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I've heard that this new meta was meant to make games more interesting by creating more back-and-forth situations and making comebacks easier, but I feel like it's just a competition of who has the harder lategame carry. From what I've seen so far, the team with the harder carry/carries (almost) always wins as long as they don't have all barracks destroyed. Sometimes it feels like it's easier to win by coming back because teams that own early game and mid game are at an extremely high risk of losing their advantage especially if the enemy has a harder carry. wtf is this new meta prease exprain
I still see a lot of competitive games with pushing lineups who end the game at 20 minutes. But that's true I guess in pubs people are less coordinated to push efficiently and most games go late.
But late game isn't only about hard carries, it's also about late game supports like Omniknight, Enigma or Dark Seer, initiators like Magnus or Silencer, etc. It's not just about who has the hardest carry, most teamfight heroes actually have really good late game too.
Extremely few heroes truly drop off in the late game, you just have to adapt, like your support Vengeful Spirit or Windranger gets 6-slotted and makes a perfectly legit semi-carry, a support Skywrath Mage has pretty insane scaling with his Aghanim's Scepter, etc
This is currently my favourite. When i can get in there, play hard support until i can start getting some $$$, then it's time to rush an Aghanim's Scepter and (usually) an Eul's Scepter of Divinity, for the mana...
The only thing that changed is that now snowballing alone won't guarantee a victory. Previously you could roll a team over in early game, not really worry about pushing, and the game would end up taking 30+ minutes with the outcome decided at 10. That's the kind of game that got patched out.
If you have a decent advantage and you actually focus on ending the game rather than screwing around, the comeback mechanics are fairly insignificant.
The main change is that it's harder to deathball now. Which was the main thing that needed to be changed, because it was all to easy to leverage tower pushing into a big enough advantage in order to win early and hard.
Hard Carries have found a place in the meta again as a direct result of this, but you do still get mid-game and early game push strats. Likewise greedy supports are viable because games just tend to stretch on for longer, which is what they need.
It's a subtle change to the meta, but still a big enough one at that.
But it feels like there are less dynamics in drafting because there are just an x number of heroes that can win. It was also a problem in ti4 but this patch made it worse???
This below is just some general stuff about the idea that having the harder late game carry means you win outright:
Just because you have the harder late game carry doesn't mean you win - You have to actually get to the late game with enough farm first. Thus you can pick a roaming support duo that make there life hell, or go for a strat that aims to either win or to leverage large amounts of advantage before the opposing carry comes online.
Likewise in game having a farmed late game carry means nothing if it's not executed well - He could get picked off, or kited, or any one of a number of things.
The patch has really opened up thus far the number of draft ideas that can work, and thus directly the number of heroes that can be used as a result. Even if this is just the patch settling in so people are trying things out, there is still a lot you can do with drafts. I'd definately say much more than the death ball strats that used to be around
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baloneyhambacon
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Hamstertamer
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Split-puhing <- when you do it.
Rat doto <- when enemy does it.
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baloneyhambacon
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Since you just can't have enough Chaos Breaker.
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