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On October 11 2014 14:28 ItsFunToLose wrote: blizzard is not the first or last company to put a panda in a gi
Valve has redone a bunch of things that Blizzard doesn't technically have a copyright on, but has 'association' with. I think they just took the 'avoid conflict' approach rather than try to push the line on exactly what they could and couldn't get away with.
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On October 11 2014 13:16 TheYango wrote:Show nested quote +On October 11 2014 13:15 JazzVortical wrote: As a casual, colourblind Dota 2 player, the icons are MUCH better than the colours. The colours are absolutely pointless to me. Does colorblind mode help at all? Generally curious because I have no direct experience with how useful colorblind mode is in games for colorblind people. Generally colourblind modes are a lot better. I have trouble distinguishing 'like' colours, so anything that improves contrast is great.
E.g. Blue and purple in LoL is a horrible choice. There's a reason why Red and Blue are default team colours in most games. Going with purple is bizarre.
In team games of SC2 (back when I played it), it was hell having yellow and orange be the same race.
On October 11 2014 13:44 SidianTheBard wrote: It's amazing to me how terrible DoTA is when it has Valve as their backbone. Valve is like...the best company in the world so it is kinda depressing how terrible DoTA is when you compare it to League. League is just better in every aspect. The only thing DoTA has over league is the community support. But that's mainly because Valve knows the community can create/balance/whatever better than they ever could.
This is a gigantic call considering there are vast differences between both games. I'd be interested in hearing what you find so depressing and terrible about DoTA. Not being snarky, I'm really curious about it.
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I wouldn't say DotA does everything worse. But the art direction and strategic structure are clearly worse (larger map, buy back, secret shop, courier, tank/damage on every stat, the host of other design decisions that were made during all stars because it was "cool"), the legacy systems from Warcraft 3 need to be updated/removed
Almost most of all I can't stand champion turn speed. But that is just me.
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... I actually cant say that any of those things you listed are negative. most are pretty positive. some are neutral...
saying they are clearly worse is just your opinion.
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United States47024 Posts
Some of those I agree, some I don't, some are really a matter of opinion.
Valve's actually done a good job of trying to simplify interactions compared to their Warcraft 3 counterparts, such as the enormous effort they made to revamp the damage type system (which is now directly analogous to LoL's given the simplification to only 3 damage types) in 6.82.
Larger map, courier, and TP scrolls all sort of go hand in hand. TP scrolls and courier go together to minimize downtime/travel time (i.e. spending ~30s recalling then walking back out to the action when you need to heal/buy items), but likewise this necessitates a larger map to prevent the overall game from feeling claustrophobic while still feeling like you have adequate mobility and minimized downtime.
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With the colourblind mode stuff being discussed, I think this is a good time to ask something similar about DotA.
In League I know there's a lot of auditory signals with no visual equivalent (Hitting many skillshots in fog of war, sion ult warning, etc), which is pretty annoying but not gamebreakingly so for Deaf or hard of hearing players (or people who just play with sound off). Does DotA have any similar issues?
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United States47024 Posts
Sadly, yes. Certain spells and effects are balanced around audio-only cues for the enemy when cast from within the fog of war, but I personally never really liked that approach.
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Disappointing but interesting, thank you for the answer.
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Holy moly, Gangplank's ultimate is now litterally a global Rumble ult with IMO a better shape. Just come from a game where a toplane Gangplank wrecked us in botlane by just casually throwing an ult at our poor adc in the epicenter whenever it was off cooldown.
I reckon he had flat CDR glyphs and quints, it was litterally one every single minute.
On October 11 2014 15:34 krndandaman wrote: playing sion in normals has one of the most fun i've had on league in a while. the champ is so fucking troll lmao Ever since the remake playing as Sion, with Sion or against Sion leads to some hilarious games. :D
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United States47024 Posts
Also, the absolutely 100% most important thing that Riot needs to learn from Valve on is that the *clink* sound of gold for getting a lasthit is like 10x more satisfying in DotA. They really need to get on that.
