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But if you are playing with friends, that is viable given that there are good synergy between selected heroes.
the two supports working together can really have a huge impact in the lane phase. one could harass while the other pulls... whenever the opportunity arises, you can combo your spells to get kills... they won't leech xp and rotate as soon as they see an opening... let's be honest though. in low to mid skill games in pubs, this will not happen often, rarely in fact.
in any case, if your team actually get to pick two supports, you will want a trilane depending on your carry and their offlaner. some offlaners are hard to zone and it doesn't help that some carries are very weak in their early levels. in this case, get your supps there and have them try their best to at the very least zone the offlaner out of the xp zone.
otherwise, duo lane is ok. you can also go for an agressive duo. CM and Sven or Ursa can do ok on their own in the lane since their spells work together well per example. You can have the other support roaming or maybe doing a duo offlane to try to shut down their carry early. I don't know, it really depends.
Killing trilane is good in 3v1 and against 3v2 where the 2 offlaners also use kill lane because the extra hero can interrupt spell combos. Most trilanes usually fail vs. 3v2 harass lanes like Undying+KotL, DS+Riki/Weaver, Axe/SK + Dazzle/Omni, Viper + Veno, etc. Kill trilane's kill attempts will rarely land a clean blow, and a save trilane to survive their harass usually leads to an underleveled carry. In that case, it's usually better to try 2v2 or 1v2 to allow the carry better levels while accepting he will lose farm.
Save/harrass Trilanes vs. a solo offlaner is not always the best. Many often lack the damage to zone the offlaner once he gets levels (like 3 melee vs. tide/omni, mostly physical damage vs. timber, for example) or lack the speed to stop the offlaner from pulling the creep behind T1 at minute 0:00. To get those levels, many solo offlaners are willing to sacrifice 1-2 deaths to ensure the offlaner's creeps are closer to his T1 tower so they can leech EXP.