Monday, June 11, 2018

Dota 2 Patch 7.17: Winners and Losers

The last DPC even of the year is over and Team Liquid had the last laugh. They couldn’t win a Major throughout the season but did manage to take the plaudits in Shanghai at the Dota 2 Supermajor. Valve did mention that all patches after this will be balance patches and that is what patch 7.17 is. Although it is supposed to be a balance patch, it does take into account a lot of heroes. The impact of this patch will be felt on the upcoming TI 8 Open Qualifiers and Regional Qualifiers. Let’s see who got a good deal and who will be left sulking..


1) Abaddon

* Abaddon: Level 10 Talent increased from +20% XP to +25%

* Abaddon: Level 15 Talent increased from +60 Mist Coil Heal/Damage to +75

* Abaddon: Level 15 Talent increased from +6 Armor to +8

After a popular stint about a year back, Abaddon has not been a very common pick. Not that he isn’t played at all, but only in 245 professional games this season. The problem with the hero is he lacks the initiation most offlaners have. However, the buffs have been racking up on the hero since the last few patches and with longer games incoming, Radiance Abaddon could soon have a position in the meta.

2) Ancient Apparition

* Ancient Apparition: Level 10 Talent increased from +60 Gold/Min to +90

AA was a very common pick a couple of months back. I remember Kyle mentioning at DAC 2018 that Tiny-AA was the best opening in Dota at that time. A few nerfs saw the hero go down the pecking order, nut I believe +90 GPM at level 10 is a big impetus for picking him. He is one of those position 5 heroes that benefits a lot from an Aghanim’s Scepter and the bonus gold helps a lot.

3) Clinkz

* Clinkz: Base armor increased by 1

* Clinkz: Strafe dodge now works against non-player units

* Clinkz: Strafe attack speed increased from 80/140/200/260 to 110/160/210/260

I guess the only way to make Clinkz viable in the meta is by declaring the team that picks Clinkz as the winner. And even with that, I’m not sure he will be picked! That is how much he has been ignored this season. With just 3 games to his name since 7.08 and the biweekly patches began, Clinkz is the least pick hero in the professional meta along with Necropos and Riki. The firey skeleton has been buffed time and again and I believe it is only a matter of time when teams suddenly realize how good the hero is. The increase in armor gives him better lane sustain and the attack speed increase for early levels of Strafe improves early pick off and tower taking potential.

4) Crystal Maiden

* Crystal Maiden: Crystal Nova cooldown reduced from 12/11/10/9 to 11/10/9/8

* Crystal Maiden: Level 15 Talent increased from +120 Gold/Min to +150

The only other hero that has +150 GPM at level 15 is Phenix. CM joins him in the elite club. Tal ‘Fly’ Aizik already mentioned a few patches ago the hero was close to making a comeback. Maybe this is the patch that tips the scales in her favor. 150 is a lot of gold for a position 5!

5) Enchantress

* Enchantress: Nature’s Attendants cooldown reduced from 45 to 35

* Enchantress: Enchant slow rescaled from 3/4/5/6 to 3.75/4.5/5.25/6

Like a lot of changes, these buffs are targeted towards the laning stages. More sustain with heal, more killing potential with increased slow. Would be interesting to run a baby sitting Ench with max heal, because that heal is considerable amount.

6) Enigma

* Enigma: Demonic Conversion manacost reduced from 170 to 140/150/160/170

* Enigma: Demonic Conversion Eidolon HP regen increased from 0.25 to 4

It is a bad jungling meta with the reduced XP and gold, but these changes to Demonic Conversion really make it enticing to take Enigma to the jungle. Well, the also can be put to use in the lane, but the major advantage will be see in the jungle with the Eidolons having more survivability.

7) Huskar

* Huskar: Level 25 Talent changed from 0 Inner Vitality Cooldown to Burning Spears Pure and Pierces Immunity

* Huskar: Level 25 Talent increased from +125 Attack Range to +150

This is definitely something Huskar needed. Huskar lineups usually aim for the early game, finish the game before the enemy cores have a chance to come online. But incase that does not happen, Husk falls off and the game is lost. Well timed BKBs make his ultimate totally ineffective and the damage from Burning Spears is negated as well. Burning Spears turning to Pure changes that. The damage cannot even be mitigated with a Hood or Pipe. The only thing is, level 25 might be a bit too late for it. It is good change no doubt, but I wonder if that will shoot up the pick rate for Huskar.

8) Lich

* Lich: Frost Blast attack slow increased from -20 to -30

* Lich: Frost Blast cooldown reduced from 8 to 7

* Lich: Level 10 Talent increased from +175 Health to +200

Steals XP from the opposition, provides armor to the carry and makes enemies crawl. What more do you want? The dual buff to Frost Blast makes Lich a scary proposition in lane.

