In post 874, Ircher wrote:Maybe we should no lynch considering we're at even numbers?
Guys, please more votes here
To me:
shiro you are a charmer you were obvscum but for some reason people just wouldn't eliminate you ~Antihero
About me:
I stg this is how conversations with Lucifer go. ~Papa Zito
1) It was a suggestion
2) It's not a scumtell to ask people to consider a certain course of action given a decent reason. Win chances are significantly lower in evens.
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I basically claimed already, but I am a strength hero (Earthshatter I think, too lazy to check) and I used Fissure N1 on Fire which rbs and reflexively rbs all players who target that player.
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Shiro/Snarky are prob. just tunneling me for practically no good reason ; I think it's town-motivated confirmation bias.
Hiplop is being as scummy as can be and I've already outlined why. Hiplop isn't trying to help town in any way and keeps changing reads for no reason besides OMGUS.
Fire is town prob. cuz he got RB'd and his behavior D2.
Radical is likely town cuz of Hiplop's shenanigans.
Dunn's interactions today were ok up until Hiplop came in. Dunn is scum if Hiplop is; else, I would give the benefit of the doubt.
Masq and Earth ought to contribute more.
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Carries are the heroes that can obtain the greatest offensive power as the game progresses, the name so derived from the act being "carried" by a team into the late game; that is, to eventually bear the responsibility for ultimate victory. They tend to become extremely powerful later in the game relative to other heroes once they amass substantial levels and items. Once farmed, they are very good at killing opponents, though some carries such as Naga Siren tend to attain victory through their ability to destroy enemy structures rather than kill enemy heroes. Carries typically lack early game power, but must be powerful by the late game; thus, the items they carry are an essential part of their build. Most carries rely on right-clicking, using their inherent attack power (usually augmented by abilities) to overwhelm their enemies. Carries tend to have high base movement speed.
Although they are the powerhouses of the late game, they are relatively weak in the early game, as their abilities tend not to be very useful at low levels. Many "hard" carries, that is, carries that are extremely reliant on items to function (though benefit most from them) will need to farm almost incessantly prior to around 30-40 minutes into the game. They should not ever participate in early skirmishes unless they can assist without endangering themselves (for example, Spectre can use her Haunt ability to help her team's damage without ever actually being in danger). This can and often does mean that their team is forced to progress through much of the game without their help, during which time a team's semi-carry (usually the solo mid) will perform the role of carry, as the early to mid game is a semi-carries period of maximum relative power.
Last edited by Frozen Angel on Tue Jul 19, 2016 8:47 am, edited 1 time in total.