Saturday, July 6, 2013

Lore of DOTA2 according to Valve

I've done the newbie tutorial (which took quite awhile) and thought I'd post up the unlocked lore pages so people who are interested can read them. So if you ever wondered why the Radiant and Dire are fighting and what the heroes have to do with it...

Page 1
Page 2
Page 3
Page 4
Page 5
Page 6
There's also four pages of some strange poem which I didn't think was very interesting. But if it's your kind of thing... the poem, The Summoning Sea:

The Summoning Sea page 1
The Summoning Sea page 2
The Summoning Sea page 3 
The Summoning Sea page 4


Also completing the entire tutorial series (including the 10 limited pool matches) awards you the Gunslinger's Set for the Sniper.


Friday, July 5, 2013

Playing Better (Part 1a) Dual Purpose Ward Spots

Dual Purpose Ward Spots (2 more)

This is a supplement to the previous article, Dual Purpose Ward Spots. There was an excellent ward spot that I wasn't able to place with 100% consistency, and I wasn't sure why it was failing, so I held off posting it until I had figured it out. I'm detailing it here, as well as updating the original post, for the benefit for new and existing readers.

Series presented by Princess and the Frog.


2. Block Dire Pull + River Gank Vision



The Radiant top lane will use this ward spot to block the Dire Pull. This ward also gives you vision of the gank path coming from the river. This is a defensive ward that will allow you lane more safely, and also makes it safer to pull the hard camp to your lane creeps if you are gaining the advantage in lane. Additionally this is less likely to be de-warded, as not many players know how to place this ward consistently.

The ward placement on this has to be very precise so I have included two pictures. In the first picture you can see a patch of grass between two trees (to the left and slightly higher relative to the burning torch). You want to play the ward as far to the right as possible on that grass patch. You'll start by trying to place the ward right up against the tree on the right, getting a bunch of "invalid ward placement errors" and moving your mouse slowly to the left and continuing to try place it until it allows you to drop it.

The common mistake is in thinking you're trying to place the ward as far to the top, or top right as possible. You're actually trying to place the ward as far to the right as possible. I can do this consistently now and it may be worth your time setting up a bunch of custom lobbies to experiment getting it right.


7. Bottom Rune + Block Radiant Hard Camp


The Dire bot lane uses this ward spot to get vision of the rune and gank path. This ward spot also blocks the Radiant Hard Camp. This also gives vision of Radiant jungler movement and possible path for Radiant mid moving bot through the forest instead of river to gank. This is also less likely to be de-warded as well.

Let's Play (Part 5) Vengeful Spirit

Introduction

Every week or two I generally try to play a new hero to discover what it’s like playing it, and in this series of blogs I will make a post on my experiences with it.

Vengeful Spirit card art (Steam)


Vengeful Spirit (Shendelzare)

Shendelzare, the Vengeful Spirit, is based off the Spirits of Vengeance, spectral beings summoned into existence by the Warden (Maiev Shadowsong) in Warcraft 3.

In DOTA2, the Vengeful Spirit is the quintessential support hero, able to boost the physical damage output of her team's carries and manipulate the position of friendly and enemy heroes with her swap ability, recklessly putting herself in the line of danger for the good of the team.

The Vengeful Spirit has recently received substantial buffs to her base stats and stats gain, giving her respectable HP and damage even without items. She currently has a very good win rate (8th out of 111 heroes) yet isn't picked very often. She is easy for new players to play, having a simple skill set, but veterans who take the time to master her will be rewarded with a hero with surprising depth that can dramatically influence the course of the game.


Strengths

Her ultimate, Swap - allows her to swap positions with another hero at great range. It is one of the strongest initiation skills for isolating and killing an enemy carry or initiator.

Her high stat gain and low farm dependance make her a good aggressive support hero, with the ability to contribute substantial DPS throughout the game.


Weaknesses

Poor attack range limits her ability to harass and fight effectively.

Low defensive abilities - her single target stun is short ranged and low duration, leaving her less able to protect herself and others. This impacts her throughout the game, from the laning phase to the team fights later on - it's no point boosting the physical damage of your team if they're getting chain disabled and you can't really stop that from happening.



Wave of Terror vs Vengeance Aura

Wave of Terror contributes more damage, and the debuff will stick on the enemy even if you die. Vengeance Aura is simpler to use as it requires no casting and doesn't cost mana.

Some maths to consider.

