12 Jan 2006 at 02:31 - 37
Personally, I don't think the generalization they are making are too wrong. (They changed their hall to druid's isle just to have advantage over ranger spike?)
From the point I am seeing is that american and european focus alot of "Spike damage" as in their word or translation "strength". (asian don't call manga manga, in their language, there is only comic, you see the point? language difference) WM's own build did not involve in so many spiking (aside the ranger spike they ran once), I am assuming they did not like th ranger spike at all after seeing the countless limitation of map it had.
People need to think about the word "practice", what exactly is practice? how are they doing the practice? That is what matters. You are not getting any better in GW if your practice hours involve in doing push up. People should realize that this is a game of wit not muscle. Therefore, practice should invovle alot of scenario situation such as ganking, anti-ganking, etc. Simply playing GvG won't get you that much practice, however if you create scenarios and place everyone in a starting position like a gank to practice gank, you will certainly understand ganking more. If you simply play GvG, and you never had to deal with ganking situation, then you simply didn't get any new experience with ganking. I hope you guys see my point from the given example.
WM also have another big advantage in their practice, LAN. Being able to LAN allow some really quick help in doing exactly someone telling you while during practice. For example, if I say go to the flag and run circles, and you didn't know how to move your character in circle, all I had to do is walk over and show you on your PC. (also, human language are 80% physical and 20% verbal, you certainly understand each other more with LAN)
Practice makes perfect. To those who think there are no reason to practice as there is no perfect, well, practice still help making one closer to perfection.
Also, I hope american and european don't get fool by WM's gate trick (the trick of standing exactly in the middle where the gate land, which allow them to still enter through the gate or exit the gate on their will; from the opponent team's view, they already exit the gate)