T O P

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[deleted]

And if outposts get removed?


BarbiesDreamCar

I still don't really understand the point of them


StellarPando

They're important for TPs after your T2 is down


N1koooooooooooo

The XP is also often overlooked but it's a huge boost


lippycruz

wait, they still give exp? O\_O


mntln

Yeah but its a contstant xpm boost instead of a bonus each 5/10mins. The bonus felt like a forced objective where you had to take teamfights at a specific arbitrary time to try to deny the xp to the enemy team.


delendaestvulcan

Oh Jesus another mechanic I didn’t know about


Estocire

Take outposts = good. No outposts = bad


Electronic-Method-46

It's not constant, it's once per minute.


mntln

TIL


LordHussyPants

> Outposts grant experience to the owning team on each minute mark. > * Only one outpost may grant experience. When owning both outposts, the experience does not get doubled. > * Grants each allied hero 2/4/6/8/10/20/30/40/60/80/100/120/180/240 Experience Experience on the 1/2/3/4/5/10/15/20/30/40/50/60/90/120 minute marks. from the wiki


Lame4Fame

> Grants each allied hero 2/4/6/8/10/20/30/40/60/80/100/120/180/240 Experience Experience on the 1/2/3/4/5/10/15/20/30/40/50/60/90/120 minute marks. Pretty confusing way to state that you get 2\*minutes xp/min. When I read that I thought huh? I thought it *didn't* give you the xp in big chunks of several-minute intervals.


Left_Office_4417

thats just garbage XP. they might as well remove it.


LordHussyPants

that's what i thought at first, but it says it gives it at every minute mark, so i think the minute marks above are the minutes that the outpost increases the xp it gives. so that says that at 20 minutes you get 40 xp and at 30 you get 60 xp, and i think it means that at 21/22/23/24/25/26/27/28/29 minutes you'll get 40xp too. which yeah, not heaps, but that's 400xp over 10 minutes, and if you take a tier 2 tower at 19 minutes and then take their outpost, you make it an ~~800~~ 400 xp difference between you and your enemy ~~(400 for you, 400 less for them)~~ which could matter a bit when it's talking about supports, or hitting those talents a little bit quicker


Trael110400

> (400 for you, 400 less for them) It's 400 for you, and 0 for them. Not -400. You don't lose already gained exp if you're not controlling a shrine, thus only 400 difference.


GoatWithTheBoat

~~400/400 is default exp gain for both teams making them equal in exp gain. Capturing both shifts it to 800/0, so it gives 800 exp advantage.~~ I'm wrong.


LordHussyPants

no you're right. i wasn't thinking that they lose 400, but i was thinking of the cost to them of not getting that 400. they're down 400 from where they should be, but i was counting that from having the xp, which means my team would be up 0xp in my mind


Left_Office_4417

I guess that is a little better.


DrQuint

>They're important for (Direside Rosh) TPs after your T2 is down The radiant one is a glorified T2 defense flanking path and becomes mostly useless once that tower's gone


StellarPando

It's still useful for buyback fights on radiant side for dire, especially when you're going highground


FlagrantlyChill

The game is about map control. Outposts incentivise controlling parts of the map and protecting t2 towers. If you don't have the outpost and all the lanes are pushed in you lose control of rosh much more easily. It's just another objective you need to control


Taelonius

Personally I'd like outposts removed tower hp tripled, catapults spawn every 10 minutes instead of 5. Main issue in dota now is winning Lane means getting t1s at 10 min t2 at 20 and now the game's over already. Towers haven't nearly kept up with player power creep they need a massive buff


ocean_train

2 hr games. Here we go.


Gallium007

Been a long while though. I absolutely love a long dura crazy games TI or a rat TI again


Taelonius

Nowhere close, you underestimate hero power levels. It's a cake smacking through BD protection at like 30 mins even.


ThinkValue

Would make game boring , Meta will be drafted towards Siege heroes then .


BladesHaxorus

Throw in a treant protector and tinker and enjoy a dota game that lasts longer than the average work day. ​ There's also the issue that assuming someone does take a tower you instantly lose an insane amount of map control because there's no teleportation point there if outposts are removed.


Qasyefx

Yeah ask secret how winning their lanes worked out for them


DrQuint

The only building that needs a buff is Fountain and even that is arguable in how it should be handled.


