So is the solo carry thing true?

I think I’ve played one game of LOL many years ago. And I’ve never played DoTA.

Some people say that you can easily carry by yourself in these games as opposed to HotS.

I would normally test this myself. But the length of the games is more than I can take.

In Dota, carries are a thing. You feed them till they are able to take out an entire team solo.

Feeding as in, you LET them get the last hit for the gold and exp, IF you happen to be in the same lane as them, because that is also taboo. Otherwise carries are required to be in a lane solo to FARM. If you join them, put on your asbestos-line suit.

Fun, right?

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I meant more in a player skill way.

So I guess that’s a no then?

Ummm, if a player is awesome at the game they won’t be able to carry unless they are fed to be the carry. Also, dependent on the character they choose to play. If they choose a character that is meant to be a carry, then they are able to wipe out the enemy team solo. Skills isn’t much of a factor here.

It’s like tank, dps, and support in HOTS.
In Dota it’s Carry, ward @#%@!, stun guy, stun guy, ward @$#%^.

It sure is. For example Monkey King can 1v3 other heroes easily if the player is competent.

In this clip he has the 2x damage rune and charged attack bonus. Every time he attacks the same player 4 times he gets 4 charged attacks which give life steal and extra dmg.

There is practically no way to do this in HotS or build a hero like this and keep healing up from 5% to 100% so fast.

I like the game for different reasons than HotS, I think both games have their merits (plus we even have the Monkey King skin in Hots!)

In Dota2, 1 player like this can easily make up for a feeder or afker on his team. It’s much harder in HotS.
I don’t deem one game better than the other, I think it’s fun to alternate between games during play sessions (I do also try LoL every now and then, never really bothered with Smite so I don’t know how much solo carry is possible there).

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Depends on the game really.

Carry as an element isn’t tide to just stat feeding, carry can be element of simply as skills, fast reflexes or aiming.

FPS did this for years and still do though especially when it comes to team oriented games, except Overwatch, they are special™ case of no carry potential at all.

Nothing wrong with a little bit of carry element available in general, carry doesn’t necessarily mean less teamwork involvement as it still plays a large role regardless.

Though for a carry element to exists games should be heavily balanced, as most popular game design I’ve seen for such thing from games I watched or played:

  • Damage regardless of role is impactful, like REALLY highly impactful, if not instantly kills the player or removes a huge chunk of health if the other was caught in the fire.
  • Healing is not almost equal to damage while at the same time sometimes the healer has very powerful abilities that has a “tide turner” impact or plays a very huge threat that same ability is technically stuck on a very long cooldown, even though the healer heals less their relevance in the game is still impactful enough that their presence is still relevant in the game to the point healing still plays importance in such fragile health bars.

Just few examples of course.

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Yes, absolutely it’s true. In HotS, the fruits of your good decisions are shared by everyone. So 80% of the xp you get for your team goes to the bad players who are bad at using it. In the others, the lion’s share of the gold you earn will be credited to you. So they have this virtuous cycle where the power to decide the game increasingly flows to the most competent player, at least if he’s on a farming role.

It’s true in name, but not necessarily in effect.

I was more particular to Dota, so that’s what jargon I’ll use. In Dota, the roles on a team are defined by resource allocation; the hero with the most resources is expect to have the highest impact on getting kills and/or taking structures, and most of the other players are an accessory to enabling them.

There are 3 lanes, two ‘full’ jungles (closer to each particular ‘safe’ side of the map) a few partial ‘hard’ jungles, a clockwork gold-rune spawn and then one ‘boss’ npc.

Since gold is (mostly) individual, and experience is split, it’s generally better to spread allies up as much as possible so teams typically have the ‘hard carry’ in their safe solo lane (towers in lanes are asymmetrical, so some are closer than others) a hero in their side of the jungle, one hero mid, and then two in the hard lane to try to pressure the enemy solo and/or jungle.

Now part of the catch of Dota is that different heroes have different power breakpoints, so different types of heroes have a time to potentially shine in the game.

The ‘hard carry’ usually has the weakest early game and needs levels and items to finally turn things around and win at the end of the game.
Some ‘semi carry’ heroes may only need a certain item, and a specific level to have enough skill or talent points to hit their stride (usually before the hard carry hits their mark) and then there are roaming/gankers that generally get most of their power from levels, but there may be one item they want to really do their thing.

