Miyamiya Miyamiya

Why not doubles?

Why not doubles?

There seems to be a general conviction within the community that doubles are not allowed. Since I see no reason why not to have doubles, I occassionally ask my host/teammates and get exactly two answers:

1. Doubles are overpowered.

2. Doubles are underpowered.

Now I might be crazy, but are either of these reason valid if the other half of the community thinks the exact opposite?

 


I've also seen people mention that focused teams are unbeatable, like Sedna+QoT is unbeatable because you "can't possibly kill anything" and Regulus+Regulus is unbeatable because you "instantly kill everything". When these two teams fight each other apparently the universe explodes.

I personally think it would be exciting to fight against double-rook as they charge up the middle on cataract.

620,999 views 228 replies
Reply #176 Top

Could you give an example, please?

Heart of Life...?

Excellent reply, actually. However, do you think that is the norm?

Reply #177 Top

It's not balanced for new players to win against more experienced ones (you obviously didn't read all of my posts) it's balanced for players of equal skill levels, well, should be. There is a lower threshold, obviously people have to know how to play the game some amount, anything above that the game has to be balanced for. Go read my other posts.

 

Reply #178 Top

it is annoying, and strong if you get caught in it, but it does not turn them into an auto-win team.

double beast is not game breaking in my opinion. so does double beast deserve to be permanatly banned from the game?

no it doesnt. ofc there are many counters.

I do have a personally problem with foul grasp not triggering the invulnerability to stuns

this. i had a 3v3 game and this is what happened:

mass charm > foul grasp > foul grasp > mass charm

it was just frustrating.

Reply #179 Top

Quoting StAcK3D_ActR, reply 3

it is annoying, and strong if you get caught in it, but it does not turn them into an auto-win team.

double beast is not game breaking in my opinion. so does double beast deserve to be permanatly banned from the game?
no it doesnt. ofc there are many counters.


I do have a personally problem with foul grasp not triggering the invulnerability to stuns
this. i had a 3v3 game and this is what happened:

mass charm > foul grasp > foul grasp > mass charm

it was just frustrating.

People weren't terribly receptive to putting immunity on Grasp when I brought it up a while ago. My premade optimally plays Ere/UB/Sed and this is exactly what we play for in the mid game. The AoE charm going second instead of first can actually be better because it's easier for the beast to chase, and it deters anyone from coming to save due to AoE. Also means the grasp will pull interrupt if they have it, leaving the charm unopposed.

Reply #180 Top

My premade optimally plays Ere/UB/Sed and this is exactly what we play for in the mid game.

Strong choices. 

Reply #181 Top

Excellent reply, actually. However, do you think that is the norm?

Given there's been exactly 2 changes so far for balance, it seems to be.

Reply #182 Top

Well, last night a premade team faced my premade, they chosed double rook, here is the result

I know the discussion is not around this anymore, but it was the OP main topic.

 

 

Reply #183 Top

wow. double rook on crucible? did they use dual tower rook?

 

if they did, the whole discussion on whether "doubles should be banned" is ridiculous. You sucessfully beat tower rook in his ideal map with 1 lane. lol.

nice win.

 

Reply #184 Top

Quoting bmg50barrett, reply 8
wow. double rook on crucible? did they use dual tower rook?

 

if they did, the whole discussion on whether "doubles should be banned" is ridiculous. You sucessfully beat tower rook in his ideal map with 1 lane. lol.

nice win.

 

Double tower rook build, yes Sir. Thanks. :)

Reply #185 Top

You're assuming equal skill, which is not apparently the case given the records.....

Reply #186 Top

Game theory (it's a branch of social sciences) suggests that if one team plays as one type of demigod, then the game should never be started. Here's what should probably happen if teams were trying to maximize advantages:

 

1. Forces of Light pick to go all Reguluses

2. Forces of Darkness pick all Oak.

3. Forces of Light change their mind and switches to all Sedna's.

4. Forces of Darkness switch to all Erebuses.

etc....

The game never starts.

That's why having your entire team play as 1 type of DG is sort of retarded. You're either signing up for an advantage or disadvantage, because 1v1 games aren't balanced in general. Having different types of Demigods helps even things out.

Reply #187 Top

Quoting InfiniteVengeance, reply 10
You're assuming equal skill, which is not apparently the case given the records.....

 

I'm assuming that the game is to know how to counter. They died 12 times, true, but only 2 or maybe 3 when it mattered.

We countered their towers.

