On February 17 2015 18:52 Markwerf wrote:
Overall I hope they keep maps with small things that work towards the objective all over the map. I hope they get rid though of the coin carrying mechanic, it rewards passive safe play where you avoid fighting if you have coins. Also I hope they get rid of objectives where the objective just kills buildings from far away.
It makes it way too easy to just play safely and win the game that way once you get ahead. Sky temple has the same feature. Once you get a keep up you'll have a much easier time controlling the map and map control turns into easier objective next time which just wins the game for you. Garden of terror and dragon shire have much more interesting lategame because even if you win the objective you still have to use it to actually fight and the trailing team still has a decent chance to turn that fight around. (just hoping now the lost vikings don't break maps like garden of terror where getting the terror with just 1 viking feels broken).
Overall I hope they keep maps with small things that work towards the objective all over the map. I hope they get rid though of the coin carrying mechanic, it rewards passive safe play where you avoid fighting if you have coins. Also I hope they get rid of objectives where the objective just kills buildings from far away.
It makes it way too easy to just play safely and win the game that way once you get ahead. Sky temple has the same feature. Once you get a keep up you'll have a much easier time controlling the map and map control turns into easier objective next time which just wins the game for you. Garden of terror and dragon shire have much more interesting lategame because even if you win the objective you still have to use it to actually fight and the trailing team still has a decent chance to turn that fight around. (just hoping now the lost vikings don't break maps like garden of terror where getting the terror with just 1 viking feels broken).
Hots is really about passive safe play. Not that aggressive strats don't work, but for the most part if you avoid teamfighting and only engage right before objectives or at objectives, then you minimize dying pointlessly while you could be doing safer things like taking your merc camps, soaking exp, or at the very least not being at 10% health no mana when objective spawns.
The coins mechanic just puts this aspect more on a spotlight. If you have 10 coins, you're definitely not gonna be wandering past halfway and really just waiting for that teamfight at turn-in. Teams can either 5man vs 5man, or the teammates without coins can try to gain an advantage by getting some picks before turning in. If you're coming from behind, it's still important to get coins while trying to regain map control. It's definitely harder to comeback, but I think that's where players can really showcase their skills.