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I made a guide! It is long. Feedback please?

 
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atatme
Atatame Who?


Joined: 17 Feb 2009
Location: Bozeman, Montana, United States
PostPosted: Wed Nov 28, 2012 12:10 am 
Post subject: I made a guide! It is long. Feedback please?
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Hey guys, I made a noob's guide to team composition for dota 2. It is sort of long (4895 words), so I will post it in 6 parts, Introduction, and then a part for each role. Its pretty rough, I haven't really proofread it, so feel free to point out any errors you see. I don't expect people to read it all because of its length, but I'd love any feedback I get, and please let me know if you find any of this useful so I don't feel like I wasted all this time. Thanks!

When constructing a team in dota, there are 5 specific roles, of which each of your players should be performing one of the roles. This should be unsurprising to you because it is a 5 on 5 game. Like another 5 on 5 game, basketball, there is a common nomenclature where each position is represented by a number. I will be explaining what the numbers mean, what sort of heroes are best suited for each task, what sort of players are best suited for each task, and what actions/contributions each position should be making for a team. A basic definition of the number system in dota is that the 1 is the hero you want the most farm on, and the 5 the least, but I will break it down far more.

Disclaimer: I am speaking purely about competitive DOTA here, which means I will not be discussing the formation most commonly seen in pubs, the 2-1-2 (2 heros on both side lanes and 1 hero in the middle), as it is not commonly used in the competitive scene, primarily because it should automatically lose to tri-lanes. This lane combination generally just consists of an extra 1 and 5, and they take the place of the 4 and 3. I also wont talk about the only competitive dual lane strategy, the 1-2-2 (2 heros in the middle) as it is also rare and is generally only used if you are confident that your team cannot win the middle battle. Thus I will speak only about the most competitive form of DOTA, the 3-1-1 (trilane) or 2.5-1-1 (trilane with dedicated jungler).

Important notes:
A: Also, let me point out that in DOTA it is almost impossible to win the game if you lose all three lanes. If you lose two lanes but win one you can come back, although it is difficult to against an organized team, but if you lose all three lanes the enemy team has to do essentially nothing (happens in pubs) in order for you to come back and win. *Note: some teams are exceptionally suited to turtle, i.e. sit in base and defend high ground and racks until they farm hard enough to push out. This is extremely difficult to do well, as even if it is going perfectly you either have to come out and contest roshan every 10 minutes, or play defense well enough to kill the enemy team with aegis every time they push, while your team is being out farmed because of their map control. Like I said extremely difficult, but doable.
B: Generally the game is defined as follows: Early game minutes 0-20, Mid game 20-40, Late game 40-60, anything beyond 60 is “the twilight zone” as TobiWanKenobi calls it.

Index:
1 – Carry
2 – Mid
3 – Off Lane
4 – Jungle
5 - Support

Last edited by atatme on Wed Nov 28, 2012 12:19 am; edited 1 time in total
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atatme
Atatame Who?


Joined: 17 Feb 2009
Location: Bozeman, Montana, United States
PostPosted: Wed Nov 28, 2012 12:11 am 
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1 - The Carry: The carry on your team is the hero that, collectively, the team wants to get the most farm in the game on. As a carry player you are in a race with the carry of the other team to get rich fast. Money making at all times is your primary priority, and making sure you are rich at the end of the game is one of the priorities of the team as a whole, for it is the job of the carry to carry the team late game (thus it being called a carry). An important job of the carry, however, is to know exactly when you have become a problem. The moment you are the biggest hero on the map, as the carry player you need to know that and use that information to start bossing the other team around. Every moment you spend not bossing them around is time they have to recover, so switching from farming mode to aggressive win the game mode is essential for carry players. Carries almost always go the safe lane (top for dire, bottom for radiant), as it is the most safe lane to farm. Even if they do not end up on a safe lane, however, your carry always needs support, for if the carry dies early on, it greatly impacts your team's chances of winning the game. There are two types of heroes carry players can choose from, carries and hard carries. The carry should be the last person on your team to acquire a TP, generally in the 8-10 minute mark, as unless they are within close running distance, the carry should be the last person you rely on for assistance.

