On October 02 2013 15:29 Firebolt145 wrote: All that tells me is you'd rather be someone's bitch and win than man up for yourself.
Doesn't that sum up anyone who wants to ever play support?
:D
I feel more manly ganking with my brown boots, 2 gg branches and wand 10 minutes into the game comapred to when I fight those creeps, creeps are not really fearsome.
On October 02 2013 17:18 negon wrote: The most selfish thing is playing a bad, self-absorbed support, becoming food for enemies after 10mins and thinking that the fact you're carrying wards and two branches means you're some kind of a godlike asset to the team, selflessly busting your ass for the victory.. yeah, no.
Yeah screw wards, getting a force staff is so much more fun.
Not sure if you're being sarcastic, but I am not saying you shouldn't be getting wards.. just that there are tons of bad players playing support exclusively, thinking their only obligation is to place wards and maybe stackpull, while dying all the time, leaving the carry alone at worst times, buying wards/dusts/smokes when they have no need for them and yet thinking they're contributing so much. There's more to playing support than placing wards, sometimes you should prioritise other things.. for yourself and for the team too.. and a surprising number of players seem unable to understand that. And they're oh so sure they're doing nothing wrong.
where do you find these 'tons of bad players playing support exclusively'? sound like an amazing deal to me to trade with all those 'russian players' (we all know what i mean here), as soon as they actually buy visions and use them, and they are not feeding hardcore then i'd be thanking dota god every game.
You sound like someone who blames the support when you lose rather than think of how would you do better as a carry/mid/hardlaner. Out of thousands of games that i have played since November 2011, I can't remember a single game that it was the fault of that kind of support player that you described. Because in reality, people who are willing to play a proper #5 is so damn rare and you are complaining of not having 'good support' lol.
There are differences between 1) bad/low skill player (who sucks at whatever role/hero they play, in this case it is simply because your mmr is not there yet), 2) people prefer to play greedy/passive or aggressive support (high/low skill trolls or tryhards are all here you can't tell), 3) the skilled players who lack of understanding of certain role (but if you gave him items/farm he would still own with the hero) which are usually the 'bad support' in pub, they refuse to give the carry the exp/gold like leeching your exp on lane or lose the lane 2v1 or 3v1, needless to say they never bother to buy ward/cour/smoke etc.
On October 02 2013 17:18 negon wrote: The most selfish thing is playing a bad, self-absorbed support, becoming food for enemies after 10mins and thinking that the fact you're carrying wards and two branches means you're some kind of a godlike asset to the team, selflessly busting your ass for the victory.. yeah, no.
Yeah screw wards, getting a force staff is so much more fun.
Not sure if you're being sarcastic, but I am not saying you shouldn't be getting wards.. just that there are tons of bad players playing support exclusively, thinking their only obligation is to place wards and maybe stackpull, while dying all the time, leaving the carry alone at worst times, buying wards/dusts/smokes when they have no need for them and yet thinking they're contributing so much. There's more to playing support than placing wards, sometimes you should prioritise other things.. for yourself and for the team too.. and a surprising number of players seem unable to understand that. And they're oh so sure they're doing nothing wrong.
where do you find these 'tons of bad players playing support exclusively'? sound like an amazing deal to me to trade with all those 'russian players' (we all know what i mean here), as soon as they actually buy visions and use them, and they are not feeding hardcore then i'd be thanking dota god every game.
You sound like someone who blames the support when you lose rather than think of how would you do better as a carry/mid/hardlaner. Out of thousands of games that i have played since November 2011, I can't remember a single game that it was the fault of that kind of support player that you described. Because in reality, people who are willing to play a proper #5 is so damn rare and you are complaining of not having 'good support' lol.
There are differences between 1) bad/low skill player (who sucks at whatever role/hero they play, in this case it is simply because your mmr is not there yet), 2) people prefer to play greedy/passive or aggressive support (high/low skill trolls or tryhards are all here you can't tell), 3) the skilled players who lack of understanding of certain role (but if you gave him items/farm he would still own with the hero) which are usually the 'bad support' in pub, they refuse to give the carry the exp/gold like leeching your exp on lane or lose the lane 2v1 or 3v1, needless to say they never bother to buy ward/cour/smoke etc.
I play in the same bracket as you, since we've met repeatedly in MM . You're making rather baseless assumptions, I don't really blame anyone (however I don't really feel the need to glorify proper support players either), I am just describing a certain type of player which DOES exist. However you are right, these are more common in lower level Dota, now that I think about it most of them I've played with were just people I was stacking with, not people with higher MMR.
