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  1. 6 points
    == HoN OMG Tour - Season 3 (League) == HoN OMG Tour Season 3 has been announced with a League system! Watch the video on Youtube for more information: Frostburn Studios is proud to officially sponsor this tournament and League system == League Information == Official information regarding HoN OMG Tour (Season 3) can be found here: https://docs.google.com/document/d/1Z9zH-6mWLrDKGlLPXx0Yf4_hIjW5giuWb359feZL2pA/edit?usp=sharing == Cycle #1 - Tournament Registration == Cycle #1 Tournament Information & Registration page: https://www.toornament.com/en_US/tournaments/3797926314174824448/information YouTube - https://www.youtube.com/HoNOMGInstagram - https://www.instagram.com/HoNOMG/Facebook - https://www.facebook.com/HoNOMG Twitch - https://www.twitch.tv/hon_omg Disclaimer: this tournament is organized independently & not associated with tournaments that have different tournament organizers. However, the timing of this tournament was organized such that it will not interfere with other HoN Tournaments officially sponsored by Frostburn Studios.
  2. 5 points
    Greetings! Our official Discord channel is up and running now! We are excited to announce our official Discord server for the international client to bring players together, like our FB page, this server is another official way to interact with Staff, volunteers and hang out with players to talk about game and anything else you feel like sharing. Use the following Link to join our official Channel and make sure to read the rules http://heroesofnewerth.com/discord (original link: https://discord.gg/F7gQtUm) Like most Discord servers, the official HoN discord serves is a place to chat and have a voice channel. So you can join whether you are just looking to have a casual chat, talk about the game, or look for new teammates. The discord channel is also a great place to learn about news and upcoming events and updates about the game. Regards. Saphirez
  3. 5 points
    Welcome to Heroes of Newerth Version 4.8.5 - 28 July 2020 == New Content == New Monkey King Avatar: Jade Macaque - This higher-definition Monkey King avatar (originally Six Eared Macaque) was taken from the HoN China client. Refined with jade visual effects, Jade Macaque is ready to dazzle Newerth! New Animated & Static Wallpaper for the Login Screen: King Klout * This may not show up for some clients due to technical issues. This will be resolved in the future. == New Items == New Item (Supplies): Golden Apple - Cost: 70 Gold - Non-stackable, non-shareable consumable item. Cannot be placed in a Consumable item slot. - Passive effect: +0.3 Mana Regeneration per second. - Active effect: instantly restores 80 Health to self. * Cooldown: 5 seconds + This item provides some extra burst healing in the laning phase, while providing a tiny amount of Mana Regeneration utility if not consumed. _______________________________________________ New Item (Supplies): Lunar Tear - Cost: 90 Gold - Non-stackable, non-shareable consumable item. Cannot be placed in a Consumable item slot. - Passive effect: +0.4 Health Regeneration per second. - Active effect: instantly restores 100 Mana to the target (can be double-activated to use on self). * Range: 350 * Cooldown: 5 seconds + This item provides an extra burst of mana when needed during the laning phase, while providing a tiny amount of Health Regeneration utility if not consumed. _______________________________________________ == Forests of Caldavar ("New") == The main goal of the changes to the "new" Forests of Caldavar map is to make the viability of each laning setup choice to be more on par with one another, while retaining their own unique benefits and disadvantages. - Legion bottom lane and Hellbourne top lane trees were rearranged significantly. - Legion's southeastern most pull camp: a tree to the left of the camp (and to the right of the Observatory) has been removed to allow heroes to move through the nearby path. + There were far too many spots near the lane that made it nearly impossible to find a hero unless you were right next to the hero (and even then, sometimes it was nearly impossible to do so)., which led to unhealthy play patterns by solo unsafe lane heroes. + These changes address that issue, while still allowing for some niche hiding spots to be discovered. While this may appear to be a nerf to solo unsafe lane heroes, the jungle changes will more than compensate for that. = Jungle Changes = Hellbourne bottom lane - Medium pull camp (unsafe lane) - Camp is now more accessible to the unsafe lane to be pulled into the lane - Trees in this area now allow for better vision from the unsafe lane, while the vision of that camp ends up being more obscured for the safe lane - Also reworked tree patch in this area to more closely mirror the Hellbourne side of the map. Legion Ancients camp - Now spawns a Hard neutral camp instead of an Ancients neutral camp. - The other central Hard neutral camp has been replaced with a Medium neutral camp. - A few trees have been removed to allow for more visibility & to allow for a slightly easier double stack. Legion left-most Medium & Hard neutral camps - Camps were shifted slightly towards the bottom-right. - Leash range of these camps have been reverted to normal. - Path between both camps are now more cleared of obstructions. - Distance between both camps are now more similar to the Hellbourne equivalent (top-right-most) camps. * These changes prevent the camps from being pulled towards the Legion middle lane, while simultaneously solving the difficulties of being difficult to double-stack these camps (due to a prior temporary fix). Legion top lane - Medium pull camp (unsafe lane) - Camp is now more accessible to the unsafe lane to be pulled into the lane. - Trees in this area now allow for better vision from the unsafe lane, while the vision of that camp ends up being more obscured for the safe lane. Hellbourne Ancients camp - Now spawns a Hard neutral camp instead of an Ancients neutral camp. - The other central Hard neutral camp has been replaced with a Medium neutral camp. * This camp has also been rotated to face the new Hard camp more directly. Hellbourne top-right-most Hard camp - This neutral camp was shifted slightly downward. - Leash range of the camp has been reverted to normal. - This prevents the camps from being pulled towards the Hellbourne top lane. + Most of these jungle changes were done to balance the jungles between the Legion side and Hellbourne side, as well as make the top and bottom lanes slightly more equal in terms of the safe and unsafe lanes. + Overall, these changes (coupled with other changes in previous patches like the Merrick's Rune change) should make laning setup choices more balanced with regards to one another (any permutation/combination of 2-1-2 vs. 1-1-2-jungle and other dynamic variants involving partial/full roamers). _______________________________________________ = Neutral Creep Changes = Dragon - Gold Bounty: 28-36 -> 35-45 - Physical Armor: 2-> 3 - Attack Damage: 55-> 60 Dragon Master - Gold Bounty: 100-120 -> 130-145 - Magic Armor: 12 -> 10 Dreadbeetle - Gold Bounty: 44-52 -> 55-65 - Physical Armor: 3 -> 6 - Base Attack Time: 1.4 -> 1.3 Dreadbeetle Queen - Gold Bounty: 74-82 -> 90-105 - Physical Armor: 6 -> 10 - Base Attack Time: 1.4 -> 1.3 Predasaur - Gold Bounty: 48-56 -> 60-70 - Physical Armor: 3.5 -> 6 - Max Health: 900 -> 1000 Predasaur Crusher - Gold Bounty: 58-66 -> 70-85 + The previous Gold Bounty nerfs have been reverted because there will now only be 1 Ancient Camp in the "new" Forests of Caldavar map. + Some stat adjustments were also made to make the camps more comparable to one another in terms of power, while still retaining their unique strengths and weaknesses. _______________________________________________ = Mid Wars Changes = The main goal of these changes to Mid Wars is to resolve some common frustrations encountered by players in this mode, while slowly leaning towards rewarding properly applied early/mid game aggressive plays & pushes. - Zorgath and Transmutanstein return to Mid Wars! * Say goodbye to Snotter Boss until next time! - Matchmaking constraints for Mid Wars are slightly less relaxed, which should result in increasing the chances of getting a more enjoyable match. - Earliest concede time availability reduced from 10 minutes to 5 minutes. * This vote still requires 5 votes from a single team to actually pass (at least until 15 minutes where the usual reduction in required votes occurs). - Backdoor Protection is now applied to the Melee and Ranged Barracks as well, and grants the Barracks 50% Damage Reduction against non-hero units while active (Main Base structure has 50% Damage Reduction against non-hero units