Wave of Terror physical damage increase (-5 armor) in the following scenarios

Early game (5 armor typical) = 30% increase
Mid game (12 armor typical) = 21% increase
Late game (20 armor typical) = 16% increase

At first glance, the numbers of Vengeance Aura seem superior (36%) at all points in the game. However, if we take into account the 90 pure damage dealt to the target and the fact that Vengeance Aura only affects base damage, Wave of Terror pulls ahead. Say at mid game the Vengeful Spirit is at level 9 (remember she might be position 5 so she's behind in levels) and she's got a choice of maxing either Wave of Terror or Vengeance Aura.

A level 16 Sniper on her team without items has 84 damage. Assuming he uses Str Treads for survivability, Shadow Blade and Daedalus increase his damage damage by 103 - taking into account his Headshot passive increases his average damage by 36. The Sniper's total average damage before criticals is 223 - this whole amount gets affected by the minus armor effect of Wave of Terror (21% increase of 223 is effective damage increase of 47), while only the base 84 damage gets boosted by the Vengeance Aura (36% increase of 84 is only 30)

Not only does Wave of Terror increase the DPS of your team by a larger amount it also does 90 pure damage upfront. It also gives vision of the entire area it affects (1400 range) making it useful for scouting, stopping jukes, and checking uphill spots.


Swap

Not much to say about this, except that it will get your team a lot of long range pick-off ganks in the mid-game, and hopefully by late-game when you start using it in team-fights you'll have a Force Staff to give yourself that added survivability - you want to stay alive to contribute with your spells and aura.

This skill is only as good as your creativity and map awareness - being aware of where enemies and allies, and knowing when it is safe to initiate with this, and how to save allies from death.


Synergies

Shendelzare has great synergy with physical DPS oriented teams. If your team is primarily composed of magic damage dealers, you will find that two of your skills are of limited use.


Counterpicks

None, really - you don't really counter-pick a support, you counter-pick the team Shendelzare is supporting. Physical damage oriented teams tend to be built around fragile late game carries (Shadow Fiend, Gyrocopter, Luna, Drow), so a gank oriented lineup can keep them suppressed and hopefully end the game before it gets late.


Item build


There's really only two items which stand out for me - Medallion of Courage, because she needs some mana regen, she's naturally tanky so she wants to capitalize on that with some armor, and most importantly, that -6 armor debuff it can put on synergizes really well with her Wave of Terror - because of how armor mechanics work, stacking armor debuffs makes them even stronger. Getting this item early will put some enemies into a negative armor situation.

Force Staff is just overall great for mobility - for getting up front into the fight to use her relatively short ranged stun or swap, or for escaping out of the enemy team after swapping their carry out into your team. This will also take care of your hp regeneration needs as a support. Force Staff can also be used to trap enemy melee carries on cliffs - during a fight, just use Force on yourself to mount a cliff, then use Swap on the enemy melee carry.

As the Vengeful Spirit is both item independant yet has good stat gain, her pool of possible item is much wider than most heroes. She basically builds whatever the team needs - if necessary, she can build more support items like a Mekansm and Arcane boots, or if that angle is covered by some other hero, she can build more DPS oriented items like Power Treads and a Desolator (for maximum damage) or Sange and Yasha (to further secure mid-game dominance in her roaming role).

Thursday, July 4, 2013

Design (Part 4) Inconsistent Mechanics

Introduction

This will be a series of articles about game design, using the popular games DOTA and League of Legends as illustrative examples. The specific words, "Design is an Optimization" was coined by the design director of Riot. It means that to him, design is an iterative process of optimization.

Thus if some aspect of DOTA or LOL seems inferior or different to the other, it is because a conscious choice has been made by its designers – the trade-offs have been examined, the benefits judged more than the costs.


Design (Part 4) - Inconsistent Mechanics

It’s important when designing a game that the rules are consistent. In League of Legends, while there may be over 100 different champions each with unique abilities, they all follow the same basic rules and mechanics. Riot is careful to ensure that stuns, slows, and leaps are all applied consistently and with predictable results regardless of which champion is using them. There's no tricky magic immunity interactions, nothing can be disjointed, and invulnerability is applied in a consistent matter.

On the other hand, DOTA2 is riddled with obscure mechanics, strange interactions and exceptions, partly due to its origin - many abilities had to be jury rigged and heavily modified from the original Warcraft 3 engine, and the resulting inconsistencies and interaction bugs accepted “as is” and simply balanced around. Furthermore, there was an emphasis on making each hero truly unique, which led them down the path of developing unique mechanics for many spells. Worse, the spell interactions and workings aren't even explained in game.