9) Magnus

* Magnus: Base strength increased by 1

* Magnus: Skewer slow increased from 2.5/2.75/3/3.25 to 3.25

* Magnus: Shockwave damage increased from 75/150/225/300 to 90/160/230/300

The buff to Shockwave makes it equivalent to Lina’s Dragon Slave (Which has a damage of85/160/235/310). It has less AoE, but a lot lesser mana as well with just 90 mana at all levels. Makes last hitting and harassing a lot easier in lane. And if anyone is to be taken back into tower range with Skewer, the increased slow probably means an extra attack taken from the tower.

10) Necrophos

* Necrophos: Level 15 Talent increased from +16% Ghost Shroud Slow to +20%

* Necrophos: Level 25 Talent increased from -1.5s Death Pulse Cooldown to -2.5s

* Necrophos: Level 25 Talent increased from +0.6 heartstopper Aura to +0.8

Along with Clinkz, Necro has been the least picked hero since the turn of 7.08 with 3 games to his name. That is rough. The buffs he has received are good no doubt, but unlike most heroes, these are targeted towards the latter stages of the game. What Necro will need to make a comeback is something that helps him more in the early game. The level 25 talents are pretty cool though. 2.5 second Death Pulse cooldown and 3.1% Heartstopper Aura. For someone like a tanky Spectre with 3000 HP, that is 93 damage per second!

11) Phantom Assassin

* Phantom Assassin: Stifling Dagger slow rescaled from 1/2/3/4 seconds to 1.75/2.5/3.25/4

* Phantom Assassin: Level 20 Talent improved from Double Strike Stifling Dagger to Triple Strike Stifling Dagger

At some point, IceFrog and Valve need to realize how much ever they buff PA, she will not be a common pick in the professional meta. But she is crazy strong in pubs. Triple Strike Stifling Dagger? Imagine triple critting the enemy when they try to seize high ground. Makes the hair on the back of my neck stand.

12) Phoenix

* Phoenix: Supernova stun duration from 1.5/2/2.5 to 2/2.5/3.0

A 3 second AoE stun? That’s more than Ravage! I know it is a more difficult to land, but 3 seconds is a big time. Finding the perfect combo, like a Chrono, to make sure the Supernova goes off could be a gank turner.

13) Pudge

* Pudge: Level 10 Talent changed from +5 Armor to +30% XP

* Pudge: Level 15 Talent changed from +75 Damage to +12% Rot Slow

30% XP increase is something that will propel Pudge to further levels and get to the Rot Slow and +180 GPM/ 15% Cooldown Reduction quicker.

14) Tiny

* Tiny: Base movement speed increased from 280 to 285

* Tiny: Tree Throw splash damage increased from 130% to 150%

* Tiny: Grow Status Resistance increased from 20/30/40% to 30/40/50%

The Stone Giant was nerfed and never seen again after 7.14. With the buffs in 7.16 and 7.17, Tiny might be back but with the top teams not playing again till TI 8, you can’t be sure. Additionally, the main thing about Tiny was the 100% cleave which helped him farm really fast. Without that, I’m not sure teams will go there.


1) Bane

* Bane: Base damage reduced by 2

* Bane: Brain Sap manacost increased from 70/100/130/160 to 90/115/140/165

Bane is a lane winner if there ever was one. High base damage for harassing, decent armor and a pure damage skill (that heals for the damage!) to start with. Had to be brought down a notch. Although I don’t see this affecting his pick rate.

2) Clockwerk

* Clockwerk: Base damage reduced by 4

Combine this nerf with the increased mana cost for Cogs in 7.16 and it puts a dent in Clockwerk’s claim as a priority pick.

3) Gyrocopter

* Gyrocopter: Level 15 Talent changed from +3 Flak Cannon Attacks to +0.5s Homing Missile Stun Duration

* Gyrocopter: Level 20 Talent reduced from +45 Movement Speed to +40

Gyro has been nerfed time and again but he keeps being picked and he keeps winning! Gyro has been picked 772 times this season with a win rate of 53.24%. This here, is a considerable nerf as the talent of +3 Flak Cannon Attacks was picked nearly 100% of the time. The extra charges help in fighting and in team fight. Hopefully, this does actually affects him.

