On June 20 2016 08:06 Blackfeather wrote:I'm a shitty 3-4k player, so take my words with salt. I did captain some though, read a lot on the topic and am 7:1 with the stack that I captained some, so either I'm a lucky bastard or I got at least some things right.
@Draft: How exactly do you intend to lane this? Somehow your draft lacks a second support, unless you intend to play jungle ds or pick shaker.
Weaknesses of your draft:
1. Push in any form:
As Ahw already said you are very vulnerable to early push strats that hit before all your heroes come online. You are also very vulnerable to any form of splitpush, because you have 3-4 heroes without tp cancel that isn't a huge cd spell. You don't push very fast either, so any pushing hero will just splitpush a tower in the same time your entire stack pushes a tower.
2. Lanes and rotations:
Your lanes are rather weak aside from whichever lane lich is helping, your safelane is 100% lost against anything mobile, your midlane can only work if lich babysits and will probably eat a lot of harass against common ranged mids like invoker, has a hard time contesting runes, the only thing that will work well on average without major outplays is offlane ds.
You also are terrible at rotating and reacting to rotations. All your slotted heroes are bad at ganking unless they fire their lvl 6 skill off, which in conjunction with the fact that you'll likely loose 2 of three lanes anyways means that there's a good chance to never actually get to the point where you can teamfight successful. Any roaming support is gonna make your lanes hell, your lineup has almost zero defensiveness that again isn't ulti-based.
3. Damage
Your only real source of damage is lich ult honestly. If you don't combo well with it, you have lots of long cd control that might win you a teamfight and kill two heroes, but there's barely enough for more. Alch f.e. is probably unkillable for your entire lineup until ~40 minutes when your void starts dishing out enough damage to counteract alchs regeneration.
@ingame calls & general behavior: The most important thing is to have a plan, ideally already when you are drafting and then make adjustments. Identify your win conditions and imagine a way towards your win condition. Communicate that way/plan and make calls about what you think should be done. Reflect on where you stand, where you need to go and what you need to do for that all the time.
Don't micro ppl, don't tell them to "use that spell now", trust in your players that they can play their role (even if they can't). There's nothing more annoying than ppl telling you how to play your hero. But there's nothing wrong with a person telling you when you play sup that your mid is getting slaughtered and really needs a rotation badly if you want to push the tower and mid is supposed to do something in the fight that might happen.
Accept ideas of others, discuss them if you have the time and don't like them, but in the worst case you are supposed to be the man with the plan, so following your gut feeling isn't bad.
Don't give orders, ask people to do something. If they say no develop alternatives.
Also quoting swindlez: "the first rule of leadership is to accept more than your share of the blame and less than your share of the credit."
Aka don't point fingers. Tell ppl that your draft could have been better, that you made a bad call, take their blame and put it on yourself. Don't call the void out for missing 3 chronos, just draft him something else next time. The guy who sucked will be thankful, the other guys will still see the truth, but they won't slaughter the guy who did the mistake and your team will continue to exist instead of imploding.
Btw you'll probably get slaughtered in your first draft, that happens to everyone I believe. Don't give up!

I assume your ranked matches were ap?