You really have to know your role in a team fight. As a dps, you're going to get focused down first all the time, IF the other team has the chance to. So placement is really important in a team fight. Basically just as a starting tip, If you're a tank/tough character that can soak up damage, stay front. If you're ranged, use that range to your advantage, stick behind at ALL times. So if your team is retreating, retreat with them; you don't want to be the one caught out alone. The other team should know this as well, so take note of that when you're trying to get their carry/dps. You've been playing as Trist, so use her passive(increase her range per level) to your advantage. At 18, she has the largest attack range in the game. If the other team forces your team back, run back, while picking off little shots, and keep moving. With that said, it's really important to have map awareness to know where your enemy is. Getting pincered between the enemy messes up placement pretty badly. So always keep track of who and where people are.
It's because DoTA became a genre by itself. It wasn't categorized as anything when it came out. Stuff like GoW, while introducing a good cover system, is still a Third-Person Shooter. There were plenty before it, so it takes the same generalization. I don't really mind stuff like LoL (less so a clone, with persistence, runes, summoner spells, etc.), or HoN (which, really is a clone) as "DoTA" games. People know what DoTA is; just like anyone else knows what a FPS or RTS is.
When it comes to free-to-play games, if I do ever decide to sink my time into one, it's hard to expect that it'll be as good as a retail game. I mean, the only reason games cost is so people get paid. There are only those few instances where the game is fun to play, and it presents a good microtransaction model. Only one I can think of is League of Legends (like alot of other people, which I have spent alot of time on so far). They really promote the fact that the microtransactions don't largely benefit a player if they spend money, since all the gameplay-changing mechanics use the in-game currency. GunZ WAS fun (especially if you put the time into learning K-style and whatnot, gave me some satisfaction that I could do it =D), but I quit later on due to constant bug issues and the fact cash items were starting to give unfair advantages. (better armor, damage, etc.) Also, people are mad ragers on that game D= Otherwise, other multiplayer F2P games that I try usually burn out 1-3 months later. I walk away half-expecting this though.
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