Why trilane in hon




















Even though the trilane strategy has been the dominating playstyle for a few months now, I do not agree that it is a boring one. People seem to have missed the evolution that has happened within it since it's introduction. The inability to reliably use those heroes opened the space for melee carries like Dark Lady, Pandamonium and Maliken to be used as a replacement or reliable supplement.

In order for the to be reliable, however, they needed to have a free farming time in their lane. In order for them to get a free farming time, the trilane strategy was pulled out of the magicians hat and that playstyle has been dominant ever since. I did not overlook the fact that Soulstealer and Forsaken Archer are still used frequently, unlike Arachna and Corrupted Disciple. My point still stands, as when they're in the middle lane, more often then not they will get crushed by one of the ganking mid-lane heroes I mentioned.

What differentiates them from the other two, however, is their ability to quickly make up for the lost farm with their in-built farming skills - Demon Hands and Skeletons Split-shot as well, but to a lesser degree since it's usually not very beneficial until very late game. Back to the evolution within the trilane strategy. Since it's inception we've seen a couple heroes being introduced seemingly out of thin air.

The previous top support picks like Demented Shaman and Plague Rider have been replaced by other heroes that fit better into trilanes. Andromeda is the highlight of this change as she instantly switched from useless category to overpowered, despite her not receiving any changes at all.

And most likely Panda will just walk easily out of there regardless the spells u will throw at him, whilst andromeda all she has to do is sit back and autto. If you decide to go all in to andromeda who is sitting behind, most of the times you will end up feeding panda another kill.

Generally: Im not saying that a nasty combo will not get kills, but im saying i would like to be able to see my support being able to stand in the lane, support me. As now the supports cant actually support.

I find that strength heroes already have enough in terms of survivability early game, and they scale on Hp etc, whilst supports and carries dont get tankier by the level the way Strght heroes do. And by putting the same magic armor of STR heroes as the rest gives a hard time and an unequal battle at the safe lane. As the main damage source of harass from a support is actually his spells. Something like this.

Just to balance out the lanes. I dont know if you will agree with this post , i just made it to hear opinions about it. Also i dont know if the reason of the magic armor difference that existed in the past was also about equality like i mentioned here. You're saying that Strength heroes are too tanky in the early game and that early game Level nukes don't do enough correct?

I need to know something, Newerth. The way we used to be together I don't mean lately, but before It was real, wasn't it? Oh boy, you weren't around for the period when Str heroes had 4 or less Magic Armor. The results were the opposite of what you had expected - one of the largest strengths of a Strength hero no pun intended got neutered, and the result was that they basically became garbage heroes. You have your theory, but I have my results. The power level of each hero in the laning phase is for the most part, just fine.

I think something to consider as well is that a 1 Second Stun usually translates to autoattacks per hero there. That does add damage that isn't exactly recorded damage but does matter. True, but u can pull of one - maxx 2 autoattacks at best, as the man ups are really strong, if u get caught it means trouble.

Overall there is a lot of magic damage in the game. Thats why i said to reduced it a bit. Just a small reduction of their magic armor 4. So the dynamics between the 2 lanes fighting each other will not shift so one sided. But my post wasnt about winning. Winning the game is not done in the early stages. My post was about the lane experience a HoN player has calling short lane, and the effort u have to put to it. Getting dominated the first 6 7 minutes is not game ending.

She is there for her overal contribution and teamfight presence. In my mind if it was a bet it would be 2. What im trying to say it would have been more good game experience for early game for the short lane players, if the odds where 2.

Elementuser is right about the low magic armor for strength heroes- right around 4. It was quite horrible for balance. Also this is very important even at later stages as u don't have the luxury of having a slot for vestments in the later stages.

If you don't know when to pull and how to deny in such a way that the creeps consistently meet each other just barely out of range of your tower, do not tri-lane. If they are meeting anywhere close to your opponent's tower ever, you've done something hideously wrong and can't recover if it happens once. If your supports like to sit near the creep wave with the farming carry instead of harassing the enemies back to their tower, do not tri-lane. If the enemy team is soloing middle with Thunderbringer, Devourer, or Pebbles, do not tri-lane.

You're better off sending 2 to mid to keep those guys down. Tri-lanes are meant to get one hard carry uninterrupted farm. They're a boring way to play and should be avoided in low level games completely and in high level games only if you know exactly what you're doing. More topics from this board How does the level-up system work? General 3 Answers Is this a good game to play? General 1 Answer. Ask A Question.

Browse More Questions. Keep me logged in on this device. Forgot your username or password? User Info: mafiafun mafiafun 11 years ago 1 Need some help with trilanes since I play support. User Info: Ultimabuster99 Ultimabuster99 11 years ago 2 which one are you. User Info: azuresou1 azuresou1 11 years ago 4 Oh dayum you'll need some advice indeed based on those stats. For the short lanes, the creep waves meet right in front of your tower to start creep blocking aside , which means that you can stay closer to the safety of your tower while still being around the creep wave, making the lane initially safer and thus the easy lane.

The further you go past the river in a game of Heroes of Newerth , the easier it is to setup a gank on you. Therefore, the more space between the first two towers in a lane which is where the early laning phase primarily takes place that is on your side of the river, the more range you have to hang around the creep waves with greater safety from a gank hence the easy lane.

The hard lanes are clearly just the opposite of these points, thus making them more dangerous early in the game. Demon Hands make Soulstealer one of the best solo heroes in the game.



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