Been playing since the alpha in October so I'll just share some things I've learned over time.
When should laning stop and skirmishes start?
To keep it simple, you should focus on laning up to level 10. The only reason to leave lane before then is to do objectives or grab camps. Generally you only want to leave lane to camp if you are not in a solo lane and are also a hero who can solo camps like zagara, gazlowe, sylvanas, and so on. If you are solo lane never leave your lane for anything but objectives unless someone comes to fill the lane for you. After level 10 it will vary depending on map. Blackhart for example you will spend more time killing camps and turning in coins than you will being in lane after 10. On every map, however, getting ults first and contesting the main map objective when it appears are your main priorities. Focus on that and figure out the more complex strategies as you go.
Should everyone just go all in and start ganking from minute 1?
Do not focus on hero kills right away. Get them if you can, but don't give up lane xp to gank early on. Death timers are short and xp rewards are minimal early on so its not worth trading lane xp for. Some people can roam as long as you have enough people who can solo lane to keep the xp flowing. Eventually you'll get to a point where death timers are long enough that you can gank and have enough time to break the wall or bring down a fort. That's when ganking becomes more relevant. Before this it can be worth it to gank if you're ganking a solo lane to deny them xp, but only if you don't have to give up another lane to do this. As with everything in the game, however, the map and objectives have an affect on this.
Who should be in the solo lane? Which lane should that be?
You'll have to look up who's good at solo laning if you really want to know. Or experiment. Tassadar is great solo. Tyreal, Stitches, Anuburak, ETC, brightwing, Valla, Zagara, and Azmo can all solo well in most cases off the top of my head. Brightwing and ETC in particular benefit from having abilities to "jump" into the fight from the other side of the map. So they can solo soak longer when objectives appear. There are others as well, but I'm not going to list them all. Oh, and try not to solo with Sylvanas. You can and its fine, but shes better paired with someone else so you can really pressure a lane.
There aren't any real hard set lanes where certain characters go. Like there's nothing to say that the assassin should always go bot or whatever. It just depends on the map and what heroes the other team is putting in lane. If you're illidan, you may want to play bot. That's cool, but if you get there and see a tychus and a muradin you should definitely move your ass up to the top lane and switch with someone. As far as how to fill the lanes go it depends on the map. Most people will 2-1-2 every map which is ok. Certain maps work better with other layouts though. On mines you usually want to 4-1 if you can with the four being in your golums lane. (unless the enemy team has sylvanas, then you want to put 4 in whichever lane she is in cause she is a huge threat on this map) Dragon Shire will usually be 2-1-2, but if you're in a pre-made team of 5 I recommend trying 1-1-3. It will allow you to guarantee one shrine capture and you can really push that lane hard while you hold that shrine early on. This won't work as well in pubs though because you can't count on them to be good.
Is there any point to pushing different lanes or should everyone just stick to the weakest one?
You really want to push every lane. Each fort helps you get to your next tier of talents faster than your enemy team. You can go straight for a keep in one lane, but its riskier. You have to create an opportunity in your favor first or you'll just meet 5 heros and a coin flip will determine if you can actually take the keep or not unless you have some advantage in your favor like a terror, golum, talent advantage, dragon knight, and so on.
Again these are all just off the top of my head. May be some mistakes here and there.
OH. One thing you may see a lot is a 5 man deathball in one lane. Counter it by defending with 3 people where ever they go and put 1 person in the other two lanes. You'll out level them provided that you aren't giving their deathball kills. Outleveling them means you win even if they damage the one lane. The three who are defending have to stay back in the wall and poke from there. If the enemy team is using a pick composition with kerrigan or stitches or the like then walking out of the gate will mean they get a kill if they are good.
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