On October 02 2013 20:08 BurningSera wrote: There are differences between 1) bad/low skill player (who sucks at whatever role/hero they play, in this case it is simply because your mmr is not there yet), 2) people prefer to play greedy/passive or aggressive support (high/low skill trolls or tryhards are all here you can't tell), 3) the skilled players who lack of understanding of certain role (but if you gave him items/farm he would still own with the hero) which are usually the 'bad support' in pub, they refuse to give the carry the exp/gold like leeching your exp on lane or lose the lane 2v1 or 3v1, needless to say they never bother to buy ward/cour/smoke etc.
I really find it hard to believe that there are genuinely "skilled" players out there who don't understand that supports should give the carry lasthits and buy wards. That is elementary stuff.
If someone plays a support and doesn't at least attempt to do that kind of thing, they are either intentionally playing selfishly (ie. being a tool), or are terrible.
On October 02 2013 15:59 FuzzyJAM wrote: As for it being selfish to play a standard carry. . .nah, not really. You could just as easily argue that not playing hard support where you get Courier, Wards, Sentries, upgrade, second set of Wards, pool regen, etc. before buying your own Boots at 15 minutes is "selfish". I just don't think it makes any sense.
It's not the same.
A support that does not buy courier/wards/etc. is an inconvenience, but it is one that can be rectified by the other players on the team. If our support refuses to buy these things, I, as a different player, have the option to get those things. In fact, it's considered common courtesy in Chinese pubs for the player who wants to take mid to buy the courier (and it's considered quite discourteous for someone who didn't buy the courier to try and hog mid from someone who did). Likewise, it's frequent that the mid player is the one to buy the wards.
A carry player that does as I described is something that the rest of the team cannot fix. There is no choice that any of the other 4 players in the game can make that suddenly makes a Midas+BF Anti-Mage have teamfighting ability. As such, the carry player in this situation essentially holds the game hostage against the other 4 players on his team, and unlike the case of the "selfish" support, there is nothing they can do about it.
A farmer that decides to build team fight items to be relevant early game forces his team to go for early game fights/push just as much as a farmer that builds for more late game is forcing the opposite. He's holding his teammates at hostage just as much.
Just because YOU like to play "Russian Dota" doesn't mean it's the "correct" way to play pubs or the proper and unselfish way.
On October 02 2013 21:18 Kishin2 wrote: Troll is in the game now. Where are the win one fight get rax super push lineups? Disappointing.
Nowhere they haven't been already. Prophet is like 10x better at that than Troll, anyway, thanks to Teleport, Nature's Wrath, and buyback. Means that all the lanes are pushed out, and you can teamfight more easily because it's a 6v5. Hell, Teleport even means you can LOSE one fight and get rax.
The limiting factor on pushing after teamfights is usually the movespeed of creeps combined with glyph. What Troll's ulti is good for is helping your team take map objectives (towers, rosh) under mild pressure. And hitting things really fast.
On October 02 2013 15:59 FuzzyJAM wrote: As for it being selfish to play a standard carry. . .nah, not really. You could just as easily argue that not playing hard support where you get Courier, Wards, Sentries, upgrade, second set of Wards, pool regen, etc. before buying your own Boots at 15 minutes is "selfish". I just don't think it makes any sense.
It's not the same.
A support that does not buy courier/wards/etc. is an inconvenience, but it is one that can be rectified by the other players on the team. If our support refuses to buy these things, I, as a different player, have the option to get those things. In fact, it's considered common courtesy in Chinese pubs for the player who wants to take mid to buy the courier (and it's considered quite discourteous for someone who didn't buy the courier to try and hog mid from someone who did). Likewise, it's frequent that the mid player is the one to buy the wards.
A carry player that does as I described is something that the rest of the team cannot fix. There is no choice that any of the other 4 players in the game can make that suddenly makes a Midas+BF Anti-Mage have teamfighting ability. As such, the carry player in this situation essentially holds the game hostage against the other 4 players on his team, and unlike the case of the "selfish" support, there is nothing they can do about it.
A farmer that decides to build team fight items to be relevant early game forces his team to go for early game fights/push just as much as a farmer that builds for more late game is forcing the opposite. He's holding his teammates at hostage just as much.
Just because YOU like to play "Russian Dota" doesn't mean it's the "correct" way to play pubs or the proper and unselfish way.
A Storm who goes for a jungle build has just sacrificed his lane and set his team up for failure unless they play pussydota and protect him. A Morph who goes for level 1 max agi is demanding that his team babysit him constantly and denying his supports their pulls unless they want him to die again and again.
A Spec who goes Phase+Drums can still build into a Heart eventually, and an Alchemist who starts out with Shadow Blade can still get AC and Abyssal.