Hard carries are the heroes everyone falls in love with, because whenever a hard carry gets out of control, there is nothing like it in the game. This is because hard carries are designed to scale harder than any other heroes in the game. Because of that, most hard carries are agility type heroes as those heroes inevitably scale harder than strength or intelligence heroes. They do this primarily with passive abilities that allow the hero to become more powerful as their stats and items increase. The downside of this is that hard carries are by far the worst heros at the start of the game. If you click on a hard carry at the start of the game and read its abilities, it will become evident that he does almost nothing. That is because until hard carries get farmed, they are worth very little to the team. After they do get farmed, they are capable of carrying the team on their own. Because of that, farming is the best source of income for a hard carry, because it is guaranteed gold. Pushing towers and going for ganks is far more time consuming and risky than farming is, if you don't get the kill there is no reward, and you lost out on potential EXP and gold that you could have been making while farming. Because of this, hard carries never attempt to fight the enemy team until they have the items they need to be powerful. The only fighting hard carries should be doing outside of lane skirmishes is defensive action, where a carry can farm up until the moment the fight happens, TP into a tower, help defend, and then immediately get back to farming. Many people consider hard carries the most boring heros to play, because all you do is grind until you are strong enough to go fight. Players who play hard carries have to be as efficient as possible at making money at all times. Examples of heroes that fit into this category would include: Anti-mage, Faceless Void, Specter, Phantom Assassin, and Stealth Assassin.

Carries are like hard carries in that they will become monsters in the late game, but not as big of ones. Carries sacrifice the ability to carry quite as hard in the late game for far more relevence early. Carries generally have 2 relevent moves from level 1, as well as a passive that allows them to scale relatively hard in the later game. This allows carries to get aggressive far earlier into the game than hard carries, meaning that carries should split their income about 50-50 between kills and farm. If you do nothing but farm as a carry, you are wasting the advantage that your good early game spells give you. Carries have far more lane presence than hard carries do, meaning you can get more aggressive from the opening whistle from the game, but a carry will never be as big of a problem as a hard carry in the late game unless the carry has almost double the hard carries net worth. Because of that, pressing the early advantage with hard carries is essential to make sure you don't get steamrolled at the 40 minute mark. An example of heroes who would count as carries (but not hard carries) would be Chaos Knight, Slithereen Guard, Night Stalker, Moon Rider, and Dragon Knight.

Last edited by atatme on Fri Dec 21, 2012 9:07 pm; edited 2 times in total
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atatme
Atatame Who?


Joined: 17 Feb 2009
Location: Bozeman, Montana, United States
PostPosted: Wed Nov 28, 2012 12:11 am 
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2 – The Mid: The two is the hero you want the second most farm on on your team, and that generally is the mid hero, but it can also be the off lane hero or even your dedicated jungler in certain situations. The mid is an incredibly important, and difficult, role to play. As the mid hero you are in a unique situation, primarily that you can expect to be soloing against another player who is also soloing. This one on one lane dynamic creates a situation where the better player will surely thrive. The reason why I think it is important for your team's best player to play the mid hero, is because of how much is going on at mid. You are the closest hero on your team to the runes, so rune control falls mostly on your shoulders. The effects these runes make cannot be over stated, as they all make ganks significantly easier to accomplish, allowing your team to dominate the map. Another thing to notice as the mid player is that you are on by far the shortest lane of the map. This means positioning is key, as you and the enemy hero are going to be virtually on top of each other the entire time. A mid player can use positioning and lane manipulation to greatly benefit his/her laneing situation. As the mid player, you are also located closer to either the top or bottom lane than they are to each other. Because of that, you are relied on as the primary ganker for your team. Your job is disruption. If anyone on the map needs killing, you are the one to do it. Say the enemy carry is getting too much farm? Your mid hero rotates and kills him. Say they have supports who are dominating their lanes and friendly heroes can not approach the creep wave? Send your mid hero to kill them both. That being said, people expect to receive help from the mid hero when things go wrong. Because of that, it is extremely important to not fall behind the enemy mid hero. If you get to the point where the other hero is blatantly stronger than you and you need help, it requires major rotations on the part of your team to make sure you don't lose middle lane.

