For players, sometimes even a wrong item build was better than staring blankly in confusion.
A game could actually be divided into many different ways of playing.
Professional matches were one way to play, high-ranked games were another, the middling tier that was neither here nor there was yet another, and the lowest-ranked newbie pools were a different kind altogether.
No matter whether they were skilled players or ordinary players, everyone was confused when they first entered a game with so many things in it.
At times like that, having a detailed item guide was extremely necessary.
As for what those items were for and what items should be bought under what circumstances, those were things players would start considering after their understanding of the game gradually deepened.
And once players began thinking about those things, the gap in skill levels naturally began to emerge.
Players who did not want to think that much and simply followed the recommended item builds mechanically would naturally be matched with teammates and opponents of the same level.
Players who wanted to improve would slowly climb toward greater heights.
As a result, the game was divided into different gameplay experiences based on rank.
But the current players clearly did not feel those differences. What they felt more was the fun of DOTA in other areas, such as constantly developing their heroes and then killing their opponents.
As a ranged creep fell, Zhang Yi's and Wang Han's heroes both reached level six.
As players playing DOTA for the first time, although the Tutorial had mentioned the difference between supports and cores before,
the current players obviously could not understand things supports were supposed to do, like pulling creeps, roaming, and yielding experience.
Wang Han had spent the entire time standing in lane with Zhang Yi,