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Heroes Large General Thread - Page 50

Forum Index > Heroes of the Storm
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GTPGlitch
Profile Blog Joined March 2011
5061 Posts
November 11 2013 00:54 GMT
#981
On November 11 2013 09:42 The_Red_Viper wrote:
Show nested quote +
While no items does prevent snowballing, global exp is essentially an extremely volatile mechanic to try and ensure there's no snowball. One or two kills won't mean anything as long as the other team can still farm, but, let's say you're 3 minutes in and you wipe the entire enemy team - suddenly you have 5 people farming exp compared to 0 (unless you just auto-get exp whenever enemy minions die, which would be even more awful), and it gives you a big advantage when the other team revives because they will be pretty far behind when they revive and then it should be simplicity to force them out of lane repeatedly and win the game.


I dont get why this is a point for you. This is exactly the same (but worse) in other mobas?
If every hero on your team dies early, the enemy team can farm and gets xp, i dont get why you bring this up.

Show nested quote +
That's such a simplified view of laning/ganking..... so i'm just gonna stop arguing about it. Let's just say there's a lot more complexity then you seem to be aware of in lane/gank phase.


Well yeah i know that there is more to it, but its exactly the same in this game too i think.
You wanna force them out, you just dont get an even bigger advantage for it (gold). Again, i dont get why you think this is better in other mobas?

I just think the laning itself for the sake of getting more farm and thus more items is fun to watch. It is pretty much a mechanic to make the game longer. I cant believe there are people who actually enjoy the laning phase.

Well whatever i think hots could highlight the strenghts of mobas (teamfights imo) and weaken the boring part (laning imo), if they can achieve that i am happy


It's a point for me because it's a silly way of trying to ensure equality/non-snowball. Like, if they want to go full anti-snowball why not just make it every (x) minion kills/minutes you get to choose your customization, and after, say, 15 minutes you get your ult? But with this it's either no snowball or too much...
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Plansix
Profile Blog Joined April 2011
United States60190 Posts
November 11 2013 00:54 GMT
#982
On November 11 2013 09:17 GTPGlitch wrote:
Show nested quote +
On November 11 2013 08:09 The_Red_Viper wrote:
On November 11 2013 08:03 Ravomat wrote:
On November 11 2013 07:34 The_Red_Viper wrote:
On November 11 2013 07:22 GTPGlitch wrote:
On November 11 2013 06:49 The_Red_Viper wrote:
On November 11 2013 06:24 Shiori wrote:
It has the glamour that accompanies every Blizzard game. There are iconic characters, interesting level designs, and good voice acting. But the gameplay itself doesn't look that inspired or compelling. It's not so much that "different" is "bad" as it is that most of the differences I see here (versus games like LoL/DotA2, of course) seem to only exist for the sake of being different. There doesn't seem to be any real reason for a lot of these things. It's almost like they decided they wanted to make a snappy, faster MOBA, then brainstormed "what did Dota/LoL not do?" and went from there. To me, it just feels like they're innovating in reverse. You don't start by saying "we need to make a MOBA game now let's find some ways to innovate it so people buy it" (which is how this project felt to me from day one; again, my opinion only). You start by saying "here's a really awesome/innovative idea for a game! Let's make it!"

And while I'm not saying that HotS won't be innovative at all, it doesn't really seem like this game actually needs to exist. I mean, what is it trying to bring to the table that DotA/LoL haven't already provided? 20 minute games? Doing the opposite of DotA/LoL when it comes to last-hitting/items etc? My fundamental problem with HotS is and has always been that it just looks/seems/feels so disorganized. I can't tell what they're actually trying to do here, nor why we need another MOBA game when there are already two (fairly new and dramatically evolving) titans. In order for such a thing to make sense to me, there needs to be some real passion or focus behind the game. This just feels like Mario Party but with Blizzard characters, which, while fun, certainly, doesn't really excite me.

On November 11 2013 06:15 The_Red_Viper wrote:
I just dont think that lasthitting is the skill factor in other mobas. I dont know about dota2, but in lol there is little to no difference between the different pros in lasthitting. The difference is trading in lane and i dont see why this doesnt apply to hots aswell.

I just think that people who think this game will take no skill at all are extremely close minded.
The skill wont be lasthitting (lol as if lasthitting is interesting/hard to do) it will be teamfighting and the different strategies on these different maps.
I am happy that there are no boring laning phases, cause they add nothing to the game in itself in my opinion.



It's about perfectly last hitting while also playing your lane properly, harassing, pulling back, and so on. It's like in Sc2: any reasonably competent player can get to a high level in Marine Split challenge if they grind it for a few hours, but the people who are considered micro gods are the ones who can do insane things on the spot, without preparation, without expecting anything, and without ignoring everything else going on in the game. Same thing applies to most stuff in Dota/LoL.


"and so on", i see.. You cant even name real differences cause they arent there, haha.
They take lasthits away, yes, but what else is so more skillfull in other mobas?
I dont see it, in hots you have to use different strategies based on the map (i think and guess thats the whole point here..), in lol and dota it is always the same map, i think that is more simple, no?
As i said before, i see no reason why other mobas are so more skillfull, they just snowball harder and waste your time. (it is a pain in the ass to know the winner after 15 mins but have to play for another 15-30 mins cause the map is big)
I think hots is way less snowbally and that alone is the reason why i look forwards to it and think it would be way more interesting to watch aswell


I really hope you're joking....

The laning phase is about using your skill to keep up farm, reduce opponent's farm, freeze the lane, and keep safely avoid ganks. Heroes will take away basically everything interesting about MOBA games before 30+ minutes - it's a total joke. Global exp, no items, no wards, and gimmick jungle + turret mechanics do not make a good game.

Global exp is ridiculous because suddenly ganks are useless before you get strong enough to take turrets - you don't slow down leveling, and there's no items so nothing else matters in the game. It will probably just be a farmfest for ~15 minutes and then everybody max levels at the same time and groups up and teamfights.

It's an entirely artificial game that just supports the same deathball disease that pervades sc2 toss. Any sort of risk is unnecessary because there are no mechanics outside of levels. The smartest way to play is to just afk farm a lane until you max and then group, yolo at the enemy, and whoever wins that fight wins the game. No reason on earth to leave lane except to take a merc camp, and, again, those are only useful if you're sure you can kill towers, which means that 2-3 enemy heroes have to be dead, which would only happen if the enemy team is stupid and decides to not afk farm->group.

You won't play unnecessarily 15 minutes after the winner is decided - you'll play 15 unnecessary minutes of farming and then have a teamfight and then the game will be over. There's no snowball period, which is absolutely stupid game design. No advantage to the winner of lane phase, because there is no winner, because creeps will inevitably die, and that means everyone gets experience even if they're dead and there's no items so someone on the enemy team being dead is worthless if the other 4 are alive.


As it is it's a waste of time. Should just be "here's a max level hero with a few customization options, teamfight and then take towers, glhf" if blizzard insists on no gold/items/global exp, because that's already the optimal way to play.


People like you are also a pain in the ass to argue with, cause they dont even have any clue about the subject, but think they do, thats pretty annoying..