As a mid player, you have to be able to win a lane one on one against another player. That means you need to master things such as lane control, as well as last hitting and safe harassing. You also need to be constantly aware of the runes, remember a rune spawns at every 2 minute interval from 0:00 on at either the northern or southern rune location (unless one is already there). Make sure to win rune control by pushing your lane before the rune spawns, that way the enemy hero can't beat you to the rune without charging through the creep wave, and if they try that you hit them with everything they have and creeps help you kill them. Then once you have the rune, focus on dominating your own lane for the early levels. Different heroes are comfortable at ganking at different levels, but a good rule of thumb is that you would prefer to not leave your own lane except for rune control until you are level 6. Once you hit level 6, asses the situation on the map. If any hero is having too good a time, or any side lane looks like it might be in trouble, push your lane, grab a rune, and gank that side lane. Good mid heroes are characterized by a few different things, many different types of heroes can play the mid role, but the more of certain traits your hero has, the better suited it is to solo mid. The first necessity in terms of solo mid heroes is a nuke. Your hero must have a nuke to solo mid (Meld counts), or else you will absolutely lose to someone with one (with very few exceptions). A deep mana pool also is helpful for solo mid heroes, because it allows you to spam your nukes more aggressively for lane control and ganks. Large amounts of mobility are also good on mid heroes, as it allows you to gank more efficiently. Mid player should be the third player on their team to buy a tp, generally around 6-7 minute mark, as they want to aggressively seek kills, but will also use tps to get back to mid quickly after a gank attempt. As a mid player, your income should be mostly kills and assists, some tower pushes, and some farm. The key as a mid player is to farm as you walk, so whenever you go to gank somewhere, attempt to make the use of any money or exp opportunities you see along the way, so even if the gank is a complete whiff, it isn't 100% wasted time. Mid heroes generally have useful abilities in the late game, but also the ability to semi-carry (in that they improve with items but don't scale to the rate carries do). Some examples of good middle heroes are: Invoker, Bat Rider, Grand Magus, Templar Assassin, Bane Elemental, and Queen of Pain.

Last edited by atatme on Fri Dec 21, 2012 9:17 pm; edited 4 times in total
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atatme
Atatame Who?


Joined: 17 Feb 2009
Location: Bozeman, Montana, United States
PostPosted: Wed Nov 28, 2012 12:12 am 
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3 – The Off Lane: The off lane, like most roles in dota, is quite hard to play. This is primarily because you are expected to solo the lane which is mostly in enemy territory, generally against superior numbers on the other team. Off lane heroes and players have 1 thing in common, they are hard to kill. As the off lane player your job is primarily to stay in exp range. You have to become intimately familiar with how far the exp range is (1100) and weather or not you are within exp range. That is because off lane heroes are good at operating without much farm, but require exp. That makes them good for this role because you can't expect your off lane hero to get much farm, unless things are going incredibly well, in the early parts of the game, but as long as he stays in exp range he is getting experience that a dual lane would be splitting. Off lane players are incredibly good at staying active and useful, despite the difficult situations they are in. Look for opportunities to harass the enemy, or steal a last hit from him. You can also help with run control if the rune spawns near you and both mid heroes are going for it. Basically your job is to stay alive and keep tabs on the enemy carry. You have to keep your team updated as to what items he has and how well his farm is going, so that your carry knows how well he is doing, and so your team knows whether or not the enemy carry needs to be ganked. The off lane player should be the fourth player to get a tp, around the 7-8 minute mark, as it is far more likely for the action to be coming to you then away from you. If one of the teams is doing an offensive tri-lane and you find yourself in a solo lane against the other off-lane player, you enter into an odd 1v1 battle where both heroes are incredibly difficult to kill. Calling ganks to your lane in this situation is advised, unless your team is having trouble on other lanes, in which case you have to man up and win your lane or your team will probably lose.