4) Io

* Io: Spirits damage reduced from 25/50/75/100 to 20/40/60/80

* Io: Tether movement speed reduced from 7/10/13/16 to 5/8/11/14%

* Io: Level 10 Talent reduced from +60 Damage to +45

* Io: Level 20 Talent reduced from +20 Health Regen to +15

Since 7.12, Io has been banned so many games that the ball has been picked in only 55 games. And of those, Io has won 40 with a win rate of 73.72%! Like Bane, it won’t deter teams from picking the hero, but it will make it a bit easier to win against it.

5) Night Stalker

* Night Stalker: Crippling Fear cooldown increased from 12 to 24/20/16/12

* Night Stalker: Void cooldown increased from 8 to 11/10/9/8

7.16 saw the change that Void would not apply a mini stun during the day. The Void cooldown is a bigger nerf than Crippling Fear. A lot of times, getting off a last ditch Void is the difference between getting a kill and getting killed. 3 seconds may not seem a lot, but it sure is in the laning stage.

6) Sand King

* Sand King: Base damage reduced by 3

* Sand King: Caustic Finale slow reduced from 21/24/27/30% to 15/20/25/30%

What needs to be done to keep Sand King down and out? The hero has become a comfort hero for so many teams that even with so many nerfs, he keeps getting picked. And SK isn’t even a very successful hero at that. The most played hero of the season with 1162 games, SK’s win rate is 45.18%. But teams keep going towards him, despite of the below average win rate and nerfs. Like most changes, SK’s nerf is targeted towards the early game. Hopefully, it’ll make him stay in his Burrow and not Strike in the foreseeable future.

Although there were a lot of changes, most of them were minor ones. These were the ones I thought would have more of an impact on the game. With Open Qualifiers and Regional Qualifiers all happening within the next two weeks, it will be interesting to see if teams decide to stick to what they know or experiment on a few things based on Dota 2 7.17!

Friday, July 14, 2017

The teams of the International 2017, part one

Take the world’s largest crowd-funded tournament, the largest and most difficult MOBA, and 90 of the hardest-working and most talented gamers in the world, and put them in Seattle for two weeks. What you’ll get is The International 7, the biggest Dota 2—and esports—tournament, held annually by the game’s developers, Valve. 
This LAN is quickly drawing closer, and what is a tournament without its participants? Qualifiers for all regions have concluded, and the eighteen teams that will attend The International’s main event in mid-August have been decided. 
Six teams were directly invited by Valve:
OG (Europe) 
Virtus Pro (Commonwealth of Independent States) 
Evil Geniuses (North America) 
Team Liquid (Europe) 
Newbee (China) 
Invictus Gaming (China) 

