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Thread: HoN Dev Blog: Patch 1.0.20 [Explanation for Changes]

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  1. #41
    Quote Originally Posted by DrGerman View Post
    Only problem with this gold system is that I solo'd a nymph earlier as Arachna, hellbourne neuts took the last hit, I was awarded a whopping 56 gold, for putting her from full to dead.

    broken maybe.
    I think the problem with that is more so the mechanics of neutral kills.

    Though I'm fairly sure if you had infact solod her you would have gottten credit, as you can only pull the neutral kill when there are more than one heroes with aggression on you.
    Quote Originally Posted by Shawn
    After I finish with your mom.

  2. #42
    Quote Originally Posted by Zennousha View Post
    There's good defense, and there's having a ****ing bottleneck so small that you clump five heroes together so that any aoe will hit at least 4 of them. I personally hated how much that ****ing ramp into base could change the game just by having a lot of aoe synergy; and bad teamplay throughout the game suddenly gets rewarded because you're forced to squeeze together or get picked off one at a time.
    You no longer need any sort of strategy or attack plan to steam roll into bases. This new map sucks IMO.

    I guess I will just convince people to win 15 minute games, big ramp for every hero and their minion to walk up it, with no fear of the bottleneck and turtle strats.



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  3. #43
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    Quote Originally Posted by MeTHoD_01 View Post
    I think the whole gold dividing is nice on a pub game. where noobs complain about getting ks. but on more higher lvl games you want your carry to get the kill and all the gold.
    Guess you missed the part where the gold awarded for the kill hasn't changed at all?

  4. #44
    I just want to know why pause was changed lol.

  5. #45
    Quote Originally Posted by Phuckit View Post
    I just want to know why pause was changed lol.
    so the games are fasting in pubs.

    that way we can also time out the enemy heroes faster
    DOTA2, the savior of MOBA.

  6. #46
    +1 request for an explanation of the pause time. Was anyone complaining that it was broken?

  7. #47
    thumps up!

    big love for making it more rewarding to assist and even more love for explaining on why you did the changes in the first place. s2 is where its at!

    funny how you didnt mention the timeout change reasoning though (i guess there wasnt any )

  8. #48
    new map looks like man without balls, very stripped. revert it pls

  9. #49
    Quote Originally Posted by Kutuzof View Post
    +1 request for an explanation of the pause time. Was anyone complaining that it was broken?
    Pub games were taking too long due to pauses.

  10. #50
    Anyone else notice that if 1 team gets a few successful ganks without anyone dieing they can get REALLY farmed? Seems like the new gold assist thing is nice but it can have a HUGE snowball effect.

    A team like :fors: or any combo that can gank as well will be insta win in pubs. I played a few pub games and my team didn't play well (me either) and it got out of hand really fast. I know the goal is to make the games a little less lengthy and more gank oriented, but honestly you can't really come back after losing 1-2 team fights early game with the huge gold lead it gives the enemy.

  11. #51
    Quote Originally Posted by Hsssh View Post
    Pub games were taking too long due to pauses.
    Really? I only play pubs and I've never really noticed a problem with pausing. Now it seems like there isn't even enough time for someone to reconnect if they dc for legitimate reasons.

  12. #52
    Quote Originally Posted by Hsssh View Post
    Pub games were taking too long due to pauses.
    Really? 1 minute and 30 seconds AT MOST was too much time? The pause function is barely usable at all now. I can't pee or get a drink or help someone with something real quick. At 30 seconds, pausing isn't even worth having.

    Why not reduce to 2 1-minute pauses?
    I for one welcome the tides of change.

  13. #53
    Quote Originally Posted by Nero1221 View Post
    Anyone else notice that if 1 team gets a few successful ganks without anyone dieing they can get REALLY farmed? Seems like the new gold assist thing is nice but it can have a HUGE snowball effect.

    A team like :fors: or any combo that can gank as well will be insta win in pubs. I played a few pub games and my team didn't play well (me either) and it got out of hand really fast. I know the goal is to make the games a little less lengthy and more gank oriented, but honestly you can't really come back after losing 1-2 team fights early game with the huge gold lead it gives the enemy.
    Problem is that often early ganks were pointless. I watch a lot of honcast and replays with some top players, often if mid for example tried to gank early, and even managed to get first blood difference betwean xp/gold of teams didn`t change much. His mid opponent had free farm for 1-2 waves, ganked enemy stayed dead for like 10 seconds and was probably back in his lane before ganking mid managed to return to his lane.

    I saw multiple times when team was leading early game like 6-2 and still loosing on xp/gold because their movement provided free farm for enemy heroes.

    Really? I only play pubs and I've never really noticed a problem with pausing. Now it seems like there isn't even enough time for someone to reconnect if they dc for legitimate reasons.
    And i never had my HoN crash during the game, doesn`t mean that i should ignore that problem.

  14. #54
    Quote Originally Posted by Hsssh View Post
    And i never had my HoN crash during the game, doesn`t mean that i should ignore that problem.
    So you felt that 3 minutes of pausing was happening too often and disrupting too many games?

  15. #55
    Because you can't have an option with pauses, like the host decides that this game will use X max pause at minimum Y length.

  16. #56
    In my opinion biggest problem with these huge beforebase gaps is what they look. They are just empty areas without anything decor. Maybe add some fountains/lava springs/trees/statues or make these areas more round so they would look more like natural environment, not just something straight line that doesn't exists anywhere else in the map.

  17. #57
    Beyond the obvious changes the assist-gold change brings, this will be good for competitive play as well, because no longer will teams need to worry so much about letting a carry get the last hit in certain cases because he'll still wind up with bonus gold (obviously, it would still be an advantage to let him have it, but it won't play as big a role.) Also this fits in well with what you guys mentioned about making support heroes able to support something beyond 30 mins because they will be able to build up useful support items and buy wards and such much more easily.

    I like it.

    wat??

  18. #58
    So far, the assist gold change has been really noticeable (and awesome). I don't personally like the map changes too much, but I can see the reasoning behind them.

  19. #59
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    The assist gold will be a HUGE buff to sand wraith. It will be a significant buff to heroes like TB and pharaoh who have an easy time getting assists, but not as much because they don't rely as heavily on gold as SW. Basically, I think the idea is great but I have some concern for support heroes who seem to be left out when it comes to assists. Specifically heroes like Ophelia, Jeraziah, soul reaper, and succy all seem to have a hard time getting assists. I know that SR may seem like an odd addition to the list, but check his stats. hes one of the bottom in APG.
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  20. #60

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