Crispy's forum posts

#1 Posted by Crispy (207 posts) -

I watched chunks of the first video. It's kinda funny watching games from the older metas, seeing as how drafting is completely different now. Some notes/comments:

- Draft analysis isn't too bad, but needs some work. For example, you should always strive to explain what the lineups are capable of, both in terms of what they're gonna look to do (gank, push, 4-protect-1, etc.) and how the teamfights will shape up (i.e. "They have great initiation with Clockwerk's Hook, after which the enemy team will be forced to gather or sacrifice their teammate").

- You sounded unsure of yourself when predicting the lane configurations during the draft. Whenever you're not sure how they're going to lane it, just list the different possibilities while explaining the strengths/goals of each.

- Radiant ended up aggro trilaning; make sure to elaborate on why they would make that decision, and what can be gained out of it (usually either killing or disrupting the enemy carry's farm)

- You criticized the Alch for his skill build several times. It's ok to voice your opinion or to question something, but there was a point when you were basically berating him. Try to keep negativity in casts to a minimum, cause it only invites people to question your own ability.

- Part-way through the cast, you were kinda jumping around the map saying "boring, boring, boring". Even if you're not aspiring to be a play-by-play caster, you should at least try to liven up the game, or to sound genuinely excited about plays (when first blood came out, you sounded nonplussed. You could always spruce stuff like that up with something like "And ______ gives up the First Blood, going the way of _______. Mythical Penguins are off to a great start in game 1 of the series.")

- In the same vein as that first blood example above, try to mention team/player names whenever you can. It helps keep the viewer involved in the game and encourages narrative ("Loda dies again! Pieliedie's mission in this game is to keep Loda down, and boy, is it working!").

- Any time there's a lull in the game, make sure to bring up the different graphs (Last Hits, Net Worth, team XP, team Gold) to help portray the state of the game. Again, try to explain what each team wants to accomplish with their lineups.

- Some of your commentary was a little inaccurate, but that's not too bad since it'll only get better with time and familiarity.

- If you're looking to be more on the play-by-play side of the fence, make sure to describe the action, step by step. ("Morphling dives in with a Waveform! He's looking for Clock! Clock is juking through the trees! Morph is microing his Replicate to cut off both exits!", etc.) Watch some Tobi/LD replays for examples of teamfight casting. If you're more interested in being a color commentator, try to find a casting partner who can take on that main caster role while you explain strats during lulls. Also, keep studying pro games to broaden your game/meta knowledge.

I didn't watch all of it (watched ~30 min), but you have potential. I'd say the biggest thing you have to work on is learning how to make things sound exciting (again, watch VODs of the top casters). Hope that helped a little?

#2 Posted by Crispy (207 posts) -

pls invite me 2 guild i like 2 make cupcakes and stuff


#3 Posted by Crispy (207 posts) -

You have fucked up by not putting Drew Scanlon in North Korea yet.

#4 Posted by Crispy (207 posts) -

@christoffer: Yup, it's Int. I italicized the "Intelligence", but I guess it didn't stand out enough. Pulsar is definitely more suited for going against push lineups and aggressive trilanes, so he is very situational. As for early weakness, I agree, although that was mostly intentional. He's very strong as a defensive support to discourage diving; I didn't want to also give him many early aggressive options. He has decent base armor and range, as well as a strong projectile speed, so he lanes decently as a harasser. As for skill build, the most common skill build would probably be a level 1 Irradiating Beam, followed by a Supercharge rush, seeing as how it gives the most bang-for-buck when leveling.

Here's a situation with the assumption that you're level 3 or so:

- Mid lane comes out of woods to gank your carry; decides to dive tower along with other people in lane

- You Irradiating Beam the ganker and perhaps one of his teammates

- They have to make a choice here: do they stumble around, slowed, for 1.5 seconds, or do they call off the gank immediately?

- If they continue with the dive, you can either Supercharge your carry to give him some more survivability while your other support tries to fend off the aggressors, or you Supercharge your tower, in hopes that it'll rip them to shreds during the dive.

Again, he's very strong as a defensive support, so I didn't want to also give him damage output options.

#5 Edited by Crispy (207 posts) -

@thebeastwithtwobacks: Honestly, I was mostly thinking of strong drafts in the current meta, and how to break them. Then, I started thinking about a hero designed for that specific purpose; Repulsion Field and Supercharge were the first skills to come to mind. I fleshed the rest of it out as I was creating this topic.

@moondogg: I like the idea of utilizing the environment more, especially seeing as how tree deformation can significantly impact gameflow (more vision, less obstruction). The problem is that, like Timbersaw, "Woodguy" would be much less effective in a treeless area -- and unlike Timbersaw, he doesn't have much utility or damage without them. He could carry some around, I suppose, but you proposed he moves slower with them, so it'd be tedious to have your mobility constantly hampered. The trees-as-ammunition could also be interesting; it gives him resource management, but also serves as tactical information for the opponent (assuming they can see the trees surrounding you), which is good. I would get rid of the chance to stun, though. The ult is pretty similar to Infest, conceptually, but feels way more passive. I don't think it would be fun to be disguised as something for very long -- and it's very inefficient, in terms of farm.

@smashecontrollers: As you said, the hero does seem very overpowered, but the toggleable nature of the concept could be fun -- there are similar heroes in HoN. The heal/nuke is unbelievably strong. o__o Assuming a base stat average around 50 (which isn't uncommon by level 11), that's 1000 damage on a 12 sec cd for 100 mana -- it's basically a one-shot. ;p The Blessed Mace, on the other hand, seems a bit underwhelming; 10% is a very low chance. Also, a global 595 heal that also damages enemies is pretty obscene. I'm a little intrigued by the concept of a flat physical damage reduction percent, though, seeing as how that can't be removed, unlike armor.

