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In the well-coordinated passerby bureau, the blood demon's team battle effect is greater. Because he has a forbidden demon and a damage output ultimate that restricts movement.
The White Bull is quite miserable in the 73 version. At that time, it was rare to see a white bull become a god on the VS platform, unless he had teammates to give him enough room to develop.
Bloodseeker is different. The general blood demon is in the middle, the level starts faster than him, he can form early, and he can also go to the side to catch people, and the blood demon itself has the skill of returning blood, so he can survive.
Let's talk about the white bull, the rush in the early stage of the white bull can be said to be quite unexpected, and the single person caught by luck can still be killed. If you're unlucky, you're about to get down the tower, do you say you won't give up? It's a pity to give up, and if you don't give up, it's easy to kill him and be killed.
From the middle to the future, the general camps are all in groups at this time, and there are still eye positions in various places. You caught one and rushed to be discovered, and then ready to go, give up, no? If you don't give up, you're basically dead, so what about your teammates?
Saying this means that there are some trends in the development of heroes now, and of course, good enough technology can naturally make up for the shortcomings of these places. It's just that since you asked this question, let's accept the reality, the White Bull skill is certainly good-looking, handsome, and not more monotonous than the Blood Demon. But it's just boring to be hard.,Skill on a forbidden motorcycle A blood return.,An acceleration.,An output.。。。
In addition, Bai Niu now has to learn the third move, because of the damage and control of the related ultimate
Good luck with your level of improvement
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Personal comprehension issues.
The difference between a chase and a rush.
Bloodseekers like creatures with remnants of blood (the ability to regenerate health), and hunting down remnants is the most powerful. Enjoy movement acceleration and vision (anti-submarine).
White Bull full-map charge (requires early skill to lock on to the local creatures you see), and also enjoys vision and acceleration. Because the skill is of a use nature, there are CDs and blue costs. Because passive skills have a knockback effect, many people like crazy faces, and the skill interrupts the local hero who is returning to the city is very powerful.
Look at it, it's all melee, one can heal itself and the other can get extra damage (knockback). The skill is convenient, and the overall control limitations can be all CD twice to control the skills (silent cast + movement blood loss, charge stun + ultimate knockback).
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This is obvious、Rookie will ask。
Bloodseeker is too demanding for the technical situation. Generally, it is either a great god or a waste.
Bloodseeker's focus is on mending the blade. The timing of the release of the god-level skill split. Soul Breaker is a little simpler. Chong kk big kkThat's generally it.
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It depends on the operation. The blood demon is mainly gank, but the blood demon can't bear it if he wants to fight in the late stage. The demand for equipment is quite high.
The output of the white bull and the stun are better in all aspects, and the demand for equipment is lower than that of the blood demon. But if you don't develop well in the early stage and are crushed to death in the middle stage, then you will be wasted.
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It depends on your technique, the blood demon fights in the early stage, and the white bull fights in the late stage.
The blood demon can suppress the white bull's blood demon, and the blood demon can't suppress the white bull's white bull.
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How to say this, but the white bull is still very strong in the later period.
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The early stage of the blood demon is good, and the late stage of the soul breaker is awesome, the key depends on personal hobbies.
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I don't play the White Bull much, but every time I play the basic kill, it's more enjoyable. Here I will talk about my superficial opinion of this hero.
First of all, you must rush in the early stage. I've met white bulls who are on the right line to level four or five. I don't know why he chose the white cow.
Then I rush to the shortcut. For example, the Daredevil's disadvantage is to rush to the middle lane. Don't rush to rush, walk to the middle of the road first, and find an opportunity to rush in the woods behind the tower.
Rush too far, anything can happen. And it can also disrupt teammates. Sometimes I see that the head on the other side is lit up, and I know that I am going to fight, but I see that it is 108,000 miles away, and I have to keep staring at what time it is, so tired.
Basically, it's reasonable to rush, it's not a big problem to kill some people in the early stage, and if it's ordinary, six or seven people at level eight plus assists (killing teammates in the early stage is indispensable, and it doesn't matter if you only have assists, as a reward for teammates, right)? If it goes well, there will be more. It's different in the middle term.
If the lineup is more positive, there is actually nothing to say. Here we will say that the positive ability is not strong. At the beginning, it is to rush to open the group, which may happen one for two, one for one, and then gradually one for zero, which may make you have self-doubt, how can you not rush to death, and if you don't do it, you will be counter-killed, and you will become less daring to rush.
