In dota2, why don't ghosts go to A like lol when playing in teams?

Because the definitions of dota2 and LOL are completely different, the ADC in LOL basically relies on ordinary attacks, while the eldest brother in dota2 is not particularly dependent on Ping A, but more skilled and passive! In addition, the bosses in dota2 are often quite fleshy, and team battles can stand, while most of them in LOL are crispy!

There are many legal cores in dota2, such as Leshrac and NEC. These heroes basically don't need a flat A, they only need skills to cause damage!

In addition, the team battle of dota2 is different from LOL. In the team battle of 5V5, it is difficult for Big Brother to have a better chance to fight against injuries. Basically, a wave of team battles is dragged on, and a round of team battles can last for a long time, so players have fewer opportunities to take A in team battles!

Finally, take the upper limit of a. The purpose of getting an A is to reduce the backswing of table tennis A, so as to make more output in a limited time. When the attack speed in LOL reaches a certain value, there is no need to get an A, because the attack speed is fast enough. This attack speed continues to go a, wasting output space, and so does dota2. When the attack speed is late, you don't need to get an A at all, such as the water man enemy method and the blade master, but those ghost dragons with slow attack speed are also needed.

Why do you think playing dota2 is not like playing LOL? Welcome everyone to add a message in the comment area ~

The team battle of DOTA2 can't go A like LOL, not only because of the problem of game setting, but also because DOTA2 is much bigger than LOL.

DOTA2 team battle

Anyone who has played DOTA2 or watched DOTA2 games knows it. When enjoying the DOTA2 competition, the most wonderful scene is the wonderful team battle. In the team battle of DOTA2, it is almost impossible for us to see the scene of a hero walking while A, only dazzling skills fall from the sky, someone's entrance control is great, and the output point is BKB to enjoy the harvest. In addition, it didn't open well and was pulled by the other party. Then after several tugs, the two sides exchanged heads. This is probably the scene that will appear in the DOTA2 team battle. LOL's team battle is similar to this, and it requires hard control skills to enter the market.

Because both of them need to be controlled, this raises a question: because the two games have different settings for the hero's backswing, LOL's hero is more flexible, and DOTA2 is likely to be reversed if the role's backswing does not open a certain distance.

Another reason is the equipment setting of DOTA2. Our familiar equipment, such as jumping knife and BKB, can play a miraculous role in team battle. The output only needs to pay attention to its own position, and after others control it, it can be directly output. This can also be understood as DOTA2' s rich means of opening and receiving delegations, but LOL is different. A good group depends on the hero in charge of control. If it doesn't open well, it will be sent instead. Then retreat for a while. See you in the next group.

Well, that's my opinion. what do you think of it ? Welcome to leave a message in the comment area for discussion.

It must be admitted that dota2 is much more complicated than lol.

Lol four skills, items can not be used. There is nothing to do but take a.

Dota, most heroes have more than four skills. Even ten skills, such as Carl. metric wave

Even Carl, in the early stage, when he went online, made up the pros and cons, or chased him, he got an A.

The advantages of taking a, first, cancel the action and shake it. Second, the pursuit of maximum output. The early attack speed is low and the skill damage is not high. So take the positive and negative complement of A if nothing happens. For details, Shen Wei's All-around Knight was crushed to 1 1 point 3.

Later skills and items have high damage, so there are more important things in team warfare. Skills, release of goods, walking and cooperation. The attack speed has reached the critical value, most heroes can't improve their output with an A, and occasionally there are enemy methods. Those who are in the blade master will still need one .. but it's not very important.

Let me briefly explain why team battles are all standing.

First, everyone in DOTA heroes has a turn-around rate, more or less. You have to go, you have to pull, and then you have to go back and hit people. It is easy to realize in LOL, and it is a waste of output time in DOTA. Because you have to turn around, which is the most fundamental reason.

Second, hit&; Running is a basic skill in DOTA, and everyone knows it. This is a very common line date. After all, we can cancel the backswing and use it to win more people. But when it comes to team warfare, the core of fast break is almost the same. At this time to play &; Run is redundant, which not only does not improve the output but also reduces the output efficiency. The core of the explosion, after playing a set, you have to withdraw (small fish racket), I tease you. . . . .

Third, the first hand cut can be obtained through equipment, and the distance is far. This makes big brother need some meat (except the legendary brother), otherwise he will GG directly or die of unknown AOE. Why do you want to play &; Running ... If you need to pull, you just need to wait for skills or equip a CD. Don't run in a straight line, why look back?

Fourth, there are many directional skills. You turn around and chase you straight, and a hammer flies over. . . .

Fifth, because of the turning speed, it is more real. Even hit&; Run doesn't think it's a ghost beast. .

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What the hell is a ghost doing? ()? ? All I know is hit-and-run H.A.R uses rts games more, such as StarCraft Rifleman volley, Void volley, Warcraft ac volley. Lol and Dota2 are not similar in game mechanism. Dota2 can cancel the attack through your "Ghost Animal Go A" operation, and shake it with the S key, which will improve DPS to some extent. Remote heroes can use this kite to close combat heroes. Because I haven't had much contact with lol, I specially operated a set of novice free heroes (setting hero fees in a moba game is really a headache). Snow pea, I don't know if it's a special case of lol shaking without attacking. The turning action is very paper and you won't feel the obvious turning speed. The game mechanism of the two is still very different.

Because dota has a saying about turning speed.

I don't know, lol. I am just a dotaer. I haven't played for years! What is a walk? Is it the floor in dota? Is it higher than positive and negative compensation and card position?

Go to a? We usually call it a hit-and-run

There is no forced attack swing before and after in the setting of LOL, that is to say, if A takes this operation as A, it can cancel the subsequent attack swing and reduce the interval between two attacks.

Moreover, the casting distance and attack distance in LOL are relatively close, and the skill cooling time is also relatively short. Need to constantly pull through the position and constantly release the skill consumption.

In Dota, because the shaking before and after the attack is mandatory, it is impossible to shorten the attack interval through operations such as A going A, and generally it will not be useless. Unless the moving speed is much higher than the opposite side, in order to stick people, this way is used.

Moreover, Dota's casting distance and attack distance are far away. Taking a step back will not have much impact on further progress, and the cooling time of skills will be longer. In addition, there are equipment and skills that can cut into the battlefield from a long distance. General key skills can put away the connection, and hand output can directly end the battle. So it's easy to dare to go to a like LOL. Once you make a mistake, you will be eliminated first.