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There are some players fighting your top tower,but others are missing and you assume they are all going for tower. Your team mates are not around.
Should you:
1.Stay near tower or hide for experience from creep,and risk
2.Run since whole team is after you,they might run after you and kill you before u even notice anything happened.Go to other tower and do something productive,or farm jungle instead/go base for items/regene
3.Your choice to explain,but plz pick either 1 or 2 lol
If your team wont come, whether it be by foot of TP, then just get out of there and call for a counter push.
Only two things you should ever do during a push (if your team is alive), defend, or counter push another lane.
My big thing, is when I see 5 of them pushing a tower that's about 50%, i Don't even think it's worth defending. I'll call for a counter push of bot (if they're top) etc just because it keeps it even.
I would at least try to leech what xp would be available. If you know you're going to get ganked its better just to back off ASAP. More often than not though they just take the tower and run.
3. Yell at your team for not carrying TP's and let the tower die. Don't die for something that's not remotely savable.
This
also counter pushing while carrying a TP sounds good, in case they continue there push, otherwise I would believe the one with most pushing heroes would win, or the one that was first to pick![]()
Be sure to either save a tower or kill a tower and don't die solo on defending a tower, it will give them 1 kill + a tower, that kill was a free kill, so leeching xp is a waste of money and time, remember if they find you, you lost more gold and xp than you would if you went back to base and got some items.
2. There is no point staying near a tower hoping for a deny if it dooms you. It is very unlikely that you're going to get the deny, and you will almost certainly feed the other team a kill in addition to a tower. On top of that, you might be losing a second tower depending on your lineup/their lineup/game time.
Officially retired from HoN!
a lot of aspects will come into play in a situation like this, heroes with powerful AoE ultis and level advantage could try and wreck this push, scare them off, cause some damage and might die in the process, theres plaenty of scenarios that might occur.
heres an example, ur playing hellborune, u were wretched hag mid, got some pretty good lead vs ur middle, and managed to get level 11 rather quickly with some big farm advantage (u have steam boots, bottle, power supply, and a blessed orb) while the enemy team majority of levels sums around 7-8-9, i would hide in the trees above the tower and wait for them to bunch up nice around the tower, close in from the trees and ulti them, followed my jumping in and doing a sonar scream.
this will cause the following - creep wave would be cleared completely thanks to ur aoe nukes, making the tower starting to focus down heroes, ur level 2 ulti combined with sonar scream hurts ALOT to low level heroes, possibly generate u a double kill just from their support if they weren't full HP thanks to ur combo.
just a small example of what COULD be done, ideally, u wish ur team will come in and support u, giving up towers is never a good choice, providing the enemy team with additional gold u wish to prevent them from having, but suiciding on a tower wont be the right choice either, if ur a hero thats meant to carry ur team.
This is one of those questions where the only good answer is: "It depends."
Rule of thumb would be to fall back if the other team has ANY kind of a long range hard-disable (stun/hex/root) because that will mean death if they see you and catch you with it. The most notorious of all disablers is, personally. I can never gauge what his range is and end up getting caught.
But if you don't have at least 3 more people teleporting to the tower, just let it go. You can try and exchange towers if you think you can do it, so don't yell at your teammates to help defend (like some people suggest above) if that's what they're trying to do. Blow your glyph to get 5 seconds more, and take out one of their towers to even out the field, so to speak.
Pretty circumstantial.
- If they can intiate onto you (blinks) get the **** out of there (includes hooks)
- If they have no way to bridge a gap or have any ranged stuns/snares be very careful you can stay but make sure you have a port if things go sour.
- If they have none and you have a good AoE counter push spell you can stick around and keep the wave away from tower so they dont have sight of you assuming its still early enough that tower diving is a no-no. If they are tank enough to tower diver. Bail.
If you're alone, allies aren't coming, they're pushing a tower, don't hang around. Just go do something else productive. Pubs are notorious for not defending towers. Nothing you can do about it.