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The Art of Winning Lanes Part 1

Blogs > Laertes
Post a Reply
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
April 23 2016 22:16 GMT
#1
--- Nuked ---
evanthebouncy!
Profile Blog Joined June 2006
United States12816 Posts
April 23 2016 23:40 GMT
#2
per latest TL article winning lane means dog shit you just use spectre hide highground for 100 minutes press R rubberband 10k gold and gg from there.

read up:
http://www.liquiddota.com/forum/dota-2-general/507995-league-of-the-ancients-2

xD
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
nanaoei
Profile Blog Joined May 2010
3358 Posts
Last Edited: 2016-04-24 00:04:15
April 23 2016 23:56 GMT
#3
what i've tried to understand about laning until ~6-10 minutes is that some heroes can do more with the little farm they get out of a tough lane. there's a minimum they have to achieve and this usually involves levels as well. introducing the sidecamps made it easier to have it in one place as before the offlaner would have to walk halfway across the map to their jungle.

some heroes multiply farming and fighting efficiency through items, while some require their own items in order to proceed.
others only need their first items, like boots, to really succeed; then it's a matter of how quickly they can have them while contributing to those first 6-10 minutes.

as for what happens during the laning, it is easier to predict this than ever before. much like your chess analogy, each hero is a piece that has a pretty clear role. in order to get something out of lane, they need to be playing the matchup and their potential.

for example, darkseer offlane against your safelane farmer:
it goes from trying to zone his early xp,
to contesting his farm,
to trying to let as little farm slip through as you can
to trying to keep your tower from falling.
each time you fail or have an especially difficult time performing one of those tasks, it falls a rung further.
darkseer as a hero farms like an antimage with battlefury with its lower risk and higher clear-rates. the hero is quite self-sufficient with the items he builds and his actual mana costs.
this example is present with each hero who may have an overarching plan, and various steps are added depending on what you need. some heroes actually need to put on pressure and get kills as much as possible. if that can't be achieved, then the backup plan is most usually a way to stop the bleeding or taking risks to flip the situation around.

if much of the game comes down to getting and using items, it's just a matter of how, or how quickly you can do it and a lot of heroes decide their next 10-15minutes of midgame based on those very first items they pick up. [coming up to midgame movements] it's up to the players themselves to solve the puzzle and figure out (and even limit) what those few options may be.
there's also the factor that they'll do something completely weird and inefficient, and so it's always difficult to know what will happen exactly.

and so i think, if you can't destroy lane directly, things like vision and information are less sought-after edges that any player can use to make actual game-winning choices. it's more important to have something of a plan and for the team to stick to it than it is to depend on the player's skill to carry out lanes as they should've been. in this case it's strategy over mechanics while it's important to learn both, each in their own practical context.
*@boesthius' FF7 nostalgia stream bomb* "we should work on a 'Final Progamer' fangame»whitera can be a protagonist---lastlie: "we save world and then defense it"
aboxcar
Profile Blog Joined May 2013
United States447 Posts
Last Edited: 2016-04-24 04:30:04
April 24 2016 04:26 GMT
#4
obsession with lanes can become myopic, and historically dota hasn't treated proponents kindly. this is partially b/c focusing on lanes is in itself fundamentally flawed and also because it's a characteristic of players who lack strategic depth in general.

cf. past mushi teams, who could win all 3 lanes and then still lose the game to xiao8's overall strategic solidness. those were the quintessential examples. usually it's more of an early game vis-a-vis late game dynamic.
everything that rises must converge
makmeatt
Profile Blog Joined June 2011
2024 Posts
April 24 2016 11:34 GMT
#5
i heard somebody saying lately (maybe commentators at manila) that mistakes in the early game are not so detrimental to success in midgame in the recent patches, so i wouldn't be too concerned.
i feel that the state of lanes at any point during the laning stage in an even game is too fuzzy to be able to figure out who's winning them; i guess the best guidance would be who's being more efficient with the farm available to them and who can become active quicker.
also what evan said. whether it was a sarcastic comment or not, laning stage does not matter that much to the outcome of a match lately. i'm personally liking it that way, forces you to develop better judgement and become active early if you want to make use of advantages you accumulated during it.
"Silver Edge can't break my hope" - Kryptt 2016 || "Chrono is not a debuff, you just get rekt" - Guru 2016
DucK-
Profile Blog Joined January 2009
Singapore11449 Posts
April 24 2016 17:31 GMT
#6
This is a concept that I strongly advocate at lower levels. I'd say crushing the enemy's safelane is the best. You cripple the hero that is the most dependent on farm to function. That is why I like bristle axe or certain dual lanes against shit laning carries. Your own safe lane could be having good farm, your mid may be having decent farm. That is something expected of. But you have a bonus of an additional core that's doing good, and that is an advantage for your team right from the start.

Of course there's the danger of your ally screwing up and feeding for no reason and you can't control it. But hey don't see why anyone would complain with having a headstart!
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