Oppdatert 8. juni 2015.
Da jeg allerede har produsert dette for et annet lag jeg spiller med tenkte jeg det også kan postes her, ikke ment som avansert informasjon eller en steg-for-steg guide, men en grei oversikt over hvordan spillet "ofte" spilles slik spillet er i dagens meta.
På engelsk da jeg ikke tar meg tid til å oversette!
I. Early Game:
A. The opening: Your opening is the way in which you position your heroes after the gates fall, leading into the way in which you approach the lane phase.
1. The break: This is a personal term I use for the initial start of the game immediately after the fall of the gates. Are you going to go for an opening gank? If so, you might stack all five of your heroes in a bush near a point-of-opportunity to catch an unsuspecting enemy. You might do it with only 2-3 heroes. There are many ways to set up ganks, traps, and ambushes during the break, and you need to be prepared to deal with them yourself by either countering or being safe in your lane splits.
2. The split: this is how you choose to split your team's heroes between available lanes, and there are various options.
a. 2-1-2: The moba standard. 2 top, 1 mid, 2 bottom. Viable on most 3 lane maps.
b. 1-1-3: A good counter to 2-1-2 on many 3 lane maps depending on comp, with the idea of overloading a 1 or 2 man defense.
c. Roam via 1-1-2 or 1-1-1: This frees up one or two of your heroes to roam the map for ganks or minor objectives/merc camps. Soft-counters 1-1-3 by giving the flexibility to bolster the lane with 3 enemies when needed.
d. 4-1: Used on 2 lane maps, particularly Haunted Mines. Keeps a high amount of pressure on one enemy lane.
e. 3-2: Usually inferior to 4-1 since 1 can usually defend 2, and 3 usually have trouble with 4.
f. 1-2+2 roam. Can work against a 1-4 if the 2 roamers are mobile and can attain ganks while bolstering the lane with 4 enemies when needed.
B. The Lane Phase: Usually lasts until Levels 10-12, sometimes a little longer, rarely shorter. It consists mainly of ensuring that the team is soaking experience from enemy minion deaths in every lane. This is important since achieving lvl 10 before the enemy team can have a huge impact on attaining map objectives and taking the initiative for the mid-game.
C. Early Game Objectives: Tributes on Cursed Hollow, Chests on Blackheart's Bay, Shrines on Sky Temple and Dragon Shire, Mines on Haunted Mines, Gems on Spider Queen, and seeds on Garden of Terror serve as breakup points in the lane phase wherein you must decide how much lane experience your willing to sacrifice in order to attain.
1. Cursed Hollow: The first tribute you must decide whether to go all-in with the team and attempt to secure, attempt to secure with less than 5, or simply poke the enemy team for as long as possible while gaining max soak and keeping on the lookout for a blunder to allow you to steal the trib.
2. Blackheart's Bay: You must decide whether to attempt to take one chest, both chests, or concede both chests (usually because of a blunder) in order to maintain soak. Once your team attains 10 coins you must decide if/when you wish to turn in. Turning in immediately, and when the enemy team is at full strength, is usually a bad decision. If all 10 heroes in the game are up, look to pick up 1-2 merc camps or get 1-2 picks on the enemy team before trying to turn in. If the enemy team is the 1st to 10 coins, its important to stay flexible enough to deny them a turn-in as long as possible, maintaining map-knowledge of enemy heroes and responding when you think they are going for turn-in.
3. Sky Temple: Unless the opposing team blunders badly, or you pull off some great plays, attaining all of both shrines damage output will be highly unlikely. Focus on taking every shot of one or the other while continuing to soak as much lane exp as possible. The second shrine is bottom only and should be fought for by the whole team unless it is known that the enemy team is committing less than 5, in which case continuing to soak a lane will be beneficial if you are confident in winning the 4v4.
4. Dragon Shire: Clearly you want to retain control of at least one shrine to prevent the enemy team from having the possibility of taking the Dragon Knight, but it is not as necessary to fight tooth and nail early on to have both shrines at once. Keeping at least one is good enough until you can gain a numbers advantage on the enemy team in terms of Heroes alive. Once the game has progressed to the point where death timers are longer and you have a 5v3 or 5v4 power play or multiple merc camps pushing hard on enemy forts, it is time to aggressively try to take the DK.