I classify this differently from the Burden of Knowledge problem, because that's a case of asymmetrical player knowledge (I know what my hero does, but you don't). In this case, it's a case of the information being completely obscured from everyone unless you read the wiki because it's actually that complicated - nothing in the in-game tooltip or the official website will tell you how the spells actually work. It's different from a problem of a system having too much complexity - which DOTA2 also certainly does. A system can be complex AND consistent - it still has a method to its madness. DOTA2 simply has no system. For some skills like Doom or Static link, the way they act is completely arbitrary with no rhyme or reason other than "that's just the way it is."

If we were telling a new player what the general rules were in DOTA2, we’d make some attempt with the following...

1) Hero attacks are physical, and are reduced by armour.
2) Spells are magic damage, and are reduced by magic resistance.
3) Magic immunity protects you completely from magic effects (damage, stuns, slows)
4) Ultimates partially ignore spell immunity – the disable portion penetrates magic immunity, but the damage portion does not.

However, the only consistency in DOTA2 is that everything is inconsistent.

It's a good start but if you were to assume these general rules were true, you would find all sorts of inconsistencies. Below are some of the particularly bad offenders when it comes to skills that behave differently than their in-game description (which I have included) and general play experience would lead you to believe.

1) Ultimate disables normally pierce magic immunity, but Tidehunter’s Ravage or Puck’s Dream Coil do not.

2) Ultimates do not normally inflict damage through magic immunity, but some like Doombringer’s Doom or Axe’s Culling Blade still do. In fact even some normal spells inflict magic type damage through magic immunity (what a contradiction), like Tinker’s March of the Machines or Enigma’s Midnight Pulse.

3) Usually a spell either affects you while you're magic immune or not - however some ultimate disables like Silencer’s Global Silence, or Treant Protector’s Overgrowth can affect magic immune units, but are themselves dispelled by magic immunity. This means if you were magic immune and you got hit by those spells, you would be disabled by them: however if you waited until you got hit by those spells and then triggered your magic immunity, you could dispel its effects.

4) Most normal spells are not supposed to affect magic immune units, but some like Razor’s Static Link, Bane’s Enfeeble, Axe’s Berzerker’s Call, or Naga Siren’s Ensnare will.

5) Some abilities trigger HP loss, which isn’t considered damage taken (so it doesn't cancel bottle regeneration or healing salves), is not reduced by resistances and actually pierces magic immunity and even invulnerability – Bloodseeker’s Rupture, Bane’s Nightmare, or Necrolyte’s Heartstopper. There’s an exception within the exception here as well, as Invoker’s EMP triggers HP loss but is the only one to not pierce invulnerability.

6) Award for most misleading tooltip – Rhasta’s Serpent Wards, which says it does 75 damage at max level. However, it never actually does this damage to anything – due to attack type / armor type interactions, it does 150% to creeps, 50% to heroes, and 35% to structures and siege units.

This list barely scratches the surface!

There is no real system in place, and everything has to be learnt on a case by case basis.

You could pull back the veil and see that it's roughly based on the Warcraft 3 engine with 6 damage types (Magical, Physical, Pure, Mixed, HP Removal, Universal) inflicted through 6 delivery methods (Normal, Piercing, Hero, Siege, Chaos, Magic) reduced by 6 different resistances (Armor, Damage Block, Ethereal, Magic Resist, Magic Immunity, Invulnerability) on 6 different types of armor (Unarmored, Light, Medium, Heavy, Fortified, Hero). But even learning this system doesn't bring you any closer to fully understanding the mechanics, many effects simply being arbitrarily triggered or custom coded to behave the way they are.


Why all this complexity?

Aren't the insanely complicated and inconsistent game mechanics in DOTA2 a hindrance? Why don't they revamp it to something more player friendly like LOL does? In a nutshell, it comes down to both games having a completely opposed game design philosophy (and business model)

League of Legends is balanced around the concept that "All champions are viable all the time."

DOTA2 is balanced around the concept that "No heroes are viable all the time."

You start League of Legends without champions - they need to be purchased from the store one by one. LOL champions are balanced around the concept that "all champions are viable all the time" - they want to make sure that if you spent $10 to buy a champion you really like, say Ahri, there's nothing to stop you from playing her 50 times in a row - the game is set up so she is viable in every single lineup against every single opponent strategy.

