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On August 13 2014 23:49 Plansix wrote: I can confirm I don’t watch games I don’t play. The fact that everyone can’t play heroes can’t be helping.
But in the end, who cares. I am pretty over the whole “the game needs to be an Esport” thing. As long as I am entertained on my PC when I am playing it, everything else is just gravy. People are to obsessed with being arm chair TV producers and claiming a game is a failure because we don’t want to watch someone else play it on the internet.
Funny, with Hearthstone I was the exact opposite - I watched a ton of it when I didn't have the beta; once I got it I just played myself just personal experience tho
Your other point is very good too, a game doesn't have to be an eSport to be fun.
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Man I hate Spiders, but did they make Anub-Arak look cool (skill-wise), love it..
Azmodan, ohhh yeah, now Diablo will be shaded in the image of being the only bad-ass.. , speaking of him though - I know they had him a long time ago and then have him scrapped.. Really glad he's back..
Kinda cool to have that feeling of being a "superior mage" over everyone else.. Insignificant whelps.. Though still curious to what they did to him for the mount though, feels like a Giant-Turtle "might" "suffice"..
Awesome though, had to check twice that this was indeed released today :D
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Sweden33719 Posts
On August 12 2014 23:52 Torte de Lini wrote:Show nested quote +On August 12 2014 23:37 Liquid`Jinro wrote:On August 12 2014 20:51 Torte de Lini wrote:On August 12 2014 19:25 lprk wrote:On August 12 2014 18:43 Torte de Lini wrote:On August 12 2014 18:33 Velr wrote: Which hostiliy?
Have you seen Ti4? Dota atm is faster/more fight oriented than it probably ever was... Carries you don't see "until much later in the game" are basically an endangered species. Yeah, the first 10 minutes are normally still not really about teamfighting (but there are constant small fights going on, just not full on 5on5's normally)... But that doesn't dimish the amount of teamplay required.
Having your heroes constantly in a gang of 5 does not make a game more teamplay oriented, it just makes it more teamfight oriented. Thats not the same thing. Sorry, it felt like you were getting irritated by my statement. Not sure if I'm just oversensitive or you just come off as a bit strong. I'm not sure it is fair to compare Dota 2's current competitive meta, which was years in the making, with HOTS which has an incomplete roster and no professional competition as of yet. We can compare their gave direction and emphasis on game mechanics as those are pretty much laid out from the get-go. It's both the idea of stressing the need to remain as 5 for objectives as well as the lack of diversity of individual players (no individual levels, items, kills or separation between team achievements and player competency). So you're right that it doesn't make a game more teamplay oriented, but you're wrong because of how you narrow it down to just that when it's both the objective-based team-fighting that comes around every 6-7 minutes as well as the lack of individuality that equates to more team-fights, more emphasis on communication and less individuality in all aspects. I don't know what were you smoking while writing that, in every moba even when not teamfightning you need to communicate so forcing more teamfights doesn't make you communicate more. Probably whatever you're smoking because I specifically stated it was a combination of two aspects of the game that stresses/emphasizes communication over other games. No way HotS has more communication than LoL... how are you going to complain about your team to your opponents without all-chat!? xd Not more of something, but designed to emphasize further in a constructive way. Show nested quote +On August 12 2014 23:43 ahswtini wrote: So basically it all goes down to...you can't ever 1v5 the enemy team, therefore you HAVE to communicate, therefore HotS requires more communication than Dota/LoL? No? I summarized it twice already. Why do you want to further narrow the conclusion into a context that doesn't say remotely to what I'm saying? I was just joking =)
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On August 14 2014 03:03 Liquid`Jinro wrote:Show nested quote +On August 12 2014 23:52 Torte de Lini wrote:On August 12 2014 23:37 Liquid`Jinro wrote:On August 12 2014 20:51 Torte de Lini wrote:On August 12 2014 19:25 lprk wrote:On August 12 2014 18:43 Torte de Lini wrote:On August 12 2014 18:33 Velr wrote: Which hostiliy?
Have you seen Ti4? Dota atm is faster/more fight oriented than it probably ever was... Carries you don't see "until much later in the game" are basically an endangered species. Yeah, the first 10 minutes are normally still not really about teamfighting (but there are constant small fights going on, just not full on 5on5's normally)... But that doesn't dimish the amount of teamplay required.