If so, I would suggest urging the assistant or simply doing the vision yourself. Gank some lonely, or support teammates' gank is still good.
In the later stage, if it is a disadvantage, I think the use of white cattle is very small. It depends on the performance of your teammates. If it's an advantage game, here I say go down to the highlands, which is my ultimate experience.
It is a situation that is often encountered by the passerby bureau, and there are many big brothers in your own lineup, and the ability of the mid-term positive group is not good. The confidence that led to the rush was gone. In the later stages, if it's an advantage, it's time to regain confidence.
No matter how miserable the end of the group chong in the middle stage, the upper ground or the regiment will have no brains to rush in the later stage, and hand over the life to the organization! Rush to the back row in the deepest part of the row. Often, it works wonders when you don't go to the high ground on the advantage.
It's the ultimate lesson I've learned from a lot of failures. Especially in the middle stage, the group only dares to rush down, and it will become afraid to rush in the later stage, especially in this kind of game. <>
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After playing Dota for 6 years, the highest number of lol is only level 11.
I have experienced countless turnovers in DOTA, and the most profound impact is to break the three-way reverse disk, playing for almost two hours, and the PA on the opposite side was stolen by our silence and only had more than ten points of intelligence.
lol doesn't have any impressions.,It's all playing with roommates.,I don't understand anything.,Anyway, they do whatever they say.,20 shots will never drag to 21.。
So the main thing here is why Dota is easy to turn over.
The first thing you can see is the surrender mechanism, you can't say whether this mechanism is good or not, but if you want to turn the tables, you will definitely not surrender.
The second buy-back mechanism, if you buy live, you can have one more life, maybe you can hold one more wave, and it depends on whose plastic surgery is more late when it drags on until the end.
The third lineup, some of which are promoting plastic surgery, kept pulling out the tower in the early stage, and it looked like a great advantage, but a wave of high and low did not push it down, and the next thing was chronic death.
The fourth skill, the operability of Dota is reflected in the extremely low growth of skills, so in the later stage, it is necessary to rely on the basic attack output of the movement, which is why most of the heroes in the later stage are agile. So it's extremely important to take some control skills.,Thorn,Sheep,Hammer and other controls are more than 2 seconds of time.,Later control to death happens from time to time.,And compared to lol, the control time is too short.。
Therefore, if you want to turn the tables, the first mentality must be good, the second is to pay attention to the time and CD, the third plastic surgery must be good enough for the later stage, and the first <>
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Poisonous: Tantric Shoes, Macon, Flute, Ancestral Drums...That's pretty much it....Bloodseeker: Phase Shoes, Radiance, Twin Blades, Cannon, Butterfly, Push Stick.
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I once played a mid-laner white bull, because it was 6 early, and it was not suppressed, and with a prosthetic leg, I grabbed the opponent's C and soy sauce hammer up and down, and it was easy to win. Therefore, when the opponent does not reach 6 and the field of vision is not replenished, it is a new way to play in advance.
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I don't know how many versions of the white bull have changed.,The early version seems to be getting darker and darker.,There are also those who stand still.。 After having a little elf, the elf can also rush with the white bull.
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When I see my opponent taking a white bull, I will communicate with my teammates and ask them to take a bounty or a stab, and then I will silently take a ...... of a rabbicI just want to say that I feel very happy after rushing this game! (funny).
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White Bull and Musket are the heroes with the largest hatred value in the whole Dota.,It's bigger than the steelback pig and the hidden thorn hatred.,And if it's heads-up, the hidden thorn can't beat the one just been.。
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White bulls can only play a low-end tailwind game, the eye will not be broken in the high-end game, and the TP will not buy less, and there is a high probability that they will be charged to death if they rush up.
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In the early stage, you must have the main 1 skill, the speed is fast and the CD is short, and there is only one goal for catching people and playing a group is to survive, so that you can rush at least 2 or even 3 times. You must bring a poison ball when you go out, you can do it if you don't make money, the skin is rough and thick, and the blood return is high, and the level 2 empty blood t goes home with soul tears and rushes out to dry! They open the microphone to spray you because they can't keep up with your rhythm, you let them jump the knife, everyone rushes together, and dies together, so that you find that no one sprays you.
