by exe3 » 14 May 12, 6:57 pm
diamondd wrote:Spectral wrote:This mindset only exists in pubs. As can be seen by watching any pro game or high level player streaming there is HUGE advantages to ganking and pushing towers. Dota hasn't been about 'sitting and farming' since 2008.
this
if you take some initiative and attack how you so desperately want to you'd realise its very effective. The only difference is it requires a bit of teamwork to get the numbers advantage.
Or not this? Ganks are powerful, completely agree, in fact they're so powerful that they're one of the
main reasons for lane passivity because if you push and be aggressive you're going to be 'out of position' and 'overextended' opening yourself completely up to ganks. It's why the main strategies involve the
desire to be pushed to your own tower as that keeps you nice and safe and puts the enemy out there and very open to ganks.
Fireslide wrote:If the problem exists in LoL and riot have been trying to address it for a long time, then what you're arguing against is just what happens to emerge as a good strategy in this genre of game. When you get power/advantage from levelling up and having better items, why risk that advantage by pushing / attacking prematurely? Especially when if you fail, you give a huge advantage to the enemy team.
I've noted the contradicting points of views (you say don't push, diamondd says to push).
The option to not attack only works when you actually have control of your troops. This is NOT an RTS, you do NOT have control of these troops, you can NOT tell them to hold on while you gather your strength. That is just how the game is (another side effect of being an amateur made mod), what you're doing is pushing against the flow the game dictates. It is ILLEGAL to not push in this game, that is the fact of the design of minions that never stop and forever will charge down the lane no exceptions. If you, as a champion, want to not push that's fine but that won't change what the minions want to do and the genre at large needs to be better built around this push mentality.
And yes, that's the most successful or 'optimum' way to play, that doesn't make it for a second not broken or a poor way to play. For instance, in LoL for example, because there's 5 players but only 4 sources of income the meta has evolved to intentionally have a player take no cs and thus have no income. This creates a player that can't do anything fun in the game because they end up with no items and are thus stuck with ward duties where they just ward the map and then sometimes use a little CC in a team fight. Supports are the ones who get stuck with this role as they're the ones that suffer the least from this unoptimal way to play but some supports can't actually function without gold so they've dropped from all viability despite them being beasts if they actually had gold to buy items with. That's terrible and has left the support class boring to play beyond belief. It should be noted that the only reason this has come to pass is because of the last hit mechanic.
Dota addressed the farming creeps thing a while ago with reliable/unreliable gold. Killing creeps in a wave or in the jungle gives unreliable gold, which is lost on death. Killing enemy heroes or assisting in kills grants reliable gold, which is not lost on death.
Thanks, I was curious over how the unreliable/reliable gold system worked, I thought you just simply lost an amount of gold on death. But still I don't agree, 'unreliable' gold is the most plentiful and as such I don't want to lose it by dieing which in fact makes me want to play even more passively because death is punished even more.
*Insert negative stuff here.*
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