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In Heroes, the Warlock is designed for hit-and-run tactics, but no one forces you to use it. The Order is designed for dominating with ranged units in the early stages of the game. These are simple truths.
Really? Amazing how much you can learn in life. And what is Inferno designed for? For a single hero with a ballista? Well, in that case, the Necromancer is the most advantageous option, as he has not one, but two tactics: to rush with a Kaspar or to amass legions of undead. You're trying to justify yourself with narrow-minded thinking. Vis.
Camping in Half-Life never pays off and turns the game into a bore.
Whether it turns the game into a bore or not is not for you to decide, I think. And it doesn't pay off only in your hands. Or have you not encountered normal players? Because why would a normal person, who positions himself as a free thinker, suddenly start expressing categorical extremes, just like a fifth-grader? Hardly. That was the core meaning of my point of view. And it might be a shocking revelation for you to learn that even in Quake or Unreal there is potential for camping, and there are enough people who play successfully using this tactic, even though it seems that mobility and dynamics are paramount, something that Gemini can only dream of.