Regions were given certain numbers of qualifier spots as follows: three each for China and Southeast Asia, two each for Europe and North America, one for South America and one for CIS. Here, we’ll be taking a look at the two Eastern regions, China and Southeast Asia, and the teams that are preparing to cross the world to fight for the Aegis of Champions.
If there’s any sign that the Chinese region has become quite competitive, it would be the regional qualifiers. Not unlike the years before it, some renown names and even top teams were pushed out in the group stage, including VG.J, which was one of the strongest squads several months ago, and EHOME, a famous regional banner. 
But first and foremost, there are the teams handed direct invites, which are the most likely choices among those battling for respect in the country. 
First, and most impressively throughout the 2016-2017 competitive season, is Newbee, with its entirely different squad than the banner’s TI4-winning run. With consistent appearances at the top events in the world, his fresh team has proven their year-round strength that clearly caught Valve’s eye. They’ve placed in most of their tournaments since The International, minus the Kiev Major 2017, where they fell to European TI7 direct invite Team Liquid in the single elimination bracket’s first round. Their main worry, though, is that they keep losing their top spots to other teams at events of the highest caliber. This doesn’t mean that they can’t pull it together for a winning push at TI, of course.
Photo credit: Newbee
Their strongest regional competitor is Invictus Gaming, which earned the other Chinese direct invite, similarly a former TI-winning banner with a revamped squad. In recent months, they’ve performed beyond expectations, especially with a solid victory against OG in the Dota 2 Asian Championships. While their performance hasn’t always been completely consistent, they’ve done well enough to be considered one of the top in the region. 
The qualifiers were as tough as the season itself for many Chinese teams, but there must be a winner. 
None other than IG.Vitality came first. The sister squad to IG has performed fairly well throughout the year, with star players such as InJuly and up-and-coming Paparazi giving the team a reputation as a powerhouse of its own. While they lacked the sort of strength that gave their main squad its invite, they’ve been present and held their own at many events throughout the year. It paid off, as they took the top score in the China Qualifier’s round robin stages, earning the region’s first qualifying spot.
For the first time in Dota 2, two Philippines-based squads will be attending the same Valve event
Soon after came phase two, where two teams under the same organization worked their way into the main event. First came LGD.ForeverYoung, a team well-mixed with up-and-comers as well as DotA veterans. In their most recent events, they’ve placed well, even rivalling their organization’s primary team, LGD Gaming. (Actually, LFY took the qualifier spot from LGD in both the Epicenter and Mars Dota 2 League qualifiers.) This banner also qualified for the Boston Major and continued to the second round of the single-elimination, but they shuffled in mid-May to much recent success. 
Their older sibling org, LGD Gaming, eventually caught up in the final part of the qualifiers. LGD recently won their first LAN in years at MDL, and it was no small deal. The other teams they had to take on included European squad OG, and that wasn’t even in the Grand Finals (they took fourth). LGD also managed to top LFY and Chinese top pick Newbee, which placed second and third respectively at the event, to take the win. While the team didn’t show up for the event, they qualified for Galaxy Battles as well, and so they’re likely going to be a threat in Seattle. 
With similar difficulty (and the same format) came the Southeast Asia qualifiers, stacked with teams and players passionate about—and fighting hard for—a spot in the main event. While none of the teams in this region managed to snag an invite, Valve has extended an invitation for three teams that can fight through the regional qualifiers. And, for the first time in Dota 2, two Philippines-based squads will be attending the same Valve event, though this is pending the question, and consistent issue, of USA travel visa acquisition.
Photo credit: Twitch
For SEA, the team that took the round robin phase was none other than TNC Pro Team, one of the premier squads of the region. TNC has been an international underdog since their TI6 run, and they’ve been a favorite of the passionate region since. Only three of their teammates remain today: Carlo “Kuku” Palad, Marc Polo Luis Fausto or “Raven” and Samson Solomon Enojosa Hidalgo or “Sam_H,” with Theeban “1437” Silva from Canada and Filipino legend Timothy “Tims” Randrup now helping to lead the charge. In what’s considered a difficult region, TNC has managed to assert their presence within the top tier of SEA squads, and so their TI7 qualification is certainly no joke.
The next to rise up is Fnatic. While European at the organisation's roots, the franchise has planted its Dota 2 fortress in SEA, where it’s had mixed but notable success. Now, the team has an international mix, with former two Korean MVP.Phoenix squad members, Kim Seon-yeop “QO” and Kim “Febby” Yong-min, along with two Malaysian players and a Filipino player. The team’s only been able to play together at the Zotac Cup Masters in June, but the fact that this team could qualify in such a difficult reason speaks volumes about their potential. 
Last, but certainly not least, comes Execration from the lower bracket. The organization has had its share of well-qualified players, but, much like other teams from the region, faced visa issues that prevented their team from success, specifically at the Boston Major. They were unable to perform well and shuffled just in time for the open qualifier. This newly-formed crew clearly worked well together, as they beat the former regional champions Clutch Gamers, and they even beat Team Faceless in the group stage. The team has a lot to look forward to during its big showing at TI7’s main event.
source :

Monday, December 19, 2016

How to Fix Connecting to Dota 2 Game Coordinator Error

How to Fix Connecting to Dota 2 Game Coordinator Error

Dota 2 Reborn is facing many problems including lags, bugs and now a days almost all Dota 2 Gamers are facing a new issue. When they start the game they receive an error “Connecting to Dota 2 Game Coordinator“. With this issue, users can not find any game normally and its like your Dota 2 has not connected to Dota 2 network.
So here are few tricks which can fix your “Connecting to Dota 2 Game Coordinator” issue. It is also possible that next time you launch Dota 2, you may face this issue again. 1st 2 methods are temporary solutions whereas method 3 is permanent solution. Right now if you think that there might be some fix by official Dota 2 developers, then you are wrong and you may need to wait for a long time to get a permanent solution from Steam + Valve.

Method 1

Follow these simple steps to get rid of Connecting to Dota 2 Game Coordinator issue.
  1. Sign in to Steam and start Dota 2
  2. If your Dota 2 Start with “Connecting to Dota 2 Game Coordinator” error, then click on “Play Dota 2” in bottom right corner and select “Practice with Bots” and in next option select “Solo”.
  3. Now start your game and select any hero.
  4. Now load and enter the game
  5. Now come to main Dota 2 Screen by pressing Down button in top left corner while you are in game.
  6. Disconnect the game by clicking on “Disconnect” button in bottom right corner.
  7. Enjoy, your issue is solved now and you can search for normal game now 🙂

Method 2

Alternately you can also get rid of this issue by Going to Learn tab and then starting a Learn game in left most column. You will have to follow all steps from step #3 – 7.
If you do not understand anything given in above lines, then just watch this video below and I hope this issue is solved for you.