by default already). * Additionally, the Backdoor Protection state on the Main Base Structure and Barracks now also grants 50% Damage Reduction against heroes. + This change should help slow down uncoordinated & uncommitted attempts to end the game by backdooring to the point where the defending team can react and take action before the Main Base Structure falls. + The intention is not to remove backdooring (as it has its place to end the game when there are long stalemates for long periods of time), but to make it more of a committal and coordinated strategy to execute & introduce more opportunities to counterplay it. We understand that games ended abruptly without much means for counterplay makes for an anti-climatic ending, but having backdooring as an alternate game-ending option for long games is still necessary if the circumstances make it viable. - Main Base Structure's Health Regeneration per second reduced from 50 to 20 (when not damaged by an enemy within the last 10 seconds). + This change partially addresses the frustration of getting the base to a low Health value, only to see it regenerate to full Health too quickly. - Neutral camp composition has been changed (no longer spawns the traditional Hard neutral camps). - Instead, now spawns 1 of the following camps: * Dragon Master, Skeleton King, Vagabond Leader, Ice Ogre * Predasaur Crusher, Vulture Lord, Minotaur, Wolf Commander * Dreadbeetle Queen, Catman Champion, Vulture Lord, Wild Hunter + This change provides minimal disruption to the current map, while making the Gold & Experience value of the neutral camp more suitable for the mid & late game (rather than something that can be tackled in the early game by 1-2 heroes) and simultaneously discourages raw jungling early on (to keep the spirit of the map's name - Mid Wars). + Furthermore, this change allows Ophelia and Parasite to make use of Ancient Creeps if they have Staff of the Master. + This also allows these heroes more variety of creeps they can take control of in the early game, though the Ancient creep has to be cleared (or the camp needs to be stacked) for them to spawn more neutral creeps they can take control of in the early game. - Respawn time equation has been changed. * Old equation: Respawn Time (s) = 0.6 * Hero_Level * New equation: Respawn Time (s) = (0.5 * Hero_Level) + 3.75 * (2 - Ally_Nonbase_Towers_Remaining) + The new respawn times allow for slightly faster early game respawns, while extending the respawn times by 3.75 seconds for each of your ally non-base towers that have been destroyed. + This gives pushing some tangible benefit in Mid Wars and disfavours turtling, without making early/mid game strategies too snowbally in nature. + Overall, this increases the respawn time at level 25 from 17 seconds (in all situations) to 12.5/16.25/20 seconds when 0/1/2 of your non-base towers are down. Further adjustments may be made in the future if this does not prove to be enough of a change. _______________________________________________ == Design == - Max Disconnection Time reduced from 5 minutes to 4 minutes. - AFK Timer duration reduced from 4 minutes to 2.5 minutes. * AFK Warning time reduced from 3 minutes to 1.5 minutes. + While we understand that real-life situations & technical difficulties can happen once in a blue moon, they should not be happening frequently in any capacity. + Players should be active in the game for as much time as possible without disrupting the gameplay for others, and these changes help encourage players to make sure that they exhibit due diligence on their part to do so. Fortification of Sol / Demonic Fortification - Now goes on a 90 second cooldown when the game starts. * Prevents players from accidentally triggering it at the start of the game while typing & transitioning from the hero pick lobby to the in-game map. = Staff of the Master & Master's Legacy Changes = Balphagore Hell on Newerth - Staff of the Master effect change (to pre-existing): * The initial application of Demonic Pathogen (through this ability) now only affects enemy heroes (instead of enemy heroes and creeps). * Demonic Pathogen (when applied through this ability) state duration reduced from 2 seconds to 1.5 seconds. _______________________________________________ Keeper of the Forest Strength in Numbers - Staff of the Master effect change (to pre-existing): * Cooldown increased from 30 seconds to 60 seconds (for the tree sight enchanting active ability). _______________________________________________ Monkey King Illusive Dash - Staff of the Master effect addition (new): * Can now dash up to 3 times (instead of 2). * The final dash instance deals 0.7x damage. _______________________________________________ Tundra Piercing Shards - Staff of the Master effect addition (new): * Cooldown reduced from 13 seconds to 4 seconds. _______________________________________________ Wretched Hag Bat Blast - Staff of the Master changes (to pre-existing): * Cooldown reduced from 70 seconds to 60 seconds. _______________________________________________ = Heroes = Amun-Ra - Agility growth per level reduced from 1.8 to 1.5. Path of Destruction - Cooldown increased from 12/11/10/9 seconds to 13/12/11/10 seconds. Ignite - Cooldown increased from 12/10/8/6 seconds to 13/11/9/7 seconds. _______________________________________________ Arachna - Attack Range increased from 550 to 575. _______________________________________________ Bushwack Side Step - Mana Cost reduced from 30 to 20. Spiked Dart - Stacks of Jungle Toxin applied to enemies within 300 radius of the target changed from 1 to 1/1/2/2. Jungle Toxin - Now Reveals affected targets. * Note that this does not grant innate Sight of the target, but simply means that affected targets are detected as though they are not Stealthed. _______________________________________________ Doctor Repulsor - Starting Attack Damage changed from 47-57 to 50-54. - Attack action time reduced from 500ms to 350ms. Magnetic Contraption - Cooldown increased from 4 seconds to 10/8/6/4 seconds. - Cast backswing reduced from 400ms to 300ms. Opposite Charges - Mana Cost reduced from 100 to 70/80/90/100. - Duration reduced from 1/1.5/2/2.5 seconds to 1/1.4/1.8/2.2 seconds. - No longer applies a Movement Speed Slow to self upon use. Electric Frenzy - Now also resets your autoattack cooldown upon using an ability. - Magic Damage increased from 30/50/70/90 to 40/60/80/100. - Now grants +50 Attack Speed for the boosted attack (helps make this one attack launch faster). Ludicrous Speed - No longer resets your autoattack cooldown upon use (since Electric Frenzy does that now). - No longer Stunned while travelling. - Instead, Doctor Repulsor is Perplexed (unable to use items) while travelling. * This means that Doctor Repulsor can autoattack & cast spells while Ludicrous Speed is active! * The Perplexed state remains on Doctor Repulsor for 0.8 seconds after exiting Ludicrous Speed. - Magic Damage dealt per 100 units travelled reduced from 15/20/25 to 6/12/18. - Max Magic Damage dealt per instance reduced from 300/400/500 to 200/300/400. - Cooldown increased from 0.3 seconds to 0.4 seconds. + Doctor Repulsor has an odd power curve due to the nature of Ludicrous Speed. His laning presence has been virtually non-existent because of his long range ganking potential at level 6, so some raw damage was taken away from Ludicrous Speed, while giving him much better tools for laning & the early game in general. + These changes do weaken the raw damage output through his ultimate alone, but the autoattack reset mechanic on Electric Frenzy opens up new combo routes & makes micromanaging his mana pool for Ludicrous Speed even more important. Player mechanical skill in terms of mouse speed & accuracy, cancelling the cast backswing of his abilities, as well as taking advantage of some returning mechanics on Ludicrous Speed will optimize the effectiveness of Doctor Repulsor, while simultaneously retaining options for counterplay (e.g. the Perplex state on Doctor Repulsor means item usage is not immediately available to him after exiting Ludicrous Speed). + Overall, these changes favour Doctor Repulsor more in terms of getting that long range ganking power spike at level 6 (which is his unique strength compared to every other hero), without frontloading the power on Ludicrous Speed itself. The changes make him less effective when played as a raw carry if relying on the damage from Ludicrous Speed, and more of a core hero that focuses on capitalizing on the uniqueness of his ganker-carry role and playstyle. _______________________________________________ Electrician Static Grip - Duration reduced from 2/2.6/3.2/3.8 seconds to 1.5/2/2.5/3 seconds. - Magic Damage per second increased from 50 to 60. _______________________________________________ Ellonia Flash Freeze - Base Magic Damage increased from 50/70/90/110 to 55/80/105/130. _______________________________________________ Emerald Warden Silencing Shot - Mana Cost increased from 50 to 60/70/80/90. Hunter's Command - Wolves now deal 0.5x damage on impact if it hits targets that you do not actually have sight of. - Cooldown reduced from 18 seconds to 16 seconds. Overgrowth - Mana Cost increased from 60 to 60/70/80/90. - Cooldown increased from 9 seconds to 10 seconds. - The delay to activate the self-destruct ability (default hotkey "D") on the overgrowth after it spawns has been increased from 0.4 seconds to 0.5 seconds. _______________________________________________ Engineer Spider Mines - Cooldown increased from 5 seconds to 8 seconds. - Now has a max chase time of 3 seconds (will detonate if it has not done so at this point). _______________________________________________ Gauntlet Grapple - Range increased from 725/850/975/1100 to 800/900/1000/1100. _______________________________________________ Geomancer Dig - Magic Damage changed from 100/150/200/250 to 80/140/200/260. Geo Stalk - Tremorsense pulses are now emitted every 2 seconds (frequency has been improved from 3 seconds). _______________________________________________ Goldenveil Perch & Plunge - Plunge: delay before Goldenveil lands to apply the Magic Damage & Stun increased from 0.85 seconds to 0.9 seconds. _______________________________________________ Grinex Shadow Step - Collision Magic Damage increased from 40/70/100/130 to 60/90/120/150. - Stun duration on collision increased from 1/1.2/1.4/1.6 seconds to 1.35/1.5/1.65/1.8 seconds. Rift Stalk - Now applies -1/1.25/1.5/1.75 Armor to an enemy target for 5 seconds upon attacking out of Rift Stalk. * This effect also applies to Shadow Step's impact effect on the main target. + With the solo unsafe lane ("suicide" lane) option being more viable this patch, Grinex has been adjusted accordingly to excel in this laning choice (just like in the past)! _______________________________________________ Hellbringer - Intelligence growth per level reduced from 3.3 to 2.8. Evil Presence - Range reduced from 1200 to 800. - Active state on enemies: healing for Hellbringer reduced from 15/20/25/30% to 10/15/20/25% of damage received by the affected enemy target. _______________________________________________ Ichor - Strength growth per level increased from 2.4 to 2.6. - Attack Range increased from 350 to 475. _______________________________________________ Keeper of the Forest Nature's Guidance - Now grants the affected ally unit +10% Movement Speed while active. - Root state duration on an enemy increased from 0.8/1.2/1.6/2 seconds to 1.2/1.6/2/2.4 seconds. - Root state now deals 40 Magic Damage per second to the affected enemy target while active. _______________________________________________ Legionnaire Whirling Blade - Can now be toggled on and off. * Primarily intended for niche usages, such as last hitting creeps under your tower. _______________________________________________ Lodestone Headsmash - Mana Cost increased from 0 to 50. - Cooldown increased from 6 seconds to 7 seconds. Shatterstorm - Cooldown increased from 75/60/45 seconds to 90/75/60 seconds. _______________________________________________ Madman Stalk - Mana Cost increased from 60 to 70. - State duration reduced from 4 seconds to 3.5 seconds. Barrel Roll - Can no longer be cast while Immobilized. - Magic Damage reduced from 100/165/230/295 to 100/160/220/280. Gash - Bonus damage per stack reduced from 6/7/8/9% to 5/6/7/8%. _______________________________________________ Nitro - Strength growth per level increased from 1.5 to 2.0. - Base Agility increased from 22 to 25. Ballistic - No longer has a cooldown. Blast Off - Mana Cost reduced from 110/120/130/140 to 90/100/110/120. Three's a Crowd - While active, Nitro now gains 50% Evasion if there is an enemy within 300 radius of her. Overdrive - Sight duration on the target now lasts for the full duration. - Damage penalty against the main target on autoattacks while active reduced from 65/55/45% to 60/50/40%. - Cooldown reduced from 90/75/60 seconds to 70/60/50 seconds. _______________________________________________ Oogie Kindled Fury - Cooldown reduced from 8 seconds to 7 seconds. _______________________________________________ Ophelia Ophelia's Judgment - Magic Damage changed from 80/160/240/320 to 90/160/230/300. _______________________________________________ Pollywog Priest Morph - Mana Cost reduced from 90/125/160/195 to 90/120/150/180. Voodoo Wards - Mana Cost reduced from 200/350/500 to 150/275/400. _______________________________________________ Predator Stone Hide - Cooldown increased from 14 seconds to 16 seconds. - Duration reduced from 4/5/6/7 seconds to 3.75/4.5/5.25/6 seconds. _______________________________________________ Qi Ancestral Assault - Percentage of SuperiorMagic Damage dealt based on the target's Attack Damage increased from 60% to 60/67.5/75%. _______________________________________________ Salomon Wish for Power - Cooldown reduced from 20 seconds to 15 seconds. Avenging Leap - Cooldown reduced from 20 seconds to 15 seconds. _______________________________________________ Shadowblade Gargantuan's Blast - No longer receives a 20% Damage Penalty in this form. - Base Attack Time increased from 1.7 to 2 while in this form. - Movement Speed Slow applied to self in this form has been removed. - Armor and Magic Armor bonuses reduced from 1/2/3/4 to 0.75/1.5/2.25/3. Feint's Siphon - No longer amplifies incoming damage to Shadowblade. Soul's Sight - Bonus Intelligence in this form increased from 4/8/12/16 to 5/10/15/20. _______________________________________________ Tempest - Agility growth per level increased from 1 to 1.6. Elemental - Mana Cost reduced from 180 to 150. - Cooldown reduced from 35 seconds to 30 seconds. + Tempest has been underperforming for a significantly long time. These buffs should help him out in the jungle. In particular, Tempest can spawn more Elementals by using one of his own Elementals if needed at a moment's notice! _______________________________________________ Valkyrie Call of the Valkyrie - Mana Cost increased from 80/90/100/110 to 80/100/120/140. _______________________________________________ Warchief Spirit Walk - Duration increased from 3 seconds to 3.5 seconds. - Now has a 0.1 second delay before it can be activated again. * This particular change is intended to fix a bad packet error bug experienced by a small subset of players when re-activating Spirit Walk too quickly (i.e. a bug we cannot willingly replicate). _______________________________________________ Witch Slayer Miniaturization - Mana Cost reduced from 110/140/170/200 to 90/120/150/180. _______________________________________________ = Items = Arcane Bomb - Illusions can now only receive a maximum of 80% of their Max Health as damage from Arcane Bomb. Astrolabe - Recipe Cost increased from 510 Gold to 710 Gold. * Total Cost increased from 1550 Gold to 1750 Gold. Grave Locket - No longer requires a Guardian Ring in its recipe components list. - No longer grants +2 Armor. - Recipe Cost increased from 25 Gold to 200 Gold. * Total Cost remains unchanged at 800 Gold. * These changes also fix a bug in the item shop where the recipe icon does not show up as a component. Harkon's Blade - Magic Armor reduction lowered from 5 to 4. Mana Potion - State duration increased from 15 seconds to 20 seconds. - Bonus Mana Regeneration while active reduced from 6.67 to 6.25. * Total Mana restored over the state duration increased from 100 to 125. Post Haste - Recipe Cost reduced from 1900 Gold to 1800 Gold. * Total Cost remains unchanged (due to the Striders change listed later on). Restoration Stone - Mana Cost increased from 300 to 375. Spellshards - Recipe Cost reduced from 825 Gold to 725 Gold. * Total Cost reduced from 2150/2975/3800 Gold to 2050/2775/3500 Gold. Striders - Recipe Cost increased from 100 Gold to 200 Gold. * Total Cost increased from 600 Gold to 700 Gold. _______________________________________________ == Matchmaking Maps & Modes == Champions of Newerth (CoN) - Map: Forests of Caldavar ("New" for NAEU/International region, "Old" for SEA region) - Mode: Ranked Pick Mid Wars - Hero Ban - Single Draft == Bug Fixes & Optimizations == = Forests of Caldavar ("New") = - Removed some excessive & duplicate trees. - Lingering outdated tree models on some trees were updated to the new tree models. - Odd blocker locations have been adjusted for the new camps. - Fixed a few texture seams. - Fixed some more unintended cliffwalking spots. - Legion Kongor now properly changes its model to Plushie Kongor if 3 or more Plushie/Misfit heroes are in the game. = Mid Wars = - Fixed an unintended cliffwalking