As i said i dont know much about dota2, but in lol pretty much all the lanes are extremely stale if nobody ganks there. Competitive gaming will always be as safe as possible...
Hots just doesnt care about this concept and tries to encourage teamfight based on different objectives on DIFFERENT maps. There is no point in "only farming" cause you dont get an advantage, you need to do the different quests on the maps to get closer to winning. And guess what, that exactly will encourage teamfights.
If you think laning phase is interesting, well i just dont know..
If you had watched the games they played at blizzcon you would know that there is a lot of action and teamfights, cause the game is designed that way.
Global experience allows blizzard to make heroes that wouldnt be viable in any other moba (for example no auto attacks), so i think they can add a variety of champs that you will never see in lol and maybe even in dota2.
So yeah keep on hating and pretending you get what they do, but in reality you really dont, you are just a hater..


You just ignored half of his post, well done. We get it, you don't like laning, but that doesn't mean that there is no depth to it and thus interesting.

You were worried about snowballing. This game could actually snowball a lot harder than DotA and LoL, if your team dies while doing an objective, because obviously you're dead and the opponent gets the exp and objective. Though of course that is impossible to judge at this point.

I'm just not sure if this slugfest type of gameplay is going to be fun after a week or two. Their seems to be very little to think about. Maybe the fact that they've smartly given the mapmaking process to the community will help out. Too bad they didn't adopt this stance for SC2 and re-introduced Star Station when their was a map contest just happening.


Yeah so much depht in having the better hero for zoning and thus forcing a gank there, instead of fighting over actuall objectives. What exactly did i ignore? All he says is that he thinks this game will be about lvling to max and then push, there is literally nothing else this guy added.

It could be that this game snowballs, but no items are a big factor against snowballing. I think that is pretty easy to understand.


That's such a simplified view of laning/ganking..... so i'm just gonna stop arguing about it. Let's just say there's a lot more complexity then you seem to be aware of in lane/gank phase.

While no items does prevent snowballing, global exp is essentially an extremely volatile mechanic to try and ensure there's no snowball. One or two kills won't mean anything as long as the other team can still farm, but, let's say you're 3 minutes in and you wipe the entire enemy team - suddenly you have 5 people farming exp compared to 0 (unless you just auto-get exp whenever enemy minions die, which would be even more awful), and it gives you a big advantage when the other team revives because they will be pretty far behind when they revive and then it should be simplicity to force them out of lane repeatedly and win the game.

I'll reiterate why I think the global exp/no items is bad game design, because I didn't express myself well and I was upset at how dumb it sounded when I first read the whole global exp thing. GE/NI means advantages are either basically meaningless or too huge to overcome. Early teamwipes are going to be absolutely devastating, but late teamwipes will be essentially useless. After people max out on levels, teamfights gain you no advantage except tower kills - when the enemy team revives, you will be just as even as you were before the teamfight, except they have one-two less towers. Taking stone zealot gets you another tower or two. Hey look the other team is still max level, let's hope we don't mess up this teamfight because we don't actually have an advantage over them, but even if we do mess up we still have (x) towers left to try again.

It's my big problem with how this game sounds. It feels like it's just a gimmick to ensure no snowball unless it's a gigantic advantage (early teamwipe), backed up by arcade-y maps with more gimmicky objectives/maps to force teamfights. If they had just made a regular MOBA with this style of game as a different mode or something, that would've been neat, but this being the whole game just feels weak to me. It screams "WE NEED TO BE DIFFERENT SOMEHOW ADSFSKDFSDKF" instead of going for a solid basic design and then adding on nifty features on top of that.


Show nested quote +
On November 11 2013 09:09 ssxsilver wrote:
On November 11 2013 08:05 Godwrath wrote:
On November 11 2013 07:41 ssxsilver wrote:
The huge focus on PvE also worries me. Anyone else feel that the teamfights in the showmatch felt forced? Take the haunted mine map, it seems way more productive to get a bigger skull giant or more siege spawns than actually winning fights.

That would actually encourage you to take teamfights to get the minions. Dragon, Baron and jungle are no different in lol for example. You teamfight for the buffs/cash, which are at the end, in game advantadges.

How much of LoL is actual team-fighting though?
I'm not a huge moba viewer by any means, but my impression of LoL is that it's a much, much slower paced game than DotA/HoN. The times I do catch a stream, it's like 20 minutes in and single digit kill counts.


Without smoke, TP scrolls, and with the prevalence of wards (which is actually getting patched to make vision more limited and require more teamwork to obtain), LoL's early game is a lot less action-y then DotA. However, after a certain point it becomes a lot more teamfight than what i've seen of DotA - splitpush is limited to one lane and everyone else is usually grouped or close, and the gameplay is a lot more focused on taking towers, dragon, baron, getting vision etc.

Does the world really need another hardcore, farm based moba? Is is really a shame to try something different? Can we really know the meta game before it is released? Global XP and gold is not bad game design, its a design choice. This game is about 20 minutes of fun trying to spawn siege minions, rather than building building up items and snowballing out of control.

Personally, I am glad that Blizzard is making a game that will be fun for everyone. If I want hard core games, I play Dota 2.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
scBaldwin
Profile Joined September 2012
United States111 Posts
November 11 2013 00:55 GMT
#983
On November 11 2013 09:53 DonKey_ wrote:
Show nested quote +
On November 11 2013 09:32 scBaldwin wrote:
You guys realize this game isn't even in BETA yet?

Just the fact that you guys are discussing it so viciously and comparing it to DotA and LoL when it's in pre-alpha is nothing but complimentary to the game.

Everyone knows this... Beta will be in 2014. That doesn't mean we should stop discussing it till then. In fact I hope Blizzard takes some of the feed back of LoL/Dota players and creates a map/mode with more traditional gameplay, as I think many would be more interested in that.

I'm not saying stop discussing it, I'm saying be a little more reasonable and understand that what you played / watched people play at Blizzcon isn't the final product. When I see people post things like "this game is way too simple not complex enough no way it can challenge LoL or DotA" I facepalm.
@BaldwintheBold
GTPGlitch
Profile Blog Joined March 2011
5061 Posts
November 11 2013 01:25 GMT
#984
On November 11 2013 09:54 Plansix wrote:
Show nested quote +
On November 11 2013 09:17 GTPGlitch wrote:
On November 11 2013 08:09 The_Red_Viper wrote:
On November 11 2013 08:03 Ravomat wrote:
On November 11 2013 07:34 The_Red_Viper wrote:
On November 11 2013 07:22 GTPGlitch wrote:
On November 11 2013 06:49 The_Red_Viper wrote:
On November 11 2013 06:24 Shiori wrote:
It has the glamour that accompanies every Blizzard game. There are iconic characters, interesting level designs, and good voice acting. But the gameplay itself doesn't look that inspired or compelling. It's not so much that "different" is "bad" as it is that most of the differences I see here (versus games like LoL/DotA2, of course) seem to only exist for the sake of being different. There doesn't seem to be any real reason for a lot of these things. It's almost like they decided they wanted to make a snappy, faster MOBA, then brainstormed "what did Dota/LoL not do?" and went from there. To me, it just feels like they're innovating in reverse. You don't start by saying "we need to make a MOBA game now let's find some ways to innovate it so people buy it" (which is how this project felt to me from day one; again, my opinion only). You start by saying "here's a really awesome/innovative idea for a game! Let's make it!"