My question, if they won u would say "doubles r OP bc they won even with less skill (according to stats)", would u? And it should be "banned", correct? But If my team wins, it doesnt matter? Does that make sense? And some more, they stats arent bad at all, its just not "that great", would u agree with me? So why this match result isn't significant?

 

Reply #188 Top

Game theory (it's a branch of social sciences) suggests that if one team plays as one type of demigod, then the game should never be started. Here's what should probably happen if teams were trying to maximize advantages:

 

1. Forces of Light pick to go all Reguluses

2. Forces of Darkness pick all Oak.

3. Forces of Light change their mind and switches to all Sedna's.

4. Forces of Darkness switch to all Erebuses.

etc....

The game never starts.

That's why having your entire team play as 1 type of DG is sort of retarded. You're either signing up for an advantage or disadvantage, because 1v1 games aren't balanced in general. Having different types of Demigods helps even things out.

Where in the world are you getting those DG X < DG Y relationships? Also, why do you assume that every DG only has one build? Furthermore, how do you know that the best counter to XX is YY? Could it not be YZ? 

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Reply #189 Top

Quoting SoFFacet, reply 13

Where in the world are you getting those DG X < DG Y relationships? Also, why do you assume that every DG only has one build? Furthermore, how do you know that the best counter to XX is YY? Could it not be YZ? 

Exactly, go look at my previous post, #123 page 5, it is pretty easy to see that Demigod X is not inferior to Demigod Y. And yes, every single demigod has at least 2 builds.

well put soffacet.

Reply #190 Top

Where in the world are you getting those DG X < DG Y relationships?

The fact that different Demigods have different strengths and weaknesses? Even if you choose different builds, there are some things certain Demigods will not be good at. Sedna will *never* be good at AoE, no matter how you build her. Torchbearer isn't a tank, no matter how you build him. Unclean Beast will never be able to heal or shield. Demigods have certain advantages and disadvantages, even with build differentiation. Demigods aren't homogenous.

 

Take the actual example I gave. I really can't see how anyone other that Oak could counter 4 Reguluses. Four Oaks (it could be pulled off with 3 or even 2, probably) actually do a really good job countering 4 Reguluses. If my opponents switch to all Oaks, there's no way in hell I'm going to stay with 4 Reguluses. It's no longer an optimal combination. I'm going to switch to something else. There is too much homogeneity with four of the same type, even with different builds. This allows a specific counter that will be better, because there are certain things that each specific demigod *cannot* do, even with differentiated builds.

Reply #191 Top

Quoting bmg50barrett, reply 8
wow. double rook on crucible? did they use dual tower rook? 

 

Easy to counter with decent hero selection of your own.

Reply #192 Top

Quoting Epiphenomenon, reply 15
The fact that different Demigods have different strengths and weaknesses?

Yes, we know that. How does that help prove your point? Lets say DG build X1 is strong in aspect A and weak in aspect B. DG build X2 is strong in A and weak in C. DG Y1 is strong in B and weak in C. DG build Y2 is strong in D and weak in E. DG build Z1 is strong in C and weak in B. How does that information tell you anything about which DG counters which?

Answer: it doesn't, and in fact does not even support the conclusion that such DG X < DG Y relationships exist in the first place. 

Take the actual example I gave. I really can't see how anyone other that Oak could counter 4 Reguluses. Four Oaks (it could be pulled off with 3 or even 2, probably) actually do a really good job countering 4 Reguluses. If my opponents switch to all Oaks, there's no way in hell I'm going to stay with 4 Reguluses. It's no longer an optimal combination. I'm going to switch to something else. There is too much homogeneity with four of the same type, even with different builds. This allows a specific counter that will be better, because there are certain things that each specific demigod *cannot* do, even with differentiated builds.

Lets talk about 3v3 since thats the standard format and baseline. Lets say the enemy team has 3 Regs. Number of required Oaks = 0. Number of Required *Any Specific DG* = 0. So lets say your team jumps into my game. I have about five 3-DG combinations that I am especially fond of, none of which involve doubles. Your team picks 3 Regs. My team does not change anything and proceeds to stomp you anyways because 3 Regs is bad. 

Additionally, team automatch features generally do not let you see your opponents pick of race/character/etc before you are actually playing. I assume that this is how it would be done for a DG team automatch, so this behavior would never even be possible, let alone probable.  

Reply #193 Top

Lets talk about 3v3 since thats the standard format and baseline. Lets say the enemy team has 3 Regs. Number of required Oaks = 0. Number of Required *Any Specific DG* = 0. So lets say your team jumps into my game. I have about five 3-DG combinations that I am especially fond of, none of which involve doubles. Your team picks 3 Regs. My team does not change anything and proceeds to stomp you anyways because 3 Regs is bad.

