View Full Version : Discussion : Push the lane
StealthFire
07-19-2009, 02:10 AM
You very often hear things like 'don't (insert noob act here), it will push the lane'
This is true in comp. games because the enemy will not be getting skills that push the lane or autoattacking. If you've been playing normal HoN/dota pubs recently, you may notice that quite a few people -do- push the lane.
What happens when you purposely avoid pushing to the best of your ability while they autoattack a lot? You find yourself at the tower a lot, which is good for your well-being usually, but also contending with your tower for last hits, not to mention getting the tower damaged a lot more than it should, very early.
This results in a tower being lost (resulting in reduced vision and weakened map control) unnecessarily. Especially when the enemy appears to be pushing on purpose, you should react by doing your bit to at least slow the push down.
Autoattack things on high hp and stop attacking to time the last hit, get a level of bouncies on moon queen, maybe wave the creeps together with the enemy hero when using whatever-you-call-that-hero-here.
So what I'm saying is, think about the advantages of pushing the lane sometimes.
DustyScythe
07-19-2009, 02:31 AM
it makes you more susceptible to ganks as you'll be farther in enemy territory
but not doing xxx, they only actually mean for like the first 10-15 minutes or so where you'll be laning and want to be safe.
Phineas
07-19-2009, 02:42 AM
As DustyScythe said, pushing a lane and destroying a tower too early will leave you open to ganks. I think the trick is to keep the creeps around your tower near the beginning since you're safer, and then a little later into the game push. Besides with practice it becomes easy to steal last hits from a tower.
Mellow
07-19-2009, 03:00 AM
Drawing the line back to you while staying in control is also a good option. You're now automatically assuming that you will allow the enemy to get some hits in on the tower, but this doesn't happen if you have the upper hand. Sometimes you need to just get that extra bit of damage from the tower to kill an enemy early on. Also, drawing them back to your tower allows others to gank your opponent.
Kwaurtz
07-19-2009, 03:24 AM
Not only does them pushing against the tower allow you to gank them more easily, it will also allow you to free farm essentially once that tower is gone. They cannot come down that lane without fear of being ganked, so you can farm it no problem. And if you fear of a five man gank, place wards at key points at all entrances to the lane/forest and you are good to go.
Inconmon
07-19-2009, 03:42 AM
Pushing the lane is 100% stupid early on unless you have a pusher/early team like 5 casters. Always keep the keeps right infront of your tower, but auto attack catapults if you want keep the tower alive. Personally I dont mind denying the tower early and then farming right infront of the next tower ~
Whitebushid1
07-19-2009, 03:51 AM
Generally if they're pushing early by doing <insert noob action here> then they're noobs and I don't have to worry about the weakened map control :P
TLSHadow
07-19-2009, 03:58 AM
I'm reading a lot of absent-minded responses here.
Pushing the lane and taking out a tower gives YOU the advantage, as long as you have the push power to back it up. Taking out tier 1 towers early gives you complete map control early on, creeps giving vision + disrupting their ability to TP counter-gank.
Pushing the lane is great right before a rune spawns. It gives the solo mid hero either the option to grab a rune or lose a ton of xp. It also gives you vision as to which spawn he checked.
A lot of players think they are good because they think auto-attacking and pushing lanes is bad, but if you know the proper mechanics of lane control, you really don't have to listen to that dumb lane partner of yours. ;)
Whitebushid1
07-19-2009, 04:07 AM
I'm reading a lot of absent-minded responses here.
Pushing the lane and taking out a tower gives YOU the advantage, as long as you have the push power to back it up. Taking out tier 1 towers early gives you complete map control early on, creeps giving vision + disrupting their ability to TP counter-gank.
Pushing the lane is great right before a rune spawns. It gives the solo mid hero either the option to grab a rune or lose a ton of xp. It also gives you vision as to which spawn he checked.
A lot of players think they are good because they think auto-attacking and pushing lanes is bad, but if you know the proper mechanics of lane control, you really don't have to listen to that dumb lane partner of yours. ;)
You're not going to have pushing power before 5 and auto attacking is bad.
sgtslappy
07-19-2009, 04:20 AM
I do not like pushing the lane.
Not only do I get less creeps to kill, they have piratically, for the most part, free reign on the creeps they kill because you don't want to be on their side of the lane.
There are advantages to pushing lanes - Yes, the towers. But the longer you stay in the lane phase, the more gold and exp you'll get from creeps. Maybe even the occasional hero kill.
After you push a tower, what do you do? Farm neutrals? You can't go past the river because of ganks. The farther away from the tower you are, the more susceptible you are.
StealthFire
07-19-2009, 04:28 AM
^ farming neutrals in the enemy jungle while waiting for something to kill is common practice.
sgtslappy
07-19-2009, 04:37 AM
^ farming neutrals in the enemy jungle while waiting for something to kill is common practice.
True, but it's bit more profitable to be sitting in the lane last hitting creeps and getting the occasional hero kill.
That might be viable in pubs, maybe, but in some games someone on their will will already be jungleing or have it warded for whatever reason.
Also, if you happen to push a tower so early.. And I'm going to assume theirs two of you, you can't possible share a jungle down there.
Unless you're a hero like Axe.. (I really do hate not being able to remember there names) most heroes can't jungle early anyway.
KorbenDallas
07-19-2009, 04:41 AM
You're not going to have pushing power before 5 and auto attacking is bad.
