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How to Force your advantage?

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Forum » Theory Crafting » How to Force your advantage? 18 posts - page 2 of 2
Permalink | Quote | PM | +Rep by Seagull » February 10, 2015 11:08am | Report
Sando wrote:



Sorry to make you the straw man for this point, but this is a commonly held misconception. They may be trapped in their base, but you're providing a constant pizza delivery service right to their front door at this point. Both jungles and ancients every 60 seconds is generally < 3 waves of creeps every 30 seconds.

You DON'T want those creeps waves pushing towards their towers unless you're going to follow it up, either with a fight or at least split push or the threat of ganks. The right place to keep those creep waves when you're not trying to take high ground or Roshan is past the steps on side lanes, and about the same place in mid.

If they're sat in base and unable to gain the farm/xp from those waves, it's fine - you're starving them while feeding yourselves. If you push them right up, you're providing a recovery mechanism unless you follow it up.

While it's true that it's safer farm fir the enemy, I'd say it's still more beneficial for you to keep the pressure constantly on the enemy team. You can freely take rosh, you can both be farming lanes and two jungles. Also you're constantly forcing them to defend so it's really obvious if they try to go for a smoke gank.

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Permalink | Quote | PM | +Rep by Fumbles16x » February 10, 2015 11:48am | Report
I think that map control and vision is probably more important. In the early and mid game you just want your cores to get as fat as possible, so if you win a fight try and take a tier 1 while they're short a few guys. After you take tier ones, put aggressive wards in their jungle, shop, and rosh, etc, so you ALWAYS have an eye on them. Their cores have to find farm somewhere, so figure out where that might be and then find ways to disrupt it.

Once you have an edge over them, just keep pressuring them so that they can't gain it back. Smoke gank their carry, sneak a rosh, pick off their supports trying to ward. It'll make it pretty much impossible for them to come back unless you let someone with a godlike spree get picked off or something.

Your game seems kind of easy to read I think. Your Juggernaut had higher gpm than both of their cores combined, so I don't think Axe alone could've salvaged that game. It looks like their Spectre just doesn't really know how to farm efficiently, considering the items they have after a 20 minute Axe stomp. If your Axe is dominating the early game, you should have a Radiance well before 20 minutes. The rest of the farm is easy after that.

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Permalink | Quote | PM | +Rep by Sando » February 10, 2015 11:53am | Report
R-Conqueror wrote:

It's fine to be the straw man haha but I understand that concept. I get that it gives them creep wave farm but for the most part we were always the creep waves pushing, making them unable to farm most of the waves without risking a pickoff. It also allowed us to just chip damage away the bottom rax which was the beginning of the end. Since I was able to constantly clear ancients, jungle creeps, and any waves that pushed back out, I thought it was a good endeavor overall.


It's ok, I know that wasn't exactly what you meant, it just sounded close enough to make my point :). Besides, what you're doing there is slow push - provided you're doing reasonable damage to their buildings it's ok.

Seagull wrote:

While it's true that it's safer farm fir the enemy, I'd say it's still more beneficial for you to keep the pressure constantly on the enemy team. You can freely take rosh, you can both be farming lanes and two jungles. Also you're constantly forcing them to defend so it's really obvious if they try to go for a smoke gank.


You're not entirely wrong, but the idea of "pressure" is commonly misunderstood. Sending unescorted waves of creeps right into the jaws of T3 towers and enemy heroes isn't pressure unless you're using it to achieve something else:

1) Getting Roshan (it's fine)
2) Slow or split pushing (damaging their towers)

It doesn't achieve the job of widening your gold/xp advantage, in fact, the opposite. Don't get me wrong, games are often messy and it sometimes takes time for your team to assemble and attack. The problem is when it lasts for an extended period.

Which applies more pressure to a team:

A) Letting them close the gold/xp gap from a relatively safe position, knowing they have the advantage of close proximity and a good defensive position if you try to attack.

B) Them having to sit in base knowing the gold/xp gap is growing all the time while they're getting nothing.

The second option basically forces them to leave their base, risking ganks, evenly matched team fights etc. Sure, they might smoke and make a decent fist of it, but generally they're forced to do something they don't want to - leave their best defensive position. Even 1 support hero can easily relieve pressure on a tower by drawing the creeps away.