Do you see the fundamental difference here? EE's builds deny his team options, while early fight builds on carries just open up more options. They're NOT holding their teammates hostage, because what they're doing is allowing for the possibility of early fighting while not crippling the lategame. Something that would justify your position is using a snowball-oriented hero as the safelane carry, which does limit your team's options to fighting early and often, but the thing is, that's not what Yango said.
Early teamfight doesn't inherently sacrifice lategame potential in a goddamn pub. If anything, it contributes a lot to lategame potential, because it opens up a lot of map space and lets your team focus on the enemy carry more. Demanding farming roles can sacrifice a lot of early game potential, though, and demanding EE-style farming roles, which sacrifice lanes completely and require vast amounts of babysitting from his teammates, is clearly a case of holding the game hostage.
On October 02 2013 15:59 FuzzyJAM wrote: As for it being selfish to play a standard carry. . .nah, not really. You could just as easily argue that not playing hard support where you get Courier, Wards, Sentries, upgrade, second set of Wards, pool regen, etc. before buying your own Boots at 15 minutes is "selfish". I just don't think it makes any sense.
It's not the same.
A support that does not buy courier/wards/etc. is an inconvenience, but it is one that can be rectified by the other players on the team. If our support refuses to buy these things, I, as a different player, have the option to get those things. In fact, it's considered common courtesy in Chinese pubs for the player who wants to take mid to buy the courier (and it's considered quite discourteous for someone who didn't buy the courier to try and hog mid from someone who did). Likewise, it's frequent that the mid player is the one to buy the wards.
A carry player that does as I described is something that the rest of the team cannot fix. There is no choice that any of the other 4 players in the game can make that suddenly makes a Midas+BF Anti-Mage have teamfighting ability. As such, the carry player in this situation essentially holds the game hostage against the other 4 players on his team, and unlike the case of the "selfish" support, there is nothing they can do about it.
A farmer that decides to build team fight items to be relevant early game forces his team to go for early game fights/push just as much as a farmer that builds for more late game is forcing the opposite. He's holding his teammates at hostage just as much.
Just because YOU like to play "Russian Dota" doesn't mean it's the "correct" way to play pubs or the proper and unselfish way.
A Storm who goes for a jungle build has just sacrificed his lane and set his team up for failure unless they play pussydota and protect him. A Morph who goes for level 1 max agi is demanding that his team babysit him constantly and denying his supports their pulls unless they want him to die again and again.
A Spec who goes Phase+Drums can still build into a Heart eventually, and an Alchemist who starts out with Shadow Blade can still get AC and Abyssal.
Do you see the fundamental difference here? EE's builds deny his team options, while early fight builds on carries just open up more options. They're NOT holding their teammates hostage, because what they're doing is allowing for the possibility of early fighting while not crippling the lategame. Something that would justify your position is using a snowball-oriented hero as the safelane carry, which does limit your team's options to fighting early and often, but the thing is, that's not what Yango said.
Early teamfight doesn't inherently sacrifice lategame potential in a goddamn pub. If anything, it contributes a lot to lategame potential, because it opens up a lot of map space and lets your team focus on the enemy carry more. Demanding farming roles can sacrifice a lot of early game potential, though, and demanding EE-style farming roles, which sacrifice lanes completely and require vast amounts of babysitting from his teammates, is clearly a case of holding the game hostage.
There's two different things here, though. I think there's a serious difference between EE's soulring jungle bottlecrow storm and a bfury antimage.
I don't think too many people are seriously arguing in favour of jungle storm, but a lot of people - myself included - would disagree with the idea that a farming antimage has no place in pubs.
I'm pretty surprised at the number of people who don't focus fire with Rhasta's wards. Admittedly, I play at a lower skill bracket but it's frustrating to see serpent wards kill creeps in a team fight or when shackled. Also, is ward trapping harder? It was easy back in DotA 1 but I can't pull it off 100% this time around.
Glancing through the past few pages...Acritter beat me to it there.
But to add an SC2 analogy: A late game build is like fast expanding into a fast third with minimal defence. It means you have zero options for aggression early on and you can flat out die if it goes wrong. But it provides you with an economic advantage as the game goes on.
An early game build is like 3-gate expanding and teching to AoE before taking a third. Its a lot slower but a lot safer and opens up a bunch of early options. However you'll be at an economical ("farming") disadvantage after a while if your opponent goes for faster expands. So you will then have to make up for either by getting an expansion ahead (building a farming item late) or by using your early advantage to put on pressure and deal damage (kill their carry or harrass them out of lane). Or if you're straight up better than them you can often win anyway.
