Draegan_sl
2 Minutes Hate
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The only issue with that is the map objectives are so so important that it's worth going after them and ignoring lane experience all together.Also in response to the last hitting aspect. Personally I feel the lane phase of this game is heavily unexplored. Even at the top level of the game. For the most part people are so eager to team fight and engage the enemy I'm not sure if that is even the optimal response. I think there is a ton to be looked at in terms of zoning out the enemy from an entire lane and denying experience with that route. But usually people are very eager to push their lane using their AOE abilities to consume tower damage that it is impossible to deny this XP. But if you have a 3/1/1 lineup and you threaten with your 2 gankers to bully that lane then you DO NOT attack their creeps rather you let the creeps duke it out in the middle of the lane suddenly the enemy cannot gain XP. Then that brings up interesting rotations and responses from the other team. But if you kill all their creeps to absorb tower damage you are basically trading XP for tower ammo and damage. Is that good? Dunno. But in the early game a lane of XP represents an enormous XP gain. But right now people are still in the traditional MOBA mindset where if you're not ganking out of the jungle you're losing. And that simply is not the case in Heroes.
Edit: As to your strategy idea, it might be a thing, but that requires so much coordination that it would only be beneficial in a 5 man premade. LOL LCS teams have a lot of micro strategies that would never work in an actual soloq game because of this.