Dreams-Visions
Member
She's easily gankable early game and has no escape mechanism. In pubs this is less of an issue because the level of coordination is much lower than competitive games. She can work in certain team comps, most notably aura strats, but otherwise there are better, and safer, carries.
I hear you, but I can't quite vibe with that reasoning just yet. I think of these points:
1.) Lifestealer, AM, Jugg, Morph, Clinkz, Void and Brood are the only carries that have a real escape mechanism before level 6...and 2 of those get cancelled out with Sentry Wards. That's out of...I think 24 carries in the current game? So the vast majority of carries are going to be easily gankable early game by nature. I don't see anything special here that suggets Drow's susceptibility to ganks that is any higher than most carries have. It's not like her armor is 0. If you're getting ganked successfully before you can afford boots, you have bigger problems, as Drow should be able to farm reasonably well against just about anybody in her lane.
2.) Isn't the threat of early ganks the reason why we ward early if not immediately? Almost all carries are squishy early, making them vulnerable to ganks. Only the aforementioned carries can successfully escape a 3 person gank that they didn't see coming. Everyone else is dead if caught. And if the ganking person brought sentry wards, some of them are dead too.
3.) In my experiences, because I've warded I see ganks coming and can retreat to a safe distance, which is what I'd do with any hero. But if they're going to get the attempt off (say they simply have an angle on me), casting silence usually buys enough time to finish the retreat.
4.) In my experience, almost all early game ganks are skill dependent, and silence shuts that shit down for a meaningful period of time. If my health was low during a gank,the death was my fault anyway. Playing with low health for an extended period of time is akin to asking to be ganked sooner or later no matter what character you're playing as.
Idunno. I'm just not seeing all of those weaknesses as problems unique to Drow. In fact, they're the standard more than the exception among carries, but her range, level 4 aoe silence, built-in armor, and slow wins games for teams mid and late. I can think of a couple of better carries, but not a lot of them that don't come with their own laundry lists of weaknesses too. but idk, i'm a noob.
haha no, sir. it starts at 2. but even that's enough if cast on the right people in a team fight, and certainly enough to facilitate a quick escape if you're not pushed too far away from you're tower and are in the process of getting jumped.Does it start at 6 seconds? It seems about on par with Riki: too fucking long.
Takes her a while to hit her stride. And for really hard carries, there's better carries than her.
I don't feel like it takes that long. She's usually good to go by level 8 or 9, imo. If I plan on early ganking (say if I started mid), I go with 3 frost arrows, 2 (or 3) aura and at least 1 silence. Depending on the enemy team comp and which lane I need/want to gank first. As long as my team is ready to move in when I get there, we're getting kills. I do a slightly different build if I'm side laning, or if the team isn't warding properly (2 silence relatively early for survivability + aura and just 1 frost until later).