At most you want 1 lane pushed up, it can let you keep an eye on suspicious behaviour, unless you're going to attack.
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Permalink | Quote | PM | +Rep by TheSofa » February 10, 2015 5:05pm | Report
You could send the creepwaves escorted by summons to do some damage to the towers. I guess.

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Permalink | Quote | PM | +Rep by Kyphoid returns » February 11, 2015 4:36am | Report
KoDyAbAbA wrote:



This comment is so 6.80

Actually unscathed has processed and assimilated the moral of the meta here.

Fighting more and more without taking objectives is kinda counterproductove in a ricing meta. It so happens that in pubs, due to lack of coordination some idiotic plays ensue after a big lead and the end result is the opposing team gets exp and gold that has the potential to turnaround the game.

Farm> fights. Hands down.

What happens in this scenario amd taking current dota mechanics into account, you will almost always have your core items up on your carry by the most crucial minute.

All a carry needs is time.
They will get cores up and demolish the team, heck thats what they are supposed to do.

My conclusion is that people should reapect enemy drafts. Even if you lead in kills or have an advantage, treat it with respect. And when you lose, you have to be respectful and patient in farming cores up.


The game is becoming less and less mechanic dependant and coordiantion dependant. Even singular skill doesnt matter today.
Go On, Feed Me.

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Permalink | Quote | PM | +Rep by Unscathed » February 11, 2015 4:41am | Report
^This
Don't Worry, Be Happy

Late credits to Janitsu for the sig

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Permalink | Quote | PM | +Rep by Blubbles » February 14, 2015 11:52am | Report
You really just need group effort and pushing to win. If your whole team is mid pushing, they got nothing on you. If you are roaming with your whole team, they got nothing on you. I cannot stress this enough. It seems every game I lose is due to the fact my team cannot group up and.push to save their lives.

This is why I hate pubs:,

Exhibit A:
*me is Chen *
"Ok guys let's push I have 5 creeps"
Team " k"
I start pushing with 3 other guys
Team sees Juggernaut and runs. Leaves me at tower
YOU DO REALIZE THAT WE CAN 4v1 a JUGGERNAUT RIGHT?

Exhibit B:
Me supporting
"We have to stop their push, they are steamrolling our tier 2"
No just let them take it
" we have 5 let's go "
They let them take mid tier 2.
"!everyone goes in one at a time like lemmings off a cliff with me frantically trying to keep their carries stunned.
Me left all rest dead

"Noob support plz report ****"

Ugh.
Mood of the Day


O_O

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Permalink | Quote | PM | +Rep by KrDotoBestDoto » February 14, 2015 2:26pm | Report
It really depends on the lineup, but usually you should take objectives once you get some advantage. If all of them are alive slow siege or splitpush them to restrict their farm. If they constantly have to defend towers they won't be able to jungle. If they don't show up take the tower then move to the next. Within 5 minutes they'll be at their tier 3s and from there it's easy game for you. Suffocate them with vision in their jungle and constantly keep the lanes pushed so you can turn pick-offs into raxes.

The only way for them to get out is either outplaying you heavily or them outfarming you on a lategame lineup because you didn't distribute EXP and gold on your team well. Knowing when to group and when to split is tough, but a necessary skill in dota.
You don't want to group too much since it will hinder your teams overall farm, but you don't want to split constantly either since you'll be easy to pick off. Best choice is to have the not so mobile heroes push lanes together and have some fast clearing heroes push the leftover lanes.

If you watch pro games by Secret you can see how well they coordinate the whole team when applying pressure. They know well which heroes can go off alone farming or pushing lanes and which heroes need to stay paired. As a result they often gain a big farm advantage against other teams off of very small opportunities. Puppey does a extremely good job in coordination during all stages of the game, from draft to laning to farming and pushing everything is well managed and the players execute everything extremely well.
I don't think there's a lot of teams who can compete on that level of play. That's why you see this team perform so well and consistently compared to most teams.

Among the top teams of course you will also see good coordination, but imo Secret is at the top regarding this at the moment.
At the time of ESL One NY where VG and EG faced off in the finals VG was displaying a similar level of coordination relative to other top teams, but Secret I feel took it even one step further.

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