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View Full Version : Current competitve DotA 5v5, should any item be limit or ban?


DOTASG_PAPA
01-17-2006, 02:57 PM
As in the topic, we would like feedback from the public on whether any items are imbal right now when use in great numbers in a team and should they be ban or limit in competitive game.

Please kindly give us your honest and unbias opinion.

If possible please kindly state your reasons also.

Ant
01-17-2006, 05:45 PM
Omgomgomg

I was doing a 3 part article about tourney rules and I forgot to do the 3rd part.

omgomgomg

Shawn
01-17-2006, 05:53 PM
Yup. Especially, I'd like to hear feedback about the limitation or not of Mekanasm, Eul Scepter, and Necrominicon

y|nsh3ng™st1ck
01-17-2006, 06:15 PM
i seriously think mekasm need to be limited la. if not they can stay outside ur base and keep pushing.

HeR
01-17-2006, 06:27 PM
2 mekansm max per team, 1 necromicon right? I think thats pretty fair.. or maybe teams with chen shd be allowed 1 less mekansm? or maybe not.. jus hope that marshalls are fair, esp in times of fatal error

ToFuBoi
01-17-2006, 07:02 PM
2 mekansm max per team, 1 necromicon right? I think thats pretty fair.. or maybe teams with chen shd be allowed 1 less mekansm? or maybe not.. jus hope that marshalls are fair, esp in times of fatal error
i think 2-3 meka and 2 necromicon max per team is a good idea.

retarded
01-17-2006, 09:43 PM
i tink mekaism is not imbal due to the 200 range -.-

taro_means_yam
01-18-2006, 05:03 PM
Lol. Eul Scepter got restriction?

Erm... My friends and I have discussed a little about the Necronomicon and we both agree that it is potentially over-powered. The "melee" skeleton in fact has 175 range, has feedback, and deals 600 dmg in return if killed. The range skeleton has a beefed up endurance aura and a 300 mana burn. Pretty much over-powered if the whole team builds that and goes for a push strategy. So I guess this should be restricted. Perhaps 2 instead of 1 which is the standard in the past few tourneys. However, I would like to point out that I haven't seen much use of it. Most teams don't seem to like the push strategy or haven't discovered the potential abuse of this item.

About Mekansm. Perhaps the restriction should be increased to 3 instead of 2. This item could also be potentially over-powered if not restricted. Perhaps the range is quite small but with an organised team, that shouldn't be a problem. I haven't tested it out. But I suspect that if all members built it, they can take turns to heal, potentially keeping the battle at the edge of the base.

Taking in the whole issue about restriction in a larger sense, we have to understand that DoTA is no where near a perfect/finished map. There are still many heroes which will never be considered for use in tourneys. There are items that if used in excess will create imbalances in the game. In fact, anything in excess usually causes an imbalance. So, the final conclusion is that restrictions are inevitable.

Perhaps imbalances are not that bad after all. Insane imbalances creates balance. That is why DoTA has such a big following. There's some sort of order amongst the chaos of all the heroes and skills and items. Something I learnt from a friend who designs games.

Derek
01-18-2006, 09:57 PM
Necronomicon is not overpowered. Fact that i think its the only dota item tat has it's recipe cost increased by nearly 100%. When it first came out, recipe cost was 650(or 700) cant remember. Now is 1300.
For necronomicon to have its full effects, it needs to be @ lvl 3 which costs
1000 + 450 + 1300 + 1300 + 1300 = 5350 ? I feel that the DotA Team has made it very much balanced already.

I feel its not overpowered. And a win is hard by thinking that a team with 3 or more necronomicon is more powerful. The team only has more pushing power. One of the guy have True Sight too. Making it a good team item.

Meka should not be limited too. Since when in big fights, damage is spreaded out equally to all the enemy heroes ? Normally its concentrated on the enemies' best hero & If they choose to waste it on him, the meka for the weaker ones are wasted & if they choose to save it, they might lose their best Hero.

Thus i wanna suggest that
Not any hero at any point of time should be allowed to buy both Necronomicon & Meka (Hero either carry Necro or meka)
Max of 3 Meka or Necronomicon PER team. (2meka/3necro,3meka,2necro) [Of cause this is a very unlikely senario]

DarK)MaG3
01-19-2006, 06:19 PM
Nope, i think necronomican is too strong. Lvl 3 necronomican may be seem to be expensive. It is true, but the fact is that the cost is divided. So is 1.3k really that hard to farm? The hard thing about farming is trying to save up for expensive items like demon edge or eaglehorn. Even if you die trying to save for the necronomican, you just have to save up a maximum of 1.3k which can be done in around 4mins. Another gay thing about necronomican is the mana burn of 300. It can disables main heros like earthshaker and venomancer in big battles. Disallowing these heros to execute their combos and thus minimizing their usefulness by just mere attacking. So i strongly feel that limiting to 1 necronomican to ensure a fair play.
Meka, the range may be short however it can be overcome with good coordinations and communications. So the range of meka doesn't seem to help nerfing it much. Its the healing strength that matters, it heals 250 hp per meka. Imagine 5 heros with 5 meka, when engaged, the entire team can heal up to 1250 hp with just a click. Its like when u cast sonic wave and echo slam and u find your opponents 2 secs later full health. wtf? isnt it? So maybe limiting meka's to 2 like previous competitions might be a good idea.

Hime ^^
01-20-2006, 11:35 AM
i personally haven used any necro before... but i think mekansm should be limited....