And while I'm not saying that HotS won't be innovative at all, it doesn't really seem like this game actually needs to exist. I mean, what is it trying to bring to the table that DotA/LoL haven't already provided? 20 minute games? Doing the opposite of DotA/LoL when it comes to last-hitting/items etc? My fundamental problem with HotS is and has always been that it just looks/seems/feels so disorganized. I can't tell what they're actually trying to do here, nor why we need another MOBA game when there are already two (fairly new and dramatically evolving) titans. In order for such a thing to make sense to me, there needs to be some real passion or focus behind the game. This just feels like Mario Party but with Blizzard characters, which, while fun, certainly, doesn't really excite me.

On November 11 2013 06:15 The_Red_Viper wrote:
I just dont think that lasthitting is the skill factor in other mobas. I dont know about dota2, but in lol there is little to no difference between the different pros in lasthitting. The difference is trading in lane and i dont see why this doesnt apply to hots aswell.

I just think that people who think this game will take no skill at all are extremely close minded.
The skill wont be lasthitting (lol as if lasthitting is interesting/hard to do) it will be teamfighting and the different strategies on these different maps.
I am happy that there are no boring laning phases, cause they add nothing to the game in itself in my opinion.



It's about perfectly last hitting while also playing your lane properly, harassing, pulling back, and so on. It's like in Sc2: any reasonably competent player can get to a high level in Marine Split challenge if they grind it for a few hours, but the people who are considered micro gods are the ones who can do insane things on the spot, without preparation, without expecting anything, and without ignoring everything else going on in the game. Same thing applies to most stuff in Dota/LoL.


"and so on", i see.. You cant even name real differences cause they arent there, haha.
They take lasthits away, yes, but what else is so more skillfull in other mobas?
I dont see it, in hots you have to use different strategies based on the map (i think and guess thats the whole point here..), in lol and dota it is always the same map, i think that is more simple, no?
As i said before, i see no reason why other mobas are so more skillfull, they just snowball harder and waste your time. (it is a pain in the ass to know the winner after 15 mins but have to play for another 15-30 mins cause the map is big)
I think hots is way less snowbally and that alone is the reason why i look forwards to it and think it would be way more interesting to watch aswell


I really hope you're joking....

The laning phase is about using your skill to keep up farm, reduce opponent's farm, freeze the lane, and keep safely avoid ganks. Heroes will take away basically everything interesting about MOBA games before 30+ minutes - it's a total joke. Global exp, no items, no wards, and gimmick jungle + turret mechanics do not make a good game.

Global exp is ridiculous because suddenly ganks are useless before you get strong enough to take turrets - you don't slow down leveling, and there's no items so nothing else matters in the game. It will probably just be a farmfest for ~15 minutes and then everybody max levels at the same time and groups up and teamfights.

It's an entirely artificial game that just supports the same deathball disease that pervades sc2 toss. Any sort of risk is unnecessary because there are no mechanics outside of levels. The smartest way to play is to just afk farm a lane until you max and then group, yolo at the enemy, and whoever wins that fight wins the game. No reason on earth to leave lane except to take a merc camp, and, again, those are only useful if you're sure you can kill towers, which means that 2-3 enemy heroes have to be dead, which would only happen if the enemy team is stupid and decides to not afk farm->group.

You won't play unnecessarily 15 minutes after the winner is decided - you'll play 15 unnecessary minutes of farming and then have a teamfight and then the game will be over. There's no snowball period, which is absolutely stupid game design. No advantage to the winner of lane phase, because there is no winner, because creeps will inevitably die, and that means everyone gets experience even if they're dead and there's no items so someone on the enemy team being dead is worthless if the other 4 are alive.


As it is it's a waste of time. Should just be "here's a max level hero with a few customization options, teamfight and then take towers, glhf" if blizzard insists on no gold/items/global exp, because that's already the optimal way to play.


People like you are also a pain in the ass to argue with, cause they dont even have any clue about the subject, but think they do, thats pretty annoying..

As i said i dont know much about dota2, but in lol pretty much all the lanes are extremely stale if nobody ganks there. Competitive gaming will always be as safe as possible...
Hots just doesnt care about this concept and tries to encourage teamfight based on different objectives on DIFFERENT maps. There is no point in "only farming" cause you dont get an advantage, you need to do the different quests on the maps to get closer to winning. And guess what, that exactly will encourage teamfights.
If you think laning phase is interesting, well i just dont know..
If you had watched the games they played at blizzcon you would know that there is a lot of action and teamfights, cause the game is designed that way.
Global experience allows blizzard to make heroes that wouldnt be viable in any other moba (for example no auto attacks), so i think they can add a variety of champs that you will never see in lol and maybe even in dota2.
So yeah keep on hating and pretending you get what they do, but in reality you really dont, you are just a hater..


You just ignored half of his post, well done. We get it, you don't like laning, but that doesn't mean that there is no depth to it and thus interesting.

You were worried about snowballing. This game could actually snowball a lot harder than DotA and LoL, if your team dies while doing an objective, because obviously you're dead and the opponent gets the exp and objective. Though of course that is impossible to judge at this point.

I'm just not sure if this slugfest type of gameplay is going to be fun after a week or two. Their seems to be very little to think about. Maybe the fact that they've smartly given the mapmaking process to the community will help out. Too bad they didn't adopt this stance for SC2 and re-introduced Star Station when their was a map contest just happening.


Yeah so much depht in having the better hero for zoning and thus forcing a gank there, instead of fighting over actuall objectives. What exactly did i ignore? All he says is that he thinks this game will be about lvling to max and then push, there is literally nothing else this guy added.

It could be that this game snowballs, but no items are a big factor against snowballing. I think that is pretty easy to understand.


That's such a simplified view of laning/ganking..... so i'm just gonna stop arguing about it. Let's just say there's a lot more complexity then you seem to be aware of in lane/gank phase.

While no items does prevent snowballing, global exp is essentially an extremely volatile mechanic to try and ensure there's no snowball. One or two kills won't mean anything as long as the other team can still farm, but, let's say you're 3 minutes in and you wipe the entire enemy team - suddenly you have 5 people farming exp compared to 0 (unless you just auto-get exp whenever enemy minions die, which would be even more awful), and it gives you a big advantage when the other team revives because they will be pretty far behind when they revive and then it should be simplicity to force them out of lane repeatedly and win the game.

I'll reiterate why I think the global exp/no items is bad game design, because I didn't express myself well and I was upset at how dumb it sounded when I first read the whole global exp thing. GE/NI means advantages are either basically meaningless or too huge to overcome. Early teamwipes are going to be absolutely devastating, but late teamwipes will be essentially useless. After people max out on levels, teamfights gain you no advantage except tower kills - when the enemy team revives, you will be just as even as you were before the teamfight, except they have one-two less towers. Taking stone zealot gets you another tower or two. Hey look the other team is still max level, let's hope we don't mess up this teamfight because we don't actually have an advantage over them, but even if we do mess up we still have (x) towers left to try again.

