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[D]Outlanders and the support role

Forum Index > Strategy
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Archeon
Profile Joined May 2011
1846 Posts
Last Edited: 2019-11-27 15:39:28
November 27 2019 15:38 GMT
#1
Disclaimer: I didn't have time to play a single game yet. Mainly for RL reasons.

With all the changes to support and position 5 specifically I wonder where that leaves heroes like Bane specifically and the 5 role in general. With a significant portion of the money drain gone, sentries being more restricted, AoE exp from outposts, free items and cour being able to ward at lvl 15 a significant part of the "sacrificial" support seem to be gone, especially from the winning team.

On the other side of things clearing jungle consistently/multi-stacking and being able to contest stacks early seem pretty good now. Being able to smoke and just clear stacks with 2 heroes seems potentially very valuable if you catch double/triple stacks. All this moves concentration away from lane domination and towards skirmishing and having more impact in early mid-game.

Will position 5 be more like what position 4 used to be? Will we see double sup roaming back now that there are passive exp mechanics and map control is more important than ever or is double roaming too dicy and winning lanes will give you more control?
low gravity, yes-yes!
Ej_
Profile Joined January 2013
201 Posts
November 27 2019 16:49 GMT
#2
No, position 4 is now a core that jungles so 5 spends all their money on more support items instead of obs.

still a bitch tho
"Technically the dictionary has zero authority on the meaning or words" - Rodya
sCuMBaG
Profile Joined August 2006
United Kingdom405 Posts
November 27 2019 17:49 GMT
#3
I don't think jungling will be a thing despite the changes.
Tier 1 items aren't worth sacrificing a lane for.

Stacking I believe will be absolutely game-winning, get stacks up for minute 15 and pray to RNGesus.
Heroes who clear these camps easily should be quite popular I'd guess - at least one is minimum in a team I think.
Julmust
Profile Joined November 2008
Sweden1964 Posts
November 28 2019 07:56 GMT
#4
Yeah jungling your pos 4 isn't worth it at this point. The value of having a pos 4 in the jungle was how quickly they could get to level 6. You'd be able to hit 6 somewhere just after the 5 minute mark on heroes like enigma (old youtube video) which was a huge advantage. That's simply not possibly anymore with the jungle changes. Having someone jungle AFTER minute 5 might be a legit strat, in some scenarios, but having a dedicated jungler from minute 0? Nah.
AdministratorI'm dancing in the moonlight
rabidch
Profile Joined January 2010
United States8982 Posts
December 02 2019 02:49 GMT
#5
not much has changed for 5 really besides obs wards. but i think its a lot easier to play from ahead with all the outpost stuff. winning lanes is still too important but supports can still stack just like last version
StaffOnly a true king can play the King.
nanaoei
Profile Joined May 2010
1621 Posts
December 05 2019 00:59 GMT
#6
for '5' in terms of playstyle you will still be expected to be on the same places on the map as before. i see even more opportunities to sacrifice yourself for objectives.

as for the wards--for the most part supports will buy their own wards more often, this includes sentries as well. this also adds onto the sacrifice comment because you will have access to your wards pretty much on demand and more often in general. if the courier is no longer the restrictive factor in 30% of ward timing the only thing stopping you from doing it is just being in the right place already or having your courier spotted.
i don't necessarily think this is the right way to play in having your 4 or 5 hoard all the wards, because simply your cores can cover more space or have better ideas of where wards may help them.
if anything, there should be more coordination to lower the travel time for supports to place wards in utilizing the rest of their team to do so.

this will ask for more map dominance as you swoop in as a group to protect and place wards.
already we are seeing a trend of cost efficient 2k gold items that enable pushing. that much was obvious from patch notes.
drums, vlads, and helm. any hero that is able to build these items effectively and quickly will want to take advantage of this especially when there's a lack of early teamfight.
games are shorter i assume because of this kind of pressure and to me this emphasizes proper spell use, positioning, and careful planning. one wrong move and you unravel your entire strategy, pick, and early item timing.

so a 5 will be required to hit 6 early but also quickly place their key wards with either the help or the knowhow to do so.
and now that certain wards are much harder to place (ie. bottom dire ward at t1), you really kind of have to know what you're doing, or have a greater plan.
being ahead means you spend your gold on removing vision and making the game smaller, and that your cores are able to end the game concisely.
*@boesthius' FF7 nostalgia stream bomb* "we should work on a 'Final Progamer' fangame»whitera can be a protagonist---lastlie: "we save world and then defense it"
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