What is it?
Worker pulling is the ability to draw units towards your builder instead of the normal targeting. This happens because of some quirk in the WC3 engine which assigns a MASSIVE priority to a worker that is doing his job instead of idling around.
What is it useful for?
Pulling can be useful for a number of things:
- To win a lane early on in a deadlock situation.
- To swing a lane in a deadlock situation.
- To save a base from a large stack, especially in the case of top lane.
- To win a rush, especially with Great Wall pulling.
- To allow a skilled player to ascertain an advantage by using a game mechanic.
History
Pulling had been a major part of the game in earlier versions. The game always had some gimmick or trick: Trapping units to appear later, deactivating lanes to allow a swing to hit towers more quickly and restore balance, worker pulling, various rushes. Pulling got a weirdly bad rap somewhat recently (last ~3 years?) I can only speculate on the reason why, but some vocal and influential players agreed to make it a ban-able offense. This presents a weird situation though: What's the difference between repairing a tower with "s" commands issued every second or so and pulling? In a defensive sense, repairing IS pulling, but if you stop command in between repairing, you juggle unit aggro AND repair. Are you pulling because you are not freely letting your workers die? Now this might be an extreme example and not the use case that was responsible for the rule.
So lets talk about the reason it was implemented. In my opinion, it was implemented because latency negatively affected certain players and other players were too lazy to attempt pulling. If we take the first reason as valid, then I ask why faster paced games are not affected? If we take the second as valid, then why are we not forcing players to learn? This is a hard rule to police and I don't think it should exist.
But, I would like to hear others thoughts on the matter. Please post here and let me know what you think.
Thank you,
Mac