Having your heroes constantly in a gang of 5 does not make a game more teamplay oriented, it just makes it more teamfight oriented. Thats not the same thing. Sorry, it felt like you were getting irritated by my statement. Not sure if I'm just oversensitive or you just come off as a bit strong. I'm not sure it is fair to compare Dota 2's current competitive meta, which was years in the making, with HOTS which has an incomplete roster and no professional competition as of yet. We can compare their gave direction and emphasis on game mechanics as those are pretty much laid out from the get-go. It's both the idea of stressing the need to remain as 5 for objectives as well as the lack of diversity of individual players (no individual levels, items, kills or separation between team achievements and player competency). So you're right that it doesn't make a game more teamplay oriented, but you're wrong because of how you narrow it down to just that when it's both the objective-based team-fighting that comes around every 6-7 minutes as well as the lack of individuality that equates to more team-fights, more emphasis on communication and less individuality in all aspects. I don't know what were you smoking while writing that, in every moba even when not teamfightning you need to communicate so forcing more teamfights doesn't make you communicate more. Probably whatever you're smoking because I specifically stated it was a combination of two aspects of the game that stresses/emphasizes communication over other games. No way HotS has more communication than LoL... how are you going to complain about your team to your opponents without all-chat!? xd Not more of something, but designed to emphasize further in a constructive way. On August 12 2014 23:43 ahswtini wrote: So basically it all goes down to...you can't ever 1v5 the enemy team, therefore you HAVE to communicate, therefore HotS requires more communication than Dota/LoL? No? I summarized it twice already. Why do you want to further narrow the conclusion into a context that doesn't say remotely to what I'm saying? I was just joking =)
As you can tell, I'm terrible at not being sensitive. Sorry, it's my bad.
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Help I need a beta (or alpha?) key so that I can play 3 games then quit because I'll have like 1/10th of the game actually available to me.
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On August 14 2014 03:44 Sn0_Man wrote: Help I need a beta (or alpha?) key so that I can play 3 games then quit because I'll have like 1/10th of the game actually available to me. There's no such thing as a key, you get it added to your account if you're lucky enough.
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Well that then.
I wonder if I'd be more likely to get in if I logged into Bnet more than say once every other week.
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On August 14 2014 03:44 Sn0_Man wrote: Help I need a beta (or alpha?) key so that I can play 3 games then quit because I'll have like 1/10th of the game actually available to me. lol that will take less time than the 25 posts you have made here complaining about it.
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On August 14 2014 03:47 Sn0_Man wrote: Well that then.
I wonder if I'd be more likely to get in if I logged into Bnet more than say once every other week.
I'm pretty sure invites are 100% random. With the Warlords of Draenor beta my account that's had WoW installed since 2004 didn't get an invite but my account that has nothing but Diablo II on it and hasn't been used in 5-6 years got an invite.
Aside from the personal invites that go out to streamers and stuff I don't think any of your account metrics matter.
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Got to play a dozen matches of it, probably won't be playing it over league or dota but it was a fun intial romp.
Booty Bay was the most fun map and felt fluid and free to roam around in and just enjoy. Dragon Night and the Mines felt like a chore.
I think one of the biggest flaws is that this game doesn't utilize its heroes well enough. Most of the personality in this game you feel is always from the map rather than the heroes themselves. Dota 2 and League really get you into the heroes, they feel prominent and every match feels like its about them. Despite how already established and iconic they are, the heroes in storm feel like a sideshow and you constantly listen to Blackheart or some lady announcer talk. A minor quibble that probably wouldn't stop me from playing if the game was fun enough.
Second is probably the lack of building and associated strategy. Without items I can't gear myself a certain way, which talents don't really feel like they pick the slack up for. It removes a great deal of timings, counterplay etc.
Third and probably the thing that really keeps me from playing more is the absolute slow and dullness of fighting and moving around in this game. Its impossible to miss with any skill, everyone moves at a slowwalking pace and everything with impact is super short range. In a game that removes item strategy it needs to rely on its combat. The combat felt brain dead in a 1v1 sense, and only becomes fun with team coordination. But that puts it sub par compared to its competitors overall.
What it did really well is proving a new type of moba gameplay is feasible. In Dota 2 and League the initial way you win is via snowballing hard enough you can go highground and crush your opponent. In Heroes of the Storm its quite a bit different, the entire game is a base race. You don't even need to snowball to win, and its not ever required. In this context, the odd ketchup mechanic didn't even feel out of place. It felt more like a flowing who has momentum sportsy game rather than an rpg get buffer than your opponents game and counter their builds/strats. With that being its biggest strength, the lack of executional skill really dragged the whole thing down. A lot of times I felt like "Wow! This game framework could be so fun with league heroes!". Instead I was playing raynor and nova, two dps oriented ranged characters who didn't really feel all that different than the tanky heroes. Both moved slow as balls, both were impossible to miss with.
Heres to hoping they ramp up map size, unit speeds, lethality!
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I think the personality thing... they probably feel like the characters will sell themselves (omg its diablo!!!!) but as you said they really don't and fall short in that regard.
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United States12235 Posts
On August 14 2014 05:04 Serejai wrote: I think the personality thing... they probably feel like the characters will sell themselves (omg its diablo!!!!) but as you said they really don't and fall short in that regard.
It's quite interesting that Dota 2, a game where almost all the lore and hero personalities had to be developed from scratch, features characters with arguably greater depth than the characters as they are presented in Heroes.
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They need /joke and /dance among other things.
Then again, I don't think I'd ever play any hero but Brightwing if I could listen to quotes on demand. She's like Lulu if she went homicidally insane instead of cutesy insane.
