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On November 09 2013 16:46 Daralii wrote:Show nested quote +On November 09 2013 16:31 broodbucket wrote: Looks like a nice, more casual game, like something I'd play with friends instead of Dota when I don't have 5 and don't want to pub
There's something dull about the art style that's bugging me though, maybe I just need to play it to understand Might be that the models are incredibly detailed, and that's distracting you. I mean, they modeled the individual veins on Illidan and Diablo's arms. + Show Spoiler +
Those aren't polygons. Normal maps at best, really well done textures with a specular map most likely.
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Is Illidan Anti Mage in WC3 Dota?
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I wonder why Blizzard would make such a game.
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This could have been wc4 graphics.
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I really like Blizzard is not trying to just make another dota clone with almost same map, but having their own stuff. LoL have another objective based map, how popular it is? Also they were not using only dota or moba to describe this genre, but hero brawl. I like it.
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On November 10 2013 00:42 NapkinBox wrote: Is Illidan Anti Mage in WC3 Dota? No, hes terrorblade the soul keeper.
On November 10 2013 00:45 cjin wrote: I really like Blizzard is not trying to just make another dota clone with almost same map, but having their own stuff. LoL have another objective based map, how popular it is? Also they were not using only dota or moba to describe this genre, but hero brawl. I like it.
They know the dota ship has sailed and they woulnt be able to compete with LoL and Dota so theyre aiming for that niche. I guess it will be more like bloodline champions than dota.
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Obviously can't say anything for certain at this stage, but the differences in maps is piquing my interest.
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On November 09 2013 23:21 NapkinBox wrote:Show nested quote +On November 09 2013 22:38 Dubag wrote:Experience is shared throughout the team, no matter where you are on the map. You do not get extra experience, or any currency, from last hitting. You get experience while you are dead. Your team will always all be the same level. This point has me wondering how the game plays? All I can picture is melee heroes not having to put themselves at risk trying to last-hit? That, or the creep waves are basically pointless? I think Blizzard realised they were too late to the punch a few times in terms of understanding the potential for a MOBA e-sports game. Heroes seems way more casual based. Also, that cinematic was the worst Blizzard cinematic I have ever seen. I'm starting to imagine DotaHotS is going to become a massive Deathball-Pushing game. How does the jungle camps work? You kill them and then they start pushing with your lane creeps, right? And their "Roshan" becomes your massive boss creep ally to push with you. Towers have ammo so after a few hits, the tower just goes afk and becomes useless. What I really like about the tower ammo is that it keeps the "You protect tower" aspect of Dota, whereas LoL has the very passive "Tower protects you". I believe the thing DotaHotS has going for is that it certainly encourages being out of your lane, dominate the jungle, constant engagements, and constant pushing. Also, I remember Browder saying back when the game was still called Blizzard Dota, games can vary from less than 10 minutes to an hour. What I really don't like about it is the lack of items. That cuts the amount of depth from character dynamics and progression. Are there any pictures of that skill tree? I can't find any anywhere so I can't really judge anything more.So far, when it comes to its core mechanics, I believe DotaHotS is going the right way and taking the more fun aspects and philosophy of the MOBA genre and makes me wonder if the people at Blizzard plays more Dota than LoL. Also, I keep saying DotaHotS cuz I'll start thinking about SC2 otherwise. Oh, and about a potential competitive scene, I just accept that any game, whether it is designed with competition in mind or made specifically for casuals, can have a dedicated eSports scene if the fans and resources are there. Now that you mention it, it seems like it will be more of a deathball syndrome type game. I'm not sure how I feel about this, as that more or less means there will be more team fights, which are fun, but less ganking, which is also fun. There'll still be chances to gank should people get caught alone, but I feel like it's going to be much less prominent.
And as far as the skill tree goes, if the skill tree isn't diverse enough and doesn't provide many options when compared to an item-game, I'll be a bit upset about it. Unless it's done well, it'll remove much of the strategy from the game, whereas if it is done well, it'll give it great depth. All depends on how it's executed. Can't wait til the end of the weekend to hear from people who have played it how the skill tree pans out strategy-wise.