It's my big problem with how this game sounds. It feels like it's just a gimmick to ensure no snowball unless it's a gigantic advantage (early teamwipe), backed up by arcade-y maps with more gimmicky objectives/maps to force teamfights. If they had just made a regular MOBA with this style of game as a different mode or something, that would've been neat, but this being the whole game just feels weak to me. It screams "WE NEED TO BE DIFFERENT SOMEHOW ADSFSKDFSDKF" instead of going for a solid basic design and then adding on nifty features on top of that.


On November 11 2013 09:09 ssxsilver wrote:
On November 11 2013 08:05 Godwrath wrote:
On November 11 2013 07:41 ssxsilver wrote:
The huge focus on PvE also worries me. Anyone else feel that the teamfights in the showmatch felt forced? Take the haunted mine map, it seems way more productive to get a bigger skull giant or more siege spawns than actually winning fights.

That would actually encourage you to take teamfights to get the minions. Dragon, Baron and jungle are no different in lol for example. You teamfight for the buffs/cash, which are at the end, in game advantadges.

How much of LoL is actual team-fighting though?
I'm not a huge moba viewer by any means, but my impression of LoL is that it's a much, much slower paced game than DotA/HoN. The times I do catch a stream, it's like 20 minutes in and single digit kill counts.


Without smoke, TP scrolls, and with the prevalence of wards (which is actually getting patched to make vision more limited and require more teamwork to obtain), LoL's early game is a lot less action-y then DotA. However, after a certain point it becomes a lot more teamfight than what i've seen of DotA - splitpush is limited to one lane and everyone else is usually grouped or close, and the gameplay is a lot more focused on taking towers, dragon, baron, getting vision etc.

Does the world really need another hardcore, farm based moba? Is is really a shame to try something different? Can we really know the meta game before it is released? Global XP and gold is not bad game design, its a design choice. This game is about 20 minutes of fun trying to spawn siege minions, rather than building building up items and snowballing out of control.

Personally, I am glad that Blizzard is making a game that will be fun for everyone. If I want hard core games, I play Dota 2.


I don't mean to come across as OMGITSNOTDOTAORLOLMURDERIT, it's just frustrating to me that they don't even have to option of a more normal moba, especially when that's how they originally showcased it >.> I quite enjoy playing casually, but I just feel like if blizzard are really trying to make this a standalone game they should start with a more solid style of gameplay and added the sillier maps/modes afterwards. Riot added things like ARAM/Dominion, 5x vs 5y is being added, but they started with basic 5v5.

Also, total nonrelated aside - why do none of these games have X hero siege modes T_T
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DonKey_
Profile Joined May 2010
Liechtenstein1356 Posts
November 11 2013 01:46 GMT
#985
On November 11 2013 09:55 scBaldwin wrote:
Show nested quote +
On November 11 2013 09:53 DonKey_ wrote:
On November 11 2013 09:32 scBaldwin wrote:
You guys realize this game isn't even in BETA yet?

Just the fact that you guys are discussing it so viciously and comparing it to DotA and LoL when it's in pre-alpha is nothing but complimentary to the game.

Everyone knows this... Beta will be in 2014. That doesn't mean we should stop discussing it till then. In fact I hope Blizzard takes some of the feed back of LoL/Dota players and creates a map/mode with more traditional gameplay, as I think many would be more interested in that.

I'm not saying stop discussing it, I'm saying be a little more reasonable and understand that what you played / watched people play at Blizzcon isn't the final product. When I see people post things like "this game is way too simple not complex enough no way it can challenge LoL or DotA" I facepalm.

I think everyone has been reasonable though. Part of the process of discussing upcoming games is too compare them to old games and LoL/Dota fit for this particular game, so I don't see any volatile discussion.
`Oh, you can't help that,' said the Cat: `we're all mad here. I'm mad. You're mad.'
Ansinjunger
Profile Joined November 2010
United States2451 Posts
Last Edited: 2013-11-11 02:21:51
November 11 2013 02:10 GMT
#986
On November 11 2013 09:53 DonKey_ wrote:
Show nested quote +
On November 11 2013 09:32 scBaldwin wrote:
You guys realize this game isn't even in BETA yet?

Just the fact that you guys are discussing it so viciously and comparing it to DotA and LoL when it's in pre-alpha is nothing but complimentary to the game.

Everyone knows this... Beta will be in 2014. That doesn't mean we should stop discussing it till then. In fact I hope Blizzard takes some of the feed back of LoL/Dota players and creates a map/mode with more traditional gameplay, as I think many would be more interested in that.


I hope Blizzard makes it possible for the community to make maps that include items, farming, etc., and if they're 100% about giving the community the tools to make the maps it wants, I don't see why it can't happen. The SC2 editor itself already can make heroes and items, and of course, anything less would have been a step back from WC3 (I realize that a step back did occur with B.net, but things are improving since then).
Fearest
Profile Joined September 2011
854 Posts
November 11 2013 02:28 GMT
#987
Blizzard turning MOBA into a battle ground... "objective" wtf is this shit
Godwrath
Profile Joined August 2012
Spain10138 Posts
Last Edited: 2013-11-11 03:15:37
November 11 2013 03:11 GMT
#988
On November 11 2013 10:25 GTPGlitch wrote:
Show nested quote +
On November 11 2013 09:54 Plansix wrote:
On November 11 2013 09:17 GTPGlitch wrote:
On November 11 2013 08:09 The_Red_Viper wrote:
On November 11 2013 08:03 Ravomat wrote:
On November 11 2013 07:34 The_Red_Viper wrote:
On November 11 2013 07:22 GTPGlitch wrote:
On November 11 2013 06:49 The_Red_Viper wrote:
On November 11 2013 06:24 Shiori wrote:
It has the glamour that accompanies every Blizzard game. There are iconic characters, interesting level designs, and good voice acting. But the gameplay itself doesn't look that inspired or compelling. It's not so much that "different" is "bad" as it is that most of the differences I see here (versus games like LoL/DotA2, of course) seem to only exist for the sake of being different. There doesn't seem to be any real reason for a lot of these things. It's almost like they decided they wanted to make a snappy, faster MOBA, then brainstormed "what did Dota/LoL not do?" and went from there. To me, it just feels like they're innovating in reverse. You don't start by saying "we need to make a MOBA game now let's find some ways to innovate it so people buy it" (which is how this project felt to me from day one; again, my opinion only). You start by saying "here's a really awesome/innovative idea for a game! Let's make it!"

And while I'm not saying that HotS won't be innovative at all, it doesn't really seem like this game actually needs to exist. I mean, what is it trying to bring to the table that DotA/LoL haven't already provided? 20 minute games? Doing the opposite of DotA/LoL when it comes to last-hitting/items etc? My fundamental problem with HotS is and has always been that it just looks/seems/feels so disorganized. I can't tell what they're actually trying to do here, nor why we need another MOBA game when there are already two (fairly new and dramatically evolving) titans. In order for such a thing to make sense to me, there needs to be some real passion or focus behind the game. This just feels like Mario Party but with Blizzard characters, which, while fun, certainly, doesn't really excite me.

