Since I occasionally buy a RoH, I know my opinion means nothing.
But I have yet to see a proper spirit breaker fail to carry his team pretty damn far. Even as a "baddie" as zeze thinks I am, if I random or random draft into a spirit breaker I nearly always win, lifetime win rate 82% and that would actually be higher except the first couple games I used him I had no idea how charge of darkness worked and I was accidentally cancelling it before it hit.
I feel like if I get spirit breaker, I am almost guaranteed a win. If my team has some really dedicated feeders and/or AFKers it is still possible to lose, somewhat, but he is just such a strong hero it usually doesn't matter.
In turn, when I play against one I either have to specifically counter him (which I really don't have any idea how to, though linken's helps, another one of zeze's hated items).
Spirit Breaker is eh. He needs to gank early and gank often, but even if he snowballs really hard, all he's good for late game is disabling opponents who have magic immunity. He certainly can't carry late game. All he's good for is shutting down opponents so that your actual carries can get late game items before your opponents.
FYI I tried getting a sheepstick, but I didn't exactly have the gold for it dying all the time.
By the way, a Ring of Health would not have helped me at all. Even if Spirit Breaker had not ganked me, Ring of Health would not have helped me against Zeus.
Have you even played Tinker before?
Funny enough I tried making a bkb one game to counter spirit breaker, but all of his stuns went right through it. Funny how it's considered such a great item but in practice it has such glaring weaknesses, I'd have probably won that game if I made a linken's instead of a bkb. Now I know better.
Everybody knows that Spirit Breaker goes through BKB, that's basically his only redeeming feature.
Wards do not counter him in any way whatsoever. Knowing he is charging doesn't solve the problem, you are still forced to either play super passive and give up all hopes of farming the entire game, or you get ganked and die repeatedly.
If you play in a game with actual teamwork, then yes, it does. Spirit breaker isn't strong enough to get solo kills early game, if you see a charge, then you should have enough time early-game to TP home or tower-hug enough to completely mitigate the charge.
27 to 4 14 minute victory for Kaipi. Na'vi SMASHED by spirit breaker.
I guess that just means that Na'vi is some terrible low-elo baddies, according to Zeze. Sadly I bet spirit breaker will get banned for game 3, I'd love to see him get used again in a pro game.
The absence of evidence is not evidence of anything. This has nothing to do with Dota 2, it's basic logic. The lack of spirit breaker in pro games prior to the last few weeks is not proof he is bad, rather it's a lack of useful information.
Of course your whole thinking revolves around following the common pro strategies like a sheep, you seem to be completely incapable of accepting the idea that a strategy might work that hasn't been used 100 times in the past. I feel like you are a LoL player who somehow by weird random chance prefers to play Dota 2. You constantly use the past in your examples, claiming that if it hasn't been used in pro games it's bad.
What did you think when Alliance stole rosh 1 minute into the game? Or when alliance purposely sacrificed NP to rosh to bait for an early game gank? I guess since those strategies were never used previously they were bad, even if they led to alliance winning their games?
The fact is, Dota is a very deep game. Even the pros can't test every possible strategy or team composition, and a lot of heros and even items are typically avoided, not because they are outright bad, but because they don't want to chance something untested in a serious game with prizes on the line. You can't seem to grasp this concept though, you immediatly assume that if something isn't regularly used it must be terrible and bad- until the day it starts getting used, when suddenly you hop on the bandwagon, like you did with Treant.
Of course Spirit Breaker is a good hero. Most Dota heroes are good in some way, that's the whole point. It's just that he's a horrible carry.
I would suggest 1 point in laser and then max march, max rockets, and getting rearm when appropriate when laning mid as tinker. Laser as first skill allows you to either last hit or deny better since your opponent (if lasered) won't be able to do either unless he(zeus) decides to bolt a creep instead of you. March is great for a couple of things. First you can kill ancient stacks if you or another teammate stacked them. Second, it's good against ganks as opponents will think twice about walking into march, although in your case, a +700HP charging cow will walk through march just fine. Better yet, march gives you better control of rune. About 10 to 15 seconds before the rune spawns, you should be using march to clear the lane. This forces creep equilibrium to his tower and he will either (a) defend tower which allows you to go look for rune or (b) leave to look for rune and leave his tower unprotected. Rearm, IMO, is only necessary when you know you are close to your BOT. Before that, you'll have a tough time supporting the mana cost of rearm+skills.
So I should go Q-E-W-E-W-R-E-W-Q...?
There wasn't much you could personally do in this game. Your picks in general were terrible compared to theirs (Abaddon/AM/Tinker/Prophet/Naix) vs (Lion/SK/Zeus/Bane/SB).
Between the 5 of you there isn't a single true disable, compared to the other team with 5. Your only chance to win was to somehow avoid getting snowballed, but that's what happened.
The first huge mistake was no courier and no wards for one of the rune locations. The second mistake was a complete disregard for the 0:00 rune pop, not a single person from your team cared to even check for the 0:00 rune, so zeus just unloaded on you, then picked up the 0:00 rune spawn (a regeneration rune) at 0:45. That's why you felt so outclassed so early. Even then, you might have been able to get first blood on him if you had just stuck around and manned up when he came back with his rune. He did a really stupid approach through the river and ate your entire creep wave + you, but you backed off.
But really, your lanes were sort of a mess. The game was literally a 4v5 because your prophet was an imbecile that mindlessly jungled for a HoM he was never going to be able to use. He missed out on ganking zeus early, in addition to abandoning Naix to solo bot vs SB and Bane. It's a classic snowball game where it's a lot of little mistakes from your team seem to disproportionately affect you. Aside from the death you give up to Zeus ~4:00 (should have kept running), I don't know that there's much else you could have done.
Well, that's a bit more comforting. I don't play Tinker that often, but cause he's one of my favourite heroes to play (and definitely to watch, it's a real pity he's not played more in the pro scene), I actually wanted to practice him a bit to get a better feel for the hero.
I actually though Abaddon should have supported AM, Prophet should have gone offlane, and N'aix should have jungled. But Prophet insisted on jungling, and I assumed that Abaddon would get a courier until I was actually laning.
So should I have just rushed a bottle like the Zeus and picked up the rune first? I felt the Mantle and branches would get me more last hits, since Tinker's animation isn't the greatest. But in hindsight that didn't really matter so much as staying alive, which a bottle would probably have helped with more.