When do I know to push the enemy base? I think the time is right and get ganked by the other team because my team wasn’t with me.
Knowing when to strike at the enemy is not an exact science. Like so many aspects of the game, it changes drastically based on in-game events. That being said, there is a strategy you can adopt while you’re still learning how to tactic.
Pay attention to enemy death timers.
Now, I know this seems like a legitimately straightforward, mind-numbingly obvious thing to say, but I argue it is so obvious many people forget it’s even there... on your screen… top side opposite your team. It even alerts you to when your team gets a kill. This is not done to just instill a sense of victory; this is done to alert you.
One of the best times to push is when there are at least two enemies down and your whole team is up. In these instances, you will not be interrupted save by the three desperate opponents trying to stall. With you and your entire team grouped in one lane, just imagine how much damage you can do in even a mere 10 seconds.
Also, if you are pushing by yourself, be extra vigilant. Give yourself a minor goal (like, say, pushing your mercs to their towers) and then get the hell out. When you are alone, you are extremely vulnerable to enemy attacks of opportunity. If you see their entire team busy somewhere else on the map, definitely push a little farther than intended, but as soon as their pictures disappear, so should you.
Killing players is a waste of time. Why even bother?
I agree that kills don’t bring in a lot of xp, but there is a reason for this. Blizzard wants to prevent any snowballing by keeping team levels relatively similar. This leads to keeping your head in the game the whole time because what seems like a win can quickly escalate into an embarrassing defeat.
While I won’t post my essay detailing the intricacies of my interpretations on why Blizzard do what they do, I will say that killing players is not a waste of time, even with the limited xp gainz.
It breaks team dynamic. There are five players, each needing one another to survive assaults, and if even one is gone, it becomes much easier for you to take the lead. Sure, the death timers at the start are laughably short, but a kill is still a minor lead that can quickly turn into a level advantage, and when you are trying to grab a tribute in Cursed Hollow, I assure you there is a gargantuan difference in strength between level 9 and level 10.
Personally, however, I like to think it breaks that player just a little bit, leaving them unhinged. The more you kill them, the more they get angry and make mistakes. I especially like going after players that are playing the same character as I am if only to prove I am superior. In my mind, it’s a play out of The Most Dangerous Game without the dogs.
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