Veteran pvper advice to newbies
These are things that really trigger me in matches this past week when solo queuing as a healer. Take them as you will.
1) Stop pushing healers into their own back-line.
The amount of times a jug has pushed me into my own backline and it ended up saving me would be around 50%.This is not an exaggeration. Just think about it. I am in a better position to get away further away from your team and you are in a worst place to secure a kill being away from your team who can help. If you want to make a healer panic, run through them and push them the opposite direction, into YOUR team. This will force out more DCDs and CDs by the player you want to kill.
2) If your a Mercenary/Commando stop using Reflect when you are in a Mez.
I have no idea why players do this, it boggles my mind. I will assure any of you 99% of the times you do this, it is an incorrect play. I have personally went to mez commandos who are attacking a player who i want to save and their reaction to my mez is to instantly pop reflect. Im a healer, no one is attack you... why? A mez is a stun that is broken on damage, there is almost no reason for you to be popping reflect in this instant.
3) Stop using pushbacks and mezzes on cooldown just because you can.
These two things build resolve. You are gifting players free whitebar (cc immunity). Things that I encounter a lot is players who Awe me then instantly smash to break their mez. Don't do that lol. I also encounter groups of players who use their knockback on cooldown for no reason. Trust me as a vet player I can tell when you are doing an ability that makes no sense. The only times you should be knocking back is to interrupt a cast, root a player to peel or save yourself while kiting or knock someone off a ledge. These are the correct ways to use knockbacks. Majority of the time when players use knockback on cooldown, it messes up your teams cleave, helps the enemy get away and builds their resolve faster insuring they will survival. Please just think.
4) Kills and deaths matter in Hypergate.
Stop going to the enemy teams in groups of 1-3 to get slaughtered and unsuccessfully attempting to get their node. You are feeding and giving the other team points. Deaths and kills, like orbs matter, when the match is close it comes down to who died the most or who killed the most. Please read a hypergate guide, almost no one in my hypergate games actually knows how to play the game or the mechanics.
Side note: when you are down 100-500+ points on the final round stop running orbs, please. Orbs only give a small amount of points. You are wasting your time. Also stop capping a orb when you have 5 players dpsing you. Like... why....
5) Split/side strats are cancer
Splitting on two side node is literally one of the things that trigger me the most. Instead of trying to get the 2 nodes you can easily defend and reinforce your team in the beginning of the game all runs to cap the other teams natural. You might be thinking, but why is this a bad idea, they will never expect it!!!!! By doing this you are gift wrapping middle node for the other team in insuring them to be able to secure it with little resistance while putting all their re-spawn power into recapturing or defending their side node. This puts the enemy team at a very strong advantage. If you do manage to somehow double cap, the enemy team STILL has an advantage because you are attempting to defend a node in Africa which you can't easily reinforce.
I do not understand peoples obsession with side strats in this game. They are strategically always a terrible play in the beginning of the game and it creates a number disadvantage for your team in almost every other area of the map. The only time I foresee side-strats as being successful is when the enemy team is stronger and you need them to over rotate to secure an OBJ win. Please stop this BS and actually go to mid and fight for it; do side-strats when you feel like you are at a strength disadvantage.
1) Stop pushing healers into their own back-line.
The amount of times a jug has pushed me into my own backline and it ended up saving me would be around 50%.This is not an exaggeration. Just think about it. I am in a better position to get away further away from your team and you are in a worst place to secure a kill being away from your team who can help. If you want to make a healer panic, run through them and push them the opposite direction, into YOUR team. This will force out more DCDs and CDs by the player you want to kill.
2) If your a Mercenary/Commando stop using Reflect when you are in a Mez.
I have no idea why players do this, it boggles my mind. I will assure any of you 99% of the times you do this, it is an incorrect play. I have personally went to mez commandos who are attacking a player who i want to save and their reaction to my mez is to instantly pop reflect. Im a healer, no one is attack you... why? A mez is a stun that is broken on damage, there is almost no reason for you to be popping reflect in this instant.
3) Stop using pushbacks and mezzes on cooldown just because you can.
These two things build resolve. You are gifting players free whitebar (cc immunity). Things that I encounter a lot is players who Awe me then instantly smash to break their mez. Don't do that lol. I also encounter groups of players who use their knockback on cooldown for no reason. Trust me as a vet player I can tell when you are doing an ability that makes no sense. The only times you should be knocking back is to interrupt a cast, root a player to peel or save yourself while kiting or knock someone off a ledge. These are the correct ways to use knockbacks. Majority of the time when players use knockback on cooldown, it messes up your teams cleave, helps the enemy get away and builds their resolve faster insuring they will survival. Please just think.
4) Kills and deaths matter in Hypergate.
Stop going to the enemy teams in groups of 1-3 to get slaughtered and unsuccessfully attempting to get their node. You are feeding and giving the other team points. Deaths and kills, like orbs matter, when the match is close it comes down to who died the most or who killed the most. Please read a hypergate guide, almost no one in my hypergate games actually knows how to play the game or the mechanics.
Side note: when you are down 100-500+ points on the final round stop running orbs, please. Orbs only give a small amount of points. You are wasting your time. Also stop capping a orb when you have 5 players dpsing you. Like... why....
5) Split/side strats are cancer
Splitting on two side node is literally one of the things that trigger me the most. Instead of trying to get the 2 nodes you can easily defend and reinforce your team in the beginning of the game all runs to cap the other teams natural. You might be thinking, but why is this a bad idea, they will never expect it!!!!! By doing this you are gift wrapping middle node for the other team in insuring them to be able to secure it with little resistance while putting all their re-spawn power into recapturing or defending their side node. This puts the enemy team at a very strong advantage. If you do manage to somehow double cap, the enemy team STILL has an advantage because you are attempting to defend a node in Africa which you can't easily reinforce.
I do not understand peoples obsession with side strats in this game. They are strategically always a terrible play in the beginning of the game and it creates a number disadvantage for your team in almost every other area of the map. The only time I foresee side-strats as being successful is when the enemy team is stronger and you need them to over rotate to secure an OBJ win. Please stop this BS and actually go to mid and fight for it; do side-strats when you feel like you are at a strength disadvantage.
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