Method 3

This is a permanent solution
1. If Dota 2 and Steam are running, close it.
2. Right click Steam icon on your desktop and then click “Properties
3. You will see “Target“and this address will be present there. “C:\Program Files (x86)\Steam\Steam.exe
How to fix Dota 2 Game Coordinators
4. Now at the end of this line, add space and “-tcp“. It will become like this.“C:\Program Files (x86)\Steam\Steam.exe” -tcp
How to fix Dota 2 Game Coordinators
5. Click “Apply” then click “Ok
6. Now launch Steam then start Dota 2 normally.
7. Your issue must be fixed by now 🙂

Method 4

This is a permanent solution
This may sound strange to you but its one of the best and permanent method to get rid of connecting to Dota 2 game coordinator error. Download this software WTFast for free. Run this software and then run your game and start feeling the difference. Annoying connecting to Dota 2 game coordinator error will be gone for ever. How ? This is a software specially developed for the sole purpose of reducing pings, lags and improving connection with game servers.
Credits : Thanks Krocodyle for sharing method 1 and Video Owner has rights for this video on Youtube for method 2 and Asia3CTech Admin for sharing method 3.

Friday, December 16, 2016

Cara memperbaiki "C:\ Is not accessible Access denied " TANPA INSTALL ULANG 100%

(hardisk) :\ Is not accessible access denied biasanya terjadi akibat drive tersebut terkunci sehingga tidak bisa terbuka oleh siapapun juga. Drive terkunci sendiri juga banyak faktor seperti komputer dipaksa mati padahal banyak program yang sedang berjalan. nah yang parah jika yang terkunci adalah drive C:\ dimana folder windows terletak disitu ! lalu bagaimana caranya jika drive c:\ benar2 terkunci. ini dia caranya

Khusus Error "C:\ is not accessible. Access denied"
1. Hal yang perlu kamu lakukan adalah install windows BARU, bukan INSTALL ULANG !! Kalau kamu sudah punya 2 windows silahkan lewati cara ini dan ikuti langkah "Lanjut"
2. Silahkan Install windows baru di D:\ atau E:\ dengan cd boot masing2
3. Setelah terinstall windows baru silahkan ikuti langkah "Lanjut"

Khusus Error D:\ atau E:\ is not accessible. access denied langsung ikuti langkah "Lanjut" !
Lanjut :

1. Buka my computer
2. Klik kanan pada drive yang error
3. Pilih Properties - security - advanced - klik add
4. pilih  "select of principal" lalu pada textbox isikan "everyone" seperti gambar

5.  centang semuanya kecuali only apply bla bla, seperti gambar dibawah !! Lalu klik OK

6.  Setelah itu centang "replace all child..." setelah itu klik OK

5. Jika ada pilihan messagebox, klik YES saja

Sekian dulu semoga bermanfaat. :D

TAGS : cara memperbaiki is not accessible access denied, C:\ is not accessible, D:\ is not accessible, E:\ is not accessible, C;\ is not accesible access denied, D;\ is not accessible access denied, E:\ is not accessible acess denied.

Dota 2: The New Journey why update 7.00 is such a MASSIVE game-changer

For an idea of how much Dota 2’s New Journey/7.00 update is A Big Deal, consider this: Dota, in general, has been in version 6.somethingsomething since 2005 – the Dota All-Stars mod days. It was around this time that the mysterious Icefrog originally took over development. That’s endured all the way through Valve’s Dota 2, right up until now, when all our expectations of the game’s patch number conventions crumbled like so many tango-munched trees.
Moreover, the preceding patch – 6.88 – is held in unusually high esteem by both the community at large and the professional/competitive scene. Other than the questionable strength of certain illusion-spam lineups, 6.88 was remarkably well-balanced, with almost no heroes considered unviable and a relatively broad range of strategies, from drawn-out split pushing to full-davai five-man gank rushes being employed in games at all skill levels. [Don’t worry about the terminology if you’re less steeped in on Dota slang – just know that 6.88 was really versatile! – Ed]
Nonetheless, Valve – and Icefrog – have held little back for 7.00, introducing not only a new hero in Monkey King, but the kind of fundamentals-altering additions that go even further than what skipping 0.11 version numbers would suggest. Perhaps the most impactful of these changes are Talents.