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On November 09 2013 22:24 TheBloodyDwarf wrote: I dont understand why this SHOULD be competitive? Don't you have any business head? Blizzard already have starcraft and doing new competitive game would just hurt them. That's why we don't see wc4 soon. + there is already lol and dota2 so heroes could not become equal big.
-this is for FUN. -You must remember that this was originally upcoming sc2 custom map.
I think Blizzard are smart not to be touting this as competitive game since that would immediately draw comparison to esports giants LoL and DOTA2. However if it did turn out to be competitive how would that hurt Blizzard? In you example you mentioned WC4. Releasing WC4 (if that’s even ever going to happen) would hurt them because Blizzard would be cannibalising themselves with two major RTS games fighting against each other, but the MOBA (hero brawler, whatever) genre is a market they’ve yet to enter.
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On November 09 2013 22:27 Grumbels wrote: my policy is that the first complaint someone has about me I leave the game
with this attidude you destroy so much more in moba games as the little flame, you should be permabannes from all moba games for the rest of youre life, just dont play them,pls!
leavers are the worst thing in mp games that ever happens (i even hate them more then toxic flamers or cheaters...)
you sir, have no balls to even play a lost or uncomfortable game to the bitte end! shame on you and youre multiplayer attidude, go away and play single player stuff! dont fuck up other people mp experience when u cant stand critic or even al little flame. you dont deserve to play in a team, cause you are not a teamplayer. youre a pussy
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I agree with those of you talking about the graphics, it proves Blizzard could have made a nice WC4 with modern graphics. Graphics aside, the blending of three franchises is weird to me and kills the lore and must make the map look very weird and full of everything. I don't like the direction I imagine Blizzard will take the cash shop/unlocking in either. Overall my impression was that this was a good looking Arathi Basin simulator sort of being a moba but being easier and open enough to try and suck in all Diablo/Warcraft/Starcraft fans into some microtransactions.
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On November 10 2013 00:50 Warri wrote:No, hes terrorblade the soul keeper. .
AntiMage uses Illidan's pre transformation model. Terrorblade is Illidan's demonform.
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OP, are you seriously trying to imply that Blizzard stole hero archetypes from DotA?
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4713 Posts
On November 09 2013 20:26 LimitSEA wrote: Hearing about the lack of items I was a little concerned about the strategic depth the game would have, but with different skill trees that probably won't be an issue. I don't know how much I like the idea of map wide shared exp with your team. As much fun as it would be to see a team play really well together and level up together etc, I also love seeing one player carry hard due to their own ability in earning exp.
And the no last hitting and no farming concerns me, because I feel like it may not be as rewarding for the more skilled player, which means it may not be great competitively. But I suppose it's still in Alpha so a lot of this is probably still up for change should they decide they want to market it more towards competitive gaming/eSports type players as well as the casual market.
Other than that I'm pretty excited for this. Seems a lot more action packed and focused on the fighting side of MOBA's, which should be fun. And the shorter game time means I can play more when I only have a little time to spare. It's certainly going to more casually played than Dota 2 for example, but that's okay. Something fun to play when I'm not in the mood for long games like Dota.
EDIT: Also, the different maps are something I'm not sure about. I mean they mentioned something about providing support for map makers or the like didn't they? So map makers could perhaps change the way MOBA's are played for a long time, but only if they make these maps well. I'm not sure how I feel about this as of yet since I'm pretty happy with the standard set up for MOBA maps and why fix what ain't broken? Guess they want to push boundaries, so we'll have to wait and see how it turns out.
Actually, I've thought about it a bit and some of the ideas make sense in a weird sort of way. I'll explain.
First they state they want to focus on 15-20 min games.Well the fastest way to accelerate a game is by removing the laning phase. The laning phase is particularly long because for the first 10-15 mins heroes are focusing on just getting that last hit for fear of getting the creep denied or being harassed. Now if you remove the laning phase you can get to the mid game a bit quicker, and you have that possibility because they give you 1 level of each ability apart from the ultimate.
Also, its clear they are dedicated to making tons of different maps with different objectives. These map differences actually helps the lack of a laning phase, because you can get right into the nitty gritty of it and it forces team fights sooner. Since team fights and the mid game comes sooner then individual mechanical skill like last hitting, denying lose some of their emphasis and team focused mechanics start becoming more important.