Anyone else is pretty much regulated to buying needing consumable items (like wards to routinely maintain vision on key parts of the map, or counter-wards to find and destroy enemy wards, or dusts to reveal true-invis enemies) buy team-buffing items, and/or regularly buying the item that grants bonus experience.

The idea of ‘solo carry’ in Dota is that each role could feel like they had the most impact, per se. Obviously the goal of the hard carry is to have enough power to decimate the enemy team. However, if the hard support does their job right, then the enemy’s carrys will be weaker and get outclassed.

DotA allows players to ‘deny’ allied units, so they grant less gold and exp to the enemy team; lanes have a lull phase that’s predominantly focused on trying to out deny the other team, though over the years the penalty (or impact) of denying continues to be nerfed since competing to be ‘less weak’ isn’t as much fun as competing to be more powerful.

So while the power of the game enables one, sometimes two, heroes to accumulate a bunch of power to topple the enemy team, there’s still the basic reality that there’s 5 enemy heroes, 3 of which will generally be outside of your own impact, so any one of them can just farm more, gank harder, get more xp and denies outside of your own lane.

The idea is that regardless of how the other lanes go, that one person can still do what they can to not die, get their gold, and get an opportunistic kill (or boss steal) to keep things in their favor.

In HotS, the dps heroes are reliant on tanks and healers to protect them, but in Dota, heroes can get enough gold to buy anti-cc items so they’re literally unstoppable right-click killing machines. Or, alternatively, some heroes are so elusive that they can avoid the enemy team long enough to buy enough items to just outpush the other team regardless of hero kills.

So yea, the idea is there that a single player can ‘hard carry’ their games, but it’s also gonna take a lot of time invested to learn all the heroes, item combinations, multi-unit macro (gotta off-control a shared carried for transporting items between allies while also storing runes) and racking up enough mmr for people to be willing to allow said person to sit at the #1 spot.

Dota can be a bit better in players understanding their has to be given roles, and select heroes aren’t forced into just being that one role (cuz roles are based on who gets the gold) but it also does mean that uncooperative allies can undercut your teams ability to carry by ‘stealing’ gold and xp from the hard carry or semi carry heroes.

Tack on a couple other ability options that HotS has said they don’t want to do, and it’s also true that DotA has a higher potential for allies to grief/troll their team. Dunno how prevalent it is (esp with the ‘real phone id’ stuff for steam) but it has had its up and downs of being a concern at different ranks of the game.



Since a key part of the phases of the gank aren’t completely revolved around 5v5 action, some plays stand out more in Dota – such as long escape sequences, or chain ganks – because the balance of the game tries to essentially make every hero potentially OP.

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Yes, it is a thing, definitely. Basically in league or dota if you are good at the game and your character, you can deny the enemy a lot of exp/gold, you will get more gold/exp, you can even get kills and just have more items/levels than your enemies, which means you can help your team with objectives and fights better.

If you are really really above the skill of the players in your match you can literally 1 v 9 and win the game by yourself. You will also get way more points if you win constantly, which makes you climb faster (not a thing in hots, you always win 200ish points).

Dota matches last way longer than league matches tbh. In league, most games have basically the same length of a hots match, about 20 to 30 minutes. Sometimes the matches can go on for 35-40 or even more minutes, but they are quite rare.

Heroes there is no carrying to be done. Every game is a one sided stomp nowadays due to trolling being the deciding factor. Did they get more trolls than you, did they rage and tilt before your team did, or did they get a ton of players who locked level one heroes cause they are playing ranked for “fun”

A carry in HotS is a little different because it’s not based on last hitting until you have such a massive level or item lead that the enemy can’t do anything.

In HotS a carry is more skill-based, bar feeding Butcher or another quest hero with no real upper limit to their stacks or combos. A player can be a carry but a hero doesn’t automatically be a carry.

Overall I think it’s superior in terms of fairness, carries in other games get really, really imbalanced.

I agree, though I still would assert that Dota is based on how many last hits you make to buy the items you need. An extremely stupid mechanic to know in order to carry in the game. It’s almost doesn’t even matter if the player is skillful, their power overshadows it.

I don’t believe there are carries in HOTS. Excellent players can’t carry a team, nor can they solo the entire enemy team like you can in Dota. While my definition is some one who carries the team to victory by themselves.

Excellent players can sort of carry because of good decisions, but is nothing without their team to back them up.

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