Edit: In response to the above comment about Antimage: thats an entirely different matter. As is Void, Medusa, etc etc. Nobody was talking about any of those heroes.
On October 02 2013 15:59 FuzzyJAM wrote: As for it being selfish to play a standard carry. . .nah, not really. You could just as easily argue that not playing hard support where you get Courier, Wards, Sentries, upgrade, second set of Wards, pool regen, etc. before buying your own Boots at 15 minutes is "selfish". I just don't think it makes any sense.
It's not the same.
A support that does not buy courier/wards/etc. is an inconvenience, but it is one that can be rectified by the other players on the team. If our support refuses to buy these things, I, as a different player, have the option to get those things. In fact, it's considered common courtesy in Chinese pubs for the player who wants to take mid to buy the courier (and it's considered quite discourteous for someone who didn't buy the courier to try and hog mid from someone who did). Likewise, it's frequent that the mid player is the one to buy the wards.
A carry player that does as I described is something that the rest of the team cannot fix. There is no choice that any of the other 4 players in the game can make that suddenly makes a Midas+BF Anti-Mage have teamfighting ability. As such, the carry player in this situation essentially holds the game hostage against the other 4 players on his team, and unlike the case of the "selfish" support, there is nothing they can do about it.
A farmer that decides to build team fight items to be relevant early game forces his team to go for early game fights/push just as much as a farmer that builds for more late game is forcing the opposite. He's holding his teammates at hostage just as much.
Just because YOU like to play "Russian Dota" doesn't mean it's the "correct" way to play pubs or the proper and unselfish way.
A Storm who goes for a jungle build has just sacrificed his lane and set his team up for failure unless they play pussydota and protect him. A Morph who goes for level 1 max agi is demanding that his team babysit him constantly and denying his supports their pulls unless they want him to die again and again.
A Spec who goes Phase+Drums can still build into a Heart eventually, and an Alchemist who starts out with Shadow Blade can still get AC and Abyssal.
Do you see the fundamental difference here? EE's builds deny his team options, while early fight builds on carries just open up more options. They're NOT holding their teammates hostage, because what they're doing is allowing for the possibility of early fighting while not crippling the lategame. Something that would justify your position is using a snowball-oriented hero as the safelane carry, which does limit your team's options to fighting early and often, but the thing is, that's not what Yango said.
Early teamfight doesn't inherently sacrifice lategame potential in a goddamn pub. If anything, it contributes a lot to lategame potential, because it opens up a lot of map space and lets your team focus on the enemy carry more. Demanding farming roles can sacrifice a lot of early game potential, though, and demanding EE-style farming roles, which sacrifice lanes completely and require vast amounts of babysitting from his teammates, is clearly a case of holding the game hostage.
Or tiny with mana boots and dagger vs phase/treads and drum. I feel the first one get his agh way earlier all the time in pubs. We can add the bf on jugg/PA, midas helm of the dominator combo on luna/gyro, linken weaver, all this stuff designed to farm and not fighting. I don't say it's always wrong but it often turns a won laning phase into the ennemies taking all outer towers easily and getting an unsurmountable edge.
On October 02 2013 15:59 FuzzyJAM wrote: As for it being selfish to play a standard carry. . .nah, not really. You could just as easily argue that not playing hard support where you get Courier, Wards, Sentries, upgrade, second set of Wards, pool regen, etc. before buying your own Boots at 15 minutes is "selfish". I just don't think it makes any sense.
It's not the same.
A support that does not buy courier/wards/etc. is an inconvenience, but it is one that can be rectified by the other players on the team. If our support refuses to buy these things, I, as a different player, have the option to get those things. In fact, it's considered common courtesy in Chinese pubs for the player who wants to take mid to buy the courier (and it's considered quite discourteous for someone who didn't buy the courier to try and hog mid from someone who did). Likewise, it's frequent that the mid player is the one to buy the wards.
A carry player that does as I described is something that the rest of the team cannot fix. There is no choice that any of the other 4 players in the game can make that suddenly makes a Midas+BF Anti-Mage have teamfighting ability. As such, the carry player in this situation essentially holds the game hostage against the other 4 players on his team, and unlike the case of the "selfish" support, there is nothing they can do about it.
A farmer that decides to build team fight items to be relevant early game forces his team to go for early game fights/push just as much as a farmer that builds for more late game is forcing the opposite. He's holding his teammates at hostage just as much.
Just because YOU like to play "Russian Dota" doesn't mean it's the "correct" way to play pubs or the proper and unselfish way.
