Guild ada/takde no difference TBH. Valve offers no incentive whatsoever to playing with guildmates, and too many guilds have sprouted and died a swift death. As long as we can get a minimum of 10 players each night, I consider it a success already.
On a separate note, some comments on last night's game. No offence intended, just take it with a pinch of salt:
1. Supporting is more than just buying wards. It's about keeping your enemies on their toes (consistent rotations), and your item choices should benefit the team. A Mekansm/Force Staff alone can change the tide of battle. A majority of our battles were lost because of a lack of sustain. Even when we won a war, nobody had enough HP left to push.
It's not about whether you survive, it's about whether you can keep your carry alive long enough to win the war. If anyone has the replay of games from the night before, go through it and you'll see what I mean.
2. A BKB is generally a core item on a melee carry if the opposite team has disables. This one is pretty much a no-brainer.
3. Play what you're comfortable with. You underperform when you're out of your comfort zone. If you've randomed a hero you're not comfortable with, do offer to swap.
4. Don't take bad wars. It's usually a lot better to sit back and farm if you're not equipped to deal with a tower push. Better to sacrifice one tower than a whole team plus the tower. There were multiple occasions where we took bad wars, mostly with 1/2 men down (4v5/3v5).
which game was it,refresh abit, example hero was in the game?(the ones you can remember)hehe