[quote]


It's about perfectly last hitting while also playing your lane properly, harassing, pulling back, and so on. It's like in Sc2: any reasonably competent player can get to a high level in Marine Split challenge if they grind it for a few hours, but the people who are considered micro gods are the ones who can do insane things on the spot, without preparation, without expecting anything, and without ignoring everything else going on in the game. Same thing applies to most stuff in Dota/LoL.


"and so on", i see.. You cant even name real differences cause they arent there, haha.
They take lasthits away, yes, but what else is so more skillfull in other mobas?
I dont see it, in hots you have to use different strategies based on the map (i think and guess thats the whole point here..), in lol and dota it is always the same map, i think that is more simple, no?
As i said before, i see no reason why other mobas are so more skillfull, they just snowball harder and waste your time. (it is a pain in the ass to know the winner after 15 mins but have to play for another 15-30 mins cause the map is big)
I think hots is way less snowbally and that alone is the reason why i look forwards to it and think it would be way more interesting to watch aswell


I really hope you're joking....

The laning phase is about using your skill to keep up farm, reduce opponent's farm, freeze the lane, and keep safely avoid ganks. Heroes will take away basically everything interesting about MOBA games before 30+ minutes - it's a total joke. Global exp, no items, no wards, and gimmick jungle + turret mechanics do not make a good game.

Global exp is ridiculous because suddenly ganks are useless before you get strong enough to take turrets - you don't slow down leveling, and there's no items so nothing else matters in the game. It will probably just be a farmfest for ~15 minutes and then everybody max levels at the same time and groups up and teamfights.

It's an entirely artificial game that just supports the same deathball disease that pervades sc2 toss. Any sort of risk is unnecessary because there are no mechanics outside of levels. The smartest way to play is to just afk farm a lane until you max and then group, yolo at the enemy, and whoever wins that fight wins the game. No reason on earth to leave lane except to take a merc camp, and, again, those are only useful if you're sure you can kill towers, which means that 2-3 enemy heroes have to be dead, which would only happen if the enemy team is stupid and decides to not afk farm->group.

You won't play unnecessarily 15 minutes after the winner is decided - you'll play 15 unnecessary minutes of farming and then have a teamfight and then the game will be over. There's no snowball period, which is absolutely stupid game design. No advantage to the winner of lane phase, because there is no winner, because creeps will inevitably die, and that means everyone gets experience even if they're dead and there's no items so someone on the enemy team being dead is worthless if the other 4 are alive.


As it is it's a waste of time. Should just be "here's a max level hero with a few customization options, teamfight and then take towers, glhf" if blizzard insists on no gold/items/global exp, because that's already the optimal way to play.


People like you are also a pain in the ass to argue with, cause they dont even have any clue about the subject, but think they do, thats pretty annoying..

As i said i dont know much about dota2, but in lol pretty much all the lanes are extremely stale if nobody ganks there. Competitive gaming will always be as safe as possible...
Hots just doesnt care about this concept and tries to encourage teamfight based on different objectives on DIFFERENT maps. There is no point in "only farming" cause you dont get an advantage, you need to do the different quests on the maps to get closer to winning. And guess what, that exactly will encourage teamfights.
If you think laning phase is interesting, well i just dont know..
If you had watched the games they played at blizzcon you would know that there is a lot of action and teamfights, cause the game is designed that way.
Global experience allows blizzard to make heroes that wouldnt be viable in any other moba (for example no auto attacks), so i think they can add a variety of champs that you will never see in lol and maybe even in dota2.
So yeah keep on hating and pretending you get what they do, but in reality you really dont, you are just a hater..


You just ignored half of his post, well done. We get it, you don't like laning, but that doesn't mean that there is no depth to it and thus interesting.

You were worried about snowballing. This game could actually snowball a lot harder than DotA and LoL, if your team dies while doing an objective, because obviously you're dead and the opponent gets the exp and objective. Though of course that is impossible to judge at this point.

I'm just not sure if this slugfest type of gameplay is going to be fun after a week or two. Their seems to be very little to think about. Maybe the fact that they've smartly given the mapmaking process to the community will help out. Too bad they didn't adopt this stance for SC2 and re-introduced Star Station when their was a map contest just happening.


Yeah so much depht in having the better hero for zoning and thus forcing a gank there, instead of fighting over actuall objectives. What exactly did i ignore? All he says is that he thinks this game will be about lvling to max and then push, there is literally nothing else this guy added.

It could be that this game snowballs, but no items are a big factor against snowballing. I think that is pretty easy to understand.


That's such a simplified view of laning/ganking..... so i'm just gonna stop arguing about it. Let's just say there's a lot more complexity then you seem to be aware of in lane/gank phase.

While no items does prevent snowballing, global exp is essentially an extremely volatile mechanic to try and ensure there's no snowball. One or two kills won't mean anything as long as the other team can still farm, but, let's say you're 3 minutes in and you wipe the entire enemy team - suddenly you have 5 people farming exp compared to 0 (unless you just auto-get exp whenever enemy minions die, which would be even more awful), and it gives you a big advantage when the other team revives because they will be pretty far behind when they revive and then it should be simplicity to force them out of lane repeatedly and win the game.

I'll reiterate why I think the global exp/no items is bad game design, because I didn't express myself well and I was upset at how dumb it sounded when I first read the whole global exp thing. GE/NI means advantages are either basically meaningless or too huge to overcome. Early teamwipes are going to be absolutely devastating, but late teamwipes will be essentially useless. After people max out on levels, teamfights gain you no advantage except tower kills - when the enemy team revives, you will be just as even as you were before the teamfight, except they have one-two less towers. Taking stone zealot gets you another tower or two. Hey look the other team is still max level, let's hope we don't mess up this teamfight because we don't actually have an advantage over them, but even if we do mess up we still have (x) towers left to try again.

It's my big problem with how this game sounds. It feels like it's just a gimmick to ensure no snowball unless it's a gigantic advantage (early teamwipe), backed up by arcade-y maps with more gimmicky objectives/maps to force teamfights. If they had just made a regular MOBA with this style of game as a different mode or something, that would've been neat, but this being the whole game just feels weak to me. It screams "WE NEED TO BE DIFFERENT SOMEHOW ADSFSKDFSDKF" instead of going for a solid basic design and then adding on nifty features on top of that.


On November 11 2013 09:09 ssxsilver wrote:
On November 11 2013 08:05 Godwrath wrote:
On November 11 2013 07:41 ssxsilver wrote:
The huge focus on PvE also worries me. Anyone else feel that the teamfights in the showmatch felt forced? Take the haunted mine map, it seems way more productive to get a bigger skull giant or more siege spawns than actually winning fights.

That would actually encourage you to take teamfights to get the minions. Dragon, Baron and jungle are no different in lol for example. You teamfight for the buffs/cash, which are at the end, in game advantadges.

How much of LoL is actual team-fighting though?
I'm not a huge moba viewer by any means, but my impression of LoL is that it's a much, much slower paced game than DotA/HoN. The times I do catch a stream, it's like 20 minutes in and single digit kill counts.


Without smoke, TP scrolls, and with the prevalence of wards (which is actually getting patched to make vision more limited and require more teamwork to obtain), LoL's early game is a lot less action-y then DotA. However, after a certain point it becomes a lot more teamfight than what i've seen of DotA - splitpush is limited to one lane and everyone else is usually grouped or close, and the gameplay is a lot more focused on taking towers, dragon, baron, getting vision etc.

