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What's better, right clicking all day or getting a 5 man Black Hole?
Really, carries are easier than supports in my opinion. Right clicking is easy. Timing stuns isn't nearly as easy.
I never see any good plays made by, say, a Mortred. She blinks to you and gets lucky on her crits, and you die. This shows no skill on her part, other than maybe farming.
I don't agree, it all depends on your play style, both are essential to a good team.
As a carry immense pressure is put on you to for a lack of a better word to "carry" the team. If you mess up then it the team fight or even game might be at stake, same could be said for all roles, but more so for a carry.
I myself am in favor of playing supports heroes over carries, or any other role for that matter, but this is not because it requires more skill. The reason is that that role more fits my play style.
So you really can't say which is better, because they both fill different gaps in the teams needs, and your team would be incomplete without them.
Carries are also really hard to play, as you need to farm efficiently, position yourself during tea fights so you deal damage while staying safe, etc. So really, all roles are important, you just have to know how to play them correctly.
Carries are hard to play, you must farm a lot, you must care for ganks, you must stay alive, you are the one who must win the game. Also, positioning yourself in team fights is hard too.
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You only have that impression because most people playing carries in pubs are complete idiots (esp ppl that fp carries), a decent carry player will generally watch the minimap & he rly won't flame anyone for not having wards on the map, he will also not flame you for trying to take his farm away bc a dedicated carry player is more that capable of out-la****ting a cm trying to "steal" his farm...
Another ******ed thing pubs like to do, they pick carries that are directly countered by the enemy carry... there are 2 types of ppl that do this, the ones that know what they are doing and know how to handle the situation (this is where skill is at work) and the ones that don't... I bet you can guess which one you generally see... so yeah you could say playing carry requires a generally higher level of understanding the game but pubs don't care & will just act like complete idiots bc "they are the carry", there's nothing to do there except ignoring them & carrying on (preferably with a much more pleasant to play semicarry :P)
You only have that impression because most people playing carries in pubs are complete idiots (esp ppl that fp carries), a decent carry player will generally watch the minimap & he rly won't flame anyone for not having wards on the map, he will also not flame you for trying to take his farm away bc a dedicated carry player is more that capable of out-la****ting a cm trying to "steal" his farm...
Another ******ed thing pubs like to do, they pick carries that are directly countered by the enemy carry... there are 2 types of ppl that do this, the ones that know what they are doing and know how to handle the situation (this is where skill is at work) and the ones that don't... I bet you can guess which one you generally see... so yeah you could say playing carry requires a generally higher level of understanding the game but pubs don't care & will just act like complete idiots bc "they are the carry", there's nothing to do there except ignoring them & carrying on (preferably with a much more pleasant to play semicarry :P)
not mad if the support steal the farm is not the quality of a good carry. many support have ability to kill steal the creep no matter how good someone last hit. CM can take like 2 or more creep with Q and the carry left with half of it (which is dumb and only in medium matchmaking (A.K.A the lowest of the normal matchmaking other than low priority).
not mad if there is no wards on the map is not the quality of a good carry. No matter how good someone's map awareness is, if the map is dark everywhere and they all missing, what will you do? backing out inside the base and neglect farm? no no. A good carry will be able to farm that 200 gold and buy an obs himself to make up for that stupid support that buy no wards, it's 200 gold for 6 minutes, better than 6 minutes unable to farm because of fear of dying.
quality of a good carry :
- a good carry have to be able to last hit well with the hero
- a good carry can keep an eye on the map and know which lane is best to farm.
- a good carry will know when to go in into the fight and when to sit back.
- a good carry must make a game-changer decision within the battle. The game will go up or down based on his judgement.
anyway there is no such thing as easier role in my opinion. Lets discuss
- a carry have to farm outstandingly while still have map awareness. They have to make a good decision on the battle. No matter how farm is the carry, if the carry screwed up, the team screwed up. Example : void with fail chrono, Morph that use his replicate to engage and end up dying without any escape mechanism.
- a semi-carry (2nd or usually mid) will have to know exactly when to gank, when to do rune control and what to do before going to the rune, setting up a kill, winning the mid lane. A fail semi-carry = a fail mid-game phase.
- an initiator is usually 3rd. They have to have a good judgement on when to initiate and the initiating position. Fail initiation = fail teamfight.
- 4th is usually the soft-support. Much like 5th, 4th won't get any much farm, thus positioning is extremely important. While 4th have to help the 5th in warding when 5th unable to, 4th is usually getting the utilities item that the 3rd didn't get (like mekans, drum, force staff). Fail soft-support = hard time early game and early mid-game.
-5th is the hard-support or the babysitter. No farm except from the pull (even the soft support is usually the 1 that pull in the trilane), obligation to buy obs and sentries, gotta have good positioning because 5th is so easy to kill. Fail hard support = feeding the other team, and we know where this will lead us.
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