Good off lane heroes tend to be good initiators late in the game, so the off lane player should be the most enthusiastic of players to get into team fights. Good off lane heroes are those that are hard to kill. That can mean they are either tanky, have some manner of defensive ability, or, preferably, a very good escape mechanism. It is also important that the hero can stay relevent without farm in the early game, either by making up with it in late game farm, or only requiring a few items, around 2.5-4gs total, to be at optimal efficiency, simply because their abilities are so powerful. A few examples of heroes who excel at this role would be: Dark Seer, Wind Runner, Bounty Hunter, Tide Hunter, Sand King, and Brood Mother.

Last edited by atatme on Fri Dec 21, 2012 9:22 pm; edited 4 times in total
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atatme
Atatame Who?


Joined: 17 Feb 2009
Location: Bozeman, Montana, United States
PostPosted: Wed Nov 28, 2012 12:12 am 
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4 – Jungler/Off Support: The 4 is always the off support for your team. That means they are a member of the tri lane, get very little farm, but still more than the 5. The 4 is thus expected to build the team items such as mekansm and pipe of insight, as well as items such as euls or urn in certain situations. The off support is also generally the team member who buys smoke, as the 5 buys all the other consumables your team needs. The 4 is generally the support who spends most of their time in the jungle, even if they are not a jungling hero, because they get to take the last hits from the jungle creeps. As a jungle player, you must be intimate with stacking and pulling. Remember that to stack a creep camp, attack the creeps at the 52 second mark and run away, they should all be clear by the minute mark when the creep spawns. To pull the lane with the basic pull camp, known as the pull camp because it is the closest camp to the lanes, attack the creeps at the 45 second mark and pull them into your lane, that should cause the neutral creeps to aggro your creep wave into the creep camp. Now be careful to only pull creeps if the camp is stacked (at least 2 spawns of creeps in it). This is because the goal of pulling is generally twofold, to pull the lane closer to your own tower, and to kill a spawn of your creeps, denying the enemy gold and exp. If you do not stack the camp prior to pulling it, the throne controlled creeps will kill the neutral creeps, and a double creep wave will form which will push the lane, making it less safe to farm and easier for the enemy to get exp/last hits. The biggest advantage to being in the jungle is that you are always MIA. Unless they have wards in your jungle (which you can stop by defending your jungle before the horn sounds), the will not have vision on you for the vast majority of the early game. That means you are the #1 choice for early game ganks. Because the jungle is situated between the mid and safe lanes, ganking either of those lanes at early levels is encouraged as the jungle support. The unsafe lane is too far to gank without smoke, unfortunately, but if the unsafe lane badly needs a gank and your mid hero cannot do it, the 4 and 5 have been known to 2 man smoke gank the enemy safe lane, turning it into a temporary tri lane. That generally only happens in dire situations, however, as you do not want to leave your carry alone against a hero built for soloing. The 4 should be the first person on your team to get a tp, around the 3-4 minute mark. This is because the supports are expected to provide the most defensive mobility, and the 4 makes more money than the 5. Once you acquire your tp, you will be able to provide defensive support for the 3 (who generally needs it at least once in some point of the early game, regardless of how good the player is). There are two type of jungling supports, those who can jungle, and those who can't.