The ability to put skill points into upgrading your hero’s stats when you level up is dead. Instead, you can now put those points into Heroes of the Storm-style Talent trees, which give you a choice between two permanent buffs at levels 10, 15, 20 and 25. That’s all on top of your hero’s usual spells. In effect, that means every single hero has received potentially enormous buffs.
Seriously, listen to some of these options: an extra 300 gold per minute on Puck. Vengeful Spirit’s Magic Missile piercing spell immunity. -35s respawn time on Nature’s Prophet. +6 health regen for Slardar at level 10. Level 10!
Of course, most aspects of Dota 2 sound horrific on paper before turning out to be easily counterable or ignorable in-game, and it’s worth remembering that most games end without anyone hitting level 25. Actually, many end without supports even hitting 20. It’s therefore hard to imagine that the craziest Talents (which live at the top of the Talent Tree and will only come into play in these late stages) will form the basis of initial hero picks/bans or overall strategies.
Still, they’re definitely things to aim for, and I can see supports possibly playing a bit more sacrificially in order to avoid sapping that precious XP, helping to secure their carry’s level progression.
[As a Witch Doctor main, I checked his Talent Tree and one of the level 10 choices gives you +20% XP gain, so that could help stop you falling behind while prioritising a carry in this way – Ed]
In any case, the bonuses afforded by skilling Talents look set to open up new item build possibilities, to counter enemy capabilities (or synergise with allies) and negate the weaknesses a hero may have possessed since their inception; as a perennially weak, broke Crystal Maiden player, I’m particularly excited about kitting her out with +50 attack damage and +120gpm. The uncountable extra layers of complexity and strategy that Talents add may make for huge amounts of potential, or create a huge risk in terms of overpowered heroes, but one thing’s for certain: there’s a hell of a lot more to learn now.

Monkey King

Monkey King
At last, we have Sun Wukong, the Monkey King: Dota 2’s first hero not to have been ported from the original Dota mod. As is often the case for newly-added heroes, he feels very strong indeed; his Q ability, Boundless Strike, is a long-range staff slam that stuns everything in a line while also adding critical physical damage based on his normal attack attack, so it can double as a devastating area of effect nuke if you build heavy-hitting items on him.
He also has an excellent escape ability in Tree Dance, which lets him jump up to and from treetops where enemies can’t see (unless they have flying vision, which Tree Dance incidentally provides for Monkey King). This also sets up Primal Spring, whereby he jumps forcefully back to the ground, damaging and slowing heroes caught in a small radius.
His passive, Jingu Mastery, adds bonus autoattack damage and lifesteal if Monkey King lands four consecutive hits on a hero. This combos nicely with his ultimate, Wukong’s Command, which creates a formation of illusions to attack anything caught in its massive area of effect – while, again, boosting Monkey King’s attack damage.
Wukong's Command
His only duff spell, in my book, is Mischief. This applies a context-sensitive disguise to help hide from pursuers – he’ll turn into a tree if you’re in a wooded patch, or a rune if you’re stood atop one of the ward spots. It will rarely fool experienced players, sadly, and even newbies must surely notice something strange about a random tango or clarity potion lying in the middle of a lane. A simple autoattack will break the disguise, anyway. [You say this, and yet after spending two years accidentally picking up abandoned iron branches thanks to one particular friend I might be a little more vulnerable to the trap… – Ed.]
Valve reckon Monkey King is a carry, which is certainly a viable way to run him, considering his obscene physical damage potential. That said, his toolkit is versatile enough to make for a decent solo offlaner, too – Boundless Strike is well-suited for halting ganks, and Tree Dance is an effective escape mechanism provided the enemy can’t get vision over trees. Be wary of Timbersaws, though: if a tree is destroyed while Monkey King is stood on it, he’ll be stunned for four whole seconds; a probable death sentence.
Tree Dance


