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The models and the hero concepts in general are just so boring. If they don't do a serious revamp of a lot of the hero models just to make them more interesting and distinct I don't know if I can play this game. Beastmaster looks like a model I threw together for a HS project its really just upsetting.
The map however is gorgeous, if not just a little too bright. And the spec UI and normal UI I'm 100% confident that It will be improved before it is released. The amount of time it takes to recode and design a good UI is nothing compared to remodeling even a few heros.
All in all seems like its really not worth the upgrade from dota, the only reason I'll end up playing it is for the matchmaking and general ease of finding games that will come with a proper platform. but who knows they might even get that wrong.
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On August 17 2011 21:27 JohnQPublic wrote: The models and the hero concepts in general are just so boring. If they don't do a serious revamp of a lot of the hero models just to make them more interesting and distinct I don't know if I can play this game. Beastmaster looks like a model I threw together for a HS project its really just upsetting.
The map however is gorgeous, if not just a little too bright. And the spec UI and normal UI I'm 100% confident that It will be improved before it is released. The amount of time it takes to recode and design a good UI is nothing compared to remodeling even a few heros.
All in all seems like its really not worth the upgrade from dota, the only reason I'll end up playing it is for the matchmaking and general ease of finding games that will come with a proper platform. but who knows they might even get that wrong.
I don't know, personally I like alot of the models. The only that seems a bit off is Mirana, and Rexxar might be a bit bland, but nothing gamebreaking.
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The map looks a bit strange. Simple, which is nice, but at the same time objects on it seem a bit too big (the trees especially) which gives it this "blocky" feeling.
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On August 17 2011 21:49 Alur wrote:Show nested quote +On August 17 2011 21:27 JohnQPublic wrote: The models and the hero concepts in general are just so boring. If they don't do a serious revamp of a lot of the hero models just to make them more interesting and distinct I don't know if I can play this game. Beastmaster looks like a model I threw together for a HS project its really just upsetting.
The map however is gorgeous, if not just a little too bright. And the spec UI and normal UI I'm 100% confident that It will be improved before it is released. The amount of time it takes to recode and design a good UI is nothing compared to remodeling even a few heros.
All in all seems like its really not worth the upgrade from dota, the only reason I'll end up playing it is for the matchmaking and general ease of finding games that will come with a proper platform. but who knows they might even get that wrong.
I don't know, personally I like alot of the models. The only that seems a bit off is Mirana, and Rexxar might be a bit bland, but nothing gamebreaking. clock is dumb, puck is even dumber.
im fine with ES, hes kind of this big wookie thing which made me laugh when i first saw it
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Northern Ireland22203 Posts
Horrid horrid noise
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Another question: Is it standard for DotA to use wards like that? I mean, compared to HoN this guys are practically not using them at all, there's very little, if any, counter-warding. Ward placement is the most basic ever too.
What tipped me off was when clock was waiting for a hook but didn't have vision across the river and that's where you usually have ward for such purposes. They didn't, why?
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I love the hero portraits, they're amazing, well animated.
It's a shame how some of the coolest heroes don't look that cool during the game. Lion, who has a sick portrait, ends up looking generic and uninteresting in-game. Antimage's model looks great though.
When you watch/read interviews with any SC2 or D3 lead artists, one thing they always mention is of course how the top-view outline is the only thing that matters. The DotA 2 heroes almost look like they were designed for a first-person perspective.
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On August 17 2011 21:51 rabidch wrote:Show nested quote +On August 17 2011 21:49 Alur wrote:On August 17 2011 21:27 JohnQPublic wrote: The models and the hero concepts in general are just so boring. If they don't do a serious revamp of a lot of the hero models just to make them more interesting and distinct I don't know if I can play this game. Beastmaster looks like a model I threw together for a HS project its really just upsetting.
The map however is gorgeous, if not just a little too bright. And the spec UI and normal UI I'm 100% confident that It will be improved before it is released. The amount of time it takes to recode and design a good UI is nothing compared to remodeling even a few heros.
All in all seems like its really not worth the upgrade from dota, the only reason I'll end up playing it is for the matchmaking and general ease of finding games that will come with a proper platform. but who knows they might even get that wrong.
I don't know, personally I like alot of the models. The only that seems a bit off is Mirana, and Rexxar might be a bit bland, but nothing gamebreaking. clock is dumb, puck is even dumber. im fine with ES, hes kind of this big wookie thing which made me laugh when i first saw it
Clock looks freaking awesome!
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On August 17 2011 21:58 Manit0u wrote: Another question: Is it standard for DotA to use wards like that? I mean, compared to HoN this guys are practically not using them at all, there's very little, if any, counter-warding. Ward placement is the most basic ever too.
What tipped me off was when clock was waiting for a hook but didn't have vision across the river and that's where you usually have ward for such purposes. They didn't, why?
I'm not sure what kind of "advanced" ward placement you are looking for, and with the introduction of smoke as well as the metagame shifting toward a more push oriented style, wards are not as necessary as they once were. Also, counterwarding is simply a waste of gold and time, not to mention the risk involved with counterwarding, except in a few cases depending on the team's lineup and strategy. Players know how to avoid common ward spots when ganking anyways, if they aren't already smoked.
Even more so with clock, whose rockets give so much vision.
Edit: I mean counterwarding with sentry wards. It is very common to see beastmaster usually and occasionally venomancer with a gem of true sight to help counterward.
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On August 17 2011 21:58 Manit0u wrote: Another question: Is it standard for DotA to use wards like that? I mean, compared to HoN this guys are practically not using them at all, there's very little, if any, counter-warding. Ward placement is the most basic ever too.
