For the frost wyrms vs shackles, the counter to it is if you have another set of flying units and place it in front of the frost wyrms so that they get shackled instead. And if the shackled unit dies at least the shackled is on cooldown.
I've been watching a lot of Grubby, and been thinking about reinstalling as well. Was a bit nervous because I haven't played since 2008. But DS is such a simple and appealing game type, I finally did it
Well even thought it looks like the loss dependent on hero choices and a stacked push due to luck, Grubby definitely deserved to lose the second game, as he did almost everything wrong. Archmage with no water elemental first, not rushing tier 2 to get priest to counter the Keeper summons, getting blizzard which is a dps loss against just auto attack of Archmage initially, forgetting to make units after getting the crucial tier 2, getting "regret" water elemental after knowing the enemy already has dryad and priests, not making mass range damage with buffs after a tankline vs enemy with no AoE, not making more priest after seeing they cannot deal with dispel and inner fire all etc. Some are mistakes in the hindsight, but some were very clearly intentional mistakes to just fool around. It actually made me trust this game more after seeing him lose after so many mistakes. I would have thought it was more luck based if he won anyways, so props to the creator.
45:46 The shade thing is somewhat broken I think. The reason why the other team got the bonus back, was because the shade that had crossed the center line "expired".
True. You can't count on kills. You could be against mass MGs while next guy is against mass Archers. It also lists damage done, though, and you were still lowest 😅
Grubby discovered in this video that their opponents also want to win and can act unpredictably. He locked his mind about rushing gold mine, but he never considered that his opponent can not rush gold mine and win first round. Then he would gain lead in gold through winning a fight and getting goldmine after first wave.
honestly getting a 2nd mine asap then a hero for your 2nd wave after the mine seems the best. even for the top player, your 2nd wave will have hero+unit and you will have 2mines that way only exception is the 3rd player, who can actually get the hero in time for the first wave, though i am not sure it's necessarily such an improvement. getting 1st and 2nd mines insta and asap respectively seems the best play to me.
Interesting take! I personally see it the opposite way: both early mines and heroes are bad strategically and tactically. If interesting, there's a comment below from @anotherrandom1, you can check his math and my additional comment. It explains my POV.
Random is more entertaining in that you get a lot less of the same unit spam. The amount of times I've seen walls of "rash grunt worms" for every wave is the concept of getting old itself
Now imagine if there were 3 lanes instead of one. Or if you could move your hero normally during the game. Could even add a jungle around the lanes for creeping.
Mines here are extremely well balanced, some quick math to prove that. Every mine = you get 10 gold more every 20 sec (10 g/20s = 0,5g/s) First mine costs 150g, you start reaping benefits from this decision after 5 mins (150g = 0,5g/s * 300s) Second mine costs 200g, you start reaping benefits from this decision after 6 mins and 40 seconds (200g = 0,5g/s * 400s) If you get both you are LOSING money for 11 minutes and 40 seconds, game can end in this time :D
@@TheIlidius Pls think about it. The point of "getting your money back" means: point in time when all money you got from investment equals cost of investment. After this point you get more money than you invested and before that you get less. So for 11 minutes and 40 seconds you are behind if you get 2 mines at the same time. Do your own math if you think something is not right.
@@anotherrandom1 aight so each goldmine nets you 0.5/sec. you get 2 for 350. thats 350sec (5min 50sec) of 1gold/sec for turnover. of course you get the second goldmine later so you'll have to add that time. assuming you get the second mine while the first one is still "working for its worth" you'll always be below the the 11min 40sec mark.
And now, if we add on top of this the most important part - bonus gold for controlling the map - mines appear to be way less attractive than they "feel like". If you play against an equal opponent, who builds units instead of mines, 2 quick mines don't "pay themselves back" even in 11:40 cause you actually lose tempo, map control and total team gold. And when it comes to 3-4 quick mines, the numbers are just depressing, no need to discuss xD Additional note: early heroes are overrated as well. If your hero loses to regular units (therefore loses gold bonus and doesn't get most of the exp), then the hero is "net negative" compared to units. So dominating with mass units at the start and adding the hero on rounds 2-3-4 is, IMHO, better. If heroes could level up in 1-2 rounds of early game, this would make sense as the lvl difference would compensate for economic loss. But in this reality, later heroes with stronger units (based on previously obtained better economy) catch up immediately within 1-2 rounds max.
The reason you kept getting rekt at around 25:00 mins in is Lanchester's Square Law, if I learned anything from Spirit of the Law. You have a tendency to stop building units after about 4-5 each of Tier 3 units, while opponent went mass necro and berserker spam. I think you would be fine if you made more units, doesn't event need to be Tier3, could make like 6 more grunts.
yeah the lack of AOE and "bodymass" seemed like a problem. He had a "strong" frontline but too centralized or concentrated in "one" hitpoint pool rather than many smaller ones with their own attack speeds.
skipping 1st mine would be a waste if you still ended up losing if your enemy also skip mine and has better unit right?? so it would be some kind of guess mind game thing I guess... unless you have like the strongest combination duo units possible I think.... . also, can you play direct strike on reforge graphic?