I'm a little baffled how you plan on beating 3 Regs that all get either poisoned dagger or Heaven's Wrath without having an Oak on your team. Heaven's Wrath + Lvl 1 Snipe = 1500 damage anywhere at level 1. Three poisoned daggers means that you'll be lucky to be able to chase anyone down.

Reply #194 Top

Quoting Epiphenomenon, reply 18

Lets talk about 3v3 since thats the standard format and baseline. Lets say the enemy team has 3 Regs. Number of required Oaks = 0. Number of Required *Any Specific DG* = 0. So lets say your team jumps into my game. I have about five 3-DG combinations that I am especially fond of, none of which involve doubles. Your team picks 3 Regs. My team does not change anything and proceeds to stomp you anyways because 3 Regs is bad.


I'm a little baffled how you plan on beating 3 Regs that all get either poisoned dagger or Heaven's Wrath without having an Oak on your team. Heaven's Wrath + Lvl 1 Snipe = 1500 damage anywhere at level 1. Three poisoned daggers means that you'll be lucky to be able to chase anyone down.

I've lost with the trip reg team. It's not as imba as most people think. 1500 damage isn't that much either if you have support. Not to mention, theres VERY few maps where you should have 3 regs in range on the same target, the only one I can think of is Levi, and not if they're anywhere but along the inner wall. My premade used to do this all the time, infact, we got more rage quits than ever even though its much less effective than our current setup.

Reply #195 Top

I've lost with the trip reg team. It's not as imba as most people think. 1500 damage isn't that much either if you have support. Not to mention, theres VERY few maps where you should have 3 regs in range on the same target, the only one I can think of is Levi, and not if they're anywhere but along the inner wall. My premade used to do this all the time, infact, we got more rage quits than ever even though its much less effective than our current setup.

Did you have much success using Poisoned Dagger? Heaven's Wrath becomes less useful as the game goes on, but I've had very few problems having my premade stack Poisoned Dagger.

Reply #196 Top

Never used poisoned dagger with regulus tbh. :) Back then I ussualy turned off favor items, as they seemed iffy to me.

Reply #197 Top

Quoting Epiphenomenon, reply 18
I'm a little baffled how you plan on beating 3 Regs that all get either poisoned dagger or Heaven's Wrath without having an Oak on your team. Heaven's Wrath + Lvl 1 Snipe = 1500 damage anywhere at level 1. Three poisoned daggers means that you'll be lucky to be able to chase anyone down.

By not dying to their one-trick-gimmick, bullying them off flags, and building leads in xp, gold, and rank. Oh wait, thats what we do against every team! 

Reply #198 Top

Quoting SoFFacet, reply 22

By not dying to their one-trick-gimmick, bullying them off flags, and building leads in xp, gold, and rank. Oh wait, thats what we do against every team! 

All it needs is a bit of HP stacking from each team member, which most people do anyway, and a Sedna to heal the wounds, which most premade teams have as well.

Reply #199 Top

By not dying to their one-trick-gimmick, bullying them off flags, and building leads in xp, gold, and rank. Oh wait, thats what we do against every team!

Good luck doing that with a 66% movement speed against ranged characters. Maim stacks with itself (I think) and having multiple people buy Wyrmskin handguards with a Poison dagger means that we can keep any one person at 66% movement speed. Once proximity mines and mark of the betrayer are used, you will *constantly* be at 66% movement speed, no matter how much you stack speed items. You'll easily get ganked, or we can just range you as you inch towards us, and your team will have limited pursuit capabilities. Add 3 snipes to this and you are in for some serious trouble.

Reply #200 Top

Quoting Epiphenomenon, reply 24

By not dying to their one-trick-gimmick, bullying them off flags, and building leads in xp, gold, and rank. Oh wait, thats what we do against every team!


Good luck doing that with a 66% movement speed against ranged characters. Maim stacks with itself and having multiple people buy Wyrmskin handguards with a Poison dagger means that we can keep any one person at 66% movement speed. Once proximity mines and mark of the betrayer are used, you will *constantly* be at 66% movement speed, no matter how much you stack speed items. You'll easily get ganked, or we can just easily retreat, and your team will have limited pursuit capabilities. Add 3 snipes to this and you are in for some serious trouble.

Mmm... if you even touch a reggy they tend to die, which is why this trip snipe strategy is nothign more than an annoyance.