Does the world really need another hardcore, farm based moba? Is is really a shame to try something different? Can we really know the meta game before it is released? Global XP and gold is not bad game design, its a design choice. This game is about 20 minutes of fun trying to spawn siege minions, rather than building building up items and snowballing out of control.

Personally, I am glad that Blizzard is making a game that will be fun for everyone. If I want hard core games, I play Dota 2.


I don't mean to come across as OMGITSNOTDOTAORLOLMURDERIT, it's just frustrating to me that they don't even have to option of a more normal moba, especially when that's how they originally showcased it >.> I quite enjoy playing casually, but I just feel like if blizzard are really trying to make this a standalone game they should start with a more solid style of gameplay and added the sillier maps/modes afterwards. Riot added things like ARAM/Dominion, 5x vs 5y is being added, but they started with basic 5v5.

Also, total nonrelated aside - why do none of these games have X hero siege modes T_T

You are saying it's more solid. I will take only LoL as an example because i don't play dota2 and i am not really familiar with it, so don't get offended by this.

Yes, LoL is right now a solid MOBA, most people are familiar with it, how it works, its numbers are quite solid, and doesn't seem like it's going to be any less popular in the short term (i would say mid term, but can't take nothing for granted in this business). It is the obvious safe solid style to make a moba. Or that's how it looks. But why would i play a game like LoL, when LoL already exists, most of my friends play it, i am already familiar with it, i enjoy it and it seems like riot cares about their game a lot.

Same has happened with MMORPGs, why try to do new stuff when WoW was already the solid style? How did that work out for the games released later on ? Well, the usual, if i wanted to play something like WoW, i would just play WoW. Blizzard care about it, most people already plays it, and are familiar with how it works. Like LoL, it's an already stablished game on its own genre. This is the main reason why all the WoWkillers ended up just being dissappointments (believe me, name one wowkiller, and i had played it, and i was heavily dissapointed), you can't just compete with online games with evolved communities and years of development on a head to head.

So to be honest, i don't see any reason why blizzard should make the errors other companies have been doing over and over to try to steal some players of their current flagship. Instead they would take a fun and popular gaming genre, and make it different enough to not feel like just another moba. And of course, polished as hell. That you play it and you don't enjoy it because of whatever reason ? Sure, but saying it's not a solid choice, or it's bad game design, is just throwing shit against the wall to see if it sticks. It's a more solid choice than just making another LoL, and it's just different game design.

My two cents on the matter.

sqrt
Profile Blog Joined August 2010
1210 Posts
November 11 2013 03:38 GMT
#989
This actually looks good...

Different maps, skill trees, shorter games. If nothing else it'd bring a breath of fresh air to the genre.
@
Vindicare605
Profile Blog Joined August 2011
United States16121 Posts
November 11 2013 03:47 GMT
#990
On November 11 2013 12:11 Godwrath wrote:
Show nested quote +
On November 11 2013 10:25 GTPGlitch wrote:
On November 11 2013 09:54 Plansix wrote:
On November 11 2013 09:17 GTPGlitch wrote:
On November 11 2013 08:09 The_Red_Viper wrote:
On November 11 2013 08:03 Ravomat wrote:
On November 11 2013 07:34 The_Red_Viper wrote:
On November 11 2013 07:22 GTPGlitch wrote:
On November 11 2013 06:49 The_Red_Viper wrote:
On November 11 2013 06:24 Shiori wrote:
It has the glamour that accompanies every Blizzard game. There are iconic characters, interesting level designs, and good voice acting. But the gameplay itself doesn't look that inspired or compelling. It's not so much that "different" is "bad" as it is that most of the differences I see here (versus games like LoL/DotA2, of course) seem to only exist for the sake of being different. There doesn't seem to be any real reason for a lot of these things. It's almost like they decided they wanted to make a snappy, faster MOBA, then brainstormed "what did Dota/LoL not do?" and went from there. To me, it just feels like they're innovating in reverse. You don't start by saying "we need to make a MOBA game now let's find some ways to innovate it so people buy it" (which is how this project felt to me from day one; again, my opinion only). You start by saying "here's a really awesome/innovative idea for a game! Let's make it!"

And while I'm not saying that HotS won't be innovative at all, it doesn't really seem like this game actually needs to exist. I mean, what is it trying to bring to the table that DotA/LoL haven't already provided? 20 minute games? Doing the opposite of DotA/LoL when it comes to last-hitting/items etc? My fundamental problem with HotS is and has always been that it just looks/seems/feels so disorganized. I can't tell what they're actually trying to do here, nor why we need another MOBA game when there are already two (fairly new and dramatically evolving) titans. In order for such a thing to make sense to me, there needs to be some real passion or focus behind the game. This just feels like Mario Party but with Blizzard characters, which, while fun, certainly, doesn't really excite me.

[quote]

It's about perfectly last hitting while also playing your lane properly, harassing, pulling back, and so on. It's like in Sc2: any reasonably competent player can get to a high level in Marine Split challenge if they grind it for a few hours, but the people who are considered micro gods are the ones who can do insane things on the spot, without preparation, without expecting anything, and without ignoring everything else going on in the game. Same thing applies to most stuff in Dota/LoL.


"and so on", i see.. You cant even name real differences cause they arent there, haha.
They take lasthits away, yes, but what else is so more skillfull in other mobas?
I dont see it, in hots you have to use different strategies based on the map (i think and guess thats the whole point here..), in lol and dota it is always the same map, i think that is more simple, no?
As i said before, i see no reason why other mobas are so more skillfull, they just snowball harder and waste your time. (it is a pain in the ass to know the winner after 15 mins but have to play for another 15-30 mins cause the map is big)
I think hots is way less snowbally and that alone is the reason why i look forwards to it and think it would be way more interesting to watch aswell


I really hope you're joking....

The laning phase is about using your skill to keep up farm, reduce opponent's farm, freeze the lane, and keep safely avoid ganks. Heroes will take away basically everything interesting about MOBA games before 30+ minutes - it's a total joke. Global exp, no items, no wards, and gimmick jungle + turret mechanics do not make a good game.

Global exp is ridiculous because suddenly ganks are useless before you get strong enough to take turrets - you don't slow down leveling, and there's no items so nothing else matters in the game. It will probably just be a farmfest for ~15 minutes and then everybody max levels at the same time and groups up and teamfights.

It's an entirely artificial game that just supports the same deathball disease that pervades sc2 toss. Any sort of risk is unnecessary because there are no mechanics outside of levels. The smartest way to play is to just afk farm a lane until you max and then group, yolo at the enemy, and whoever wins that fight wins the game. No reason on earth to leave lane except to take a merc camp, and, again, those are only useful if you're sure you can kill towers, which means that 2-3 enemy heroes have to be dead, which would only happen if the enemy team is stupid and decides to not afk farm->group.

You won't play unnecessarily 15 minutes after the winner is decided - you'll play 15 unnecessary minutes of farming and then have a teamfight and then the game will be over. There's no snowball period, which is absolutely stupid game design. No advantage to the winner of lane phase, because there is no winner, because creeps will inevitably die, and that means everyone gets experience even if they're dead and there's no items so someone on the enemy team being dead is worthless if the other 4 are alive.