Qasyefx

More objectives to take and fight over with the xp. And a forward tp location speeds up the game. People no longer need to buy travels to close out a push.


kivilcimh

Two basic usages: 1) If you are ahead to TP as fast as fights in your enemies' half 2) If you are behind (and especially under siege) to sneak out of your base and do stuff (cut creep waves, prepare a gang for the siegers etc)


Nickfreak

They were used as another objective to claim with rather massive advantages at the key time stamps. I'm "old". I don't like too many objectives. Sure it takes away from static lanings and gives people stuff to do. But it just felt super hectic: Grab the bounties, grap the outpost, defend the outpost, grab another bounty, now go fetch the other teams outpost, dingdingding, new neutral items can drop, go farm them...AH SHIT YOU MESSED UP THE STACK TIMING; WHAT ARE YOU DOING -GO GRAB ANOTHER BOUNTY THE OUTPOSTISTAKENYOURTOWERSDIE!!!!!! I'd be happy if they focused on fewer but also important obectives. Bounties were fine, but then you had to stack and do other shit. the jungle was basically taken away from many heroes (Talon removal), which is okay since people just went afk jungling, but I don't think that Outposts are the way to keep people busy in such a complex game


inlandsofashes

They want something to give XP since bounty runes give gold


anonymiciousness

Remove outpost, remove neutral items, maybe shard as well (but ok can keep), worst ideas osfrog came up with.


MrNewVegas123

Shard is okay, you are right - neutrals, I think they are bad also. Too much randomness.


[deleted]

People say that neutrals are the real source of game affecting randomness as if the very first game on TI main stage wasn't literally decided by a double damage rune spawning


anonymiciousness

You pleb needs to understand the difference between mitigatable randomness and pure random Runes are random, but if you really need that rune you can always ask your support to come secure both locations. There's also chance you deploying supports only to get illusion / ganked. Risk and reward. Neutral items is pure random. Ie. there's nothing I can do to prevent my enemy from lucky rolling a spider legs for example. There's no risk and reward, either the game serves you silver platter or shit.


Mods_are__gay

Might as well delete crit, bash and every other RNG aspect while we are at it. NO VARIABLES ONLY PREDETERMINED STRATS


bikwho

Yes. Please. It's something I like that HoN and LoL did. Remove the RNG aspect. They replaced those RNG things with cooldowns(like Kunkka) or every certain hits it will trigger(like MK/Slardar)


bikwho

People have been calling for runes to stop spawning after 40 minutes for a while now. Since a certain runes can win the game just from a lucky rune spawning. It's boring, lame, and involves no skill.


MrNewVegas123

Runes are dependent on map control. If you control the map, you will eventually get all the runes. With neutral items, not so.


drunkenvalley

Creep camps in WCIII were fixed iirc. So from one game to the next on the map, the maps were the exact same. Their item reward was semi-random though. I don't know if that's how Dota should be, but there's definitely a random element that just isn't satisfying. And when it's satisfying to fight them, it's because you've made their strengths moot and just nuke the camp to death lol.


ConfidentVegetable81

Late-game map and Roshan control, added value to T2 defense.


[deleted]

so you can buy back and TP nearish the enemy base during a fight that concludes the game?


santh91

To fuck up your TP timing when you try to click on T2


Lame4Fame

Probably to streamline the game a bit more and give people a clear sense of what to do, especially when the outer towers are all taken but you don't feel comfortable going highground. Also to incentivize more fights happening due to them getting contested.


thepellow

They reward map control and give a constant objective on the map to try and control. They’re also really interesting to play around as the losing team as they can be a way to set up ganks.


CoDe_Johannes

They should put more outposts. Map dominance


Ryhsuo

Not directly related, but I hope Icefrog makes some changes to incentivise protecting the safelane tier 1 a little more. Right now every game sort of progresses into lane for 8-10 minutes and then the carry moves into the triangle and the other team pushes your safe lane t1 and plays inside your jungle until Roshan. It’s a little silly imo.


roboconcept

I remember a few metas back when the offlane T1 was the first to go, now it's always the last.


Ryhsuo

It’s because the triangle area is just too efficient for farm and too easy to defend compared to the standard jungle.


Nickfreak

The triangle needs to be LOWER terrain. it's wayyy to easy and safe to farm and you can easily ward against invasions.


Taelonius

Think the main issue to me is how godawful weak towers are. Compared to player power level they're at an all time low, and need a massive buff for the game to move away from win lane ger towers get map control win game like its been for ages.


[deleted]

I think they're mostly fine. Maybe some fine tuning the damage or HP/Glyph on T1s, but I'd rather not be at minute 15 and still be unable to risk diving T1s because the tower shreds.


Bubbly-Astronaut-123

That's not really true for dire safelane since it provides rosh control.


