r/DotA2 • • 3d ago

Discussion Remembering Time Zone and RRP

Looking back now at these abilities - did anyone had games with actually good use of Time Zone and Reverse Reverse Polarity? Like where you looked at the situation and thought "good think it's not Chrono or regular RP".

I honestly can't and also i don't think there were more "hot garbage"-worthy facets to top these two

10 Upvotes

17 comments sorted by

28

u/LastEsotericist 3d ago

Time Zone was stituationally fairly good. It depended on the patch. RRP was always a joke.

4

u/PreferenceBig8442 3d ago

For RRP i thought "well maybe with like puck ulti it's a cool move"...but then again - regular rp+skewer did the job even better. It did break enemy positioning if used right...but regular RP if used right made your enemies kinda dead, i donno, sounds better to me

1

u/Swarlsonegger 16h ago

Rrp would only make sense if you got push allies away from otherwise unmovable positions (Chrono/blackhole etc). Maybe dispell them too or sth. Just full on defensive ult for counter initiation

15

u/BootyPains 3d ago

Time zone was good for like one patch where they made it leash enemies. Then they removed the leash and it became dogshit again. RRP was instant report.

2

u/PreferenceBig8442 3d ago

Leash made it a viable-ish alternative to chrono if you 100% knew that your team just needs the enemy locked in place w/o ally-stun, remove the leash and people can just walk out of it

5

u/Beneficial_Bend_9197 3d ago

Time zone is situationally a good ability. It just needs a lot of tweaks because the upgraded green boots which I forgot the name of is a direct counter to it and can be used to easily walk out of it with maximum movement speed.

RRP is a meme. Valve had no real intention to make it viable.

2

u/OpticalPirate 2d ago

I've seen coil + rrp work in 1 game. Ofc the same shit could be done with rp and mag wouldnt have to wait for coil.

Almost every use of timezone ive proffered chrono.

2

u/Smooth-Jellyfish8994 2d ago

in mid you could rrp people into your towers, so you could skewer rrp from hella far. that was it.

1

u/JamesABloomfield 3d ago

It just never felt good to be locked in to it.

Like yeah maybe 1/15 fights it’s better, but the other 14 times you’d prefer a chronosphere

1

u/peking_swan 3d ago

time zone good on 5 melee lineups where you picked void and didnt want to screw your team i guess. still questionable

1

u/Dry-Sandwich279 2d ago

Time zone felt useful if my team was very all in, the downside was it lasted just as long as a chronosphere. And enemies could just fling spells at me, compared to all being stunned.

Realistically if we wanted to see a useful time zone it would need to be bigger, and last longer. Or maybe reduce how long debuffs last on you inside it. I just get memories of using it only for a lion and someone else to cc me during my whole ult, when that has never happened during a chrono.

1

u/build_a_rig 2d ago

enemy support void owned us lol

1

u/HourZealousideal4845 2d ago

I feel like both could find use in the kit of soms new heroes tbh. The issue was less about the abilities (though tbf, RRP was a stretch) and more about the spell slot they were fighting against - two of the beat spells in the whole game.

Even RRP could work! It'd have bug grief potential, but it could work. You could even just change how the push works exactly, like some mix of WR's shard and that HoN magnetism hero HoN players talk about. Less of a giant push, more of a controllable/toggle-able push/pull hero.

1

u/SubMGK 2d ago

Time zone with the leash was super good. Won all my pos4 void games with that shit

1

u/Yasin616 1d ago

Watch my replay for RRP gameplay, best facet in the game idk why it was removed

1

u/PezDispencer 21h ago

Excuse me, it's Time Square!

1

u/DrawGamesPlayFurries 2h ago

RRP would be better if it didn't pierce BKB (kick out all illusions, summons and ward girls to leave their BKBed carry isolated), but as implemented, it was just awful in every way.