What tipped me off was when clock was waiting for a hook but didn't have vision across the river and that's where you usually have ward for such purposes. They didn't, why?
I've never played HoN, but the wards in dota are on a cooldown timer of 3 minutes per set of wards. Hope this answers your question
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On August 17 2011 22:10 Cool Cat wrote:Show nested quote +On August 17 2011 21:58 Manit0u wrote: Another question: Is it standard for DotA to use wards like that? I mean, compared to HoN this guys are practically not using them at all, there's very little, if any, counter-warding. Ward placement is the most basic ever too.
What tipped me off was when clock was waiting for a hook but didn't have vision across the river and that's where you usually have ward for such purposes. They didn't, why? I'm not sure what kind of "advanced" ward placement you are looking for, and with the introduction of smoke as well as the metagame shifting toward a more push oriented style, wards are not as necessary as they once were. Also, counterwarding is simply a waste of gold and time, not to mention the risk involved with counterwarding, except in a few cases depending on the team's lineup and strategy. Players know how to avoid common ward spots when ganking anyways, if they aren't already smoked. Even more so with clock, whose rockets give so much vision. Edit: I mean counterwarding with sentry wards. It is very common to see beastmaster usually and occasionally venomancer with a gem of true sight to help counterward.
I'm talking about non-standard ward placement (kinda enforced with heavy counter-warding), anti-gank wards in woods, offensive wards behind towers etc. Warding plays such a huge role in HoN that secret shop (north of Roshan and its counterpart) has been changed so it now only provides wards of sight and no other items. But I guess it all depends on the current metagame. In HoN you usually have one hero dedicated to warding (ward bitch), it's a support hero like venge, lion or cm who just wards/counter-wards and roams. Those heroes tend to be severely under-leveled and under-farmed but make up for it with extra vision/vision denial.
On August 17 2011 22:10 CptHandsome wrote: I've never played HoN, but the wards in dota are on a cooldown timer of 3 minutes per set of wards. Hope this answers your question
They're on cooldown there too.
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Manit0u, it's the same in Dota. I don't know if you saw the first game but there was a ton of warding+counter-warding going on. There was a probably a reason for whatever discrepancy you saw and, if not, it's a small sample size.
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Thanks for clarification. I didn't follow DotA for years now.
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Random gameplay related question.
I'm a newbie (1512 MMR with about 20 MM games played and about 50 nostats) and one thing I've gotten down pretty good is the laning stage. I can last hit fairly well, and rarely get ganked. I think my positioning is pretty solid. I usually hit level ~8ish ahead of my opponents in money/kills/denies/etc. And then I fall apart. If I stay in lane farming I usually get ganked a few times, or worse, just plain fall behind my roaming teamates. If I roam, I REALLY fall behind, and don't even get any items to boot. I don't play carry heroes yet, I mostly stick with polly/electrician/pred type heroes. But I just can't transition my laning stage lead into a late-game advantage. So.......what would you think I'm doing wrong?
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On August 17 2011 22:27 Sm3agol wrote: Random gameplay related question.
I'm a newbie (1512 MMR with about 20 MM games played and about 50 nostats) and one thing I've gotten down pretty good is the laning stage. I can last hit fairly well, and rarely get ganked. I think my positioning is pretty solid. I usually hit level ~8ish ahead of my opponents in money/kills/denies/etc. And then I fall apart. If I stay in lane farming I usually get ganked a few times, or worse, just plain fall behind my roaming teamates. If I roam, I REALLY fall behind, and don't even get any items to boot. I don't play carry heroes yet, I mostly stick with polly/electrician/pred type heroes. But I just can't transition my laning stage lead into a late-game advantage. So.......what would you think I'm doing wrong?
Pred is hardcarry... And before lategame comes mid-game, that's when you usually want to make something happen with your team (pushing, ganking) and only farm when you're sure it's ok to do so (some enemy heroes down or your team down and you can't help the distant tower anyway so you farm other lane instead etc.).
P. S. Try to always carry a homing stone with you. Especially past 15 minute mark (that's typically when mid-game begins).
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You don't play carries and then you mention three carries that you play.
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In any case just improve your map awareness, staying in lane to farm and then getting killed is.. bad? Buy a lane ward if you have to.
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On August 17 2011 22:27 Sm3agol wrote: Random gameplay related question.
I'm a newbie (1512 MMR with about 20 MM games played and about 50 nostats) and one thing I've gotten down pretty good is the laning stage. I can last hit fairly well, and rarely get ganked. I think my positioning is pretty solid. I usually hit level ~8ish ahead of my opponents in money/kills/denies/etc. And then I fall apart. If I stay in lane farming I usually get ganked a few times, or worse, just plain fall behind my roaming teamates. If I roam, I REALLY fall behind, and don't even get any items to boot. I don't play carry heroes yet, I mostly stick with polly/electrician/pred type heroes. But I just can't transition my laning stage lead into a late-game advantage. So.......what would you think I'm doing wrong?
As a carry your goal is to farm as much as you can. How you do this really depends on how both you and the other team are playing. If the other team is being aggresive you should be looking for ways to farm the lanes they are not pushing/ganking and then tping in at the last second when your team initiates to fight. If the other team is turtling, it's up to your supports to suppress the enemy thru ganks and map control while you gain an advantage thru farming. Obviously this is a very broad discription and varies depending on a number of things.
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I am floating around 1650 raiting, what do I need to be to start playing games with TL community?
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On August 17 2011 23:01 Am0n3r wrote: I am floating around 1650 raiting, what do I need to be to start playing games with TL community? No requirements, but there are different circles within the TL community. For example you should totally be able to play with clan TL people.
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