As it is it's a waste of time. Should just be "here's a max level hero with a few customization options, teamfight and then take towers, glhf" if blizzard insists on no gold/items/global exp, because that's already the optimal way to play.


People like you are also a pain in the ass to argue with, cause they dont even have any clue about the subject, but think they do, thats pretty annoying..

As i said i dont know much about dota2, but in lol pretty much all the lanes are extremely stale if nobody ganks there. Competitive gaming will always be as safe as possible...
Hots just doesnt care about this concept and tries to encourage teamfight based on different objectives on DIFFERENT maps. There is no point in "only farming" cause you dont get an advantage, you need to do the different quests on the maps to get closer to winning. And guess what, that exactly will encourage teamfights.
If you think laning phase is interesting, well i just dont know..
If you had watched the games they played at blizzcon you would know that there is a lot of action and teamfights, cause the game is designed that way.
Global experience allows blizzard to make heroes that wouldnt be viable in any other moba (for example no auto attacks), so i think they can add a variety of champs that you will never see in lol and maybe even in dota2.
So yeah keep on hating and pretending you get what they do, but in reality you really dont, you are just a hater..


You just ignored half of his post, well done. We get it, you don't like laning, but that doesn't mean that there is no depth to it and thus interesting.

You were worried about snowballing. This game could actually snowball a lot harder than DotA and LoL, if your team dies while doing an objective, because obviously you're dead and the opponent gets the exp and objective. Though of course that is impossible to judge at this point.

I'm just not sure if this slugfest type of gameplay is going to be fun after a week or two. Their seems to be very little to think about. Maybe the fact that they've smartly given the mapmaking process to the community will help out. Too bad they didn't adopt this stance for SC2 and re-introduced Star Station when their was a map contest just happening.


Yeah so much depht in having the better hero for zoning and thus forcing a gank there, instead of fighting over actuall objectives. What exactly did i ignore? All he says is that he thinks this game will be about lvling to max and then push, there is literally nothing else this guy added.

It could be that this game snowballs, but no items are a big factor against snowballing. I think that is pretty easy to understand.


That's such a simplified view of laning/ganking..... so i'm just gonna stop arguing about it. Let's just say there's a lot more complexity then you seem to be aware of in lane/gank phase.

While no items does prevent snowballing, global exp is essentially an extremely volatile mechanic to try and ensure there's no snowball. One or two kills won't mean anything as long as the other team can still farm, but, let's say you're 3 minutes in and you wipe the entire enemy team - suddenly you have 5 people farming exp compared to 0 (unless you just auto-get exp whenever enemy minions die, which would be even more awful), and it gives you a big advantage when the other team revives because they will be pretty far behind when they revive and then it should be simplicity to force them out of lane repeatedly and win the game.

I'll reiterate why I think the global exp/no items is bad game design, because I didn't express myself well and I was upset at how dumb it sounded when I first read the whole global exp thing. GE/NI means advantages are either basically meaningless or too huge to overcome. Early teamwipes are going to be absolutely devastating, but late teamwipes will be essentially useless. After people max out on levels, teamfights gain you no advantage except tower kills - when the enemy team revives, you will be just as even as you were before the teamfight, except they have one-two less towers. Taking stone zealot gets you another tower or two. Hey look the other team is still max level, let's hope we don't mess up this teamfight because we don't actually have an advantage over them, but even if we do mess up we still have (x) towers left to try again.

It's my big problem with how this game sounds. It feels like it's just a gimmick to ensure no snowball unless it's a gigantic advantage (early teamwipe), backed up by arcade-y maps with more gimmicky objectives/maps to force teamfights. If they had just made a regular MOBA with this style of game as a different mode or something, that would've been neat, but this being the whole game just feels weak to me. It screams "WE NEED TO BE DIFFERENT SOMEHOW ADSFSKDFSDKF" instead of going for a solid basic design and then adding on nifty features on top of that.


On November 11 2013 09:09 ssxsilver wrote:
On November 11 2013 08:05 Godwrath wrote:
On November 11 2013 07:41 ssxsilver wrote:
The huge focus on PvE also worries me. Anyone else feel that the teamfights in the showmatch felt forced? Take the haunted mine map, it seems way more productive to get a bigger skull giant or more siege spawns than actually winning fights.

That would actually encourage you to take teamfights to get the minions. Dragon, Baron and jungle are no different in lol for example. You teamfight for the buffs/cash, which are at the end, in game advantadges.

How much of LoL is actual team-fighting though?
I'm not a huge moba viewer by any means, but my impression of LoL is that it's a much, much slower paced game than DotA/HoN. The times I do catch a stream, it's like 20 minutes in and single digit kill counts.


Without smoke, TP scrolls, and with the prevalence of wards (which is actually getting patched to make vision more limited and require more teamwork to obtain), LoL's early game is a lot less action-y then DotA. However, after a certain point it becomes a lot more teamfight than what i've seen of DotA - splitpush is limited to one lane and everyone else is usually grouped or close, and the gameplay is a lot more focused on taking towers, dragon, baron, getting vision etc.

Does the world really need another hardcore, farm based moba? Is is really a shame to try something different? Can we really know the meta game before it is released? Global XP and gold is not bad game design, its a design choice. This game is about 20 minutes of fun trying to spawn siege minions, rather than building building up items and snowballing out of control.

Personally, I am glad that Blizzard is making a game that will be fun for everyone. If I want hard core games, I play Dota 2.


I don't mean to come across as OMGITSNOTDOTAORLOLMURDERIT, it's just frustrating to me that they don't even have to option of a more normal moba, especially when that's how they originally showcased it >.> I quite enjoy playing casually, but I just feel like if blizzard are really trying to make this a standalone game they should start with a more solid style of gameplay and added the sillier maps/modes afterwards. Riot added things like ARAM/Dominion, 5x vs 5y is being added, but they started with basic 5v5.

Also, total nonrelated aside - why do none of these games have X hero siege modes T_T

You are saying it's more solid. I will take only LoL as an example because i don't play dota2 and i am not really familiar with it, so don't get offended by this.

Yes, LoL is right now a solid MOBA, most people are familiar with it, how it works, its numbers are quite solid, and doesn't seem like it's going to be any less popular in the short term (i would say mid term, but can't take nothing for granted in this business). It is the obvious safe solid style to make a moba. Or that's how it looks. But why would i play a game like LoL, when LoL already exists, most of my friends play it, i am already familiar with it, i enjoy it and it seems like riot cares about their game a lot.

Same has happened with MMORPGs, why try to do new stuff when WoW was already the solid style? How did that work out for the games released later on ? Well, the usual, if i wanted to play something like WoW, i would just play WoW. Blizzard care about it, most people already plays it, and are familiar with how it works. Like LoL, it's an already stablished game on its own genre. This is the main reason why all the WoWkillers ended up just being dissappointments (believe me, name one wowkiller, and i had played it, and i was heavily dissapointed), you can't just compete with online games with evolved communities and years of development on a head to head.

