Misha, assessing The International champions, formulated an observation that is easy to check on any match recording: there were plenty of winners with an ordinary mid, an ordinary carry and ordinary supports, but the position three was always played by a legend-level player. You can argue with the categorical nature of this claim, but there is a clear logic behind the thesis: the offlaner role has the highest price for weak play.
A role with no fallback
The offlaner (position 3) goes to the hard lane: against the enemy carry and their supports, with less access to gold and experience. Three things are expected of them at once. They must not fail the lane, otherwise the whole team falls behind in the economy. They must create space by pressuring enemy positions and forcing opponents to spend resources. And they must start fights: heroes like Axe or Centaur Warrunner exist precisely to go in first and turn a clash in their team's favor.
The key feature: mistakes in this position have nothing to cover them. If the offlaner went in too early, too late or in the wrong place, the team has no second initiator to fix things.
Position three next to other roles
Comparing with neighboring roles shows where the line of acceptable weakness lies.
Mid. A one-on-one lane, less dependence on allies, and mistakes are partly forgiven: you can play more calmly, leave for a rune, change the tempo. An average player in mid lowers the team's ceiling, but rarely collapses it in a single moment.
Carry. Their economy is protected by the others: supports draw away pressure, the offlaner distracts the enemy in another lane. An ordinary carry with good support still reaches the key items.
Supports. Here the role is split between two players, and a strong partner compensates for a missed ward or a failed stack. The weakness of one of the pair is noticeable, but not fatal.
Position three. The only role on the team that both holds the hard lane and leads the fight. If it is played weakly, both functions can fail at once: the carry did not get out of the hard lane, and in the very first clash there was no one to start it.
Why decisions are heavier than mechanics
It is not only that position three needs good hands. The main burden is choosing the moment. The offlaner must understand when the enemy team is relaxed, when the opponents lack key abilities, when Blink Dagger or Black King Bar can be used, and when it is better to wait. This knowledge accumulates only through practice, and it is poorly conveyed in words: two players with identical mechanics play different Dota if one guesses the timing and the other does not.
This, probably, is where the impression of "legendary" players comes from. What is needed is not just strong hands, but a combination of game reading, composure in the first contact and willingness to take on risk, knowing that responsibility lies precisely with you.
Where the thesis works less well
The formulation about an "always legendary" player is an observation about champion lineups, not a law. Dota 2 is a game where roles depend on one another: the strongest offlaner cannot carry a match if the team fails to pick up the initiation in time, and the draft does not give them the tools they need. Moreover, at the champion level all roles are filled by strong players, and comparing them by "importance" has to be done carefully: the fact that position three is more noticeable does not mean the other positions can be filled by just anyone.
But as a benchmark for evaluating lineups, the thesis is useful. When a team loses series after series despite a solid mid and carry, it is worth looking at what happens in the hard lane and in the first seconds of a fight: that is where the cause most often hides.