A Storm who goes for a jungle build has just sacrificed his lane and set his team up for failure unless they play pussydota and protect him. A Morph who goes for level 1 max agi is demanding that his team babysit him constantly and denying his supports their pulls unless they want him to die again and again.
A Spec who goes Phase+Drums can still build into a Heart eventually, and an Alchemist who starts out with Shadow Blade can still get AC and Abyssal.
Do you see the fundamental difference here? EE's builds deny his team options, while early fight builds on carries just open up more options. They're NOT holding their teammates hostage, because what they're doing is allowing for the possibility of early fighting while not crippling the lategame. Something that would justify your position is using a snowball-oriented hero as the safelane carry, which does limit your team's options to fighting early and often, but the thing is, that's not what Yango said.
Early teamfight doesn't inherently sacrifice lategame potential in a goddamn pub. If anything, it contributes a lot to lategame potential, because it opens up a lot of map space and lets your team focus on the enemy carry more. Demanding farming roles can sacrifice a lot of early game potential, though, and demanding EE-style farming roles, which sacrifice lanes completely and require vast amounts of babysitting from his teammates, is clearly a case of holding the game hostage.
There's two different things here, though. I think there's a serious difference between EE's soulring jungle bottlecrow storm and a bfury antimage.
I don't think too many people are seriously arguing in favour of jungle storm, but a lot of people - myself included - would disagree with Yango's assertion that a farming antimage has no place in pubs.
Even as someone who likes playing PvE Antimage, I have to agree with his assertion to some degree. While Antimage does have his place in pubs, simply because the hero can carry so goddamn hard, it is very demanding on your team. First, they need to completely babysit him until he has PMS/RoH or whatever basic items he needs to not plain die to the offlaner. That's not too bad, though, and a lot of carries sit somewhere in that frame. Second, they need to clear him a lot of space until the 15 minute mark, when he can reasonably be expected to have finished his Battlefury. This is a lot more intense than most carries out there, but still pretty doable. Finally, they need to be prepared to fight without him until the 30 minute mark or so, and even after that, accept that the best way to victory is to fight as four while AM splitpushes. If anything goes wrong at any of these stages, it pushes back the time until AM gets online in a major way, and makes the game much harder. And all this is assuming the AM is pretty competent. Having an AM can practically ensure victory in lategame situations, but greatly limits the potential decisions to be made by your teammates. It's essentially a high-risk high-reward gambit, and it's understandable why it can be considered distasteful to make one of those gambits when your team isn't all on board with it.
That's why I have friends who I can force to babysit me.
Edit: to make my stance perfectly clear, I agree with both of you to some degree. The reason why I'm more okay with Antimage than with Tranq/Soul Storm is that Antimage carries a hell of a lot harder and doesn't sac mid.
On October 02 2013 22:11 -Celestial- wrote: Glancing through the past few pages...Acritter beat me to it there.
But to add an SC2 analogy: A late game build is like fast expanding into a fast third with minimal defence. It means you have zero options for aggression early on and you can flat out die if it goes wrong. But it provides you with an economic advantage as the game goes on.
An early game build is like 3-gate expanding and teching to AoE before taking a third. Its a lot slower but a lot safer and opens up a bunch of early options. However you'll be at an economical ("farming") disadvantage after a while if your opponent goes for faster expands. So you will then have to make up for either by getting an expansion ahead (building a farming item late) or by using your early advantage to put on pressure and deal damage (kill their carry or harrass them out of lane). Or if you're straight up better than them you can often win anyway.
Edit: In response to the above comment about Antimage: thats an entirely different matter. As is Void, Medusa, etc etc. Nobody was talking about any of those heroes.
Quick aside before I talk about the interesting parts of your post: Yango WAS talking about AM, so it's a valid point.
The curious part of the Starcraft analogy is that because of the single-player nature of the game, a 3gate expand CAN be a thrown game in some circumstances. Your opponent can quickly and reliably capitalize on your passive play and shut you out of the game. This won't always happen in DOTA2 simply because it's a team game, and it's harder to coordinate that kind of play. But when you get to the professional level, and you're playing with extremely high team coordination, you start seeing that kind of safe and reliable play becoming deleterious again. Isn't it funny how it all comes together?
On October 02 2013 15:59 FuzzyJAM wrote: As for it being selfish to play a standard carry. . .nah, not really. You could just as easily argue that not playing hard support where you get Courier, Wards, Sentries, upgrade, second set of Wards, pool regen, etc. before buying your own Boots at 15 minutes is "selfish". I just don't think it makes any sense.
It's not the same.