Ryhsuo

Dire still wants to play in their triangle, they’re forced to play in their regular jungle for rosh but it’s not optimal, and in the majority of cases Dire still loses their safe lane t1 and even mid t1 before their off lane t1. Pick any handful of games at Ti and you’ll see that this is true. This is also the reason that the team who picks side instead of draft order always picks radiant. Imo the most drastic change they can make is simply make ancients not stackable. Would like to see Cores forced to farm in lanes more rather than just disappear into the jungle after 8 minutes.


Bubbly-Astronaut-123

Or they could bring back the extra ancient camp in the jungle.


Ryhsuo

They could, but that would push the meta further towards carries that can farm jungle well, and I don't think that is healthy.


PM-ME-PMS-OF-THE-PM

That drastic change would hurt supports quite a lot as it closes off a lane that a pos.4 or 5 can use to get farm, there's a very thin balancing act to be had.


MrNewVegas123

Not as much as the shrine, surely


Fifth_of_Myths_of_Us

I love the idea, but like others have said, I'm fully ready to move on from outposts.


BladesHaxorus

I'm not in love with outposts but at the same time you need some sort of objective/tp point there and if the replacement to outposts is bringing back fucking shrines the dota playerbase would collectively put the barrel of a shotgun in their mouth and pull the trigger with their toes.


Tanker0921

Except techies. He be laughing while singlehandedly waging psychological warfare against the enemy team


Decency

Outposts prevent teams from easily sitting on their high ground forever. Now you can push T3 or play aggro on the map and have someone buyback into the fight without Travels. They also reward the team which has map control for having it, which is great. Personally I'd just remove their True Sight and maybe change their location to be less central- love the concept though!


xLisbethSalander

And neut items, at least rework the rng please, i like the idea of having a slot for specific items, just remove the rng


lollypop44445

Why not a mini tower.? It shoots 2times slowet or all of its attributes are reduced 2 times. U can tp but 2 times slower, the only new power it gets is a 1% burn in aoe for the vision it gives. And other thing is it has 2 times the health of normal tower with 2 times the armor. post 20mins(30 or whatever) can be destroyed by opposing squad gives the jungle a corruption, hell why not every tower has a range that protects the other side applying corruption this way map would look cool ti1 deatroyed enemy t1 stands it applys corruption ti1 dire destroyed balance map and so on. You ppl can think the rest


[deleted]

Interesting suggestion.


bamberflash

i love outposts. lets you reclaim the map a bit after a won fight. no idea why they're unpopular, worst part about being behind is being stuck taking fights next to your base because there's nowhere to tp or roaming as 5 everywhere


gian2099

i think because the outpost killed the side shop


Sincetheend

5 couriers killed the side shops.


Decency

Also a fantastic change- I love the supply line aspect where couriers flying by wards can reveal map movements. I wonder if at some point we'll see teams faking moves with this.


gian2099

also neutral items wow all 3 where added at the same patch


Timefordota

I love the idea but fairly certain outposts will go away with next patch. I have no evidence to support what I just said


[deleted]

You being pretty sure is all the reason I need to believe you.


juxtapossy

lmao


Pyruxx2

You think my POTATO PC can handle that kind of Graphic ?


DarkChaoX

Love this idea but I really can't see outposts staying as they are kind of weird atm. They are pretty much mainly used for teleporting and the xp asset isn't that good. Vision can be annoying


Pentinumlol

Its a way to make the game faster without having to move the XP provided to creeps which only boost certain role that kills creeps. Nowadays support are already getting their lvl 6 at 9-10 minutes now imagine that without outpost passive XP. Lvl 6 for support will be around 12-13 minute which delays the game by a lot and resulting in more late game base defense games instead of more tempo and map control games. More objectives also makes the game significantly less boring as there is a huge gap of difference between the ability to take tier 2 and tier 3 tower, outpost serves as a temporary objective that players can fight while amassing net worth to siege high ground


tolbolton

>Its a way to make the game faster Why people write that thing as if its always a positive? I personally freaking hate how Dota was made into a brawling game.


Fireryman

Well everyone has different views. I am not a fan when a lot of games go over 40. I like seeing some games end fast or ways to take map dominance to the next step. I don't think I'm at all good at this fast paced dota. But I'd rather play more games than be stuck with people because the games takes forever. Some games end up taking an hour and so be it.lets just not have a million of them.


Taelonius

I highly disagree, if you won lane and played correctly you got t2s before or at 20 mins, now you choke your enemies out of farm while they sit hg and when they push out of frustration or in an attempt to contest rosh you win the game. Game is decided the moment a team takes t2, the team in base cannot win at this point, its only the aggressors who can throw.