#6 Posted by Crispy (207 posts) -

@49th: Target acquired. Target designated as DOTA. Target ELIMINATED. BEEP BOOP.

#7 Posted by Crispy (207 posts) -

@kidavenger: The prospect of having a skill named "angry" thrills me to no end. Also, great drawing.

#8 Edited by Crispy (207 posts) -

@tobbrobb: Supercharge is definitely pretty powerful, the reason being that Pulsar doesn't really contribute any damage on his own. 20 armor is pretty redonkydonk, but keep in mind that Dazzle's ult goes up to 30 armor (and lasts 24 seconds), and Sven's Warcry is 16 aoe armor. As for the vision stuff, reducing the aoe might be the prudent thing to do. It's certainly strong, but again, it does no damage.

#9 Posted by Crispy (207 posts) -

@moondogg: Eyeball McEyeballstien sounds a little too powerful for my tastes... I'd be too freaked out by a giant eyeball to play properly.


#10 Posted by Crispy (207 posts) -

Think you know a way to improve the current meta? Are there skills that you want to add to make the game more dynamic and interesting? Or perhaps there's a hero concept, complete with lore, just floating around in your head. Here's the place for it! Your hero can be as free-form or tightly-knit as you want, just as long as there's a basic gist.

I'm gonna go ahead and post up a hero I thought up in the shower this morning as a template, but keep in mind that not all creations have to be as specific -- or serious.

Hero: Pulsar

Strength: 16 (+ 1.8) Agility: 14 (+ 1.6) Intelligence: 20 (+ 2.1)

AffiliationRadiantAttack Animation0.3 / 0.5
Damage44-48Casting Animation0.2 / 0.85
Armor4.45Base Attack Time1.7
Movespeed310Missile Speed1125
Attack Range550Sight Range1800 / 800

Irradiating Beam

Ability Type: Active / Targeting Type: Point / Ability Hotkey: Q

Fires a beam of irradiating light in front of Pulsar after a 0.5s delay. Any enemy heroes or enemy-controlled units hit within the 1200 range are slowed and have temporarily reduced vision.

LevelManaCooldownCasting RangeArea of EffectDurationEffects
1803012001601.5Slows by 50% and reduces vision range to 300. Removes shared team vision.
2952612001602Slows by 50% and reduces vision range to 300. Removes shared team vision.
31102212001602.5Slows by 50% and reduces vision range to 300. Removes shared team vision.
41251812001603Slows by 50% and reduces vision range to 300. Removes shared team vision.


Ability Type: Active / Targeting Type: Enemy unit / Ability Hotkey: W

Places a debuff on an enemy unit that causes it to receive a percentage of the damage done to all units around it.

LevelManaCooldownCasting RangeEffect RadiusDurationEffects
1120208008006Target unit receives 5% of all damage dealt to all units within a certain radius
2120208008006Target unit receives 6% of all damage dealt to all units within a certain radius
3120208008006Target unit receives 7% of all damage dealt to all units within a certain radius
4120208008006Target unit receives 8% of all damage dealt to all units within a certain radius


Ability Type: Active / Targeting Type: Allied unit or tower / Ability Hotkey: E

Provides a buff to damage, attack speed, and armor for an allied unit or tower, while also increasing Pulsar's armor. This skill must be channeled.

LevelManaCooldownCasting RangeBreak RangeDurationEffects
1604040012006Increases damage by 10, attack speed by 20, and armor by 5 for the target unit or tower. Increases Pulsar's armor by 8 while channeling.
2704050012008Increases damage by 20, attack speed by 30, and armor by 10 for the target unit or tower. Increases Pulsar's armor by 12 while channeling.
38040600120010Increases damage by 30, attack speed by 40, and armor by 15 for the target unit or tower. Increases Pulsar's armor by 14 while channeling.
49040700120012Increases damage by 40, attack speed by 50, and armor by 20 for the target unit or tower. Increases Pulsar's armor by 16 while channeling.

Repulsion Field

Ability Type: Active / Targeting Type: Point / Ability Hotkey: R

Creates an area of magnetic influence which slowly pushes enemy units away from the center. If an enemy unit crosses the edge of the repulsion field, they are slowed, silenced, and disarmed temporarily. This effect can only be triggered once per unit.

LevelManaCooldownCasting RangeArea of EffectDurationPush MagnitudeEffects
12001008005003150 units/secBreaching units are slowed by 60%, silenced, and disarmed for 3 seconds.
22501008005004175 units/secBreaching units are slowed by 80%, silenced, and disarmed for 3 seconds.
33001008005005200 units/secBreaching units are slowed by 100%, silenced, and disarmed for 3 seconds.


Pulsar is a hero designed primarily to counter "Death-Ball" push strategies. He has little to no damage output on his own, but focuses instead on disrupting coordinated positioning. His Irradiating Beam can be used to discourage enemies from pushing or diving towers via lack of vision. Magnetize can be used to coax a key hero/unit away from a team-fight temporarily. Towers actively being pushed can be buffed with Supercharge to buy more time for reinforcements; this can also be used to punish early tower dives and reckless play. Repulsion Field acts to counter strategies that revolve around concentrated pushes, and can also be used to zone enemies out when pushing.

In terms of laning, Pulsar can be played as a defensive support hero. Irradiating Beam can thwart coordinated kill attempts, and the armor given by Supercharge is substantial. A combination of his three main skills can be used to heavily dissuade tower diving. Ultimately, he's a hero that can be picked to assuage the aggression of the current roaming and pushing meta.