A support that does not buy courier/wards/etc. is an inconvenience, but it is one that can be rectified by the other players on the team. If our support refuses to buy these things, I, as a different player, have the option to get those things. In fact, it's considered common courtesy in Chinese pubs for the player who wants to take mid to buy the courier (and it's considered quite discourteous for someone who didn't buy the courier to try and hog mid from someone who did). Likewise, it's frequent that the mid player is the one to buy the wards.
A carry player that does as I described is something that the rest of the team cannot fix. There is no choice that any of the other 4 players in the game can make that suddenly makes a Midas+BF Anti-Mage have teamfighting ability. As such, the carry player in this situation essentially holds the game hostage against the other 4 players on his team, and unlike the case of the "selfish" support, there is nothing they can do about it.
A farmer that decides to build team fight items to be relevant early game forces his team to go for early game fights/push just as much as a farmer that builds for more late game is forcing the opposite. He's holding his teammates at hostage just as much.
Just because YOU like to play "Russian Dota" doesn't mean it's the "correct" way to play pubs or the proper and unselfish way.
A Storm who goes for a jungle build has just sacrificed his lane and set his team up for failure unless they play pussydota and protect him. A Morph who goes for level 1 max agi is demanding that his team babysit him constantly and denying his supports their pulls unless they want him to die again and again.
A Spec who goes Phase+Drums can still build into a Heart eventually, and an Alchemist who starts out with Shadow Blade can still get AC and Abyssal.
Do you see the fundamental difference here? EE's builds deny his team options, while early fight builds on carries just open up more options. They're NOT holding their teammates hostage, because what they're doing is allowing for the possibility of early fighting while not crippling the lategame. Something that would justify your position is using a snowball-oriented hero as the safelane carry, which does limit your team's options to fighting early and often, but the thing is, that's not what Yango said.
Early teamfight doesn't inherently sacrifice lategame potential in a goddamn pub. If anything, it contributes a lot to lategame potential, because it opens up a lot of map space and lets your team focus on the enemy carry more. Demanding farming roles can sacrifice a lot of early game potential, though, and demanding EE-style farming roles, which sacrifice lanes completely and require vast amounts of babysitting from his teammates, is clearly a case of holding the game hostage.
Or tiny with mana boots and dagger vs phase/treads and drum. I feel the first one get his agh way earlier all the time in pubs. We can add the bf on jugg/PA, midas helm of the dominator combo on luna/gyro, linken weaver, all this stuff designed to farm and not fighting. I don't say it's always wrong but it often turns a won laning phase into the ennemies taking all outer towers easily and getting an unsurmountable edge.
I'd actually say that Midas is more of a safe, almost teamfight option in pubs. It lets you keep a lot of farm going under pressure and in fights. It certainly doesn't have the fighting potential of Drums, though, to be sure.
On October 02 2013 22:11 -Celestial- wrote: Glancing through the past few pages...Acritter beat me to it there.
But to add an SC2 analogy: A late game build is like fast expanding into a fast third with minimal defence. It means you have zero options for aggression early on and you can flat out die if it goes wrong. But it provides you with an economic advantage as the game goes on.
An early game build is like 3-gate expanding and teching to AoE before taking a third. Its a lot slower but a lot safer and opens up a bunch of early options. However you'll be at an economical ("farming") disadvantage after a while if your opponent goes for faster expands. So you will then have to make up for either by getting an expansion ahead (building a farming item late) or by using your early advantage to put on pressure and deal damage (kill their carry or harrass them out of lane). Or if you're straight up better than them you can often win anyway.
Edit: In response to the above comment about Antimage: thats an entirely different matter. As is Void, Medusa, etc etc. Nobody was talking about any of those heroes.
Quick aside before I talk about the interesting parts of your post: Yango WAS talking about AM, so it's a valid point.
The curious part of the Starcraft analogy is that because of the single-player nature of the game, a 3gate expand CAN be a thrown game in some circumstances. Your opponent can quickly and reliably capitalize on your passive play and shut you out of the game. This won't always happen in DOTA2 simply because it's a team game, and it's harder to coordinate that kind of play. But when you get to the professional level, and you're playing with extremely high team coordination, you start seeing that kind of safe and reliable play becoming deleterious again. Isn't it funny how it all comes together?
On October 02 2013 15:59 FuzzyJAM wrote: As for it being selfish to play a standard carry. . .nah, not really. You could just as easily argue that not playing hard support where you get Courier, Wards, Sentries, upgrade, second set of Wards, pool regen, etc. before buying your own Boots at 15 minutes is "selfish". I just don't think it makes any sense.
It's not the same.