So far Blizzard's philosophy seems to produce a couple of advantages over that of LoL or DoTA.
Shorter games is a good feature, it can mean you can play pick up games and not worry to much about being late for something Different talent trees could be on par with itemization in terms of depth and decision making about specing for the situation, could also unlock different synergies and provide a ton of possible match ups with few heroes. Map diversity will provide tons and tons of replay value, and much needed diversity to allow the game to stay fresh and exciting for a long time. Map diversity means that balancing doesn't need to be as iffy as it is with LoL and DoTA, because the different heroes will have different levels of viability depending on maps, due to their varying strengths and weaknesses and specing possibilities.
Yes it bothers me they really are going away fully from items, last hitting etc, but from a design perspective, it kind if makes sense, and it might work if executed well.
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To the people complaining about this being a dumbed-down DotA/LoL
You're missing a very key point here.
You're thinking in terms of lane phases, pushing, getting gold advantage and tower advantage, vision control, all these things for stable, lucrative lanes. You're applying a metagame built upon obtaining gold or denying them gold in a fixed tri-lane simple map... when this game does not have that map.
It's like trying to apply the metagame for Starcraft to something like Dawn of War II. They're both under the "RTS banner" but saying Dawn of War II is awful because you don't have to manage worker saturation is non-sensical.
This game is probably going to play a lot more aggressively with a focus on efficient teamfighting. Being able to routinely pick off enemy heroes and gain XP for everyone while not getting killed in return will pay off big time; while also securing the objectives around the map at the same time. In short, it's going to be a really different game and we can't really condemn the decision to lose last hitting and the like without playing it.
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Of what I've seen so far, I'm thrilled. I think it can become a really fun game.
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i for one am excited as fuck for this game. Blizzard seems to have created something new and very original here! Im used to farming in LoL but honestly i don't mind the idea of a game which has a more team fighting oriented style, as well as keeping the objective aspect of league which is also very fun. As long as the skill thing replaces items in an efficient manner so that the game still has depth to it and different games allow for different paths and things like that so it doesn't become stale. Even in league item building can become stale, adcs building IE shiv LW and so on; tanks building defensive. Sure you can go off meta but its not always beneficial. If Heroes manages to give us sufficient customization, then the item system is not needed.
I wonder how the ranked system will be? I hope its a lot like sc2's, i love starcraft's ranking system whereas i really am not fond of LoL's. I hope blizz can make it work somehow, the ranked system in my opinion can make or break this game.
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On November 09 2013 22:17 plgElwood wrote: What You want from MoBa: Teamgame and fun.
what you get from Dota2 and LoL: Mindless Minion Slaying to last hit (75% of the time), some teamplay, awful lots of stuff to buy with very few good builds.
what HoS will be: fun and teamplay. YEAH. Gonna go for that. Update your bent beta-profile!
What you get from HotS: 5 manning jungle for creeps and rush for super units.
Hey, i can give half-assed descriptions as well.
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United Kingdom24425 Posts
This game sounds like it has similar issues to Diablo 3. In that Blizzard didn't quite understand what made Diablo 2 good and here they don't understand what makes Dota good.
I'm obviously saying this without playing it so could be completely wrong. But it sounds like they for one are taking away the singular map concept, which immediately makes it 'not a dota like game'. You cannot balance heroes around different map modes and have it be interesting at a high level, it is literally impossible unless the heroes are all incredibly generic. And if you have modes where only certain heroes are good, well that's not very fun.
The second part, and I think more important thing, is that much like in WoW and Diablo they have gone away from being able to have a sense of ownership over a character. In WoW respeccing used to be quite expensive and loot was hard to get, Diablo 2 respeccing wasn't allowed and loot had to be traded or found yourself. These mechanics were removed in future version of WoW and Diablo 3 which made it so there's very few options, it makes it really boring in the long run and doesn't allow for unique builds (in both skills and items). This is a core aspect of the replayability of a game like Dota.
To me I think this game seems more like a collection of WC3 custom maps. Which could be fun, but it isn't a dota/lol replacement.
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United Kingdom24425 Posts
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