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I don't know what the axe in my hand is for, but I use a lamp when I hit someone.
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The advantage is to open the group and rush to the vision, and the disadvantage is to rush the five rush formations and interrupt the back hand, and it is more and more brainy.
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I used the blood demon to give the white bull on the opposite side twice, and he rushed, and both times he died, and I suspected that he did it on purpose.
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If you see who is unhappy, you can scold anyone, it doesn't matter if you do it, what you want is momentum. The musket on the other side, do you hear that? I'm going to cyou! Ready to get started? Get interactive.
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White Bull. I don't like to use it, and it's annoying for my teammates to choose. The opposite side was chosen, which was even more annoying.
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Teammate Bai Niu is the engine of team annihilation.
The opponent White Bull is a powerful bulldozer.
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The team annihilation terminator of the novice game, and the team annihilation engine of the master game.
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It's more important than making the musket on the other side unhappy.
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A hero that minimizes the gaming experience for nine people, second only to Bomberman.
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In the past, it relied on luck, but after it became weaker, it relied on brains.
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Every time I hit the sixth level of the single musket, there would be a level 3 white bull rushing at me.
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As a player who has played more than 500 games of Bloodseeker, I can tell you responsibly that Bloodfiend's blind output and output pretending is unreliable.
A melee with no skills to increase output, no ability to cut in. The speed of farming is average, and you can only rely on the gank in the early and middle stages to accumulate equipment advantages, and the blood demon in the later stage can contribute more to the team by producing some output outfits and meat outfits.
BKB: Some people think it's useless for the Blood Demon to come out of this, but I found that BKB can allow me to stand up in team battles, release a few key silences and my own big, and with equipment I can also cut the back row, which is very suitable for Blood Fiend.
Butterfly: Agile late-game god outfit, Bloodfiend needs it too.
Heaven's Halberd: Choose between a butterfly and a butterfly, this is good for when there is a slight headwind or when you need to target a certain DPS (e.g. pat, pa) on the opposite side.
Ethereal Blade: It is also a highly targeted piece of equipment.
Radiance: It can be released in the later stage, and the ability to lead the line and the ability to brush money have been improved, but the Bloodfiend Naked Radiance is really stupid.
Big Halo Hammer: More suitable for Blood Demon, a Halo Hammer in the early stage can prevent teammates from being in the middle and big TP, and the ability in the later stage is also very strong (the small Halo Hammer is for output, and the big Halo Hammer is for targeting).
Dragonheart: Dragon's Heart + Radiant Blood Demon is very powerful.
The lack of attributes of the blood demon is actually very brittle, so if it is not a tailwind, it is generally rare to directly produce the equipment of the dark extinguishing cannon MKB.
In fact, it's good to have a flute out of the blood demon when you fight against the wind, in short, the first outfit of the blood demon in the later stage is still out of the flesh.
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Generally speaking, if you don't look at the formation, the Radiant Blade Armor is a must, and there are no special circumstances to wear meat, dragon heart or something.
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Big electric hammer, glowing. Butterflies, cannons, dragon hearts, strong attacks, and abysses can all come out.
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Go out to see the lineup and route, if you take the disadvantaged road and the opposite side is far away, buy a full set of strength and eat, drink and support attributes, take the advantage road with little pressure, just fake the leg crazy face, pay attention to the enemy of the other two roads in the early stage, if you find the residual blood without supplies, just rush directly (don't follow him to the blood spring, see it can't be stopped) If you find that there is a small-scale team battle that can be played, you can directly rush to the back row, cooperate with teammates to support and catch people in the middle of the period, see some small crispy skin and kill it directly, and bkb attack the big electric hammer in the later stage, Try to rush as many points as possible when the team battle cuts, in the past, the BKB big move dropped the mage in seconds, and there is a small trick that the white bull will slightly increase the chance of being passive when shaking S against the enemy, pay attention to flexible use. >>>More
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Magic damage is based on the opponent's magic resistance (all heroes are born with 25% magic resistance), the formula of magic resistance: when the hero does not carry any equipment with magic resistance, then he (she) (it) is born 25%, and if a challenge axe is equipped, when attacked by a magic damage with a damage of 100, the damage received is 100*(1-25%)*1-30%)=, and another example is an anti-mage with a challenge turban. >>>More