As well as a long list of balance tweaks, 7.00 has applied major reworks to a handful of heroes. Lycan, for instance, has had a timing element added, similar to that of Night Stalker: Howl’s new damage and HP buffs will have double the effect when used at night, adding an interesting dimension in terms of when exactly he should time a push or join a fight.
Infamous lane-annoyer Necrophos, meanwhile, has had his Sadist ability replaced by Ghost Shroud. Sadist was the one which let him gain health and mana when killing units. Ghost Shroud is about slowing nearby enemies while putting Necro in an Ethereal state – so he can’t attack, and is weaker to magic damage, but will have any HP or mana replenishment effects doubled AND you get an area of effect slow which affects nearby enemies. Since Sadist boosted Necro’s survivability, this replacement with Ghost Shroud looks like Valve is prodding Necro into a more clearly-defined support role, helping his team chase down kills at the risk of being blown up by magical nukes.
Another big change is to his Aghanim’s Scepter upgrade; using Necro’s ultimate ability when you have a Scepter no longer disables buyback on the hero you killed, making it a bit less game-winning in the ultra-late game [more on the importance of buyback in our Dota 2 guide! – Ed.], but it does now reduce cooldown on said ultimate to a minimum of 25 seconds – low enough that it could be deployed twice in a single fight. Scary.
Treant Protector got a boost to his surprise-attack potential, with Nature’s Guise turning from an active ability to a passive, turning him invisible whenever he’s near a tree for a few seconds (and gaining movement speed in the process). Break that invisibility with an autoattack, and it’ll apply a decent scaling bash stun to your target. That comes at the cost of easy escapes, though; the old Nature’s Guise had a 2s invisibility fade time, while this new version takes between 3-6s to kick in, depending on your hero’s level.
Techies’ Land Mines also got completely changed, becoming Proximity Mines. Undetectable to True Sight, these will actually reveal themselves to enemy heroes who move into close range of the mines. The mines don’t trigger immediately so you have a brief window to GTFO but if you stay within that range for 1.6s, they’ll explode. Proximity Mines can’t be stacked on top of each other, but have much higher damage to compensate.
This does sound like an improvement for all involved. Techies players won’t have to stand around slowly plopping nine mines all on the same spot, while foes will have a little grace period to avoid or destroy the mine before it insta-gibs them out of nowhere, as was the case before. I’m not too keen on Blast Off, the replacement skill for Suicide Squad, Attack!, though. With that one Techies quickly dart forward before non-lethally exploding, making it harder for victims to dodge. Besides dealing huge damage, it applies a silence to anyone caught in the blast radius – the most annoying debuff in all MOBA-dom.
There are tonnes of other, lesser changes, but it would be remiss to skip a mention of Riki’s new Aghs upgrade, which allows him to hide inside an ally when casting his ultimate, attacking from within his host. Fellow Dota nerds may recognise the origins of this in a legendary Reddit shitpost; a dumb joke made to pass the time between patches, now given immortality in the game itself. Still, hitching a ride inside a speedy Bloodseeker, Windranger or Slardar while casting Tricks of the Trade on anyone nearby could be an effective, and quite literal, pocket strat.


There’s also a new ‘backpack’ mechanic wherein you can carry an additional three items, but not use them or gain their effects. They can be swapped out with any of the items in your main inventory, but they’ll only become ‘active’ after a six second delay. It’s probably not a quick enough process to reliably switch items around mid-fight, but it is super useful for lugging around the component parts for a soon-to-be complete Upgrade item. I’ve found it’s especially useful when one of those components comes from the Secret Shop — you can just grab it and bag it while passing through, without needing to micro the courier when delivers the other parts.

General changes

Now that Talents have made XP gain much, much more important, Valve have very helpfully completely changed how experience and leveling is calculated. In short, most levels now require less XP to reach than in 6.88, and maxing out at level 25 requires less XP overall. To an extent, this is counteracted by lowered XP gains from denied creeps, but with higher, scaling payouts from things like the Tome of Knowledge item and more easily available Bounty runes (see below), expect to see core heroes level up faster, possibly leading to shorter, faster-paced games.
Root abilities have also been buffed. Root is a status effect that stops you moving but doesn’t disable you the way a stun would. Root abilities will now prevent ‘escape’ spells like Mirana’s Leap and Phoenix’s Icarus Dive from allowing them to move away. This is a great change – roots always felt like rubbish Poundland stuns, and while they’re still not sufficiently ‘hard’ disables that they break the heroes using them, it’s nice that slippery heroes can’t just brainlessly jump out of them. Speaking of which, many of the same leap/jump/dive spells no longer disjoint projectiles – how d’you like that, Slark? Jerk.

The map

Roshan has moved house again – he now resides in a new cave next to the top rune spot, right in the middle of an expanded bit of river. Hopefully this cuts out the Dire side’s advantage when it comes to claiming Rosh; previously, it was easier for them to sneak in (since they didn’t have to cross the river), and the Dire Tier 1 tower was so close it provided an easier route for teleporting heroes to join fights in and around the pit. This new placement definitely seems to level the field.
Roshan's new gaff
That’s not even the biggest change to the map, though. Every jungle area has been completely redesigned, with new neutral creep camp placements (and new neutral creeps), so prepare to re-learn your pull timings, plus there are Bounty rune spawn spots (ideal for risk-averse Alchemist players who don’t want to leave their side of the map) and a new building type, Shrines. These give a quick burst of health and mana regen, so you don’t necessarily have to trundle all the way back to base if you’re beaten up – another concession to faster-paced games.