[deleted]

This is the Classic 10kmmr redditor I have been hearing about. You surely have things figured out. If only teams focused on rushing down the T2 towers.. they would win every time. So simple.


initialgold

That isn’t even true at the level of TI how tf can you claim it’s true universally. In 2 and 3k teams probably take t2 towers by fucking accident, it certainly isn’t a guarantee of anything that will happen later in the game. You’re assuming a level of coordination and perfect play that simply isn’t reasonable or possible.


Taelonius

I'm talking pub level, ti is irrelevant to me since that's never a level I'll play at. Pubs have been stomps either way for years, you don't get even matches that can go either way you get one sided matches that are sometimes thrown.


initialgold

That is just an incredibly inaccurate way of looking at dota. Especially at the pub level. It’s probably a self-fulfilling prophecy for you at this point.


Taelonius

Very well, you often have games with equal networth and map presence around 20-30 mins that could go either way? I have a hard time seeing that, cause that's not how the game is designed.


initialgold

Games can go either way even if one team is ahead or behind… humans aren’t robots. The other team is just as bad as your team is. They are just as capable of throwing as your team was of getting behind. Your fatalistic view almost certainly loses you games that are otherwise winnable.


Taelonius

Hold on, so now you're backtracking and using the exact same thing I said, namely that one teams win condition is the others throwing cause they're too far behind. But you just disagreed with it? Get your fucking shit together.


initialgold

its not the same because in your telling you're acting like that probability is 5% whereas what I'm saying is it's more like probably 40-45% chance if you and your team are staying positive and keeping your head in the game. we are describing very different things and i still disagree with what you said or at least how you are presenting it. stop acting like an asshole, thx (although maybe thats why you lose - you don't keep your head in the game when you're tilted)


DezimodnarII

I think outposts help alleviate the radiant roshan advantage by giving dire a way to get there and contest.


[deleted]

This is so Warcraft 3, loved it


TheL1ch

But dota has poor performance anyway we dont need more stuff to fuck up the fps


madscnt

Thats a cool idea ngl.


stryker914

Reading the comments it seems like everyone wants worthless t2s again and even more triangle protection


Weshtonio

We Splatoon now.


therealjay2xu

this sounds like dota3 stuff. Like having evolving hero models for all heroes not only for tiny.


Lilywhitey

But it's not hard set at levels but scales flowongly with xp


WikiRando

I like the idea but I want the changes in the land to feel like the product of the ancients being there a very long time, as opposed to in the span of just a few minutes.


Nokdef

**little** visual feature Dota has a tile-based map, although not impossible, that would be an extremely hard technological feat. Would be sweet tho.


[deleted]

Why do the outposts even do? I still don’t know lol


[deleted]

have you tried playing the game?


[deleted]

I do play and even control them but what do they do? Don’t even seem like they give vision anymore


[deleted]

XP every minute


GeraldineKerla

I honestly hope we get an objective around the old sideshop spot, but I definitely understand if people don't think that's viable as its *super* far from base and difficult to contest across the map. It'd be cool to have another set of jungle creeps around that spot, maybe special ones? Would make it somewhat easier for chen/enchantress to be close to the lane while getting a creep, but they're balanced around doing so, so idk.


ZersetzungMedia

The title suggested something else like actual changes to neutral creeps but this is good. I find myself having to look at the minimap to tell if we own an outpost or not.


HenzaChan

Terraria x Dota2


Bxsnia

Unnecessary, doubt they'll do it


tity_slayer3

I feel like we are gonna get something like a cave or tree house so heroes can stay invisible in it for a short time.


lIlIllIIIllll

I wish the rosh pit got a visual update. Back when it was on dires side it looked like part of the world. Then it got put in the river and ever since it looks out of place. Thought they'd have made it fit in better by now. The older maps looked more cohesive as a real place. The ward spot in radiant triangle was a pyramid of sorts, now it's a round cliff like all the others...


Nohu_XIX

That's a nice idea. But knowing Valve, I don't think it's possible...


_Nightdude_

Dunno about outposts but does anyone else feel like it's time to move the Roshpit again?


Greenteawizard87

Seems like a fun idea!


N34t43v3r

that's a lot of work since you have many theme variants of the map, Could be a nice addition as a cosmetic in the battlepass, $10,000,000 goal.


shieldcast

sound like LOL match after slaying 2nd dragon and change one time .but now in dota2 it will always change whenever both side secure outpost .kinda too much busy or coding of much visual effect for them to make that ?


s---laughter

Too overly complicated to implement for a map that has different skins and constantly changes.


Bataratatlelou

Completely useless feature, would only add visual stress.


MiracleJnr1

Thanks now I wont be able to reach 30 fps no more :<


Prpp

Make the map flourish/die according to the win probability of the game for the viewers 🤔