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You can't place buildings to seal off runbys etc. There are basically no timings to exploit, no set "oh it's 6.
It's a game of reaction, interpretation and anticipation, most of which cannot be taught, it must be learnt. You can be in a game, start to understand how the game is flowing, where the players prefer to move, what the next likely gank target is, but that is pure experience.
It's intuition, not information. I realise I'm making it sound like mystical bull, or that you need Bene Gesserit training to understand how the game is going - but it really is about experience.
You can speed up the accumulation of it with someone helping you along - but it's actually very hard to articulate why going there, at that specific moment in time, was such a terrible idea.
None of that matters worth a damn until you know what the heroes do, how they play, and understand when you can and cannot win a fight.
It probably goes: VERY basic understanding heroes early, mid, late game hero. Strong or weak on lane Basic laning protocol Understanding heroes cutesy tricks, all abilities, amount of burst, amount of disable, amount of chase, what it can and cannot lane against, core items Understanding items tricks with items i.
Reading the flow of the game who is winning, how long they will be winning for, who can win team fights at the moment, when that will turn around, your focus target, their focus target, can we win directly, do we have to split push, feign attacks, gank and push - this is probably the hardest aspect of the game.
When to break and ignore all of the rules you just learnt. Cutesy shit. Often goes hand in hand with cutsey shit. What happens when you hook jugger in omnislash, sand king cliff burrowstriking, that sort of nonsense.
In DotA decisions you make affect what happens and what is viable much more than in sc2. In sc2 you always make units, always make sure economy is what it should be, always have fights in certain places on the map, and not much affects whether you should do these only how much effect doing these has.
So you can't really come up for detailed strategies for big parts of the game and have to rely on your or your captain's good decision making throughout the game, unlike build orders or timings in rts games.
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