Dota 2
Overthrow 2.0
OVT 2.0 DESERT OCTET - SOME ILLOGICAL ABUSES AGAINST THE PURPOSE OF THE MOD
All the skills described below are skills used in large areas. As you know, Overthrow Desert octet mod is a small arena for 3 teams and 24 players. These skills not only cause disadvantages but also hinder gambling as a whole. They are literally the opposite of what this mod should offer: An arena battle with no advantage for any TEAM.


1) Treant - Life Seed (gain fog) + Eyes in forest with scepter (remove fog for team)


I don't really know what's on the developers' minds. But adding a skill to fog an arena was the biggest bizarre I've seen to date. Worse, there is another skill that removes the fog just for allies. You simply put 3 or 4 range players into the fog (sniper, enchantress, willow) and they kill everyone without being found.

Basically it is a tiny arena in which one team sets fog to the other two teams forcing them to kill themselves (because the other two teams give up attacking within the fog). And while they kill themselves, the team inside the fog attacks and wins the match freely.

The skills cd is ridiculously low, in minutes the entire arena is covered in fog.

And who will waste time cutting down trees? Nobody, because everyone who plays overthrow likes to fight and not be cutting down trees all the time. This was not supposed to be a game of strategic fights and territories, arena games are just meant to fight and kill. You developers are evading the goal of the mod which is just a big fight within a small circle.

Remove skills fogs on tinys arena, this is ridiculous.

2) Dark see - Parallel wall talent + refresher on bases entrances + aether lens


This ability seems harmless, but some players are ruining games with it.

They choose one of the two enemy bases and create parallel walls using refresh (sometimes 4 walls) making it impossible for the team to leave the base and reach the arena.

It is not as serious as the previous fog skill (as this harms the two enemy teams, not just 1)

However, this combo can disable a team in the arena completely, causing players to leave the game because they can barely leave the base and reach the arena with full HP.

I really think that this type of abuse needs more attention from the developers.


3) Snapfire - 3x Lil's Shredder multishot talent + build full daedalus and + blink dagger

This is less serious abuse, but it needs attention. Basically you can kill with this combo of 3 to 5 players quickly without them being able to react. If you have a dagger, it becomes even more difficult to react. It's a combo with an exorbitantly high burn.

The question I ask is: what sense do you have to remove the dagon from the mod because it has a high burn, but leave this type of combo in the game?


My suggestion is that you test everything I said and see how totally disproportionate it is.
I know it is boring to be nerfing x or y, but the mod is no longer fun when in every game players use abuses simply to end the fun.
Last edited by Endless Lament; 5 Sep, 2020 @ 8:35am
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Showing 1-3 of 3 comments
X 6 Sep, 2020 @ 8:18pm 
I agree with the ideas of stopping or testing treant and dark seer abuses while disagree with the snapfire part.
And I don't think 120 kills is a good idea though. Some people likes it but w/e, we will see if it is good or not.
X 6 Sep, 2020 @ 8:21pm 
I would also mention that prevent players sharing tango to others, there are some game ruiners use this strategy abuses share tangos and all you slots and ground of arena filled with tangos. They act like this to make fun of his teammate and you can't even escape from this.
Last edited by X; 6 Sep, 2020 @ 8:21pm
Originally posted by X:
I agree with the ideas of stopping or testing treant and dark seer abuses while disagree with the snapfire part.
And I don't think 120 kills is a good idea though. Some people likes it but w/e, we will see if it is good or not.

Yes, on Snapfire the disadvantage is just the exorbitant burst that she has when arriving at the end game.

The Li'll shredder skill have a low cd (around 6s) and every time it is used it has a potential of 3 to 5 accurate kills. Another problem with this skill is that it has a very high burn to the point that anyone playing against it has no reaction to escape.

If you notice the score well, a snapfire player who plays the basics never gets below 40 kills at the end of matches. That is, a single player can easily reach up to 30% of his kills team alone and this is a disadvantage.

The problem with snafire in short is how easy it is to get kills without making much effort. It is at this point that it starts to become a disadvantage.
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