So to be honest, i don't see any reason why blizzard should make the errors other companies have been doing over and over to try to steal some players of their current flagship. Instead they would take a fun and popular gaming genre, and make it different enough to not feel like just another moba. And of course, polished as hell. That you play it and you don't enjoy it because of whatever reason ? Sure, but saying it's not a solid choice, or it's bad game design, is just throwing shit against the wall to see if it sticks. It's a more solid choice than just making another LoL, and it's just different game design.

My two cents on the matter.



Great post, I was saying much the same thing earlier today when I was discussing this game with a buddy.

The WoW analogy is perfectly appropriate. LoL has the market dominated as the "traditional" moba title. I think Heroes is doing a smart thing by trying to be a non-traditional title so as to not directly compete with it. Players are going to prefer one or the other when all is said and done and that's totally ok.

But if you just make a copy, then why bother playing the new title when your existing account already has characters unlocked, skins purchased and a rank obtained it makes no sense to abandon it.

When Heroes releases the genre will essentially have 3 radically different titles to pick from and that has the potential of appealing to all different kinds of gamers. Can someone explain to me why that is a bad thing? I can't think of any reason why it would be a bad thing. LoL and DoTA fans should be happy that Blizzard is trying something different because it isn't trying to copy a game that's already successful.
aka: KTVindicare the Geeky Bartender
ETisME
Profile Blog Joined April 2011
12683 Posts
November 11 2013 04:02 GMT
#991
On November 11 2013 09:54 GTPGlitch wrote:
Show nested quote +
On November 11 2013 09:42 The_Red_Viper wrote:
While no items does prevent snowballing, global exp is essentially an extremely volatile mechanic to try and ensure there's no snowball. One or two kills won't mean anything as long as the other team can still farm, but, let's say you're 3 minutes in and you wipe the entire enemy team - suddenly you have 5 people farming exp compared to 0 (unless you just auto-get exp whenever enemy minions die, which would be even more awful), and it gives you a big advantage when the other team revives because they will be pretty far behind when they revive and then it should be simplicity to force them out of lane repeatedly and win the game.


I dont get why this is a point for you. This is exactly the same (but worse) in other mobas?
If every hero on your team dies early, the enemy team can farm and gets xp, i dont get why you bring this up.

That's such a simplified view of laning/ganking..... so i'm just gonna stop arguing about it. Let's just say there's a lot more complexity then you seem to be aware of in lane/gank phase.


Well yeah i know that there is more to it, but its exactly the same in this game too i think.
You wanna force them out, you just dont get an even bigger advantage for it (gold). Again, i dont get why you think this is better in other mobas?

I just think the laning itself for the sake of getting more farm and thus more items is fun to watch. It is pretty much a mechanic to make the game longer. I cant believe there are people who actually enjoy the laning phase.

Well whatever i think hots could highlight the strenghts of mobas (teamfights imo) and weaken the boring part (laning imo), if they can achieve that i am happy


It's a point for me because it's a silly way of trying to ensure equality/non-snowball. Like, if they want to go full anti-snowball why not just make it every (x) minion kills/minutes you get to choose your customization, and after, say, 15 minutes you get your ult? But with this it's either no snowball or too much...

it opens up the opportunity for heroes like Abathur.
a global support and split push hero without having to worry about needing to be in lane/gold/minion kills to achieve the hero's role.
I personally think it is a nice concept.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Assirra
Profile Joined August 2010
Belgium4169 Posts
November 11 2013 04:03 GMT
#992
On November 11 2013 11:28 Fearest wrote:
Blizzard turning MOBA into a battle ground... "objective" wtf is this shit

A dota clone (i refuse to call it moba) that is different for once.
ZweiGaming
Profile Joined November 2010
Canada348 Posts
November 11 2013 04:09 GMT
#993
Unless its free to play, I doubt it will survive any longer than other blizzard games...
Vindicare605
Profile Blog Joined August 2011
United States16121 Posts
November 11 2013 04:23 GMT
#994
On November 11 2013 13:09 ZweiGaming wrote:
Unless its free to play, I doubt it will survive any longer than other blizzard games...


It will be, that's already been confirmed.
aka: KTVindicare the Geeky Bartender
Assirra
Profile Joined August 2010
Belgium4169 Posts
November 11 2013 04:27 GMT
#995
On November 11 2013 13:09 ZweiGaming wrote:
Unless its free to play, I doubt it will survive any longer than other blizzard games...

Consider the average life of Blizzard games compared to others that is very weird statement.
Beakyboo
Profile Joined May 2010
United States485 Posts
Last Edited: 2013-11-11 04:35:48
November 11 2013 04:35 GMT
#996
I like that they aren't just copying dota. Honestly I find it really odd that so many games have copied dota already. It's such a highly specific concept for a game for it to keep getting nearly identical copies. There's definitely a lot that you can do with the simple concept of team games with WC3 style heroes, and it's nice to see them actually exploring it when other companies don't have the balls to be creative.

As to whether it will achieve dota's depth, well... I don't think many people would have expected dota to be where it is today at its inception. It's hard to say where Heroes will be in the future. Blizzard at least has the fanbase to guarantee the game gets pushed to its limits, and I expect that it will ultimately prove as competitive as anything out there. New maps always have the potential to fix whatever issues people find with the game.
[CCSRAM] BaoQuan
Profile Joined August 2013
United States96 Posts
November 11 2013 04:48 GMT
#997
Is the beta for this game available yet?
Vindicare605
Profile Blog Joined August 2011
United States16121 Posts
November 11 2013 04:51 GMT
#998
On November 11 2013 13:48 [CCSRAM] BaoQuan wrote:
Is the beta for this game available yet?


Not yet. Sign ups for the beta only started after Blizzcon ended.

http://www.heroesofthestorm.com/en-us/
aka: KTVindicare the Geeky Bartender
Holdenintherye
Profile Joined December 2012
Canada1441 Posts
November 11 2013 04:58 GMT
#999
I don't know why people are so upset that "it's casual and oh-no-REAL-skills-neededblahblahblah".
I thought the information made it clear that it's specifically designed to be very easy to get into and appeal to a broad spectrum of audiences (team leveling, lots of customization, short game time), aka casual. Blizzard explicitly stated that they have no intentions of making this an eSport, so what's all the rabble about?

Personally, I think this will probably be a micro-transaction money maker for Blizzard, and not super HARDCORE ESPORTS.
NapkinBox
Profile Blog Joined January 2012
United States314 Posts
November 11 2013 05:14 GMT
#1000
On November 11 2013 13:58 Holdenintherye wrote:
I don't know why people are so upset that "it's casual and oh-no-REAL-skills-neededblahblahblah".
I thought the information made it clear that it's specifically designed to be very easy to get into and appeal to a broad spectrum of audiences (team leveling, lots of customization, short game time), aka casual. Blizzard explicitly stated that they have no intentions of making this an eSport, so what's all the rabble about?

Personally, I think this will probably be a micro-transaction money maker for Blizzard, and not super HARDCORE ESPORTS.


Well, just cause Blizzard has no intention of making it into an eSport does not mean it won't be an eSport.
"Who has the best durability feat in all of comic book superheroes?" "Aquaman surviving pop culture."
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