5. Haunted Mines: Mines cannot be ignored. Unless you are runnning a specific strategy that is well thought-out and takes having a weak golem into account, all 5 heroes should enter the mines as quickly as feasible.
a. The Golem: Sometimes the 1st mines especially can feel a bit random due to the golem fight. This is because even if you kill 1 or more enemy heroes while gathering skulls from camps they will usually have enough time to return to the mines and contest the boss fight if they choose to do so. If your team is particularly weak after an engagement in the mines, it is often best to return topside to tap one of the wells or even go full back rather than start the boss only to lose it to a returning full health team.
6. Tomb of the Spider Queen: This is one of, if not the most fluid of all the maps in HotS. The lanes are tight and knowing when to turn in gems can sometimes seem like a crapshoot. The best method is to ensure your team has the ability to zone for anyone who is turning in at a particular time. If enemy players, or the whole of the enemy team, can easily contest your turn-in, and does not have any reason not to do so (other objectives, etc.) then don't turn-in. Mind games can also be played by baiting turn-ins with teammates hidden nearby or within vents to jump anyone who chooses to contest.
7. Garden of Terror: Having the first crack at a terror is important, and you never want to be in the situation where the enemy team can access a terror after night has passed and your's cannot. Try to soak as much as possible while gaining seeds for the small camps. Wait to take on one of the two bosses until you can be certain that doing so does not put your team at a disadvantage to being ganked (the enemy is currently attacking the other one, or is down heroes).
8. Early Game Mercs: Merc camps are great in the early game, but not critical. Try to get at least a couple before the lvl 10 mark, and in truth, take as many as you safely can while maintaining your soak across all the lanes. This can be tricky to meta correctly and decide when 1-2 of your teammates can safely break off lanes to take a camp, and is one of the many intricacies of the game that sets top teams apart from up-and-coming teams.
II. The Mid-Game: Levels 13-20/variable. I wont go into every map's details, but will just talk general tips.
A. Pushing: HotS is about pushing objectives, not simply pushing minions. If you are pushing a lane in the mid-game hard without the benefit of a merc camp or two, or a specific strategy utilizing the skills of a specialist type hero, you will encounter a lot of problems. Namely, that the enemy will either take merc camps from under your nose, or gank you. As always, map awareness needs to be kept in mind. If the whole enemy team is busy elsewhere and you can take towers or a fort, go for it.
B. Minion Waves: Unless enemy minions are pushing up hard on your buildings, they don't even need to be cleared unless you are preparing to push with objectives/mercs up that lane. If you spend all your time clearing minion waves that you could otherwise just walk by, you will lose out on both map objectives and merc camps. This can be counterintuitive to what many people learn in other mobas, but if you focus your game around attaining objectives and merc camps as opposed to keeping minions pushed, you will see why it has less importance. Obviously, if there are no current objectives or camps to capture, then clear away!
C. Map objectives become of paramount importance. Do everything you can to ensure that you take game-changing advantages with the help of the map objectives. Don't fall into the trap of seeking out team fights and picks just for the sake of having a fight or getting a pick. In each case, it needs to lead to something more beneficial for the team in regards to merc camps or the overall map objectives.
III. Late-Game: This is where the game can swing on a single team fight, or a single big map objective. It usually hits around lvl 20-22.
A. As a general tip, play safe. Try to stay as a group of 5. Only take engagements that you feel you have the advantage in, unless your hand is forced.
1. Focus on the details. Let your tank lead the pack around the map, keep proper positioning in case of an ambush. Be wary of bush parties and similar traps.
B. Be aware of your win-conditions. A win condition is when one action, when you have the ability to take it, will win the game. Generally, the setup to a win-condition is a lane that has been cleared of enemy forts and keeps. The condition for the win can then come in various ways, most often by wiping the enemy team or attaining significant advantage in Heroes alive and then pushing with camps. Sometimes the win condition isn't as reliant on wiping the enemy team, such as in the case of a very late game Terror or Dragon Knight that can crush their way to the core for victory with the help of your team regardless of what the enemy does. Sometimes it's dependent on the health of the core before your team pushes or takes a final map objective. Whatever the case may be, being aware of your available win-conditions will make your decision-making in the late game more efficient.
Det var det for nå, spørsmål og kommentarer er velkommen!
