Dotabuff split push hero5/20/2023 You need vision on the shrine as well and wards are scarce. When attacking T2 towers, you can no longer feel somewhat safe, with a T2 ward. It is especially crucial in a game as tempo-driven as Dota is right now.īut it also means that the typical split-pushers are open for attacks from several additional angles. Overall, it is definitely a great mechanic, allowing for some sort of comeback potential for teams who are stuck in their base defending. Shrines ensure some form of map control, despite early game advantages. The map received a major overhaul across several patches and the introduction of Shrines was the last nail in the coffin of split-pushing strategies. Evolution of the MapĪpart from strictly hero-related issues, split-pushers are also facing another, entirely different beast-the map. Heroes like Slardar, Centaur Warrunner and Nyx Assassin are also all in the meta, further exacerbating the lives of split-pushers. And split-pushers are exactly that-solo heroes, who are frequently on the other side of the map from their team and who, to be effective, have to come close to the enemy structures, making ganking them a lot easier and less time-consuming. These heroes are exceptional at catching unsuspecting solo-targets. Ember Spirit got a new build, Queen of Pain had her 15 minutes of glory etc. Lately, several ganking, tempo-controlling mid heroes have returned to the world of viable heroes. And sometimes it can get hard to figure out what was the cause and what was the effect of certain changes. Meta is also not an object, which takes force from one side and starts rolling with it at least in Dota, it is a complex system, with multiple forces working on it at the same time, and with it often reacting unpredictably. Players want those sweet points and they are definitely evolving. Exploiting these weaknesses is slowly but surely becoming a trend in the pubs as well, at least starting at roughly 4.5k average MMR. If you can’t fight the full enemy team early on, be sure-they will come knocking at your door. Because of that, heroes who were typically associated with split-pushing and split-farming, such as Anti-Mage, even itemize very differently, currently opting for early-game stats-items. Having a very farm-dependant hero, who will come online later and will be able to become a threat only by the 20-minute mark is frequently a death-sentence-tempo is king. At least until the very late stages of the game. Understandably, a team of 5 heroes, all supporting each other with different auras and abilities, will frequently push much harder, than a single hero on a different lane, even if he is completely uncontested. And they know when to stop, reflect for a while and generally it results in them slowly choking the opposition, rather than going all-in, risking their advantage. Teams rarely try to out-pressure the enemy in the early game they simply push their advantage harder, because the patch allows for it. It might bear resemblance to the TI4 “deathball” meta, but in reality it is a lot calmer. The current meta revolves around gaining early game momentum and running with it, until you get as much map control, as you safely can. It’s just less and less like to win a game by doing only that. And heroes who excel at these things are not completely unviable. You can still clear lanes, creep-skip and be a nuisance. A typical professional draft tries to incorporate several different types of potential tactical moves and in this sense split-pushing is not dead. When talking about Dota, it is necessary to clearly understand the difference between macro-strategy and tactical moves. Several patches and several meta-changes later, one of them has become a lot less relevant- split-pushing as a macro strategy is dead and it doesn’t seem as if it is coming back. More than half-a-year ago we published a series of posts dedicated to dealing with certain types of strategies in Dota.
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