At the risk of being flamed for mentioning it, I'm a fairly seasoned League of Legends player. (Around 278 normal wins, give or take) I'm looking to add a little variety, and so decided to branch out to HoN as well.
I realize that, even though they're bound to be similar due to the fact they are both designed to clone the same game, they're going to have their collection of differences as well. So I may as well ask.
Here's a few general strategies I typically work with in attempting to win a typical game of LoL:
1. Last hit more. Gold is shiny.
2. Wards. Win. Games. If you're leaving your fountain with an empty item slot, enough gold to buy a ward, and no ward, you're doing it wrong.
3. If it's mia, say it.
4. Wanna kill a turret? Ace the enemy in a team fight. Conversely, did you just ace the enemy team? Kill a turret.
5. There's a reason it was called "Defense of the Ancients". Playing defensively wins games; don't chase that low HP guy if the risk becomes too high. (Others are mia, he passes the middle of the map, etc.)
6. Typical meta: Mage solos top, ranged solos mid, tank/support babysits a carry at bot, jungler jungles.
Now it's your turn. As an experienced HoN player, what would YOU add/modifiy/delete from this list?
1. Last hit more. Gold is shiny. (Last hit > Harrass > Deny) or if Support (Harrass > Deny)
2. Wards. Win. Games. If you're leaving your fountain with an empty item slot, enough gold to buy a ward, and no ward, you're doing it wrong. (Fine)
3. If it's mia, say it. (Fine)
4. Wanna kill a turret? Ace the enemy in a team fight. Conversely, did you just ace the enemy team? Kill a turret. (Fine)
5. There's a reason it was called "Defense of the Ancients". Playing defensively wins games; don't chase that low HP guy if the risk becomes too high. (Others are mia, he passes the middle of the map, etc.) (Fine)
6. Typical meta: Mage solos top, ranged solos mid, tank/support babysits a carry at bot, jungler jungles. (It depends)
Two main differences:
1) Team Composition:
LoL typical - Solo, solo, double, jungle.
HoN typical - solo, solo, trilane
2) Early levels:
In LoL, the early levels are fairly passive and come down to a lane vs lane battle (with occasional jungle ganks). In HoN, the first blood can happen as early as level one and ganks can fire out steadily from the minute the game starts. You ALWAYS need to be watching your back, even when just walking to lane at the start.
lol is a lot slower paced, and you do not need to kill the enemy team to push, it helps, but if you are smart you can push towers while the enemy team is alive (they all TP'd opposite lane, they are pulling off a gank somewhere else and you think tower is more important than porting in to help, etc)
opportunities arise to push towers all the time, you just have to recognize and seize them
ring of the teacher also makes tower pushing easy
You won't make it here 'less ya heart pop ice.
Also read the guide in my signature. Pretty much has you covered.
[Guide]The all inclusive guide
From the author of Tip of the Week.
Yeah, check out the guide, but the one thing I can correct from your post is that HoN doesn't see nearly as many junglers as LoL does. You'll usually have 2 duel lanes and 1 solo, or 3 in one lane with 2 other solos.
Buy the courier at the beginning of the match. This magically frees you from the responsibility of buying wards.
trilanes in pubs so i can claim solo shortlane to kick some pub ass with level advantage as bub or any ranged soloyour not going to see trilanes consistently unless you are playing with 3+ people at 1900+ mmr
The towers arent god mode 1 shotting you they're just normal is the biggest difference
-Porting back to the fountain isn't free. You should almost ALWAYS have a TP on you; use it for defense, reinforcing, retreating, everything. TPs are a HUGE difference.
-Warding/counterwarding is far more unforgiving in HoN. Wards are great, placing them in stupid spots not so much. The only equivalent to an elixir of detection is the bound eye, so you have to have good intuition where to counterward.
-Courier. Have one. Upgrade sooner than later if your support is slacking. Being able to receive your items without going back to base is a major advantage vs. someone who can't.
-Denies are a huge difference. You can completely balance a lane. In LoL, if you're destroying the enemy in last hits, you'll push your lane, no matter what. You can indefinitely juggle a lane in HoN. Also, sometimes denies are more important than last hits. It's very situational.
-There's a much steeper penalty for dying, including a sizable gold loss. This means a couple things: #1, if you're very good at ganking, you can really screw with the enemy team and keep them underfed; in lower brackets, it's sometimes worth full time roaming if you're racking up kills. In LoL, there's only so much you can do, and the opportunity cost for leaving your lane is much higher. #2, If you're about to die, spend gold. Fast. Money management and buying items on the fly is a whole 'nother thing you have to keep track of. Sometimes it's just not worth saving up for that big item.