Da jeg allerede har produsert dette for et annet lag jeg spiller med tenkte jeg det også kan postes her, ikke ment som avansert informasjon eller en steg-for-steg guide, men en grei oversikt over hvordan spillet "ofte" spilles slik spillet er i dagens meta.
På engelsk da jeg ikke tar meg tid til å oversette!
I. Early Game:
A. The opening: Your opening is the way in which you position your heroes after the gates fall, leading into the way in which you approach the lane phase.
1. The break: This is a personal term I use for the initial start of the game immediately after the fall of the gates. Are you going to go for an opening gank? If so, you might stack all five of your heroes in a bush near a point-of-opportunity to catch an unsuspecting enemy. You might do it with only 2-3 heroes. There are many ways to set up ganks, traps, and ambushes during the break, and you need to be prepared to deal with them yourself by either countering or being safe in your lane splits.
2. The split: this is how you choose to split your team's heroes between available lanes, and there are various options.
a. 2-1-2: The moba standard. 2 top, 1 mid, 2 bottom. Viable on most 3 lane maps.
b. 1-1-3: A good counter to 2-1-2 on many 3 lane maps depending on comp, with the idea of overloading a 1 or 2 man defense.
c. Roam via 1-1-2 or 1-1-1: This frees up one or two of your heroes to roam the map for ganks or minor objectives/merc camps. Soft-counters 1-1-3 by giving the flexibility to bolster the lane with 3 enemies when needed.
d. 4-1: Used on 2 lane maps, particularly Haunted Mines. Keeps a high amount of pressure on one enemy lane.
e. 3-2: Usually inferior to 4-1 since 1 can usually defend 2, and 3 usually have trouble with 4.
f. 1-2+2 roam. Can work against a 1-4 if the 2 roamers are mobile and can attain ganks while bolstering the lane with 4 enemies when needed.
B. The Lane Phase: Usually lasts until Levels 10-12, sometimes a little longer, rarely shorter. It consists mainly of ensuring that the team is soaking experience from enemy minion deaths in every lane. This is important since achieving lvl 10 before the enemy team can have a huge impact on attaining map objectives and taking the initiative for the mid-game.
C. Early Game Objectives: Tributes on Cursed Hollow, Chests on Blackheart's Bay, Shrines on Sky Temple and Dragon Shire, Mines on Haunted Mines, Gems on Spider Queen, and seeds on Garden of Terror serve as breakup points in the lane phase wherein you must decide how much lane experience your willing to sacrifice in order to attain.
1. Cursed Hollow: The first tribute you must decide whether to go all-in with the team and attempt to secure, attempt to secure with less than 5, or simply poke the enemy team for as long as possible while gaining max soak and keeping on the lookout for a blunder to allow you to steal the trib.
2. Blackheart's Bay: You must decide whether to attempt to take one chest, both chests, or concede both chests (usually because of a blunder) in order to maintain soak. Once your team attains 10 coins you must decide if/when you wish to turn in. Turning in immediately, and when the enemy team is at full strength, is usually a bad decision. If all 10 heroes in the game are up, look to pick up 1-2 merc camps or get 1-2 picks on the enemy team before trying to turn in. If the enemy team is the 1st to 10 coins, its important to stay flexible enough to deny them a turn-in as long as possible, maintaining map-knowledge of enemy heroes and responding when you think they are going for turn-in.
3. Sky Temple: Unless the opposing team blunders badly, or you pull off some great plays, attaining all of both shrines damage output will be highly unlikely. Focus on taking every shot of one or the other while continuing to soak as much lane exp as possible. The second shrine is bottom only and should be fought for by the whole team unless it is known that the enemy team is committing less than 5, in which case continuing to soak a lane will be beneficial if you are confident in winning the 4v4.
4. Dragon Shire: Clearly you want to retain control of at least one shrine to prevent the enemy team from having the possibility of taking the Dragon Knight, but it is not as necessary to fight tooth and nail early on to have both shrines at once. Keeping at least one is good enough until you can gain a numbers advantage on the enemy team in terms of Heroes alive. Once the game has progressed to the point where death timers are longer and you have a 5v3 or 5v4 power play or multiple merc camps pushing hard on enemy forts, it is time to aggressively try to take the DK.
