Halycon said:
Don't you touch my multicasts
Multicast kills are some of the most rage inducing kills in the game.
No, I think you got that backwards. Combat casters reach their peak dps/level much sooner than agi carries. The longer the game is, the more their DPS falls behind. Eventually all they have left is whatever
utility skills they have.
Vindicator is the exception but he's designed as a combat int hero, not a caster int hero. And he needs just as much farm as agi carries to be effective. Except he doesn't get ASPD from stacking int, he needs another source of ASPD, leaving him pretty damn squishy all game.
I mean look at any game where it's an int heavy team vs agi heavy team. If the former team doesn't try to win as soon as possible, their chances of victory decreases by level 16+ or so, and falls dramatically when people finish their Shrunken Heads.
Maybe I didn't articulate my point clear enough :lol
Pretty much you have a hero like Chronos, assuming you let him free farm all game, yes you will have a problem on your hands around 25 minutes or so. However if you control him, early / late early game, his game is essentially done unless you allow him to recover mid game.
The OPness with the carry isn't that they are inherently OP, but that you allowed them to get good farm and start scaling. There are maybe 1 or 2 carries that I'd consider OP and it's not because of the damage that they do, but that they have
Utility and
Damage. See Engineer / Night Hound / Forsaken Archer / Dark Lady.
Excluding Chronos from that list, because his utility has the potential to backfire miserably by disabling his team as well. Double edged sword, if you will.
Now let's look at a hero like Witch Slayer, TB, DS to an extent, and Hag. They provide early game utility, early game damage, and scale well in the mid game. The only carry that shouldn't have a problem with these heroes is Swift Blade because he has self provided magic immunity ( Except maybe from Ults, not sure on damage ults such as WS / Pyro ). Going into the late game, regardless of if you slowed their farm or not they still maintain that utility and damage, I'm not saying that this is a bad thing as it's a necessary element of the HoN Meta Game.
As for Int Heavy vs Agi Heavy, assuming your not picking poorly, the Int heavy team should win.
A. Devourer , Thunderbringer , Witch Slayer , Glacius , (Insert Hard Carry)
Should win Over
B. Chronos, Madman, Pestilence, Arachna, Nymphora
Every single time, unless your allowing Team B to farm unhindered by Team A.
Assuming equal skill level, above 1600 PSR.
Pinko Marx said:
Well, first of all, I'm not talking about Chronos specifically with the part of the post you've quoted. War Beast, Zephyr, Chronos, Wild Soul; these are all heroes that are pretty much unstoppable past a certain point in the game. Sure, ganking and aggressive warding and such will hinder them, but the longer the game goes on, the stronger they get, period. If you don't have a carry on your side yourself, once you hit about the 40 minute mark, you might as well concede. The game is just too heavily tilted on the side of carries.
You say combat casters are OP, seriously? Shrunken head/silence makes them nothing but sword fodder for the carry. Once their stun is used up or their mana is gone, they pretty much fall over and die when you so much as tap them.
If your doing the job right early game, you can totally negate a carry for the entirety of the game, End of Story. If Chronos has Boots / A Wraith Band at 10 minutes as opposed to Marchers / MoM / A Wraith band it makes a world of difference for the rest of the game. If you let Chronos farm Shrunken head you deserve to lose.
If you don't have a carry on your side, you lost at the title screen. Assuming your not playing AR, pick heroes better. Going 5 Int Heavy, is a terrible idea similarly so is going 5 STR or AGI, you'll lose every time to a more balanced team.