View Full Version : Last hit on Heroes
I wonder whether a difference from DotA should be made in HoN to encourage more team play:
That is, the kill of a hero will award gold/XP equally to all who assisted in the kill, not just the last hitter. This will also prevent people from kill stealing, or people getting upset when it happens.
I think the last hit on creeps is fine the way it is. Vote what you think and let us know why.
TheDarkChief
08-17-2009, 02:02 PM
If it is what it is in DotA, everyone within 1000 range of the enemy heroes death will get the experience. The only thing you don't get is the gold.
Bifesonte
08-17-2009, 02:02 PM
Yes, and then everyone will whine because you solo'd a hero and suddenly everyone managed to get a hit. And you wouldn't be able to support a carry hero properly for you would take his money away.
TD.
Turns out that S2 has already added something even better in v0.1.34:
- Added bonus gold and experience for being within radius of a hero kill
* Players within a 1000 radius of an enemy hero kill will receive 12 * Enemy Level in experience and 30 + 5* Enemy Level in gold
So they maintain the "last hit" on the hero, but if you were nearby (and therefore probably helping) you will still benefit. Stinks if you die right before though but were helping out.
Robsquire
08-17-2009, 04:07 PM
should probably just make it so everyone gets the kill cash, anywhere on the map aslong as they helped their team at one point during the game.
jk but you get my point, appreciate what you've got atm.
Mud`kip
08-17-2009, 04:39 PM
Erm? Of course not. Learn the game mechanics and then ask urself again for splitting the killgold among the team.
Monsterlord
08-17-2009, 04:50 PM
All it's going to do is break the game economy (sp?). People will be holding off kills to wait for their team to catch up so they can maximise gold and break the game balance.
ElementUser
08-17-2009, 05:04 PM
All it's going to do is break the game economy (sp?). People will be holding off kills to wait for their team to catch up so they can maximise gold and break the game balance.
And risk letting the kill get away/let his allies arrive?
Primel
08-17-2009, 05:21 PM
Imo they should award kills based on who did the most damage to the target. KSing would no longer be a problem.
Imo they should award kills based on who did the most damage to the target. KSing would no longer be a problem.
was just about to suggest the same thing
Steffen
08-17-2009, 05:25 PM
Imo they should award kills based on who did the most damage to the target. KSing would no longer be a problem.
hmm, what if the guy is working his butt off to deplete the last 1/3 hp amount?
unfair again :(
btw, there is a part of the gold divided. at least in dota and i think also in HoN
(i see things like +$$$ every time i get a legit assist) ...isnt much...
but a fair part for everyone is not okay anyway...
Rullstol
08-17-2009, 05:32 PM
Seriously it's fine the way it is, stop trying change every tiny little bit of the game.
It's a great addition that allies get a small share if they're close while an enemy is killed but thats it.
There is a reason why in competetive games supporters let their carry finish the enemy off. Carry needs the gold and should get it, it should neither be split nor should there be dumb Thunderbringers or supporters fragging anything in range.
Tyrando
08-17-2009, 05:37 PM
Imo they should award kills based on who did the most damage to the target. KSing would no longer be a problem.
That would make alot of Carries become almost useless especially early game.
That and i could see Pyro's going around initiating with ultimate dealing 60% of the damage and the rest of the team do all the leg work and he gets the kill ><
Primel
08-17-2009, 05:44 PM
Yeah it would still be flawed, definately but, nothing is more anoying then some1 not casting anything then when they have 1/10 hp left they use their biggest nuke.... like come on :P
system is fine as is. while its probably not ideal for lower level play, its good for comp, where you can save kills for your carry so they get more farmed quicker.
Colinthetank
08-17-2009, 09:35 PM
It has already been changed to incorporate assists. You recieve gold/exp for being in a 1000 (Pretty sure this number is right) AOE when an enemy hero dies.
GAMEfreak2
08-17-2009, 09:39 PM
gold should be given based on the % of their total health you took away. meaning if you did 95% of the damage, you get 95% of the bounty. 100% fair.
Skela
08-17-2009, 09:54 PM
What about the dmg you take you get the money yes, BUT then it should be an option to turn this off/on. So in scrims you use the old method. Catch my drift? like an advanced option setting.
Then you can use what you like for pubs or scrims. That is fair. And ofcourse the method should be marked in the gamelist like a marker, just like the em marker etc etc, which mode you have. Pub or scrim.
I wonder whether a difference from DotA should be made in HoN to encourage more team play:
That is, the kill of a hero will award gold/XP equally to all who assisted in the kill, not just the last hitter. This will also prevent people from kill stealing, or people getting upset when it happens.
I think the last hit on creeps is fine the way it is. Vote what you think and let us know why.
People will just start getting mad because orange comes running behind with night hound, blink strikes and gets one hit on the hero that dies 4 seconds later. Some gold goes to orange, yay teamwork.
PootyTanG
08-18-2009, 03:14 AM
Agreed
The Award system looks fine as is for now.
CaMaVan
08-19-2009, 05:28 AM
The EXP should be split among all nearby heroes/assist heroes, but the gold should not - just imagine the leaching. Besides I think the last hit = gold works fine as it is cus you can easier boost your carry hero for the good of the team that way, or when a low hp hero is running away from the evt. gank, the one who can finish him off should be the one to get the glory since the enemy hero wouldn't nessecarily be dead without that finishing move.
In addition, this is a team game, so you gain from your team mates gains as well. If you think it's unfair that "I didn't get the last hit = gold" then you're not made for team playing. Ofc neither are you if you steal (obviously)
Snaggis
08-19-2009, 07:14 AM
I have to disagree with this. In pub games this would work just fine, but in competitive play the carry should get the killing blow and money from it, all of it. If you have even tiny bit of teamwork in your team you should be able to let the carry or the player who needs the last hit to get it.
ScatterSpasm
08-19-2009, 02:38 PM
I agree with snaggis, carry needs to be able to take all the kills, splitting the gold would gimp the carries severely.
Gangbangjoe
08-20-2009, 05:58 AM
No, it's fine as it is.
Cloudywolf
08-20-2009, 06:24 AM
I don't think there really needs to be a change. Things are good the way they are, yea I know pubs can get real greedy but that's the same everywhere.
That's why the K:D showing should be changed not the kill mechanics.
Watever
08-20-2009, 07:57 AM
Oh God... these discussions pop up on a monthly basis as it seems, even after a gold distribution method, that everybody seems to forget about, is already implemented in both DotA and HoN.
docterj208
08-20-2009, 01:04 PM
KSing isn't a big deal. The important thing is the other team player died.
Tupimus
08-20-2009, 01:16 PM
On the topic of lasthitting, I want the tower AI working properly. Seriously, they deny creeps more than the enemy heroes, and often the enemy towers shoot at me for no reason at all if I'm in range. (Just walking back and forth, waiting for my creeps to be pushed back)
EDIT: Typos. Sigh.