spot. = Heroes = Engineer - The Keg now properly affects Siege creeps. - Spider Mines will no longer trigger on Magic Immune targets when determining what to chase. * This does not apply if the target gains Magic Immunity after Spider Mines starts travelling. Geomancer - The visual expanding ring effects of Geo Stalk are no longer shown to the enemy team. Goldenveil - Plunge can no longer be activated while immobilized. Hammerstorm - Tin Hammerstorm's Galvanize now has its proper cast visual effects & cast sounds. Hellbringer - ElementBringer's fire and ice variants of Malphas will now properly have their leash range behaviour (relative to Hellbringer's location) applied when attacking towers. Madman - Berserk (when boosted by Staff of the Master) no longer refreshes its own cooldown when Madman dies & Berserk is at level 2 or 3. Martyr - Sol's Conviction now properly displays a cast range indicator (if boosted by Staff of the Master). Master of Arms - Mistress of Arms (URSA avatar) now spawns its URSA Corps bear companion pet properly if you own the Uschi Kane URSA avatar and the Ravus Artillery avatar. Nitro - Tesla Cannon Nitro's model now displays properly in the hero pick screen. - Nitro is now also categorized as a Ganker in the hero roles section (in addition to being a Carry). - Can no longer teleport to Mauser via Post Haste (since Nitro's rework). Silhouette - Shadow's "Like a Ninja" swap subability now displays charges on the ability icon. These charges represent the cast time equal to (seconds/100). - Tree Grapple no longer blocks neutral camps from respawning. = Items = Bottle - Owner now receives the Bottle state for 3 seconds if picking up a Refreshment Rune (via right-clicking on it) while having a full Bottle (with or without a rune in it currently). Icebrand (and Frostburn, Frozen Light, Dawnbringer and Frostwolf's Skull) - Melee effect will now be prioritized over the Ranged effect on the slow state if different sources apply the state. Icon of the Goddess - Can no longer be dropped if you have taken damage within the last 8 seconds (prevents the player from losing charges on the ability in near-death situations). - Now grants the appropriate amount of bonus Max Health and Max Mana at 25 charges. - Now sets the appropriate bonus Max Health & Max Mana based on charges when picking it up from the ground. Puzzlebox - Tooltip has been slightly shortened so its tooltip box does not go past the top of the screen. Spyglass - Can now be moved to a consumables slot in your inventory (if the player wants to do so - however, this item should be manually used by the player as soon as possible for its original purpose). - Can no longer be dropped or shared to other units (to prevent it from taking up space in an ally hero's inventory without them being able to get rid of it). * You can still remove it from your inventory without using the item by selling it for 0 Gold, if you wish to do so. Toxin Claws - Heroes affected by Toxin Claw's DoT state are no longer deniable (based on Toxin Claw's state alone), as Toxin Claws is considered direct Health removal. - Melee effect will now be prioritized over the Ranged effect on the state if different sources apply the state. _______________________________________________
  4. 5 points
    Handle FoC? There is strange legitimacy of the claim that FoC players and FoC is some kind superior over midwar. From my perspective midwar should be main mode and it is future of moba. I play mw because only hon gives this kind of experience. What we have in caldavar? Toxicity, frustration... and caldavar as pvp game mode where a lot of mechanics are around players vs environment. This is most bizarre thing to me. How ppl can play multiplayer game and farm creeps. They race to kill more creeps.... and in most cases ppl go trying farm jungle, fail... and that's it. There is no more frustrating thing. Caldavar is about playing vs computer and occasionally vs players which is completely stupid for me.
  5. 4 points
    == Donations == Hello HoN players, As you know, our team at Frostburn Studios has a limited amount of time & resources to invest into different areas of HoN. Each one of us loves HoN, but cannot devote as much time or commitment to it as we would like to because of commitments to other areas in our lives. The community can help us achieve certain goals more easily by donating towards the development of the game. This allows us to allocate more resources and budgeting to different areas to solve HoN's major issues, bring in some features that players would love the most, and ultimately make HoN the best it can be. We will have a selected few Donation Goals up at a time based on what HoN needs the most, alongside a long-term general purpose donations category. All donations will be used in some way to benefit HoN and improving the player experience. == How to Donate == Players can donate by clicking on "Store" -> "Donations" in the main bar of our forums (alternatively, just visit the link directly: https://forums.heroesofnewerth.com/index.php?/clients/donations/). You will see the current Donation Goals on this page & can contribute any amount you want to them. Donations will be accepted via Paypal only at this time. The current value of each Donation Goal will be updated and visible to the public. Internally, we do keep track of which account has donated what. == Donation Goal Examples == Some examples for Donation Goals include (but are not limited to): Bringing back War Effort as a system Server upgrades: Stability and quality upgrades (e.g. DoS protection, hardware upgrades, bandwidth quality upgrades) Increased server count: more servers translates to higher player capacity, which makes it viable to focus on marketing Solving some of the game's core issues, such as: The lack of apparent account value New player experience (and fixing bots) Smurfing & how easy it is to just make a new account and enter ranked CoN games right away Development on the 64-bit HoN Client to progress the client to the point of an official public release. Benefits of this client include: Faster load times Increased in-game FPS Official client & support for modern Mac OSX (e.g. Catalina latest releases) Official client & support for modern Linux clients (Ubuntu and Debian latest releases) More in-game events and out-of-game community events Marketing all major features to cater towards veterans and new players alike! Funding prize pools for future HoN Tournaments Map Upgrades Cosmetic map upgrades, possibly different map skins for different seasons/events. Functional map changes for Forests of Caldavar & Mid Wars alike High quality animated art for the login screen & to be used for other areas (e.g. social media banners) Server infrastructure upgrades - allows us to do much more in general, including but not limited to the following: Development on a new HoN API (allows for user-made and official HoN tools to be made more easily, such as an in-depth hero statistics application & in-game item usage application) More flexible store management (currently, the store is a huge pain to manage & this cannot be solved unless the server infrastructure is upgraded) Modern solutions for ban evasion Implementing new in-game systems Exclusive store products for donors Doing a major overhaul of the main HoN website Being part of an exclusive Discord group And potentially more! _____________________________________________________________________ == Thank You == We appreciate any and all donations for HoN! Thank you for your continued support to Heroes of Newerth! We will continue to do what we can to support the game and make it the best it can be. - Frostburn Studios
  6. 4 points
    Hello, I am WingDings`, a player from The Brazilian Community that has dedicated a lot of time and effort trying to make the game better for our community. Back in 2016/17, me and S1` took over The Translation Team that was very poorly managed and translated the whole game, every single item, hero, menu and even the EULA. The players were really satisfied with our job, but it was not enough to bring other players back. So, I wanted to ask Frostburn to trust on me again, I want to host a Brazilian Server so our players could have fun with a decent ping, I have posted about this in some Brazilian HoN groups and many players showed a big interest in returning to the game. The amount of people tagging their friends and being happy about this idea gave me an overwhelming feeling that this can work and this will be good for the game. So, I wanted to ask some assist from Frostburn, so we can talk and discuss how can this work, I am willing to pay the Brazilian server fee by myself. I am really interested in either Frostburn or HoN Garena opinion about this, thanks in advance.