Junglers – Jungling supports have some way to summon or control creeps so that they can farm the jungle camps from the opening whistle rather quickly. This means that micro is important for these heroes, which means if you have extensive micro experience from RTS, it may help you adjust to this role faster than others would. This ability to farm the jungle immediately once the round starts allows for your team to get far more net worth and exp, as the jungle resource is being tapped into at a quicker rate. Defensive support to mid or bot lane should happen whenever needed from the opening whistle, and offensive actions should commence as soon as you have boots. Dedicated Junglers do generally less farming and more ganking than support junglers during the early game, but once the mid game starts they play essentially the same. Providing support for the 3-4 man pushes and ganks that should be happening. There are only 4 dedicated junglers that are also supports that are currently in dota, and those are Holy Knight, Enchantress, Enigma, and in some cases Natures Prophet (when used in this role he generally gets a mek because he can get it fast, but then the NP tends to go aghs scepter after wards). There are some carries who can jungle from the opening whistle as well, such as Ursa Warrior, Skeleton King, and Life Stealer, but teams generally prefer to put them on the safe lane, as lane creeps are worth far more money than jungle creeps.

Supports who can't jungle but are used in the jungle role can vary. Really any support in the game, and any hero in the game, can jungle, its just most of them can't kill all the creeps themselves at level one. To solve that, you stack camps at every opportunity, and pull those stacked camps into the lane so that the lane creeps do most of your work for you. You then make sure you get the last hits on the jungle creeps, and farm is accomplished. This serves a double purpose as it pulls the lane back making it easier for your carry to farm, just make sure you deny your own creeps as vigilantly as you last hit the neutral creeps.

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atatme
Atatame Who?


Joined: 17 Feb 2009
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PostPosted: Wed Nov 28, 2012 12:13 am 
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5 – Hard Support: Hard supports are also very difficult to play, primarily because the hard support becomes less and less relevent as the game goes on. Support heroes are at there best in the early game, because one thing that all support heroes have in common is incredibly powerful abilities. Their stats gain is not very impressive, however, so it is far better to give as much of the gold as you can to heroes who scale harder into the late game. Great supports are amazingly impressive because they find ways to make themselves relevent even when they shouldn't be. When the game is 50+ minutes in and the supports have hardly any items beyond upgraded boots and a magic stick, support heroes hit a bit of a wall. When the enemy is nearing max level, so they have far more health and armor than in the early game, as well as all sorts of items, many of which give them defensive buffs made to survive your abilities, all while you are so squishy that you die to the enemy carry in a matter of seconds, it is difficult to find ways to make yourself useful. The great support players do it. They sit on the outskirts of a battle, waiting for the precious moment in the battle, and then intervene in the perfect way. Support heroes are giving abilities with enough utility so that they can do that, whether it is a clutch disable to save a team mate or prevent the escape of an enemy, or a split second heal to keep your carry alive as he struggles in the titan match against the opposing carry, many times late game fights end up being decided by the plays of the supports, as opposed to the carry. And that isn't even their job.

The primary job of the support is to take care of the carry in the early game. Remember, the carry is generally pretty ass during the early game, and if you, as the support player, don't keep him alive, that isn't really gonna change. This means helping the carry in the lane any way you can. Whether that is getting denies that he wont be able to grab, stacking and pulling because the jungler is somewhere else, harassing the enemy back to give your carry room to farm, or sneaking around the enemy with the 4 to try to get early kills, you should constantly be staying active as you support. The quickest way to tell a good support from a mediocre one is how much they move while they support. A good support is never standing still, always doing something. Mediocre supports will just stand next to the carry and leach exp. The second job of the support is to win the lane. The carry is gonna try to be getting money, so it is your job to win the lane. Once you win the lane, you should immediately rotate to other lanes to try and win them as well. The 5 should be the second player on the team to get a tp, around the 5-6 minute mark, as it is the 5s job to help win every lane. If you are needed to tp somewhere, you have to be able to do so, as your presence is more relevant in the first 20 minutes than anyone else on your team. You win the lane when your carry is big enough to farm the lane on his own. You can do that in a couple of ways. The first, and best, is by killing the person(people) sent to lane against you so many times that they no longer feel safe coming back to the lane. If that happens, they will either abandon the lane, in which case your carry gets free farm, or they will hug the tower, in which case all you have to do is pull and your carry gets free farm. The second way is by denying all of the exp to the solo hero that he so desperately needs. If your dual lane is out laning the solo lane, that means you are denying enough exp to the enemy that he can't safely solo your carry. You can deny exp to the enemy by either denying his creeps or by constantly chasing him out of exp range. Make sure if you are chasing him and he turns to fight that you ping like crazy, as you will probably die if the carry doesn't come to help you. He will come, the kill is worth more gold then a couple last hits would be anyways, and its close enough that he can get right back to farming. The third way to win the lane is the slowest, but it still works. That is just hang around until the carry gets big. Don't let him die, help him farm safely, and wait. Now keep in mind, this wont work if you are simultaneously losing every other lane, but if a stalemate has developed, sometimes baby sitting the carry past the 20 minute mark is required if he has had a rough time farming.