There are 5 different roles in LOL that present in almost every game (bruiser, AP mage, AD carry, support, jungler) and any champion will typically be able to perform at least two of them at a reasonable level of ability, regardless of the composition of their own team or the enemy team. This is because while each champion is deemed "unique" because they have unique skills, those skills draw from the same limited pool of simple mechanics, and ultimately means that many champions perform nearly identical roles. There are no hard counters or particular synergies, so you can pick your favourite champion without fear.

In DOTA2 however, the hero picking system is based on counters and synergies. The heroes not only have unique skills, but they also draw from unique mechanics, which creates a much stronger metagame of picks and counterpicks due to the existence of hard counters.The game gives you access to all heroes for free and expects you to know how to play them. No two heroes are interchangable - there isn't a fixed system of 5 roles. It is rare for players to "main" a hero in DOTA2 because the viability of each hero depends so much on the composition of his own team and opponents team. You can't pick the Juggernaut 50 times in a row and expect to do optimally in all of them - there are team compositions against which the Juggernaut would simply be useless - if the enemy team has lanes with good mobility to evade his Bladefury in the early game (Dark Seer), and summons / illusions to tank his Omnislash in the lategame (Lone Druid). DOTA2 is balanced around the idea that "no hero is viable all the time" - no hero should be so versatile that players can ignore picking strategy and just pick him every time and expect to do well. Many pub games in DOTA2 are lost at the hero picking phase, while this will not be case in LOL.


Why hide the complexity?

Most of the complexity in DOTA2 is hidden from the players. Nothing in the game or the official website will tell you that Mass Serpent Wards have different damage modifiers based on armor type.

I suspect one reason is that the complexity of the mechanics is a feature in itself. I know I've said complexity for the sake of complexity is bad, but it definitely does appeal to a certain type of player. Playing and learning DOTA2 is a journey of exploration - with every hero having unique mechanics and tricks, even if you've played the game for 8 years, you're still aware that you don't know everything. (ask a vetaran player about purge interactions...) In an MMORPG, if you've done all the quests, reached max level, grinded the top level gear in the game... it's essentially over. You might think of retiring at that point, as there's nothing else to achieve. DOTA2 never ends, because there's always some mechanic you haven't mastered, some juke spots and tree cuts you haven't found out, some ward spots you didn't think about, some hero combos and counters you haven't used. Having the complexity hidden could be a feature as well: witness all the complaining about games which don't have free form exploration, and instead force players down a certain path. DOTA2 allows players to direct their own journey of self exploration - let them notice an inconsistency in the game mechanics, figure out what questions to ask, and then they learn a little bit more about the game, at their own pace - which is arguably better than forcing them to read through a 2 page technical article about the specifications of their skills when they start the game.

Of course, this can be very frustrating to some other type of players. They might go into the game, and think that their ultimates can stun magic immune enemies - and they play Magnus, which does. But then they play Tidehunter and find out his ultimate doesn't stun magic immune enemies. The tooltips for them don't give any indication that this is the case. They find out is by failing, and failing in this way can be very unfun. Having such a high level of complexity and inconsistency "costs" a lot, but also delivers great benefits, so it's going to appeal to only a specific segment of the player base.

Monday, July 1, 2013

Competitive Roundup (Part 4)

Introduction

There are so many tournaments going on at the same time that it can get overwhelming trying to keep up with them. In this series of blog posts, I will share matches which I have found notable and worth watching in the past week or two. (two matches this week instead of three, because the second one is pretty long).


Burning on Anti-Mage

  vs  

Tournament:  D2SL (Semifinals Game 3)
Teams: LGD.cn versus DK
Stream: Beyond The Summit

Burning, the carry player for DK, is widely considered the best carry player in the Chinese DOTA scene.

This is very classic "Chinese" DOTA style, where the whole team strategy is based around securing farm for one carry, and at a certain point in the game when they have enough items and levels on their carry, they stop farming and just end the game there and there. With his team's assistance (feeding him consumables and stacking camps for him) Burning manages to get 370 creep kills by the 30 minute mark (12.3 creeps a minute), completing his 6 slot inventory, and at that point DK stop farming, group up as 5 and just end the game against a helpless LGD.



Orange vs LGD.cn
  
  vs  

Tournament: D2SL (3rd Decider Game 4)
Teams: LGD.cn versus Neolution Orange
Stream: Beyond The Summit

What a match between LGC.cn (China) and Neolution Orange (Malaysia). Cast by Luminous and Merlini.

I won't spoil this match by writing any more about it, but suffice to say there are many great saves, great kills and close calls in this epic 62 minute match. And mass force staffs!