Core Health from 7 to 20 Payload base damage from 1 to 2 This increases the length of the game so that reaching 20 is expected and lessens the hard impact of losing a Fort.
Mercs replaced with regular mercs (they can still help push sappers to the core if Keep is gone) Boss replaced with regular boss mechanics (but it is still the Hanamura boss) with the change that it will take off 3 core points if it makes to the core. It will clear out waves like a Punisher to ensure enemy team has enough time to deal with it.
Payload no longer stops when contested by less enemy heroes than friendly heroes. Payload speed is now defined as: Nearby Friendly Hero Count - Nearby Enemy Hero Count. If the result of that is 0 or less, the payload stops. If you are pushing the payload with 3 heroes and 1 enemy hero is harassing, the payload will slow down as if only 2 friendly heroes were pushing it but it will keep moving. This makes it a lot harder to stall out the payload with just one hero.
Payload max speed increased, time between payloads increased. This makes for more time between payloads where you can push lanes and do camps and less constant focus on the payloads.
Payload maximum to 2, but they will switch between various locations. Having 4 payloads on the map is just silly and chaotic. I got a very weird victory as Morales solo pushing a payload that the enemy just forgot about because they were busy with the other three.
With these changes the game isn't over as fast, payloads aren't instantly halted and there is more time spent on not just doing the payloads.
On May 16 2017 07:08 EsportsJohn wrote: Haunted Mines is still really bad, in my opinion. It's just mindlessly mercing and hoping you don't get caught out. Occasionally teams go into mines, but you can win almost purely off of sappers/ogres.
Hanamura has the same kind of feel where the key objective is pretty simple, but there are so many variables going on at once and so many options that it typically just feels like a guessing game of what you're supposed to do next. I very very rarely find time to take even a single merc camp when playing because it's all about just staying on top of the payload. Bribe does make a huge difference though, but then that just feels a bit gimmicky to me.
This is why Mines are better then Hana, because you have one obvious way to win (going and getting skulls) vs a soft way of winning by taking map control completely and farming the camps, which forces the enemy team to make a decision, do I go get skull or defend?
Hana currently is just a chaotic mess that quickly spirals out of control, he who takes the early lead on this map almost always wins, between that, multiple payloads, terrible design and placement of bushes, useless mercs with the one super OP vision merc and boss that is incredibly risky but gives very little reward.
This map is heavily flawed, I despise the Towers of Doom approach with the objectives immediately going after the core, no clue why they made another map based on that logic, except Towers of Doom (which is my least favorite map) at least has good design (like bushes and geography) and slight comeback mechanics with the boss attacking the core directly. Blizzard needs to roll out changes on Hana without a doubt or at the very least let us have a veto option which is already very very long overdue.
Yeah, I enjoy it too, but I do think it could use some improvements. Though I definitely understand Blizzard wanting to wait a bit to see how things actually pan out. People were complaining like hell when Towers of Doom came out too, and that's probably the best map in the pool as far as I'm concerned.
Glad to see I'm not the only one that hates playing on this map and thinks the design is flawed. I was so excited to play this map when it was previewed because it looked beautiful and the new style of camp rewards sounded revolutionary.
Playing this map at master level is still random and chaotic as fuck, but what I've learned is get 10 first, and just fight non stop after. Keep ahead in levels (camps give huge boost in XP apparently), and turret camp are op as fuck. Use turrets non stop with pushes while maintaining your lead in levels.
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.
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
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
I meant before you queue, like in SC2, so you are only matched with people who queue for the same maps.
Hanamura plays totally different, it is a fun changeup. If everyone would have gotten the Memo. Because people love to fail by playing the payload, instead of trying to win.'Yay we are winning the payload super hard ! Wait why are we losing ?'
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
Honestly I like this map a lot. There's only two things that need to be changed.
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.
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).
My problem with Hanamura at least in QM is that it doesn't seem to matter what's going on because payloads are rarely contested until the very end of the game, then it comes down to who can finish the last payload first.
I love the direction the game is going, with stranger and more fun maps and heroes with unique abilities (Ragnaros, Cho'Gall)
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
Why would he be salty ? This maps sucks and I can bet my ass it will be changed. Why do you 100% have to pick a hero with bribe to have a chance ? Why can you take best camp on the map with 1 stack of bribe ? Why is the "dragon spirit" item completely useless ? Why can you win the game for your team as azmodan by just suiciding onto forts/keeps over and over ? (seen this several times in grand master, which I had a video).
This map is bad, it's not a surprise most people don't like it.