A support that does not buy courier/wards/etc. is an inconvenience, but it is one that can be rectified by the other players on the team. If our support refuses to buy these things, I, as a different player, have the option to get those things. In fact, it's considered common courtesy in Chinese pubs for the player who wants to take mid to buy the courier (and it's considered quite discourteous for someone who didn't buy the courier to try and hog mid from someone who did). Likewise, it's frequent that the mid player is the one to buy the wards.
A carry player that does as I described is something that the rest of the team cannot fix. There is no choice that any of the other 4 players in the game can make that suddenly makes a Midas+BF Anti-Mage have teamfighting ability. As such, the carry player in this situation essentially holds the game hostage against the other 4 players on his team, and unlike the case of the "selfish" support, there is nothing they can do about it.
A farmer that decides to build team fight items to be relevant early game forces his team to go for early game fights/push just as much as a farmer that builds for more late game is forcing the opposite. He's holding his teammates at hostage just as much.
Just because YOU like to play "Russian Dota" doesn't mean it's the "correct" way to play pubs or the proper and unselfish way.
A Storm who goes for a jungle build has just sacrificed his lane and set his team up for failure unless they play pussydota and protect him. A Morph who goes for level 1 max agi is demanding that his team babysit him constantly and denying his supports their pulls unless they want him to die again and again.
A Spec who goes Phase+Drums can still build into a Heart eventually, and an Alchemist who starts out with Shadow Blade can still get AC and Abyssal.
Do you see the fundamental difference here? EE's builds deny his team options, while early fight builds on carries just open up more options. They're NOT holding their teammates hostage, because what they're doing is allowing for the possibility of early fighting while not crippling the lategame. Something that would justify your position is using a snowball-oriented hero as the safelane carry, which does limit your team's options to fighting early and often, but the thing is, that's not what Yango said.
Early teamfight doesn't inherently sacrifice lategame potential in a goddamn pub. If anything, it contributes a lot to lategame potential, because it opens up a lot of map space and lets your team focus on the enemy carry more. Demanding farming roles can sacrifice a lot of early game potential, though, and demanding EE-style farming roles, which sacrifice lanes completely and require vast amounts of babysitting from his teammates, is clearly a case of holding the game hostage.
Or tiny with mana boots and dagger vs phase/treads and drum. I feel the first one get his agh way earlier all the time in pubs. We can add the bf on jugg/PA, midas helm of the dominator combo on luna/gyro, linken weaver, all this stuff designed to farm and not fighting. I don't say it's always wrong but it often turns a won laning phase into the ennemies taking all outer towers easily and getting an unsurmountable edge.
I'd actually say that Midas is more of a safe, almost teamfight option in pubs. It lets you keep a lot of farm going under pressure and in fights. It certainly doesn't have the fighting potential of Drums, though, to be sure.
Eh I guess I kinda missed that thing with Yango. I'm only skimming because I'm in work.
Thing is I'd argue a hero like an Antimage or Void is a separate matter entirely. They require the space to farm up a Battlefury or something similar but after a couple of items they can be largely self-sufficient freeing your team to do what they want. Not to mention their ults are still useful at all points in the game.
But something like a Storm is fundamentally set up with a lot of burst damage and mobility for ganking. I think this is more of a discussion of "what is optimal for a particular hero, what is safe for a particular hero". An all-agi Morph will instantly die to any aggression so although it may be optimal for farming its nowhere near safe. A jungling storm is pretty awful all round. However a Void or an Antimage...farming is optimal and a couple of relatively small items (PMS, treads, RoH) means it is also fairly safe.
And actually thats an interesting point...there's strong analogies there. As you get a better player in both you're able to push the boundaries of what is "safe" more in the direction of being greedy and so do things you wouldn't have dared to try previously.
Finally, I agree on the Midas comment. The increased attack speed is a very good part of the item as well. When I play Void, and when I get off to a good start, I tend to go for "supercarry" build with 7 minute midas into battlefury and its surprising how good that is in pub games even early on. Lets you farm well and cleave damage with increased attack from a midas in a chronosphere is amazingly good. And thats before you even get the MoM two or three minutes after you've got battlefury (because your farm rate ramps up so quickly). By the 25 minute mark you can be getting multikill chronospheres off just a few items, most of them cheap.
On October 02 2013 22:11 -Celestial- wrote: Glancing through the past few pages...Acritter beat me to it there.
But to add an SC2 analogy: A late game build is like fast expanding into a fast third with minimal defence. It means you have zero options for aggression early on and you can flat out die if it goes wrong. But it provides you with an economic advantage as the game goes on.
