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Potato mush client how to spawn channels
Potato mush client how to spawn channels










potato mush client how to spawn channels
  1. #POTATO MUSH CLIENT HOW TO SPAWN CHANNELS FULL#
  2. #POTATO MUSH CLIENT HOW TO SPAWN CHANNELS FREE#

Josh: I do really enjoy Dota 2's balance-those heroes have been around forever and have been carefully tweaked with consistent skills and items in mind. Both games will have their no-brainer, god-tier, autoban carries and what have you, of course. Dota's hard counters mean you can't ever really feel safe in a draft, and you're less likely to see a dominant comp emerge in any given patch.

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Balance changes always lead to early experimentation, but the über-teams are almost always going to eventually find a “best” way to do each of the strats you described as a cycle progresses, which can mean a smaller percentage of the champs being in the meta at a given time. I like the idea of thematic team comps, but I think it puts you in danger of having a patch-dependant metagame. And you can buy everything but skins for free, with currency earned from playing game.

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I'm not saying that it makes paying for every champion individually feel better on your wallet-LoL is a much more expensive game if you want to own every champion-but you can be completely competitive with just the free champions, if you wanted to. LoL, on the other hand, is balanced around team compositions-a late-game team, a poke-damage team, an AoE ult team, etc.

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Without access to the full roster, game balance would be broken. Josh: Yeah, it's awesome that Dota 2 unlocks all the heroes at once (for free, too, if it ever actually leaves beta), but Dota has to because, like you said earlier, it's built on hard counters for every hero. LoL gives you a very small pool of rotating champs to start with, whereas Dota unlocks every hero immediately. So much of what I prefer about Dota is apparent when you're not even in a match. T.J.: Not to pop a scroll and concede defeat here- I think we've both made an argument for complexity. Dota 2 has some of that with its height variance, but it's not nearly as interesting or fun to play with. But so is LoL's brush, which allows skilled players to perform great jukes and manipulate vision in the field. I'm happy to admit that Dota 2's map has some very cool elements, including those gank paths and the ability for some heroes to cut through trees to make their own path. Josh: So I guess the question is: What do you want your laning phase minigame to be? It can either be a complex game of cat-and-mouse poking with the enemy players, using creep waves as mobile defenses, or it can be shooting your own soldiers in the head. Dota 2's lanes have more variation between top and bot, more potential gank paths, and the distance between towers means you can't just camp out and farm XP. And if you want another example, just look at the subtle differences in the maps. But at a high, competitive level, it gives you more to do in the lane (especially early on). T.J.: I'll go ahead and say it: I don't find denying particularly fun. Other than denying (which, let's be honest, is kind of a stupid mechanic), LoL has all the counterplay Dota 2 has and then some. I want some examples of counterplay that Dota 2 has that LoL doesn't. Josh: It's not niche at all! That ability to counterplay enemy skills completely changes the laning interaction, making it much more important to gauge your movement, and track the positioning of creeps and enemy champions. Except if instead of rock-paper-scissors, you had rock-paper-scissors-garden rake-tow truck-banana cart. It creates an interesting rock-paper-scissors meta. A lot of Dota's heroes are designed to counter other specific heroes, or kinds of heroes. Sure, there may not be a lot of collision-deniable skillshots, but that's a very niche case to hang your argument on. T.J.: Dota is all about counterplay, way more so than LoL.












Potato mush client how to spawn channels