The rejigged in-game HUD might be the iiffiest of 7.00’s changes; it’s tighter, cleaner and gives you better visibility of the map, but the smaller dimensions won’t be for everyone. You can increase the size of the minimap, but not other HUD elements and a lot of useful information is hidden behind presses of the Alt key. You’ll need to hold this to see your KDA, last hits and denies, and the gold required for buyback – all small figures which could have easily been included without the need for an extra keypress.
One rather brilliant change, however, is the unit query window. This pops out from the left side of the screen to show the items and, if an ally, the skill build of any hero you click. In the past, this info would obscure your own hero control panel, so the separate window is a very welcome change.
There’s also a nifty pregame screen whenever you lock in your hero at the start of a match. This gives you an extra 30 seconds to plan lane matchups, indicate likely ward placements and buy your starting items – a boon for those who tend to still be mulling over their initial purchases when the first creeps spawn. The anime-style shot of both team compositions which follows the pregame menu is an amusingly ridiculous touch, too.
The new pregame

Other stuff

Following much community grumbling, Slardar and Viper have had their hideous old models replaced with higher-quality, still-ugly-but-in-a-good way reskins. Also, Enigma is hench now, for some reason.
Tools for community-programmed AI bots are another happy inclusion. Valve’s own bots are, depending on difficulty level, either suicidally stupid or lethally psychic, so hopefully some clever fans can come up with something in-between.
I’m out of wordcount at this point, so:
New skybox (cool!)
Bigger trees and grass effects in showcase view (cool!)
Rod of Atos now roots instead of slows (cool, now that root doesn’t suck anymore!)
Quelling Blade and Iron Talon have a flat damage bonus instead of a percentage-based one (not cool if you’re a jungler!)
For the many, many other minor changes, check out Valve’s 7.00 minisite.
Despite some early trepidation regarding Talents, both they and (more or less) everything else about The New Journey seem like fine additions; my experience on the main client, which received the update in the wee hours of this morning, has been spent more on buzzing with new ideas on how to play than it has with fretting over potential OP-ness. Monkey King, too, feels dynamic and multi-dimensional in way that not all Agility cores do. It’s a great patch – here’s hoping we don’t have to wait 11 years for the next one.

Friday, May 13, 2016

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Friday, April 29, 2016

Can't Play Dota? An issue with your computer is blocking the VAC system. You cannot play on secure servers.

Restart your computer

An issue with your computer is blocking the VAC system. You cannot play on secure servers.

How do I fix this?

If this is a problem for you on all servers then you can try fixing this problem by exiting Steam and restarting your computer.

Conflicting Software

This issue can be caused by third party software interfering with your game or Steam. Please restart your computer, then launch Steam and the game without running any other third party software.
Common Conflicts:
  • Cheat Engine
  • IObit Start Menu 8
  • CCleaner
  • Process Hacker
  • DLL Injectors

Repair the Steam Service

This may also indicate a Steam Service failure.  Please try repairing the Steam Service:
  • Exit Steam.
  • Click Start > Run (Windows Key + R)
  • Type the following command:

    "C:\Program Files (x86)\Steam\bin\SteamService.exe" /repair 

    (If you have installed Steam to another path, please replace C:\Program Files (x86)\Steam with the correct path.)

    This command requires administrator privileges and may take a few minutes.
  • Launch Steam and test the issue again. 

Restore Boot Settings to Default

Kernel Integrity checks, Kernel Debugging, and Data Execution Prevention (DEP) must be set to default to play on VAC secured servers. To change these settings to default please follow the steps below:
  • Exit Steam.
  • Click the Start button, then 'All Programs', and 'Accessories'
  • Right-click on Command Prompt and click "Run as administrator..."
  • Note:

    If you are running Windows 8 you will need to press Windows Key + X and select Command Prompt (Admin)
  • In the command prompt, type the following commands and press Enter after each command:

    bcdedit /deletevalue nointegritychecks 
    bcdedit /deletevalue loadoptions 
    bcdedit /debug off 
    bcdedit /deletevalue nx  
  • Note:

    If you recieve the following error when entering these commands they are already set to default.

    The value is protected by Secure Boot policy and cannot be modified or deleted.
  • Restart your computer.
  • Launch Steam and test the issue again. 

Repair System Files

There may be corrupt system files that are causing this issue. The following instructions will run a critical system file check on your Windows installation, replacing any missing or damaged files:
  • Exit Steam.
  • Click the Start button, then 'All Programs', and 'Accessories'
  • Right-click on Command Prompt and click "Run as administrator..."
  • Note:

    If you are running Windows 8 you will need to press Windows Key + X and select Command Prompt (Admin)
  • In the command prompt, type the following command and press Enter:

    sfc /scannow

  • Once the operation has completed please restart your computer then launch Steam and test the issue again..