He's too used to 1v1, doesn't really think ahead which is weird for a pro player, he seem to base his strat to 1v1 style games when custom games is different
His late game composition is terrible. In the end he had early game footman wall and no other buffer. Then surprised Pikachu face when his whole backline gets tornadoed and DPS'ed in moments.
Great it was hard enough to find four versus four games on Warcraft three champions now this guy is promoting this low IQ game taking people away for the four versus four pool
So i`ve tried WC3 DS and it is terrible! It is all RNG! RNG pick RNG heroes RNG fight RNG victory. Sometimes in a late game you are just snowballing out of nowhere and win or lose... Mid doesn't matter, you can go 4 mines and still win! How is that even possible! UI is just a pain! Go try SC2 DS Commanders.
"Help Step-Grubby, I'm stuck!"
- Naga Sea Witch
How do you delete someone else's comment?
Direct Strike actually made me buy the game (again) after 20 years and I’m really enjoying playing with all the WC3 units again. 😊
For the frost wyrms vs shackles, the counter to it is if you have another set of flying units and place it in front of the frost wyrms so that they get shackled instead. And if the shackled unit dies at least the shackled is on cooldown.
@43:26
The map doesn't have customized armor/damage types - they're exactly as in melee.
- Direct Strike Dev.
Pls fix Bloodmage. can't toggle siphon mana off. thx
Getting middle is 6x times more valuable than getting a mine. Get more grunts if you are the first to go.
Ok i further watched, you do end up finally realising it! Gj ❤
I had to carry so hard last game. It wàs 2v2 and my partner went 4 mines in under 5 mins. This made me unable to get a other mine the whole game.
Why 6x? Is that about taking the 3x mine from the opponent kind of thing?
@@dark3031 yes
Show me math
Allies: We need AOE
Grubby: Im gonna stack auras.
I haven't played WC3 in years, but tbh, direct strike reality makes me want to reinstall instead of backseating all the time
Same, I literally did
I only play Direct Strike now, it's great
Rly makes fun to play - also did
I miss rescue strike from castle fight
I've been watching a lot of Grubby, and been thinking about reinstalling as well. Was a bit nervous because I haven't played since 2008. But DS is such a simple and appealing game type, I finally did it
These make my lunch @ work so much better. Thank you Grubby!
Well even thought it looks like the loss dependent on hero choices and a stacked push due to luck, Grubby definitely deserved to lose the second game, as he did almost everything wrong. Archmage with no water elemental first, not rushing tier 2 to get priest to counter the Keeper summons, getting blizzard which is a dps loss against just auto attack of Archmage initially, forgetting to make units after getting the crucial tier 2, getting "regret" water elemental after knowing the enemy already has dryad and priests, not making mass range damage with buffs after a tankline vs enemy with no AoE, not making more priest after seeing they cannot deal with dispel and inner fire all etc.
Some are mistakes in the hindsight, but some were very clearly intentional mistakes to just fool around. It actually made me trust this game more after seeing him lose after so many mistakes. I would have thought it was more luck based if he won anyways, so props to the creator.
45:46 The shade thing is somewhat broken I think. The reason why the other team got the bonus back, was because the shade that had crossed the center line "expired".
Grubby! You're dressed so Canadian today
The Archmage conjures a regretemental from his tears.
Mom can I play Mechabellum?
No, we got Mechabellum at home.
Mechabellum at home:
True. You can't count on kills. You could be against mass MGs while next guy is against mass Archers.
It also lists damage done, though, and you were still lowest 😅
Grubby discovered in this video that their opponents also want to win and can act unpredictably. He locked his mind about rushing gold mine, but he never considered that his opponent can not rush gold mine and win first round. Then he would gain lead in gold through winning a fight and getting goldmine after first wave.
hold on babe, I need to watch this 1h direct strike game by Grubby
She is going to read that?
@@aleksitjvladica. she better
"Illidaddy, I'm stuck"
Lady Vashj
honestly getting a 2nd mine asap then a hero for your 2nd wave after the mine seems the best. even for the top player, your 2nd wave will have hero+unit and you will have 2mines that way
only exception is the 3rd player, who can actually get the hero in time for the first wave, though i am not sure it's necessarily such an improvement. getting 1st and 2nd mines insta and asap respectively seems the best play to me.
Interesting take! I personally see it the opposite way: both early mines and heroes are bad strategically and tactically.
If interesting, there's a comment below from @anotherrandom1, you can check his math and my additional comment. It explains my POV.
Really shows how important it is to not get mines but just keep pushing when ahead. Don't give enemies time to defend by buying mines,
Random is more entertaining in that you get a lot less of the same unit spam. The amount of times I've seen walls of "rash grunt worms" for every wave is the concept of getting old itself
Now imagine if there were 3 lanes instead of one. Or if you could move your hero normally during the game. Could even add a jungle around the lanes for creeping.
you can sneak a second grunt in if you select mine at the start and instant upgrade it
Grubby, if no one told you yet, you can resell your units at 100% of the cost if they haven't yet been deployed on the battlefield.
personally I think more items for heros is also important it kinda denies xp. specially on Naga were mana +damage is so good for int items.