  7. 4 points
    If you want it that badly and you actually can't wait, stay tuned for an announcement that may be related to your request in a few days. I will tell you that quality dedicated game servers from Brazil/South America are expensive. An example from quick google searches for server hosting services: https://www.ariseserver.com/dedicated-server-brazil/ It's 550 USD+ per month for 16 cores, as an example. 1 instance of that server is more than enough to cover LAT region games though.
  8. 4 points
    1) Being on Steam doesn't correlate to having numbers. Look at Strife (S2's attempt to launch a casual version of HoN): https://steamcharts.com/app/339280 Literally 0 players. This is what a dead game actually looks like & is intended for all those memers who keep on saying HoN is dead. 2) Steam takes a substantial % of our income, which will result in a loss of money. There is no guarantee or proof that the numbers gained from putting the game on Steam will overcompensate for the loss of profit. 3) Garena's client is basically Steam, except for SEA.
  9. 3 points
    Hi is there anyway to watch replays from the player perspective camera? it would be really useful for everyone to watch where the player click, how he moves his camera...etc I really wish to see this feature implemented as it helps viewers to learn more from pros replays.
  10. 3 points
    == PROBLEM == How I look at this is it is not a very promising strategy to get community contribution. Most of our community players are not donating out of sheer goodwill, most of us expected something in return. And human nature dictates that we prefer things that are beneficial to us, concise and immediate - we prefer to know exactly what we are going to get, then if we like it, the sooner we get it the better. Also, we players care about the future of HoN, we would love to help in ways we could, but we are not the ones responsible for improving the future community, it is the sole responsibility of Frostburn and should be done in the backstage (I am mentioning this because it is how human behave in general, we care about our own benefit first, above all else). Some of the goals that you have may be very beneficial if they are to be realized, however, from a player's perspective, they are not much beneficial. Examples of these are: - Acquiring new servers (for obvious reason) - Server upgrade (less lag is good, but current quality isn't so bad) - Christmas theme (really, I think nobody ever cared about those maps, what we all waiting for are Frostburn's presents) Some other goals are vague, we do not know WHEN it is going to be realized, and IF AT ALL: - The lack of apparent account value This kind of donation approach generally brings a free-rider problems. First is risk, people might not want to donate to a goal if they are not certain that it will be realized. "What if I donate $50 toward the goal of improving account value, but in the end the goal was not achieved and my donation is moved to something of no benefit to me, like a new AI system?". So they might be hesitant in donating, especially in the early stage where the donation bar is almost empty. Eventually this risk could make a beneficial goal for many unrealized. Second, most people want improvements in HoN, but they are at least okay with how it is right now. They could still play HoN daily and satisfy partially their happiness with the game. This group of people expect changes, but rely on goodwill ambassadors (a.k.a people with money to spare on a dead game) to do it. Also, this approach currently directly competes with buying gold coins from the shop. As said above, people strictly prefer benefits than none, and sooner than later. It is preferable for most people to buy a $50 gold coin package knowing that a part of it will be directed for development, instead of donating $50 and get some public benefits in an unknown future. So from my point of view, asking for community donation could have been done more genuinely. == SOLUTION == Perhaps you could ask the community directly, what changes they would want the most. As a veteran HoN player, I have already had some of those answers. 1. We love presents. These presents come in the form of in-game miscellaneous that you have done such a great job at, including new avatars, symbols, account icons, name color, announcer... and stuffs like that. If I remember right, new, glaromous HoN avatars are still introduced in SEA client, but for over a year now all those new avatars never make it into NAEU client. 2. We love events. In-game events in simple forms do not need much effort to implement, but they keep people motivated. Things such as daily reward, goals and achievements with real rewards... if done genuinely could encourage people to spend more time in HoN. 3. Many of us love MMR. We like competitiveness, we enjoy dominating good players, there are peaks we want to climb and people who we want to show off to. Nothing beats a good rush of HoN adrenalin. I know you have wrote something about these in your thread. However, remember that people prefer things that are beneficial, concise, and immediate. If people feel like it is too uncertain, or not beneficial to them, or there are better alternatives, the chance of donating is low. Let me give you an example of what could really make me donate (and so do the many mmr-whores, smurfs, and high-rated players out there). A donation goal that, once achieved, would enable the facilitation of Heroes of Newerth Season 12, with new rewards, avatars, and most importantly, new stats. Many players over 1800+ MMR have used up all their sub-accounts and they are either unhappy with the stats or the MMR became too high that finding games take too much time. Meanwhile, the penalty for stat reset is set too high, so very few people would actually want to afford, and it lasts only a short while. Even if you set a goal for the realization of this event at $2000, I am sure many people would be willing to chip-in $10-50 to realize it. Because it is more beneficial for them to do so instead of buying a new stat reset. You could then redistribute this amount to other goals that are beneficial for the general public and future community, such as marketing, new AI, and so on, things that are not the first best options of the players. Another approach would be to employ voluntary work from the public. Instead of paying $200 for a professional mapmaker, you could organize a map-making event for the general public, with the best maps getting recognition and gold coins reward. I am pretty sure there are splendid mapmakers in the community who would work for gold coins, because goblins love Merrick. How about exclusive community avatars? This is what I would like to contribute. I love the game, I would be willing to donate, but I am not a goodwill ambassador.
  11. 3 points
    Donations goes directly into the development of HoN without anything getting shared with companies like Garena (which is where the gold coin purchases probably goes to).