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On August 14 2014 10:45 Excalibur_Z wrote:Show nested quote +On August 14 2014 05:04 Serejai wrote: I think the personality thing... they probably feel like the characters will sell themselves (omg its diablo!!!!) but as you said they really don't and fall short in that regard. It's quite interesting that Dota 2, a game where almost all the lore and hero personalities had to be developed from scratch, features characters with arguably greater depth than the characters as they are presented in Heroes. I am extremely impressed at valve putting more resource for the voice acting for hero kills and the last words of the enemy/your hero. It really makes the heroes feel more interactive.
Another issue of mine about heroes is that the size for every hero is almost the same looking, diablo should be bigger and scarier but now he is just tiny bit taller than most character.
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I'm going to get yelled at for this but I think the gameplay itself just isn't fluid and that makes the characters feel detached, too. What I mean is... Remember how ladder matches in BW were set to Fast game speed but everyone normally played on Fastest? That's why places like WGT popped up - because Fast sucked. That's basically how heroes is; the game speed feels too sluggish. This causes the characters to feel like puppets to me, like I'm controlling them from above or someyhing compared to DOTA where it feels more like I'm inside a hero suit - you know, controlling from ground zero.
In short I think the sluggish movement/game speed also makes the heroes feel detached.
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Just got a key, gonna try it out now. Will comment later.
I like how the community is basically the same as dota. It took me two games to find two people flaming the shit out of everyone.
Okay, after 4 games I can see why people like this game. It's very fast paced, games last around 20-25 minutes and it's one heck of a clusterfuck most of the time. I feel the game rewards teaming up way more than any other MOBA.
I still don't know how you can build advantages other than XP in this game. Comebacks can happen anytime. I don't even think you can call them comebacks, since no team is much in the lead.
This is my first impression from the game, I could be wrong. Will be playing more to find out. At the moment I personally favor Dota more but I still had fun playing.
Also, I have small mini-lags ingame. Does anyone know a fix for this?
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On August 14 2014 21:34 Serejai wrote: I'm going to get yelled at for this but I think the gameplay itself just isn't fluid and that makes the characters feel detached, too. What I mean is... Remember how ladder matches in BW were set to Fast game speed but everyone normally played on Fastest? That's why places like WGT popped up - because Fast sucked. That's basically how heroes is; the game speed feels too sluggish. This causes the characters to feel like puppets to me, like I'm controlling them from above or someyhing compared to DOTA where it feels more like I'm inside a hero suit - you know, controlling from ground zero.
In short I think the sluggish movement/game speed also makes the heroes feel detached.
DotA 1/2 feels a lot worse in that respect. For all it's faults, I think HoN had the best game speed.
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The short match times are actually a really big factor into why I'm playing more often than I thought I would. The low time commitment is so delicious. Hard for mobas to do the sort of drop in drop out casual play you can do in something like counterstrike which I believe awesomenauts is only one of the few that really works well in the regard.
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Got invited to the game yesterday. Played a few games, and so far I am quite fond of it.
Like others, I absolutely love the shorter format for the games. It just makes it so much easier to move on when you have a hard time. Also contrary to what some people say and what I myself thought, the game isn't slow at all. It's very fast paced, and in some situations you can go down so fast. The maps are really small too, and the mechanics just promote encounters.
Speaking of the maps, it's by far the aspect I love the most. The mechanics are sort of similar (e.g. Dragon Shire and Terror), but still, it's very fun. It induces fights, it encourages you to move around as a team, it's pretty damn great. The one downside is that a lot of people are still playing the game as they would Dota 2 or LoL - they stick to their lane far too much and tend to ignore objectives. Considering the fact that the game is still in alpha (in reality beta, but whatever), I'd say this will drastically improve over time.
The heroes seem pretty fun, but I agree with the previous statement made: the range of the skills feels too short. I also think heroes could use a slight buff in movement speed or turn speed, to kind of harmonize with the pace of the game.
The one thing I dislike so far is that the pricing model seems pretty greedy. 40g per game, 200g (?) per quest, and you have heroes at 10k. I feel like 8k should be the maximum. I may be biased though, because I dislike the "free rotation" business model as a whole. I think Blizzard could still make TONS of cash from the skins alone, but they decided to do a bit of a cash grab.
I'll say it though: this game is giving me the feeling of the old Blizzard games. A lot of fun, and enough strategy to create a competitive scene that will sprout on its own. It does make me feel like the "Good Ol' Blizz", only greedier.
They also get bonus points for the interface, which actually has a chat this time (albeit a small one) and invites you to create or join parties with random people. It seems Blizzard learned a bit, and is trying to socialize their game a bit more.
PS: Yes, HoN was and still is the best MOBA out there, despite its many flaws. The game itself was incredible, and the engine was years ahead of Dota 2's.
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how does heroes put a team together... getting matched into a team as Reghar with Li Li, Abathur, Diablo and Nova just seems a little bit odd... could barely kill anybody with that kind of team set up =/
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