backdooring

yet another it was in dota

Hi guys.

In DotA there was a rule called backdooring. It basically means that you may not attack buildings before your creeps get there. That is simply to make the control of waves more important. And IMO it would be very positive if GPG simply put that into the game. It could very easily be done by simply making buildings invulnerable if the attacking creeps is not withing a certain distance of them.

I would like to hear your take on this.

2,777 views 17 replies
Reply #1 Top


In DotA there was a rule called backdooring. It basically means that you may not attack buildings before your creeps get there. That is simply to make the control of waves more important. And IMO it would be very positive if GPG simply put that into the game. It could very easily be done by simply making buildings invulnerable if the attacking creeps is not withing a certain distance of them.

Please do not spread false information. The rule you list was only among newbies and scrubs.

TDA rules (from the clan that maintained the map) were quite different:

First of all, what you described is Creep Skipping (bypassing your wave to attack something). It's perfectly legal to Creep Skip to attack the outer towers. You weren't allowed to Creep Skip into the enemy base (but you can remain inside even if your creeps got killed).

Backdoor was ONLY when a Hero TELEPORTED inside the enemy base (without using any of the FRONT doors, hence the name). If Teleporting is NOT involved, then it's NOT a backdoor! That kind of Backdooring was disallowed, ONLY because it has no counters, and would force someone to constantly babysit the base. Kind of like the "offside" rule in Football (Soccer).

When you ask for some rule, at least make sure the information you're referring to is accurate!

Reply #2 Top

I do agree some backdoor prevention is important, or else games turn into races to see who destroys who's towers fastest without any demigod vs demigod combat.

Reply #3 Top

We don't need this because teleporting requires a friendly structure or an expensive item - and combinations such as warping a rook into the enemy base, who puts down a tower so the rest of the team can teleport to the tower as well is a ) good teamwork, b ) very risky and c ) probably useless since the Towers will rip Demigods inside the wrong base to shreds.

I do agree some backdoor prevention is important, or else games turn into races to see who destroys who's towers fastest without any demigod vs demigod combat.

It's called the goal of the game. Demigod vs Demigod comat is a means to an end not the purpose of the game. Not to mention that the idea that you could kill Towers without resorting to player on player combat is ridiculous. You will have neither the XP nor the gold (and through that, the items) to hurt towers.

Reply #4 Top

I've seen it happen in countless DotA games. It'll happen here on the big maps.

 

If the opposing team Demigods al;ways beat you down in combat, but your team can kill towers can creeps fast, wait for them to be at your base and then pound on theirs and beat them to the victory even tough you can't kill them. It forces them to come back to defend, at which point you pull out. So it either turns into a turtle match, or a race to destroy the opposite base with no combat.

 

Think WoW Alterac Valley from a few patches back, the two teams run by each other, wave, and race to see who kills the other side's base faster, turning what should be a PvP match into a gimped comp-stomp.

Reply #5 Top

This isn't Dota. You bringing up examples of specific Dota maps to support your point isn't helping you zilch.

If the opposing teams Demigods always beat yours they'll be ahead in gold to a ridiculous extent - and more importantly, you'll be behind in gold. A tower is a challenge for a well equipped Demigod - it's near unassailable for an unequipped one.

Reply #6 Top

And backdooring will work with the big maps in this game just like it does in DotA. It won't happen on something like Prison, which is too small to allow that, but it will on all the big ones.

And just like in DotA, towers are not a challenge for a group, especially not when you start getting the max ranks of your abilities

Oh, and in DotA, if you get beat a lot by the opposite team, you'll be even more behind and they even more ahead, but you can still backdoor. Less theorycrafting please, more reality.

Reply #7 Top

DK is right.  The devs already closed the loophole

Reply #8 Top

Please do not spread false information. The rule you list was only among newbies and scrubs.

TDA rules (from the clan that maintained the map) were quite different:

First of all, what you described is Creep Skipping (bypassing your wave to attack something). It's perfectly legal to Creep Skip to attack the outer towers. You weren't allowed to Creep Skip into the enemy base (but you can remain inside even if your creeps got killed).

Backdoor was ONLY when a Hero TELEPORTED inside the enemy base (without using any of the FRONT doors, hence the name). If Teleporting is NOT involved, then it's NOT a backdoor! That kind of Backdooring was disallowed, ONLY because it has no counters, and would force someone to constantly babysit the base. Kind of like the "offside" rule in Football (Soccer).

When you ask for some rule, at least make sure the information you're referring to is accurate!

 

Ok. I am terribly sorry that i am such a noob. calm down mate. But i am guessing that even tho i mixed different rules and lack of any knowledge you still get my point.

Reply #9 Top

Quoting Sigol, reply 6
And backdooring will work with the big maps in this game just like it does in DotA.

Uh, and you have brought what evidence that this will happen to the table? I find absolutely no reasons that this would work.

Reply #10 Top

Quoting Sigol, reply 6
Less theorycrafting please, more reality.

Okay, show me a replay where you've done that then. Until you do, it's you who's theorycrafting.

Reply #11 Top

Already not an issue. Too many towers near the enemy castle. Also enemies can teleport in. Also castle heals. So at early game a castle rush will end with all DGs droping dead with no real damage.

Reply #12 Top

Sigol, you've not even brought theorycrafting to the table, let alone reality.

Reply #13 Top

Maybe if flag capture was set to fast, you could teleport in to one of your enemies' portals, frost nova the towers and survive long enough to cap them and get out. Actually, it doesn't seem like a very sound tactic: you'd need to be pretty high level and well equipped to do it, and early creeps wouldn't last long enough to do anything against a cluster of 3 towers (which seems to be standard portal defence).

Reply #14 Top

Variations on that tactic are aalready used:

Buy, some creep upgrades(3+ mino's and archers and 1 freugency) General+siege archers, kill back doors, run in with priest, cap portal, and heal, and lock the portal if a enemy DG comes close.

 

 

Reply #15 Top

Variations on that tactic are aalready used:

Buy, some creep upgrades(3+ mino's and archers and 1 freugency) General+siege archers, kill back doors, run in with priest, cap portal, and heal, and lock the portal if a enemy DG comes close.

 

 

Reply #16 Top

Which is really just smart tactics. Something that needs to be encouraged, not discouraged. I also doubt that this specific example will actually work against non-AI Demigods. Until you spawn Catapultasaurii your portal-jack is doomed to be just a nuisance - and once the siege engines are in play, the game is supposed to progress faster so it's not a problem.

Reply #17 Top

Screw tactics, this game needs FAIRNESS!

I propose we limit all combat to Demigod vs Demigod!

I propose that we line up Demigods and have them engage in glorious 1v1 DUELS to deteremine which Demigod has the bigger pair.

We can then declare the victory and move on to the next match. Wouldn't that be exciting?!

/sarcasm

 

Demigod as it is right now is shallower then DotA. You need to focus on proposing NEW mechanics, like actual use of LINE OF SIGHT (see Map Feedback thread) and more active / conditional abilities. Reducing the tactical options in a game with depth issues is silly.

 

In DotA there's is tactic that involves going after towers and spreading the enemy out - it's called PUSHING. It's countered by mobility - teleportation scrolls and items.

With the low cost of the teleporter scrolls in Demigod, backdooring successfully (without being easily interrupted and killed) is almost impossible. If some teams chose to go into a streight damage race against the castles - that's their choice and risk.