  12. 3 points
    Your post has quite a few premises & is largely an overarching game design question, so it's tough to fully answer your question. I'll try my best to explain & break it down, but the main issue stems from the overall complexity regarding the general game design for HoN specifically & how general design philosophies being subjective is the real answer here. I would like to start out by saying that the way you represent the design philosophy of HoN for the past few years is inaccurate & you framed it in a way where you made numerous assumptions about it. So in a way, you're only partially correct, but you miss the other half of the story regarding design philosophy. Missing that other half paints a negative light on HoN & makes what you say sound worse than how HoN actually is right now in terms of practical, real usage & play. Heroes aren't actually meant to be perfectly balanced against each other. If they were, we'd have 50% win rates on every single hero. Your premise in this question is flawed and/or misrepresented to begin with. The question you meant to ask is "why should we reach to obtain as close to this goal as possible", because that is what actual balance ultimately tries to obtain. The reasoning is pretty simple & it's so that every hero has a more or less fair chance of winning no matter which you pick. It is important to note that this perspective is only applicable when viewing each of those heroes in a vacuum. Skill ceilings vs. skill floors is also a very real thing. From a pure design standpoint, one can argue that a hero with a high skill ceiling should outperform ones with a lower skill ceiling. That is still true today (see: heroes that require micro like Ophelia or Gemini, heroes who require enough mechanical skill to excel like Silhouette). The problem comes from how much more badly said hero with a higher skill ceiling can perform vs. a hero with a lower one & whether that level of outperforming based on player skill input is healthy or not. That is ultimately subjective & is defined on a case-by-case level. A good example was old Nitro - assuming you hit all accurate shots and have top notch spacing skill, the hero is pretty untouchable if played properly unless you devote 1-2 blink-CC/nukers on her. Old Nitro was also a hero that can abuse fog where no other hero can & also doesn't lose space when attacking compared to other heroes. Those 2 mechanics coupled together were considered too strong in terms of balance & design. Not only that, but old Nitro's damage output is entirely dependent on landing her old Ballistic shots. That mechanic in particular is way more lag dependent than other mechanics due to the dependency on the player's accuracy, and the old ultimate (H.E.A.T. Rounds) was so difficult to balance. As a result, Nitro ended up being way too good and frustrating to deal with, or way too weak. The other problem is the player base playing this hero - old Nitro was actually fairly simple to play in terms of landing her shots, yet for some reason a large portion of the player base can't seem to do it (likely due to the lowered overall skill of the player base, but also partially due to a player's internet connection with respect to the server). All of these factors are a prime example of why Nitro was considered a badly designed hero, in addition to having a relatively high skill ceiling. The rewards & performance levels are disproportionate to one another. Yes, and having certain heroes who do that are fine - we can call them "specialists" in this post. The design question to ask here is how good specialists should be at max performance (with a team that is synergized with said specialty), how good the specialist is on average, and how good the specialist is in a disadvantageous situation. Actually, apply this concept to all heroes. The next question comes from whether counters can be realistically obtained & applied, and at what timepoints of the game & conditions (e.g. are there items you can buy in the game that would help? How much would they help?). Also, how much would you have to change your team composition if you have the opportunity to counterpick (e.g. last-hero counterpick vs. in the middle of drafting, vs. only after the first few hero picks)? In other words, how easy & realistic is it to adapt to the opposing specialist? This premise you've presented is another loaded question, there are so many factors to consider & the premise works as a generic, vague premise. Nobody can answer that in full unless you go through literally every single hero in HoN & compare it with every other single hero in HoN and come up with a variety of team combinations. I believe I answered this question sufficiently with my old Nitro example. Yes, admittedly it is subjective for every single case, but it also truly is a case-by-case basis in terms of assessing what is considered an unhealthy play pattern & what is not. Many factors are stemmed from this, such as the available options for counterplay, its realistic performance measured against the game's baseline in terms of high/average/low performance. I've said all that before. I would also like to say that "easy" is probably a pessimistic point of view to address it as in terms of playing supports & junglers. Yes you can say that it's true, but you also have to keep in mind the "fun" part of game philosophy, as well as what a support was defined in the past vs. how they perform now. A support in the past barely got any core items completed because of low gold income & resource min/maxing. Originally, the game wasn't meant to be played that way & wasn't balanced with respect to the metas. But as metas change, the areas in which balance & design changes affect must also be directed appropriately. A support having no gold sure was considered "fun" for a small subset of players because they are prideful about the skill required to perform well with minimal items - but for the majority of players, this was no fun at all. "Fun" or no "fun" factor aside, a support should be able to pick up certain items to prevent them from being absolutely steamrolled by the opposing team if they have a lead & to at least have a chance to adapt to the game with a core item or 2 other than just with their base kit. With regards to junglers, sure it *may* have been made too easy in 4.8.5. The intention was to put laning combinations on a more similar footing in terms of viability - it's weighing those pros & cons with respect to one another that matters here, because those are still unique to each team lane setup (i.e. 2-1-2 and 2-1-1-Jungle have unique strengths and weaknesses). Changes may be made depending on how the meta develops, as balance/design is also a reactionary process. You can argue that "fun = gold" is completely opinionated & that "majority vs. minority" or "balancing for top players vs. the average" are also completely opinionated. You can also argue that balancing according to the fundamentally lowered skill level of HoN's playerbase compared to how it was during its peak can be considered incorrect. Everything you can possibly ask in terms of generic design questions for HoN will tend to have conflicting answers to your personal or a general game designer's "rulebook". The important thing to note is that HoN's design & balance changes are meant to be adaptable & somewhat changing over time, whether it's to the current meta, or trying to make different strategies have a more equal weighting with respect to one another. Which touches on your next point: "Similar" or "More equal" does not actually mean "the same". To me, it looks like you've taken that quote in the patch notes and equated "similar = the exact same". "More similar" would be correct here. To put it bluntly, players complained that the performance on both sides were different enough such that they can recognized it was a problem. I don't think you read the "while retaining their own unique benefits and advantages" part of the post, so I'll just leave this part as a personal bias on your end. Regarding the "everything should be similar" mantra - yes, but no. The game has a baseline value of nuke damage per level of a generic nuke spell (typically, 75/150/225/300) and a baseline of HP values over time, as well as potential early game items they can pick up for that (alongside considering other pros & cons of different item pickups). So yes, in this regard, some things have to be standardized (see: Shadowblade in Gargantuan Form & Strength mode on Essence Shift being too much of a powerhouse & being objectively the superior build path before recent adjustments), but they only get standardized to an extent. Do you have control over whether you're on Legion side or Hellbourne side? No, not in TMM. Even in BO3/BO5's in a competitive setting though, one team will get Legion more than Hellbourne by a factor of 1 game (if it goes to the last game of the set). This should be obvious enough why each side should be more similar - the advantages & disadvantages with each side are still unique enough. With regards to playing any hero in any lane/role - you know for a fact that's not true. Go ahead and try a generic carry hero as a jungle or as a suicide, get owned, and come back and try saying that again. What you meant is that "more & more heroes can go lane anywhere you want to" (with exceptions being jungle in most cases) - yes, this is true. However, if you go up against a hero that is primarily intended to be in a certain lane (e.g. Succubus as a mid lane), you're going to get owned (assuming factors like relatively equal skill). That's how it should be & that's how things work right now. So while you CAN put certain heroes anywhere, it's not often the best idea to do so. With that said, there are heroes that go to different lanes with different lane compositions for different purposes (e.g. a kill lane/shutdown lane to go up against a farming lane with a carry), or dual laning mid to specifically counter a mid lane specialist (as far as laning specialists go). One of HoN's (and Dota2's) selling points is in fact the flexibility of laning options, and that is a design philosophy we are keeping. Depending on your team lineup & the opposing team's lineup, you can mix up your laning choices early game (particularly in competitive mode) to throw them off if you're anticipating their lane options to be something more or less specific, while yours is a little more ambiguous (but each hero & lane pairing combinations have different strengths & weaknesses). It is much more difficult (if not impossible) to do this in other games like League of Legends, where the 2-1-1-jungle is always the optimum strategy due to how their game is designed. There are also numerous other factors that I haven't even touched on (regarding HoN's history & how some abilities/heroes are simply iconic to the game). Those can't simply be reworked, removed or changed. ======================== Overall, design philosophies are largely opinionated & there's no 1 right or wrong answer or approach. I do however, think that the way you've phrased your post is more on the pessimistic side of things & you don't grasp the uniqueness of HoN & why they are what they are. While I respect your opinion, the premises, questions & points of view should be less generic & more specific if you wanted to actually try & change HoN.
