 01-06-2015, 08:48 AM   #89
HHHNNNGGG
Member
 
HHHNNNGGG's Avatar
 
Join Date: Sep 2010
Location: Omnipresent - But you can't see me
Steam: ベトナム
Posts: 12,390
Blog Entries: 2
HHHNNNGGG is offline
Default Re: Murphy's Law in DotA

Bigger collision size = easier to hit with AoE
  Reply With Quote
Old 01-07-2015, 06:38 AM   #90
KevinJonPalma11
Member
 
KevinJonPalma11's Avatar
 
Join Date: Feb 2013
Location: Philippines
Steam: +BetA_DK
Posts: 2,397
KevinJonPalma11 is offline
Default Re: Murphy's Law in DotA

Quote:
Originally Posted by alastorr View Post
Enemies always destroy meelee rax first. Your team creeps will go for the ranged one.
Then your enemies will respawn before you touch the melee one.
__________________

Anuk'soten, the Distortion - Weaver's dimensional counterpart
Flamewalker, Fire Salamander - Some lizard with built-in Radiance.
Moar Neutral Creeps! - Suggestion for a more diverse jungle!
Kilixx, the Disarmer - Ever hate right-click carries?
Quas, Wex, Exort - Heroes with very high utility.
  Reply With Quote
Old 01-16-2015, 08:52 AM   #91
alastorr
Member
 
alastorr's Avatar
 
Join Date: Mar 2014
Location: Here
Steam: Computer (Easy)
Posts: 1,404
alastorr is offline
Default Re: Murphy's Law in DotA

Enemy movement speed is always higher.
.
__________________


Quote:








Originally Posted by HHHNNNGGG
View Post


You will die when you are killed.
Enemies won't die when they are killed.



  Reply With Quote
Old 01-19-2015, 06:47 PM   #92
alastorr
Member
 
alastorr's Avatar
 
Join Date: Mar 2014
Location: Here
Steam: Computer (Easy)
Posts: 1,404
alastorr is offline
Default Re: Murphy's Law in DotA

The slower your projectile's speed, the higher the chance you are getting the kill.
__________________


Quote:








Originally Posted by HHHNNNGGG
View Post


You will die when you are killed.
Enemies won't die when they are killed.



  Reply With Quote
Old 01-25-2015, 06:32 PM   #93
wistern77
Member
 
Join Date: Jan 2015
Posts: 2
wistern77 is offline
Default Re: Murphy's Law in DotA

Every enemy you hook will have Naix inside, even when they did not pick him.
  Reply With Quote
Reply
  Entertainment Comedy


Forum Jump

Thread Tools