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Bir çeviri sorunu bildirin
Write in my profile what you want me to write to you in return
Вот примеры
Here are examples
- Juggernaut god
- Thx for carry
- 800 GPM monster
- Best carry
- Best mid
- (yr hero) god
- Farm machine
- finished in 20 min
- Top 1 pudge (or other one)
The current "TMT" always chase certain players especially the carry within a team to rush the teammates for it.
If we are to use the shrines or healing concept back, the percentage of healing for each player within a team should be recalculated too to avoid any abuse by certain party such as one consistent player can heal or use up to a max of 5% or 10% only from the max amount for every 10 or 20 minutes. By other mean, if the opposing side would like to dry off a certain shrine, they must perform the action through a plan with teammates.
Remark: Shrine can be consumed although HP or mana is full. Or make it a new ideology where consuming shrine while HP/mana full will automatically convert it into a 10 or 20% of base experience.
Regards,
MVP_lCE
Your idea caught my intention to raise certain inquiry that may come from those who missed the era when Dota II was active with the healing concept by using the shrines.
When I saw an old design of the game map was spoken out, I made a comparison to another feature within the map by selecting a current feature that I think has the worst impact onto the players. Therefore, I picked the "TMT" because it could bring down a lot of good teamwork spirit by the players.
Meanwhile, the Shrine has good hope to build better teamwork spirit among the players because the healing mechanic can chain up the gameplay of each player instead of "TMT" that break up the gameplay of each player via the egoism of each runner up or killer (mostly are carry players).
IMO, TMT is a worse design if compared to the Shrine.
Regards,
MVP_lCE
https://www.dota2.com/newsentry/737004388447420792
I appreciate it.