An early game build is like 3-gate expanding and teching to AoE before taking a third. Its a lot slower but a lot safer and opens up a bunch of early options. However you'll be at an economical ("farming") disadvantage after a while if your opponent goes for faster expands. So you will then have to make up for either by getting an expansion ahead (building a farming item late) or by using your early advantage to put on pressure and deal damage (kill their carry or harrass them out of lane). Or if you're straight up better than them you can often win anyway.
Edit: In response to the above comment about Antimage: thats an entirely different matter. As is Void, Medusa, etc etc. Nobody was talking about any of those heroes.
Quick aside before I talk about the interesting parts of your post: Yango WAS talking about AM, so it's a valid point.
The curious part of the Starcraft analogy is that because of the single-player nature of the game, a 3gate expand CAN be a thrown game in some circumstances. Your opponent can quickly and reliably capitalize on your passive play and shut you out of the game. This won't always happen in DOTA2 simply because it's a team game, and it's harder to coordinate that kind of play. But when you get to the professional level, and you're playing with extremely high team coordination, you start seeing that kind of safe and reliable play becoming deleterious again. Isn't it funny how it all comes together?
On October 02 2013 15:59 FuzzyJAM wrote: As for it being selfish to play a standard carry. . .nah, not really. You could just as easily argue that not playing hard support where you get Courier, Wards, Sentries, upgrade, second set of Wards, pool regen, etc. before buying your own Boots at 15 minutes is "selfish". I just don't think it makes any sense.
It's not the same.
A support that does not buy courier/wards/etc. is an inconvenience, but it is one that can be rectified by the other players on the team. If our support refuses to buy these things, I, as a different player, have the option to get those things. In fact, it's considered common courtesy in Chinese pubs for the player who wants to take mid to buy the courier (and it's considered quite discourteous for someone who didn't buy the courier to try and hog mid from someone who did). Likewise, it's frequent that the mid player is the one to buy the wards.
A carry player that does as I described is something that the rest of the team cannot fix. There is no choice that any of the other 4 players in the game can make that suddenly makes a Midas+BF Anti-Mage have teamfighting ability. As such, the carry player in this situation essentially holds the game hostage against the other 4 players on his team, and unlike the case of the "selfish" support, there is nothing they can do about it.
A farmer that decides to build team fight items to be relevant early game forces his team to go for early game fights/push just as much as a farmer that builds for more late game is forcing the opposite. He's holding his teammates at hostage just as much.
Just because YOU like to play "Russian Dota" doesn't mean it's the "correct" way to play pubs or the proper and unselfish way.
A Storm who goes for a jungle build has just sacrificed his lane and set his team up for failure unless they play pussydota and protect him. A Morph who goes for level 1 max agi is demanding that his team babysit him constantly and denying his supports their pulls unless they want him to die again and again.
A Spec who goes Phase+Drums can still build into a Heart eventually, and an Alchemist who starts out with Shadow Blade can still get AC and Abyssal.
Do you see the fundamental difference here? EE's builds deny his team options, while early fight builds on carries just open up more options. They're NOT holding their teammates hostage, because what they're doing is allowing for the possibility of early fighting while not crippling the lategame. Something that would justify your position is using a snowball-oriented hero as the safelane carry, which does limit your team's options to fighting early and often, but the thing is, that's not what Yango said.
Early teamfight doesn't inherently sacrifice lategame potential in a goddamn pub. If anything, it contributes a lot to lategame potential, because it opens up a lot of map space and lets your team focus on the enemy carry more. Demanding farming roles can sacrifice a lot of early game potential, though, and demanding EE-style farming roles, which sacrifice lanes completely and require vast amounts of babysitting from his teammates, is clearly a case of holding the game hostage.
Or tiny with mana boots and dagger vs phase/treads and drum. I feel the first one get his agh way earlier all the time in pubs. We can add the bf on jugg/PA, midas helm of the dominator combo on luna/gyro, linken weaver, all this stuff designed to farm and not fighting. I don't say it's always wrong but it often turns a won laning phase into the ennemies taking all outer towers easily and getting an unsurmountable edge.
I'd actually say that Midas is more of a safe, almost teamfight option in pubs. It lets you keep a lot of farm going under pressure and in fights. It certainly doesn't have the fighting potential of Drums, though, to be sure.
It's not towards the midas or hotd alone, it's the combo of the 2 which I dislike.
It feels like DotA is in a strange place (or at least TL DotA) where more people play support or supportive roles than they do carry roles. I'm saying this having done a fair few CM 3-4 man stacks, where our +1 or +2 are almost invariably requesting position 3-5 heroes.
I guess it's only strange having come from the "Mid or feed" / "ADC BOT" instalocks that happen in other games.