  13. 3 points
    We'd love to do all those & thought about those years ago. Unfortunately there are barriers to those seemingly little things that actually end up being complicated to implement: - Resources (this means time, money and developers who are experienced with the HoN code base) - Priorities (any resources we have that can do this are working on more important solutions) There will be an announcement about what the community can do to help us out in the near future though.
  14. 3 points
    You... didn't even play the patch yet. Neither has any other player. It's not physically possible (unless you're in RCT, but i meant the vast majority of players). How pretentious and arrogant of you to boldly ask for a revert on something you haven't even tried yet.
  15. 3 points
    You can probably just open your browser devtools (ctrl + i or f12) and write that there. You can also make that script waaaay shorter - at least in Chrome you have xpath and don't need to use jQuery (the $). Try this instead: var guiltyCount = $x('//td[last()][text()="Guilty"]').length; var warnCount = $x('//td[last()][text()="Warning"]').length; var innoCount = $x('//td[last()][text()="Innocent"]').length; var rapScore = (warnCount + guiltyCount)/(innoCount + warnCount + guiltyCount); console.log('Innocent: ' + innoCount); console.log('Warning: ' + warnCount); console.log('Guilty: ' + guiltyCount); console.log('Rap %: ' + rapScore); Btw - to use that info, you kinda need to know at what "rapScore" you have top-priority
  16. 3 points
    Apparently that's not possible with a script. You can only determine your rap score of your current logged in acc. If you want to do it overall you can use the script on each acc and do the math yourself. var guiltyCount = 0, warnCount = 0, innoCount = 0, rapScore; $('.rowlink tr').each(function(row) { switch ($(this).find('td:last-child').text()) { case 'Innocent': innoCount += 1; break; case 'Warning': warnCount += 1; break case 'Guilty': guiltyCount +=1; break; default: break; } }); rapScore = (warnCount + guiltyCount)/(innoCount + warnCount + guiltyCount); console.log('Innocent: ' + innoCount); console.log('Warning: ' + warnCount); console.log('Guilty: ' + guiltyCount); console.log('Rap %: ' + rapScore); You can use Tampermonkey to use the script on the rap domain, you could as well open your browser console and paste it directly.
  17. 3 points
    Now that the Dream Meme is over, I will post here other ideas I had for the @CuysauruS template. I hope you enjoy these as well haha
  18. 2 points
    Alchemist as Salomon Model came from the game - Dota 2 Exporting, converting, cleaning and fixing models and animations - RedBear Ability 01: Ability 04 Download Link: http://www.mediafire.com/file/fwa51k9lf4l7el1/resourcesAlchemist.s2z/file HOW TO INSTALL: Move the downloaded file into (.s2z): -Linux: /home/username/HoN/game/ -Windows 8/10: C:\Program Files (x86)\Heroes of Newerth\game\ Mac: 1. Press Finder 2. Press Applications 3. Right click 'Heroes of Newerth', and press Show containing files 4. Open Game folder 5. Move file here
  19. 2 points
    So which volunteer positions have you applied for? I mean there have been a lot of those for years - I don't recall seeing you in any of them. Surely you're capable of doing at least one of those things. Also, guys imagine a similar situation at your workplace (if you have one). Your boss is only making you do the very smallest amount of work necessary, basically making everyone unhappy - you as well as the customers. Of course you're already working overtime to improve the customers experience because you care for them more than being payed well - but there's only so much that you can improve by simply working more since you also need some better equipment. If you work as a hairdresser and only got dull scissors, it will hurt people. So you need money you don't have and have to ask customers. Now your boss will probably be happy if you just take additional money from customers without giving them anything in return. But what if your boss notices that you give some customers special treatment? Surely you're using company money for that, which he did not approve. Since he likes your doing overtime, he won't kick you, but he'll probably deduct all the stuff you give back to customers from your salary. So basically you're limited to giving staff back, that doesn't belong to the company (like avatars or GC do) - I guess we could get certain staff members to send you a personalized thank you message or some personal talking time if you're donating above a certain amount of money. But people that are willing to donate that much money, will probably not care for it and rather just want HoN to survive.
  20. 2 points
    Is there any reason to donate via these goals page? I mean how about you give GC just like in store? They cost nothing to you, just add some amount to the account. I bought GC pack to show my support. Why would someone donate w/o any ingame reward?
  21. 2 points
    Match number? I'm really curious about this one. I play a ton of MW and cannot imagine a situation where you go 2-1/2 minutes without damaging anything. Edit: Nevermind I found it. Match 159600925. You were generally refusing to participate and asking your team to concede by the 2:30 mark when the score was 1-0. No sympathy.
  22. 2 points
    By a request fixed old shop to have enogh slots to fit arcane bomb Download : https://www.dropbox.com/s/6v2ee8iw4rw5f2t/resourcesoldshop.s2z?dl=0 To install place in the game folder inside your heroes of newerth installation.
  23. 2 points
    Uhm can i just ask: What do you consider supporting and what do you mean by staying back? A good support does quite the opposite of staying back, they actually play aggressive and active to make sure their team has space and dominates or atleast doesnt crumble.... And if by staying back you mean afking then you actually deserved to get kicked. Cause, mind you, getting kicked for idle requires you to not move significantly or interact with creeps or opponents. That means you actually did NOTHING productive for 4 minutes STRAIGHT. So there is no fucking way you were supporting, excuse that language of mine. And if you actually got a one day ban, then hells to the yes you deserve that. because to get mm banned by the system for 24 hours, you have had to disconnect or get kicked from atleast 3 other games within a really short time window. Unless you happened to come across a bug I am very certain you even deserve more than that system applied matchmaking prohibition, cause that could be interpreted as systematic and intentional refusal of participation and stat manipulation over the course of multiple matches.
  24. 2 points
    Those were Garena's strict orders at the time, for post-4.0 imbalances and power creep so it was unavoidable. We warned them countless times that it was not the correct the move to do. I don't know if you've noticed, but the patches for the last 2 years were focused on reversing these changes. And here we are, back at a more appropriate overall power level for the game.
  25. 2 points
    LOL.. that 4 core server is woefully under powered. PS: I have a few servers in my garage (no joke). They are 8 core XEON processors. I don't mind donating them to get a few more servers up with better ping times.
