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not going to comment on the rest. feeling a little sleepy at the moment.
Ofc all people want to Win the game by yourself and pick 5 carry.
It's not prof. game - it's pub.
Btw - carry is 2 position, offlane - 3rd.
So people go to the other extreme and pick 5 carries, which is just as bad. Unfortunately, there's no way to change this unless people suddenly become OK with being in a role where they can lose despite doing everything correctly.
The truth behind this is real. I have got realy good in the support / hard support and disabler roles . But the sec they die they blam me lol . If they just look at the map and see the wards i place they would not have died. The only wards people pay attition to are the ones by the runes. Defencive and offencive ward are never looked at.
Support characters are usually defined as those that have innate abilities to disable or provide some advantage that will allow carriers to do more damage. Since innate abilities have very little improvements through items available to buy it makes more sense to just buy survivability type things and/or support type stuff.
Support is only as good as the carries they are teamed with. I play oracle mostly and I can amplify damage a lot, stun, heal, and help teammates setup ambushes by making them invisible. Most of those things, except healing, requires that the carry is good and they know what I'm doing. As a result of that since I'm not playing on an organized team I usually try to go semi-carry oracle.
Just a couple games ago someone asked why I had a certain item on my oracle, "that isn't the correct item for that hero" he said. For that particular game it was the correct item because I needed to be somewhat self sufficient and amplify my own damage so I can 1v1 enemy heroes or survive when attacked.
The role system, which is really just due to map design, I think could be made to be better. If there were 5 lanes and enough gold to go around so all heroes could get what they wanted it would improve the game. From a "pub" standpoint it would help to gauge skill better, since currently all games pretty much have one major carrier per team then "everyone else sucks" kinda scoring.
And in the competitive scene, not much would change. There would still be a need for certain strategies, skills, items, supporting, disabling, whatever. I mean even with the current definition of a carry, support or whatever, there are no limitations on skills per role. There are carries that have stuns, disables, evasion tactics, heals, etc. A hero is a hero is a hero, we just choose to label them based on map design driving the gameplay.
let the carries win them fights we win the games!
Lol I try to endure this, Kimber, but when you have to support even when you pick QoP and was the first or second one to pick... It's sad lol
For example being the #5 isn't only about placing wards. Take for example Lion. You will obviously make some kills (think about your ult) and get some money to buy something else except wards. Like Blink Dagger and Aghs. And from that point you can actually be more threat for your enemies than your #1 or #2 because they totally won't enjoy if you CC the hell out of them and burst them pretty hard. Let's say playing Lion is compared to Wisp far more enjoyable, since Wisp depends on your team skill and picks REALLY hard.
So playing an active support in pubs is also pretty entertaining