Because supports require less gold to be effective than the other heroes on the team, it falls on the supports to buy the consummables that the team needs. Primarily, this means observer wards. Observer wards only cost 150 gold, come in packs of 2, and there is a cooldown on them so that the support player can't literally blanket the map with wards. A general rule of thumb is, anytime you can buy observer wards, you buy observer wards. Good ward spots are marked on the map by either terrain like an out of place bush, or a pattern on the grass like an eye. Remember that observer wards (but not sentries) follow terrain rules as far as vision goes, meaning if you put them on the high ground they will see everything below within range. Its also a good idea to put wards near fallen towers, as it replaces vision that you lost when the tower died. Look for the best spot near the tower to place the ward, somewhere high if possible, and not obstructed by trees. Look for these when placing wards until you learn what to look for yourself. As the support player, you are in a direct war for vision with the enemy support. Use sentry wards to destroy enemy wards if you see them place one. (You can generally tell when they place a ward if you see them, they will run at a good ward spot, face it, then randomly turn around and run away. Also, click on them. If they have only 1 ward in their inventory, they probably just placed one. Destroy it.) Depriving your enemy of vision is incredibly important, as its difficult to tactically respond to plays that you can't see coming. The Support player also needs to buy dust if the enemy has invisible heroes. Past that, get a magic wand, some bracers for toughness (as hard supports are almost all squishy), and your boots of preference. Anything else you get is purely luxury and character-specific, just make sure you stay on top of wards at all times. They are 100% necessary at all points in the game, the team with the better vision has a massive advantage on their opponents. Some examples of good support heroes include: Lich, Crystal Maiden, Twin Headed Dragon, Venomancer, Vengeful Spirit, Keeper of the Light, and Wisp.

Last edited by atatme on Fri Dec 21, 2012 9:40 pm; edited 2 times in total
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Eugene
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Joined: 30 Jun 2011
PostPosted: Wed Nov 28, 2012 8:57 am 
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Section One:
I have a new found belief in being as harsh of a critic as possible. I will not hold back.
So I read this:
Quote:

Hey guys, I made a noob's guide to team composition for dota 2


Then I read your disclaimer. I facepalmed, hard. You need to know your audience, and most noob players are interested in what heroes are good, how to farm better. Most of them play ladder and run the 2-1-2 team comp, they see the pros run the 3-1-1 and variations of it, but very rarely do they themselves play it. As of right now, this guide is not 100% written for them.

Furthermore I see the numbers show up before the explination: Blarg glorg slurg durg furg
Index:
Blarg=Dwall
glorg=is
slurg=a
durg=stupid
furg=face

see how confusing that gets?! (I really just wanted to call you a stupid face in here somewhere)
Rest of the sections looks good, except you need to explain who TobiWan is, it can be done like this: TobiWanKenobi, a popular commentator, whatever.

