What you're describing needs a lot of variables to even happen, and is at best ineffective to the point of where you would be wasting your attention.
What people are kind of not accounting for in here is that different kind of lanes have different priorities, even for traditional support-carry safelane setups. If you're playing 2v1, your priorities as a support are to prevent the enemy hero from getting much gold/xp, preventing the enemy hero from disrupting your carrys farming and maybe putting some pressure towards runes/mid if you're not needed for the first two. If you're playing 2v2, your first priority is to make sure that your carry can't be killed, then to make your carry space to farm through your presence and then to somehow try to minimize what your enemies are getting.
In a 2v2 you shouldn't be pulling unless the lane is pushed far out, and even then you moving back to pull often means that your carry can't risk going close to the creepwave when backup isn't near. If you pull unnecessarily when creeps are at your tower, you're still risking that your carry gets dived or loses too many lasthits to tower or takes too much damage. If 2 players contest your pull while your carry is farming you can't do anything, and a ruined pull pushes the lane back to enemy tower again.
In 2v1 if you really want that courier upgrade by 1:30, then you'll have to pull the second creepwave. That means you barely get to show your face on the lane after creeps clash, giving the enemy solo hero plenty of space to piss your carry off and get some easy farm. Pulling the second wave also means that you don't even know if the lane is pushing out or not, and even top tier carry players can miss lasthits to tower early on. I'd say it would be much easier to just ask to lasthit off your carry at this point than giving the enemy offlane that much space while potentially hurting your carry just so you can kill a few jungle creeps. It's good to remember that if the enemy hero is being kept out of xp range and thus can't mess with the creeps then half the reason for pulling is null. You normally shouldn't start pulling just for your own benefit until you're certain that the enemy hero isn't going to be a problem or if there's nothing else you can do about them.
Last edited by senkyen; 2013-08-20 at 10:34 AM.
I find timber and storm to be the most fun, storm just takes a bit longer to get going.
Author of SlamAndAwe -- Need testers and priority recommendations.
Anyone else having ridiculously long queues today?
Searching for a game for the past 15 min and nothing, what the hell
I think matchmaking has been wonky for everyone recently. Queues seem to be a lot longer these days.
Also, is there any hero that's viable, and that isn't hated by everyone for some particular reason?
Storm "Skill" Spirit, for example. A lot of people seem to hate him. Same with Spirit Breaker, I hear a lot of people say he's OP.
I also played Weaver and Treant a bit before they were suddenly overpowered. It just seems people have beef with a lot of heroes.
I'd say there are many ''viable'' heroes that aren't hated. Hell, I haven't even seen people hating on PL or Void lately.
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Because if they didn't, I don't see how he is OP at all? He's definitely good, but not game breaking in any way.