Tuesday, 8 September 2015

History Of Dota 2

Defense of the Ancients (DotA) is a multiplayer online battle arena mod for the video game Warcraft III: Reign of Chaos and its expansion, Warcraft III: The Frozen Throne, based on the "Aeon of Strife" map for StarCraft. The scenario objective is for each team to destroy the opponents' Ancient, heavily guarded structures at opposing corners of the map. Players use powerful units known as heroes, and are assisted by allied heroes and AI-controlled fighters. As in role-playing games, players level up their heroes and use gold to buy equipment during the mission.
The scenario was developed with the "World Editor" of Reign of Chaos, and was updated upon the release of its expansion, The Frozen Throne. There have been many variations of the original concept; the most popular being DotA Allstars, which eventually was simplified to DotA with the release of version 6.68.This specific scenario has been maintained by several authors during development, the latest of whom is the anonymous developer known as "IceFrog" who has developed the game since 2005.
Since its original release, DotA has become a feature at several worldwide tournaments, including Blizzard Entertainment's BlizzCon and the Asian World Cyber Games, as well as the Cyberathlete Amateur and CyberEvolution leagues; in a 2008 article of video game industry website Gamasutra, the article's author claimed that DotA was probably "the most popular and most-discussed free, non-supported game mod in the world". DotA is largely attributed to being the most significant inspiration for the multiplayer online battle arena genre. Valve Corporation acquired the intellectual property rights to DotA to develop a stand-alone sequel, Dota 2, which was released in 2013.


Attributes Of Heroes



Primary attribute[edit | edit source]
Every hero has a primary attribute, which controls his or her attack damage. Every point in their primary attribute adds 1 point of damage to their attacks, and any bonus to a hero's primary attribute will affect that hero's attack damage. Usually, a hero's primary attribute will determine how he or she is played. For example, intelligence heroes are typically more dependent on abilities. A hero's primary attribute typically grows faster than the other two attributes.

Strength[edit | edit source]
Main Article: Strength
Strength is a measure of a hero's toughness and endurance. Strength determines a hero's maximum health and health regeneration. Heroes with strength as their primary attribute can be hard to kill, so they will often take initiator and tank roles, initiating fights and taking most of the damage from enemy attacks.

Every point in strength increases maximum health by 19.
Every point in strength increases health regeneration by 0.03 HP per second.
If strength is a hero's primary attribute, every point in strength increases his or her attack damage by 1.
Agility[edit | edit source]
Main Article: Agility
Agility is a measure of a hero's swiftness and dexterity. Agility determines a hero's armor and attack speed. Heroes with agility as their primary attribute tend to be more dependent on their auto-attacks and items, and are usually capable of falling back on their abilities in a pinch. Agility heroes often take carry and Gank roles.

Every point in agility increases a hero's armor by 0.14 (meaning that 7 is needed to get 1 armor).
Every point in agility increases a hero's attack speed by 1.
If agility is a hero's primary attribute, every point in agility increases his or her attack damage by 1.
Intelligence[edit | edit source]
Main Article: Intelligence
Intelligence is a measure of a hero's wit and wisdom. Intelligence determines a hero's maximum mana and mana regeneration. Heroes with intelligence as their primary attribute tend to rely on their abilities to deal damage or help others. Intelligence heroes often take support, gank, and pusher roles.

Every point in intelligence increases a hero's maximum Mana by 13.
Every point in intelligence increases a hero's mana regeneration by 0.04 mana per second.
If intelligence is a hero's primary attribute, every point in intelligence increases his or her attack damage by 1.
A screenshot showing the ability Attribute Bonus

Upon gaining a level, a hero may choose to gain a level in Attribute Bonus instead of another ability.
Attribute Bonus[edit | edit source]
Also known as stats, is a passive ability possessed by every hero except Invoker. Each additional level of Attribute Bonus increases all attributes—strength, agility, and intelligence—by 2. Attribute Bonus is distinct from the automatic attribute increases gained by every hero at every level. Just like regular abilities, heroes can place a new ability point in Attribute Bonus at every odd level. Attribute Bonus can be leveled a maximum of 10 times, at levels 1 / 3 / 5 / 7 / 9 / 11 / 13 / 15 / 17 / 19.

Attribute Bonus is a convenient way to compensate for a hero's early-game weakness without filling inventory space. For example, Wraith King and Sven have very low intelligence, so they often take a few early levels of Attribute Bonus to improve their mana pool.

Adding one level to Attribute Bonus is functionally equivalent to having a Circlet or two Iron Branches.

Roles Of Heroes

Example Of Dota

Carry

A carry is a hero who is weak in the early game but extremely strong in the late game, especially with high-cost items. The other players have to "carry" this hero through the early game so that he can farm up to be successful, and in turn he will "carry" the rest of his team through the late game by melting enemy heroes. One thing to note is that carries generally remain fragile for the entire game, so you still can't be too aggressive even if you do get farmed up. The general strategy of any team fight revolves around keeping your carry alive and killing the opposing carry. Carries are the primary source of steady DPS (as opposed to burst damage) on your team.

Initiator / Tank

An initiator is a hero who can get in on a group of enemy heroes and be disruptive enough to allow his allies to get in and start dealing damage safely. Initiator is a dangerous role to play, and you can expect to die a lot if you are unskilled or have unskilled teammates. If you rush in to initiate, and your teammates don't follow, you're going to be dead for no gain. The initiator usually has multiple stuns and enough damage output that it is dangerous to ignore him.

Tanks are generally the same as initiators, although calling something a tank usually also implies that it has a lot of HP. A tank must be a good initiator in order to be effective, or else it is too easy for the enemy team to ignore him and carry on through a team fight taking out higher priority targets that are easy to kill instead.

Ganker

In LoL, this is also called an Assassin. Gankers specialize in moving quickly or invisibly and dealing huge burst damage to a single target. They also usually have some way to stun or immobilize their opponent. The playstyle of choice for a ganker hero is to pop in unannounced and completely ruin one opponent's day before he really has time to react. When an enemy gets too comfortable laning, a ganker should come along and coordinate with his teammate in that lane to get an easy kill.

Jungler

A jungler is a hero with good sustainability and good ganking ability, although it's not necessarily as dedicated as a ganker. Junglers tend to have low-cooldown, low-cost abilities that they can use frequently to deal damage to creeps or keep themselves alive. They also usually have at least one disable so a surprise attack against an enemy in a lane will give them more of an advantage during a gank situation. A good jungler must be able to keep up with his teammates in experience without relying on lane creeps so he doesn't steal experience from his teammates.

Support

A support is a hero who is best when teammates are around. They tend to be ineffective in combat by themselves, but can turn the tide of a team fight by empowering their allies around them. Support characters usually have multiple abilities that can buff allies in various ways, by increasing their damage output, decreasing their damage taken, healing them, and sometimes even making them invincible. Support characters are usually highly mobile, so they can move around the map quickly and help wherever they're needed most. Because of this and their lack of reliance on items for themselves, they are generally responsible for placing wards in strategic locations around the map.

Pusher

A pusher is a hero who specializes in taking down waves of creeps extremely quickly. By doing this, they are able to keep pressure on the enemy tower early and often win their lanes first by taking down enemy towers quickly. In the late game, pushers can use the creeps to push a tower extremely quickly, sometimes before the enemies can even react. Sometimes, pushing this hard in the early game can be counterproductive, because it leaves you open for easy ganks and gives your opponents the safety of having their tower right there for cover. Pushers (at least in LoL) are not required for a good team composition.