Section Two: Very good explanation of the carry role.
Section Three: Most people will recognize Rubick not Grand Magus. Also known as: "YOU FUCKING N00B HOW COULD YOU LET THAT FUCKWAD RUBICK STEAL YOUR ULT!"
Section Four: Very good, no complaints.
Section Five: You didn't add recommended heroes for the jungle (Chen, also no mention of enigma, lycan, holla holla get dolla)
Section Six: LICH GONNA TAKE YO MANA! Also I would add Keeper to the list, an aggresive keeper with a non-mana starved carry is extremely annoying to lane against, unless you fucking love horses.

Okay, so first read through: Good explanation of the roles, I would mention how sometimes you will can have one player switch roles (I think the Chinese teams do it a lot.) Otherwise, very good explanation of the roles, but this is a guide for more of the intermediate-noob players rather than the noob players.
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BarytaQ
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Joined: 20 Oct 2011
PostPosted: Wed Nov 28, 2012 9:42 am 
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Haven't had time to check content, but if you want to make sure it doesn't get confusing you might want to break the walls of text up there.
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atatme
Atatame Who?


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PostPosted: Wed Nov 28, 2012 1:14 pm 
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Keep in mind, I wrote this in one sitting and have had almost no time to read through it, edit it, or format it. Thanks for the feedback anyways. Eugene, I wasn't quite sure what to classify my target audience. You have to have some knowledge of the game to understand what I am saying, but I explain many basic topics that intermediate players would already know. This is more serving as an explanation as to why competitive players do things the way they do, since its the right way to do it. I figure this is information most people don't have. As far as the index goes, I made it so that people could look for certain things. If they were like hey I want tips on how to play support, so I will only read that section. If you don't understand what the titles are in the index, you probably need to read the whole thing to get anything out of it anyways, so the index is just a moot point for you. Also, I did mention suggested jungling heroes, its just in the middle of a wall of text. I should probably format it some, make suggested heroes in bold or something
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Hirmuinen
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PostPosted: Sat Dec 01, 2012 12:07 pm 
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When you made examples of heroes, do you think every hero has their role or are some totally useless and should not be played as?

But I think this is helping to understand what is going on and what kind of role should I be playing with my hero.
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Eugene
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PostPosted: Sat Dec 01, 2012 2:32 pm 
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Hirmuinen wrote:
When you made examples of heroes, do you think every hero has their role or are some totally useless and should not be played as?

But I think this is helping to understand what is going on and what kind of role should I be playing with my hero.


Every hero has a role or a niche they can do. Sometimes you may not want a certain hero but that doesn't make them useless. For example, you may not want to pick up Bounty Hunter if Slardar is in the pool, but that doesn't make BH useless, he is just not that great for the game.
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atatme
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PostPosted: Sat Dec 01, 2012 5:13 pm 
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Eugene wrote:
Hirmuinen wrote:
When you made examples of heroes, do you think every hero has their role or are some totally useless and should not be played as?

But I think this is helping to understand what is going on and what kind of role should I be playing with my hero.


Every hero has a role or a niche they can do. Sometimes you may not want a certain hero but that doesn't make them useless. For example, you may not want to pick up Bounty Hunter if Slardar is in the pool, but that doesn't make BH useless, he is just not that great for the game.


That being said, there is a tier list for heroes. Generally, the less the hero does, the shittier it is. Lots of people consider sniper an ass hero because he is annoying and can carry really hard, but he doesn't do anything besides lane control and damage. He has no disables, his slow hardly even counts as a slow, no stuns, no great pushing or counter pushing abilities. He becomes an issue if he gets very farmed, but any carry does. But yes, like eugene said, every hero has a role it should be performing, although some heroes can perform multiple roles, whereas others can only realistically pull off one

EDIT: Also, many heros can fill multiple roles on this list. Wind runner, for example, could theoretically play ANY of the roles listed, although she is unique in that level of flexibility
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