5. Haunted Mines: Mines cannot be ignored. Unless you are runnning a specific strategy that is well thought-out and takes having a weak golem into account, all 5 heroes should enter the mines as quickly as feasible.
a. The Golem: Sometimes the 1st mines especially can feel a bit random due to the golem fight. This is because even if you kill 1 or more enemy heroes while gathering skulls from camps they will usually have enough time to return to the mines and contest the boss fight if they choose to do so. If your team is particularly weak after an engagement in the mines, it is often best to return topside to tap one of the wells or even go full back rather than start the boss only to lose it to a returning full health team.
6. Tomb of the Spider Queen: This is one of, if not the most fluid of all the maps in HotS. The lanes are tight and knowing when to turn in gems can sometimes seem like a crapshoot. The best method is to ensure your team has the ability to zone for anyone who is turning in at a particular time. If enemy players, or the whole of the enemy team, can easily contest your turn-in, and does not have any reason not to do so (other objectives, etc.) then don't turn-in. Mind games can also be played by baiting turn-ins with teammates hidden nearby or within vents to jump anyone who chooses to contest.
7. Garden of Terror: Having the first crack at a terror is important, and you never want to be in the situation where the enemy team can access a terror after night has passed and your's cannot. Try to soak as much as possible while gaining seeds for the small camps. Wait to take on one of the two bosses until you can be certain that doing so does not put your team at a disadvantage to being ganked (the enemy is currently attacking the other one, or is down heroes).
8. Early Game Mercs: Merc camps are great in the early game, but not critical. Try to get at least a couple before the lvl 10 mark, and in truth, take as many as you safely can while maintaining your soak across all the lanes. This can be tricky to meta correctly and decide when 1-2 of your teammates can safely break off lanes to take a camp, and is one of the many intricacies of the game that sets top teams apart from up-and-coming teams.
II. The Mid-Game: Levels 13-20/variable. I wont go into every map's details, but will just talk general tips.
A. Pushing: HotS is about pushing objectives, not simply pushing minions. If you are pushing a lane in the mid-game hard without the benefit of a merc camp or two, or a specific strategy utilizing the skills of a specialist type hero, you will encounter a lot of problems. Namely, that the enemy will either take merc camps from under your nose, or gank you. As always, map awareness needs to be kept in mind. If the whole enemy team is busy elsewhere and you can take towers or a fort, go for it.
B. Minion Waves: Unless enemy minions are pushing up hard on your buildings, they don't even need to be cleared unless you are preparing to push with objectives/mercs up that lane. If you spend all your time clearing minion waves that you could otherwise just walk by, you will lose out on both map objectives and merc camps. This can be counterintuitive to what many people learn in other mobas, but if you focus your game around attaining objectives and merc camps as opposed to keeping minions pushed, you will see why it has less importance. Obviously, if there are no current objectives or camps to capture, then clear away!
C. Map objectives become of paramount importance. Do everything you can to ensure that you take game-changing advantages with the help of the map objectives. Don't fall into the trap of seeking out team fights and picks just for the sake of having a fight or getting a pick. In each case, it needs to lead to something more beneficial for the team in regards to merc camps or the overall map objectives.
III. Late-Game: This is where the game can swing on a single team fight, or a single big map objective. It usually hits around lvl 20-22.
A. As a general tip, play safe. Try to stay as a group of 5. Only take engagements that you feel you have the advantage in, unless your hand is forced.
1. Focus on the details. Let your tank lead the pack around the map, keep proper positioning in case of an ambush. Be wary of bush parties and similar traps.
B. Be aware of your win-conditions. A win condition is when one action, when you have the ability to take it, will win the game. Generally, the setup to a win-condition is a lane that has been cleared of enemy forts and keeps. The condition for the win can then come in various ways, most often by wiping the enemy team or attaining significant advantage in Heroes alive and then pushing with camps. Sometimes the win condition isn't as reliant on wiping the enemy team, such as in the case of a very late game Terror or Dragon Knight that can crush their way to the core for victory with the help of your team regardless of what the enemy does. Sometimes it's dependent on the health of the core before your team pushes or takes a final map objective. Whatever the case may be, being aware of your available win-conditions will make your decision-making in the late game more efficient.
Det var det for nå, spørsmål og kommentarer er velkommen!