tag:blogger.com,1999:blog-6701999285260300520.post3781402219172537216..comments2023-02-24T21:36:03.091-08:00Comments on game is hard: Game is harder: Part twoscanthttp://www.blogger.com/profile/08912097737706881596noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-6701999285260300520.post-84600187064946434212013-10-26T16:14:51.049-07:002013-10-26T16:14:51.049-07:00Thanks for the feedback. And you've actually m...Thanks for the feedback. And you've actually made some of the points I was trying to make a bit more succinctly than I did. <br /><br />I actually think that teams should be rewarded for succeeding with very clinical approaches - I just think that that kind of success should be extremely difficult to achieve as opposed to, you know, the default method of winning the game. If being clinical just amounts to pulling creeps at X time, stacking camps at Y time, writing down Rosh timers, and managing gold well, then why not throw a spanner in the works and add some new complexity to the game. scanthttps://www.blogger.com/profile/08912097737706881596noreply@blogger.comtag:blogger.com,1999:blog-6701999285260300520.post-16216466066828828222013-10-26T11:37:47.493-07:002013-10-26T11:37:47.493-07:00Having already read and listened to quite a bit on...Having already read and listened to quite a bit on the patch I still found your take interesting.<br />I completely agree with your stance on the randomness in the game.<br />I think the distinction between completely random outcomes and randomness within known parameters is an important one.<br />Decisions become far more interesting when one has to account for multiple variables, i.e. "Is it advantages for us to try and gain control of the Rosh pit from 8 minutes regardless of the time at which he spawns within the 3 minute window? Are we safer forgoing the venture all together?"<br /><br />I think the break from the formulaic approach to one that works on more interesting (and potentially riskier) choices is far better.Colinhttps://www.blogger.com/profile/13845661730205761407noreply@blogger.comtag:blogger.com,1999:blog-6701999285260300520.post-44113703918841492972013-10-25T04:08:30.522-07:002013-10-25T04:08:30.522-07:00Thanks!
A lot of the post-patch pro matches have ...Thanks!<br /><br />A lot of the post-patch pro matches have actually been as much [if not more] about pushing as they have been about ganking. Buffs to things like Pugna, Shadow Shaman and Necro Book have made pushing a much stronger option again.<br /><br />That said, firstly, there are also counter-pushing mechanisms that have been buffed in this patch - for example, the increase to melee rax regen. But secondly, and more importantly, the main reason I didn't want to discuss the effects of this patch on push strats is in order to retain conceptual clarity. It's actually possible we end up with a push-based meta [not just pocket strats] rather than a gank-based one. Only time will tell that. But it's a really healthy sign that cases can be made for both - it shows really good design work. scanthttps://www.blogger.com/profile/08912097737706881596noreply@blogger.comtag:blogger.com,1999:blog-6701999285260300520.post-41049042996781330602013-10-25T03:37:40.877-07:002013-10-25T03:37:40.877-07:00Solid article. Cannot agree more on the positive o...Solid article. Cannot agree more on the positive outcome this patch intends to bring. There is one thing I would like to ask. With the buffs to necrobook viability from HoTD and HoM changes coupled with the increased passive gold income, is it entirely possible that we will see a higher frequency of pocket push strats? I recall watching a professional game in the last week where a team built 3 necrobooks.Anonymoushttps://www.blogger.com/profile/16180309484125321033noreply@blogger.com