Mines here are extremely well balanced, some quick math to prove that.
Every mine = you get 10 gold more every 20 sec (10 g/20s = 0,5g/s)
First mine costs 150g, you start reaping benefits from this decision after 5 mins (150g = 0,5g/s * 300s)
Second mine costs 200g, you start reaping benefits from this decision after 6 mins and 40 seconds (200g = 0,5g/s * 400s)
If you get both you are LOSING money for 11 minutes and 40 seconds, game can end in this time :D
they get money back at the same time, its not 11 minutes
@@TheIlidius Pls think about it. The point of "getting your money back" means:
point in time when all money you got from investment equals cost of investment. After this point you get more money than you invested and before that you get less. So for 11 minutes and 40 seconds you are behind if you get 2 mines at the same time. Do your own math if you think something is not right.
@@TheIlidius it takes 11 minutes for those "extra" money to replace the cost of itself (goldmines)
@@anotherrandom1 aight so each goldmine nets you 0.5/sec. you get 2 for 350. thats 350sec (5min 50sec) of 1gold/sec for turnover. of course you get the second goldmine later so you'll have to add that time. assuming you get the second mine while the first one is still "working for its worth" you'll always be below the the 11min 40sec mark.
And now, if we add on top of this the most important part - bonus gold for controlling the map - mines appear to be way less attractive than they "feel like".
If you play against an equal opponent, who builds units instead of mines, 2 quick mines don't "pay themselves back" even in 11:40 cause you actually lose tempo, map control and total team gold. And when it comes to 3-4 quick mines, the numbers are just depressing, no need to discuss xD
Additional note: early heroes are overrated as well. If your hero loses to regular units (therefore loses gold bonus and doesn't get most of the exp), then the hero is "net negative" compared to units. So dominating with mass units at the start and adding the hero on rounds 2-3-4 is, IMHO, better. If heroes could level up in 1-2 rounds of early game, this would make sense as the lvl difference would compensate for economic loss. But in this reality, later heroes with stronger units (based on previously obtained better economy) catch up immediately within 1-2 rounds max.
I've seen great success if u wait and see what hero your opponent picks first, than hard counter w your choice
If you get a hard counter on your hero rolls. Else wasted exp.
I am hooked on this game like when resident evil came out!
About kills. Ignore that and go by max damage done.
The reason you kept getting rekt at around 25:00 mins in is Lanchester's Square Law, if I learned anything from Spirit of the Law. You have a tendency to stop building units after about 4-5 each of Tier 3 units, while opponent went mass necro and berserker spam. I think you would be fine if you made more units, doesn't event need to be Tier3, could make like 6 more grunts.
yeah the lack of AOE and "bodymass" seemed like a problem. He had a "strong" frontline but too centralized or concentrated in "one" hitpoint pool rather than many smaller ones with their own attack speeds.
Is there a dreadlord in the game? Yet to see it. Maybe the AI doesn't remove sleep.... Would be fun to make intelligence spam dl!
Naga witch with mana shield and lots of pendants/hoods is fun
skipping 1st mine would be a waste if you still ended up losing if your enemy also skip mine and has better unit right??
so it would be some kind of guess mind game thing I guess... unless you have like the strongest combination duo units possible I think....
.
also, can you play direct strike on reforge graphic?
please add neutral creeps into the comp. want to hear gnoll death sound
I feel like I kept yelling get walkers forever to link the wyrms and the other team had 0 dispel forever and necros in the first game
If that Lazz guy made so you could buy credits for the skins man he would get stacked! But i dont know if blizzard would allow it xD
I enjoy things like "waterelegiggle" and "grub to the sub"
i think this excessive rearrange is something that make grubby be low mmr. think ahead is what win these games, not rearranging something u have
He's too used to 1v1, doesn't really think ahead which is weird for a pro player, he seem to base his strat to 1v1 style games when custom games is different
Was that a TC skin?
if its 2003 AMs does AMs block banshee Possesion ?
i love this arc
Sea Witch stuck stacked with auras
Grubby playing 1sr pos wrong and is suprised why oponents has 2 grunts
For me this game is meh, I think you love it since it constantly clashes random wc3 army compositions :D
He's so good at direct strike..maybe should go pro on warcraft 3
y did u quit making wyrms lol
His late game composition is terrible. In the end he had early game footman wall and no other buffer. Then surprised Pikachu face when his whole backline gets tornadoed and DPS'ed in moments.
what did you are man ? WHat are you seling man ?
1st Finally another direct strike
this mode is so adictive.
need to be careful when playing lol
Let's goooo
huh...hero guide outdated
Путлер замедляет Ютуб (
Great it was hard enough to find four versus four games on Warcraft three champions now this guy is promoting this low IQ game taking people away for the four versus four pool
LMFAO
Hilarious
So i`ve tried WC3 DS and it is terrible! It is all RNG! RNG pick RNG heroes RNG fight RNG victory. Sometimes in a late game you are just snowballing out of nowhere and win or lose... Mid doesn't matter, you can go 4 mines and still win! How is that even possible! UI is just a pain! Go try SC2 DS Commanders.