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Monday, Feb 06, 2006 - 22:28 SGT
Posted By: Gilbert

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A Defence of DotA

Possibly the most popular multiplayer RTS (okay... not a true RTS) since the two Crafts, appealing with a misleadingly shallow learning curve to players tired of playing General and put up with their troops whining over everything from their combat rations to being sent to be slaughtered. Yes, take part in the Defence of the Ancients.

Putting aside the fact that it is not a particularly polished social experience, with the most common in-game conversation going something like "b b OMG U NOOB", at least in public games (i.e. pubbies), it does have immense strategic depth. True, a game might take hours in the same landscape, but I haven't heard of many grandmasters quitting because they grew tired of the checkerboard pattern.

DotA takes away the chore of conscripting and commanding hordes of lesser units, who will die shortly anyway, and task the player with controlling just one hero. This alone cuts the gap between gosu Koreans who can achieve a CPM of over 200 a minute and have water-cooled mice, and mere nubs like the rest of us.

The footsoldiers (creeps) are generated in equal numbers and strengths on both the teams, and follow predetermined paths down the three lanes of the map to their doom. Heroes kill them for gold, which they can spend on items. Sticking around when enemy creeps die earns the heroes experience points, which translates into levels and better stats.

The ultimate aim is to destroy the opponents' Ancient, which coincidentally is why the game is called Defence of the Ancients, a fact many forget as they merrily pawn all comers as their Ancient is going down. The path to that final objective is protected by three towers along each lane, and of course all the creeps and heroes on the team.

There are plenty of tips out there, so I'll just try to add a dash of less common observations. Some stuff is pretty much common sense, like not hanging about enemies when low on life and they have an instakill combo (think Lion at level six with Finger of Death).

Well, on to the opening.

The earliest levels are a golden opportunity to try to force an advantage, which can often prove decisive. It is often not easy to score a kill unless an opponent makes a critical mistake (like hanging around at 100HP, see above), since damage output is initially pretty weak, and creeps and towers can really hurt a hero going on the offensive. Therefore, decent defensive play is often optimal if the heroes are anywhere near evenly matched.

Normal initial matchups will be one-on-one duels (in side lanes, or smaller games), two-on-two (middle lane and sometimes a side lane, in 4v4 or larger games) and two-on-one (most often 5v5 games in a side lane).

One-on-one duelling is the most basic of all. A player should then concentrate on putting his direct opponent into an untenable position. As Sergius in G.B. Shaw's Arms and the Man sagely remarked, successful fighting is "...the coward's art of attacking mercilessly when you are strong, and keeping out of harm's way when you are weak."

Following Sun-Tzu's lead, recognize the good points and bad, of both yourself and your opponent. A common mistake would be not acquiring any form of HP regeneration from the start. This is an open invitation to chip away at his health, then sitting back and healing for a couple of minutes while he languishes at low HP.

The main priority remains not getting hit, however, since even a single blow from a lowly creep can take ten seconds to heal. A few creeps smacking a hero several times will probably put him in danger. Opposing melee heroes generally should dance about the creeps and try to get last hits for the gold (and prefably also deny last hits). Direct confrontation is usually not a good idea, given the hero will often be surrounded by hostile creeps and will suffer the consequences soon enough.

Ranged heroes can either just stand off and try to maximize revenue, or try to snipe at each other. Many ranged heroes actually have a pretty hard time farming gold, since their damage may not be much more than a creep at the start and their attacks have a significant delay, unlike melee heroes. Getting the timing right is thus important.

It must be noted that enemy creeps will set upon a hero that has targetted their leader, so pull back when that happens. This is also why ranged heroes often go into an intricate dance where both try to maneuver within range, while not getting hurt themselves. Those with a faster pre-attack animation (less time between starting the attack and having a projectile actually shoot out) are at an advantage here.

Ranged vs melee duels usually are in favour of the ranged hero at the beginning, for the obvious reason that ranged heroes can hit-and-run with little fear of retaliation, and also because melee heroes have to move past defending creeps. Often not falling behind in levels can be considered a victory for the melee hero, though, since they come into their own in the mid-game.

The melee heroes should aim to steal last hits, and perhaps test the opponent's responsiveness by trying to close him down - many ranged heroes are badly disadvantaged once engaged at melee range due to their relatively poor HP. Keep in mind also that ranged heroes can often get accidentally beaten up by creeps if they get overconfident and try one shot too many :P

That's it for today, more in a few weeks/months/years (circle one).


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Next: Little Things


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2 comments


wenhoo said...

bert would u mind including an option just to increase text size? the browser one doesn't work here. your own choice though.


Feburary 7, 2006 - 20:41 SGT     

gilbert said...

Actually, I was considering something like Soccernet's option, at bottom right of their articles.

Should have realised many people like to read slightly larger text. To be implemented... soon.


Feburary 7, 2006 - 22:13 SGT     


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