Agreed. If you're auto-attacking creeps then the person you're laning against will often beat the tar out of you, especially if they're a ranged hero, have any form of stealth or targeted abilities.
Powster
07-19-2009, 04:45 AM
I hate when my team pushes there tower to soon because then creep wave will go to far in there territory and I have to kill neutrals which is slower exp or go to another lane if I cant kill neutrals yet... I prefer the creeps to be near my tower but not to close where the tower will hit them... like closer to the middle of the 2 towers..
Mellow
07-19-2009, 05:36 AM
As long as the other lanes are doing well, it's not a problem to maybe even push up to the second tower early in the game. As long as your teammates immediately call misses, it's not hard to avoid a gank.
FiNGERS
07-19-2009, 05:38 AM
Equilibrium. A good player can usually keep it where he wants it, unless the other players are intentionally spamming creeps/trying to push.
Revolution3
07-19-2009, 05:13 PM
too many noobs push the lanes too early, nothing really to convince them otherwise except tell them so they learn.
Fun fact, if you want to push the lanes and finish a game fast, triple lane, 3 stunners, especially if you're playing a pub. It's great lols. Pick 2 solos, then have the other 3 pick stunners: tiny, pyro, etc, etc (there are tons of great choices), and let them push the lane form the start. Then once they push past the first (or second tower) depending on their levels, you can rotate and push the othe rlanes
Electrician
07-19-2009, 05:38 PM
True, but it's bit more profitable to be sitting in the lane last hitting creeps and getting the occasional hero kill.
That might be viable in pubs, maybe, but in some games someone on their will will already be jungleing or have it warded for whatever reason.
Also, if you happen to push a tower so early.. And I'm going to assume theirs two of you, you can't possible share a jungle down there.
Unless you're a hero like Axe.. (I really do hate not being able to remember there names) most heroes can't jungle early anyway.
Legionare, say it outloud
now type out lego from now on and lets get rid of unnecessary confusing lingo
telmedragon
07-19-2009, 06:29 PM
Hmm, how do I keep teh creeps on my side of the lane/closer to the tower?
I don't auto-attack, I just try to do denies/last hits, but then my creeps eventually outnumber them right? Do I start killing my own creeps or what O_o.
FiNGERS
07-19-2009, 07:11 PM
Hmm, how do I keep teh creeps on my side of the lane/closer to the tower?
I don't auto-attack, I just try to do denies/last hits, but then my creeps eventually outnumber them right? Do I start killing my own creeps or what O_o.
Start denying your creeps as soon as they hit 50% health, and only attack enemy creeps when you are sure you will get the last-hit. Attacking heroes will also turn the enemy creeps attention towards you, and they will stop attacking your own creeps, saving your own creeps a few hits.
wasakaka
07-19-2009, 07:58 PM
I'd just like to point out how absolutely counter-intuitive it is to NOT push the lane. Every new player's first thought is "oh i want to help my creeps get deeper into enemy territory". It isn't likely your going to explain or convey why they shouldn't be doing this while in-game. Hopefully the developers can include some coverage of this topic in their tutorial.
Remeber that if you can safely push tower at the beggining (like lego+jere combo) your team will get bonus gold. This allows you to add pressure on other lines like mid while one can stay in the line where you got the tower down, defending your tower.
telmedragon
07-20-2009, 12:02 AM
Start denying your creeps as soon as they hit 50% health, and only attack enemy creeps when you are sure you will get the last-hit. Attacking heroes will also turn the enemy creeps attention towards you, and they will stop attacking your own creeps, saving your own creeps a few hits.
Is that a bad thing? If I'm playing tort, I usually try to harass my opponent by auto-attacking (If he's melee).
Is laning very micro-intensive?
Inconmon
07-20-2009, 05:44 AM
I'm reading a lot of absent-minded responses here.
Pushing the lane and taking out a tower gives YOU the advantage, as long as you have the push power to back it up. Taking out tier 1 towers early gives you complete map control early on, creeps giving vision + disrupting their ability to TP counter-gank.
Pushing the lane is great right before a rune spawns. It gives the solo mid hero either the option to grab a rune or lose a ton of xp. It also gives you vision as to which spawn he checked.
A lot of players think they are good because they think auto-attacking and pushing lanes is bad, but if you know the proper mechanics of lane control, you really don't have to listen to that dumb lane partner of yours. ;)
Yes, please push the tower early so you have some lategamer sit RIGHT INFRONT OF THEIR BASE farming creeps all day long while being nearly impossible to gank. A decent player will get like all creep kills and you basicly helped feeding him and granted him protection.
Good job!
TLSHadow
07-22-2009, 03:39 PM
Yes, please push the tower early so you have some lategamer sit RIGHT INFRONT OF THEIR BASE farming creeps all day long while being nearly impossible to gank. A decent player will get like all creep kills and you basicly helped feeding him and granted him protection.
Good job!
I guess we should never take down towers with that mentality.
Fun game this is, whoever can tower hug longer.
I guess the team that loses first tower wins too?
You disgust me. Does map control mean anything to you?
Cheese
07-23-2009, 05:26 PM
If the lane is pushed up, you should be the one ganking, not getting ganked.
Push the darn lane. Advice to the contrary is a relic from older days of DotA when games moved at a MUCH slower pace, and pushing towers quickly did not always create an advantage. This is almost categorically false these days.