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On October 11 2014 15:21 Goumindong wrote: I wouldn't say DotA does everything worse. But the art direction and strategic structure are clearly worse (larger map, buy back, secret shop, courier, tank/damage on every stat, the host of other design decisions that were made during all stars because it was "cool"), the legacy systems from Warcraft 3 need to be updated/removed
Almost most of all I can't stand champion turn speed. But that is just me. literally none of those are negative champion turn speed is frustrating but its also pretty interesting imo
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I saw a lot of people were talking about potential Ryze changes (nerfs). I think the very fact that they are targeting his scaling shows us the direction they intend to go in. That is, they cannot figure out how to properly balance ranged and melee in the top lane, and cant make a strong earlygame champion fall off properly. So, I expect more of the "normal" tops to be the desired goal of Riot next season.
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On October 11 2014 15:48 cLutZ wrote: I saw a lot of people were talking about potential Ryze changes (nerfs). I think the very fact that they are targeting his scaling shows us the direction they intend to go in. That is, they cannot figure out how to properly balance ranged and melee in the top lane, and cant make a strong earlygame champion fall off properly. So, I expect more of the "normal" tops to be the desired goal of Riot next season. Renekton before his changes was at that point, the problem was there were no true "late game" top lanes, except maybe Ryze. Shyvanna and trundle were slightly better in lategame, and mundo had better lategame, but only through tankiness. Ryze and Jax probably the only toplaners this season that were popular because of their damage.
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On October 11 2014 15:23 PrinceXizor wrote: ... I actually cant say that any of those things you listed are negative. most are pretty positive. some are neutral...
saying they are clearly worse is just your opinion. Yes but some people don't think that high contrast colors are important and think that having multiple colors instead of static icons is a good thing too. So you can see how much your input matters on these issues.
The only thing that is opinion really is turn speed. That is a personal preference of mine. Buy back and teleport and courier negates team map pressure and movement strategies. Kind of like how the teleport CD reduction when used on a tower negated top lane pressure strategies. Secret shop is useless burdensome knowledge.
The legacy WC3 shit is terrible (high ground miss chance! It's like crit but worse and for everyone!) and serves no purpose but to be there because it was a limitation of the map modification system in WC 3. It would be like league adding mechanics from Starcraft just because.
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On October 11 2014 15:48 cLutZ wrote: I saw a lot of people were talking about potential Ryze changes (nerfs). I think the very fact that they are targeting his scaling shows us the direction they intend to go in. That is, they cannot figure out how to properly balance ranged and melee in the top lane, and cant make a strong earlygame champion fall off properly. So, I expect more of the "normal" tops to be the desired goal of Riot next season. it could also be a result of most jungles wont be able to early gank outside of a couple. and not being able to punish his early game is a reason for the change
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United States47024 Posts
On October 11 2014 15:50 Goumindong wrote: Buy back and teleport and courier negates team map pressure and movement strategies.
You're going to have tout some pretty impressive theorycraft about a game you don't play to convince me on this one because empirically there is nothing further from the truth.
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On October 11 2014 15:55 TheYango wrote:Show nested quote +On October 11 2014 15:50 Goumindong wrote: Buy back and teleport and courier negates team map pressure and movement strategies.
You're going to have tout some pretty impressive theorycraft about a game you don't play to convince me on this one because empirically there is nothing further from the truth. he's also going to need to show some serious proof that the option to adjust high ground miss chance vanished from the global variables part of the war3 editor.
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I actually like high ground miss chance, but I like critical strikes so call me crazy
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United States47024 Posts
On October 11 2014 15:56 PrinceXizor wrote:Show nested quote +On October 11 2014 15:55 TheYango wrote:On October 11 2014 15:50 Goumindong wrote: Buy back and teleport and courier negates team map pressure and movement strategies.
You're going to have tout some pretty impressive theorycraft about a game you don't play to convince me on this one because empirically there is nothing further from the truth. he's also going to need to show some serious proof that the option to adjust high ground miss chance vanished from the global variables part of the war3 editor. I ignored the high ground miss chance part because honestly, that topic got talked to death at SC2's inception, with no real definitive conclusion.
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