Hanamura in HotS: An Experiment Gone Awry - Page 2
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Xxio
Canada5565 Posts
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Fran_
United States1024 Posts
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ShoCkeyy
7815 Posts
What we typically do is either try to always fight 5v5 or 4v4, with one character at least being able to self heal (stitches, thrall, raynor) that can either contest or push a cart by themselves. Obviously don't engage in a fight you know you're going to lose like 1v4 or 2v4, there's no point. The problem with 4v4 I've noticed is teams tend to disappear and just kill the 1 person, which is why we try to stick in 5v5 situations. I do agree with increasing the core hit points, not to 14 cause imo that's a long ass game. I've had the current map last up to 30mins once, that was the fucking worst. This map reminds me of Towers of Doom in a sense of comebacks. I've had situations where we were down to 1 point, and came back by all killing their team, pushing two carts + taking boss. | ||
ShoCkeyy
7815 Posts
On May 17 2017 09:55 Xxio wrote: It's fun for team fights. Merc camps are the worst part of it imo. I don't dislike it nearly as much as skulls and nukes. Please give map veto Blizz Another game within the game?!?! I already see the draft mode as a mini game lmao | ||
Xxio
Canada5565 Posts
On May 17 2017 23:07 ShoCkeyy wrote: Another game within the game?!?! I already see the draft mode as a mini game lmao I meant before you queue, like in SC2, so you are only matched with people who queue for the same maps. | ||
FeyFey
Germany10114 Posts
I also like how it is currently working. You can delay a payload, let a payload early through to get a keep which is better then bringing the first payload through and denying the opponents. And I love how the map can force you into a throwpit fight. Unlike towers of doom it usually is close and a payload can be slower then a boss kill. Love the map and design and think its superb. Expect it to be heavily changed, because its too different from standard, so people won't even try getting good and rather do what they can do best, go on reddit. I would recommend those to switch to a 1 mapper game, they are probably better suited for their talents. Or play custom games if Blizzard heroes are the only thing you want hehe. Totally salty about people blaming the map for losses | ||
avilo
United States4100 Posts
1. Double core starting health to allow games to go to late game more often. 7 health -> 14 health. 2. Get rid of the +1 shots to core off of forts/keeps going down. Only reason this map is relegated to "who can push the hardest" is because killing the buildings adds shots onto single payloads. What's the point of trying to get a crazy payload across the map when my team can hard shove a building, and get 2-3 payloads worth of value out of 1. The amount of games i've won on this map from telling my team to purposely not let the payload advance, while we finished killing a fort/keep, and then we just shove it in for the win...yeah. The extra damage from killing buildings needs to go from this map. That will keep split pushing / hard shoving lanes viable, but just for lane pressure from super minions, rather than getting extra core damage which completely negates the entire premise of the map - escorting payloads. Increasing core health will help a lot too. Maybe not doubled from 7 to 14, but at least increasing core health to 10 and then this map is pretty good imo. | ||
Vindicare605
United States15973 Posts
This video showcases a split pushing strategy that works basically all of the time and it has everything to do with IGNORING the payloads. Hannamura is all about macro play, it's just a different kind of macro play than what traditional moba players are used to and that is A OK. | ||
Holdenintherye
Canada1441 Posts
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EsportsJohn
United States4883 Posts
On May 19 2017 23:12 Vindicare605 wrote: This article is actually wrong on basically all of the points it's trying to make. https://www.youtube.com/watch?v=3aJNRJNFpJ0&feature=youtu.be This video showcases a split pushing strategy that works basically all of the time and it has everything to do with IGNORING the payloads. Hannamura is all about macro play, it's just a different kind of macro play than what traditional moba players are used to and that is A OK. Pushing down one lane at a time as 5 is pretty much the same as sitting on top of the payload as 5. There is no macro play if 90% of the map is ignored. I think the map is more complicated than that strategy, but the point of the article is that the mechanics are SO different and experimental that it destroys much of what makes Heroes enjoyable and sows mass confusion about wtf to do on this map (which I think is pretty self-evident at this point). | ||
deth2munkies
United States4051 Posts
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Kingsky
Singapore298 Posts
I just wish they would head towards a more whimsical direction instead of focusing on e-sports that much. The arcade mode right now feels more like a custom map with same heroes same map instead of an actual arcade. I want games like a 4v1 evolve-style where Ragnaros gained full power and its your job to kill 20 heroes or the opposing side survive for 5 minutes (or escape) whichever. Or probius needs to build many turrets and prevent genjis from going the other side in a maze or something. make it arcade-y... make it fun =/ They make cool blizzard heroes with themed spells and abilities but they forget the essence of what made them so memorable. the feeling of obtaining loot in Diablo, the feeling of being in control of a situation in Starcraft (predicting an outcome). the accomplishment when downing a raid boss in WoW or pulling of some sick DPS. The themed maps doesn't really translate the feel of the game over :/. It would be cool if diablo arcade drops loot boxes in a low %, or side quests where you need to kill loot goblin and it drops an actual loot box in game or a game where you need to predict the enemies movements ala SC | ||
sOvrn
United States678 Posts
On May 19 2017 23:12 Vindicare605 wrote: This article is actually wrong on basically all of the points it's trying to make. https://www.youtube.com/watch?v=3aJNRJNFpJ0&feature=youtu.be This video showcases a split pushing strategy that works basically all of the time and it has everything to do with IGNORING the payloads. Hannamura is all about macro play, it's just a different kind of macro play than what traditional moba players are used to and that is A OK. Came here to post this video. I think the author of the article just sounds salty, honestly. | ||
RouaF
France4120 Posts
This map is bad, it's not a surprise most people don't like it. | ||
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