-Jungle spawn rules are different; the jungle resets every minute, creeps won't spawn if there's anything in a 500 yard radius (aside from rev wards) at the minute mark, and you can stack.
-Being a man down doesn't mean automatically losing. If your teammate is/was bad enough, having him d/c can actually HELP your team if he leaves before he does too much damage.
-The AI is different; creeps will help you out with the neutrals if you leash them properly, towers don't mindlessly target creeps no matter what, creeps don't prioritize enemy creeps quite as strongly.
No. No no no no no no no. Proper aggressive play doesn't just mean diving like an idiot. Follow up on kills, always be aware what the enemy is doing, try to control the map and disrupt whatever they're doing. Drive them out of lane. Gank the **** out of their carry. If they retreat, push a tower down in retaliation to draw them out. One of the easiest ways to guarantee a loss is to not follow up on an early game advantage.5. There's a reason it was called "Defense of the Ancients". Playing defensively wins games; don't chase that low HP guy if the risk becomes too high.
Last edited by ImABaer; 07-16-2011 at 01:31 PM.
#1 Abilities get stronger as you level them up, but not past that. In LoL, you get roughly 60 additional damage on a skill per skill level, and you get 70-100 extra HP on a champion per champion level. In LoL, lanes become less lethal as the heroes in them level up, with exceptions like Annie when she hits 6. In HoN, lanes become MUCH more lethal as heroes level up, since skills get more damage per level and heroes get less HP per level. In LoL, however, abilities continue to get more lethal as the game goes on, thanks to AP. This doesn't happen in HoN, so physical damage vastly outpaces magical damage later in the game.
#2 Regen is lower. In LoL, champs naturally regenerate HP and mana about 3x as fast as they do in HoN. This makes it absolutely vital to spend a lot more on healing items in HoN than in LoL, and mana pots, which are useless in LoL, see widespread use in HoN.
#3 The gold difference from dying is twice as large. In LoL, the killer gets gold and the person killed doesn't lose gold. In HoN, you lose gold when you die, so there's a double reward from killing someone: you both get money for yourself and take money from the enemy. This makes ganking about a thousand times more fruitful in HoN than in LoL, opening strategies such as a powerful ganking hero mid who controls the game by continuously killing lower level heroes on the sidelanes. This doesn't happen in LoL because the reward is so much lower (and because LoL's map takes longer to traverse and there are infinite wards in LoL).
One thing to note that HoN has much stronger collision detection, and you can effectively block or be blocked by creeps and heroes. You can also block your own teammates on accident, and get them killed.
You can also accidentally push your lane because you're carrying items like Ring of the Teacher, or anything that adds, say, armor as an aura.
I barely ever see them (or HP pots, for that matter) in HoN, too. I mostly see runes, power supplies, and blood chalices. Slow, 30 sec regen during which you can't do anything because being hit will cancel it is a bit awkward.
Welcome to HoN! won't add alot but i'd just like to wish you good luck! oh and don't get knocked down by the occasional *******, there tends to be some at the 1500-something bracket.
HoN rewards proper aggression, whereas LoL is a boring passive farmfest for the first 20 minutes.
The delicate carry balance is different in HoN; in LoL a carry is usually much more self-sufficient and can usually solo a lane. In HoN, carries are usually very weak early on and rely on supports.
Duo lanes in HoN are much more interesting and unforgiving, due in no short measure to the lack of summoner spells and easy escapes early game. Therefore, the game feels more dynamic and action-packed. Due to the existence of port stones, turnaround in fights are also much more common.
Warding is a more involved proposition, as wards have a shop cooldown and elevation makes ward spots less obvious. In fact, HoN's map is infinitely more complex than LoL's, with complex fog of war interaction, elevation, and trees, all of which go miles beyond the simple brush mechanic.
I consider in LoL's favour, however, the existence of map objectives like Dragon and buff neutrals, as it creates points of contention, forcing conflict in an already very passive game.
I have over 2000 normal game matches in LoL, and around 350 ranked. It's a good game, but I can't go back to it, I've grown tired of how passive and simplistic it is, not to mention the fact that their newer heroes seem very rehashed. HoN's heroes have more complex skill interactions, and picking/counterpicking is an actual part of the game, whereas I find that in LoL, the team with the largest amount of OP heroes usually wins, regardless.
It's difficult to learn HoN by yourself, because if you play nostats, which is the logical thing to do for someone who's starting out, you'll invariably end up with multiple leavers every game. Try to make some quick friends in-game, or join a learning clan like Ludus Novicius. Otherwise, just hang in there and eventually you'll get the hang of it. It's a more unforgiving but ultimately much more rewarding game.