  26. 2 points
    You literally told a staff member (not even to mention that it was directed towards myself, one of the staff members who want to help HoN the most) to f*** themselves if Nitro was reworked. You should actually be happy I'm responding to you at all - every kind of forum/discussion board would ban you for that. That was a pure rage post by you & it was inappropriate in any kind of capacity. That's actual ad-hominem, and you lose all credibility if you resort to it. There's absolutely no defense for you in any kind of circumstance & you should apologize for that post. The onus of limiting frustration should be on your end to explain, not mine. Isn't it obvious why limiting frustration would lead to a positive outcome? Would you as a player want to be frustrated when playing a game (in the sense that you can't have reasonable counterplay against something or have to really go out of your way to do it)? If you say yes, I don't think there's any point in having any kind of further discussion on that topic. From the tones of your 2 most recent posts & the ones I recall from the past, it seems like you have an underlying problem with HoN that's just largely opinionated & biased, or you just simply disagree with me as a designer on the fundamental design of HoN. You can vent as long as you don't actually break the forum rules & offend others personally, but not everyone is going to agree with your opinion. I would like for you to keep in mind what would happen if you magically got the changes you wanted for HoN - do you think the game would overall be a healthier game for the large majority of the game? Would it extend the lifetime of the game? Would people even want to play your game? You have to consider that above all else, not everything you think is good for the game is actually good for the game in reality when considering these out-of-game factors, aside from balance & design alone.
  27. 2 points
    Well Predator is a garbage hero anyway so It's not really an issue.
  28. 2 points
    In my opinion, the Hellborne jungle's most valuable ward spot is this one: Anywhere on that spot and you get vision of: - Rune - Important ganking paths - Two creep camps It's the vision of those 2 creep camps that lets you double stack them easily by standing around where Empath is now. Although with these jungle changes, I'm not so sure stacking the medium camp is a good at all idea anymore, since during the laning phase at least, it looks to be more of use to the Long Lane. Now, if we go over to the mirror of this spot on the Legion side: We have a problem. A ward placed on this spot gives you vision of: - Rune - Important ganking paths - The new hard camp, which you could always already stack with the new medium camp without wards. If you want to double stack the easy and medium camps, you have to place this ward a few pixels downwards: However, you lose sight of the rune, and only barely get vision of the easy camp. The new map changes seem to also make it even more difficult to get vision of the medium camp as well. I think it's good to think of solutions if you notice problems so, my proposed solution would be to move that little rocky ward tower a good few inches to the right, perhaps one Witch Slayer's stun distance, on the other side of those steps into the jungle. I think this would make the ward spot better and provide similar vision as its brother on the Hellborne side. As of right now, whenever I play support I always wish I was on the Hellborne since it's easier to stack their jungle. Although I was pleased to find the Hard/Easy camps nearer to mid on the Legion side are easier to double stack now. Personally I have a general grievance with the "select few dedicated warding spots" vs. the older versions of the map that had multiple areas with elevated cliffs all over the place. I used to pride myself as a support for knowing a ton of creative, lesser-known warding spots that would do multiple jobs; but maybe that should be its own thread. Hoping we can get both Jungles to be just as good as the other, although pls don't do this by taking away that first ward spot. Cheers guys
  29. 2 points
    Thing that came to my mind after seeing remake vote being spammed over and over again every game, regardless if there is a leaver or not, is... why is that thing still in the game. There is no point of the Remake feature in HoN. Id say that 1 out of 20 games are being remade and it's mostly cuz of a shitty reason like: enemy spamming it because his team is weaker, because they fucked up pics or because they got a known griefer in the team and they want to get out... none of these reasons are valid to remake the match. The only matches that require a remake should be tourney matches, but since admin can remake it or pause it with the command, there is literally 0 good reasons for that vote to still be ingame. Look at dota, they dont have remake vote and everything is going fine. In hon it's just being used as a trolling feature, especially after a different guy can call the vote exactly after one vote was rejected. So game until 7:30 (when remake vote is disabled) is completely unplayable. Please consider removing this useless hon feature.
  30. 2 points
    Plinko Exchange Desk & Specials - Vote for the products in the next patch! Rules Only 1 vote per account. No going onto subaccounts or other accounts to skew your votes, we will know & you will be penalized for doing so. Please make your request as exact as possible to the formal in-game product name. If it is not accurate enough & I can't find it within a reasonable amount of time, I have every right to skip your vote if yours happens to be a winning vote. Certain items are automatically exempt, including (but not limited to): subaccounts, stat resets, hero mastery boosts, exclusive name colours (e.g. volunteer positions, staff position, legacy name colour) You may vote for more than 1 product in your post if you are worried that your vote wins but the product is deemed invalid (or for any other reasons). If your vote is a winning vote in this circumstance, the first valid product will be chosen as the product to place into the Plinko Exchange Desk or the Specials Page. Keep questions in this thread to a minimum. Any off-topic or unnecessary post will be deleted, and you will receive a forum infraction if you repeatedly break this rule. Logistics Prior to picking the winners, all non-vote posts (other than the first post) will be deleted. Duplicate product votes will be removed if possible to ensure each product/vote has an equal chance to win. To avoid bias, I will use this RNG website and generate the winners based on the post number in this thread, with Minimum Value = 2 and Maximum Value = the last post # in this thread. 15 winners will be selected, with the first 5 being placed in the Specials page and the rest being placed into the Plinko Exchange Desk. Prices are completely subject to my decision. If any changes are necessary and/or corner cases occur (e.g., there aren't actually 15 valid votes in the thread), I will make the appropriate decision as needed at that time. With all that said, please vote for the products you want to see in the Plinko Exchange Desk & Specials Page in the next patch! - ElementUser
  31. 2 points
    Patch notes have been released: You can talk about changes to Mid Wars here if you'd like (or in the other 4.8.5 discussion thread).
  32. 2 points
    There is a game going on Reddit where people guess a number and Sliferjam and ElementUser are revealing the corresponding line from the upcoming patch. note: "PENDING" means it has been asked but not responded to. (updated as of 4:30 AM EDT, July 23) 1 Version 4.8.5 2 ---------- 3 28 July 2020 4 (blank) 5 (blank) 6 7 == New Content == 8 (blank) 9 10 11 12 (blank) 13 (blank) 14 15 (blank) 16 17 Cost: 70 Gold 18 19 20 PENDING 21 *Cooldown: 5 seconds 22 23 24 25 ---------- 26 (blank) 27 28 29 30 31 32 33 PENDING 34 35 This item provides an extra burst of mana when needed during the laning phase, while providing a tiny amount of Health Regeneration utility if not consumed. 36 37 ---------- 38 39 40 41 42 (blank) 43 44 (blank) 45 Legion bottom lane and Hellbourne top lane trees were rearranged significantly. 46 47 (blank) 48 49 50 (blank) 51 (blank) 52 53 54 55 56 57 58 59 (blank) 60 61 62 63 64 (blank) 65 Legion left-most Medium & Hard neutral camps 66 PENDING 67 68 69 Distance between both camps are now more similar to the Hellbourne equivalent (top-right-most) camps. 70 *These changes prevent the camps from being pulled towards the Legion middle lane, while simultaneously solving the difficulties of being difficult to double-stack these camps (due to a prior temporary fix). 71 72 73 74 75 76 77 Now spawns a Hard neutral camp instead of an Ancients neutral camp. 78 79 80 81 82 83 84 This prevents the camps from being pulled towards the Hellbourne top lane. 85 86 87 (whiff) 88 Most of these jungle changes were done to balance the jungles between the Legion side and Hellbourne side, as well as make the top and bottom lanes slightly more equal in terms of the safe and unsafe lanes. 89 (blank) 90 91 92 ---------- 93 94 95 96 = Neutral Creep Changes = 97 98 Dragon 99 Gold Bounty: 28-36 -> 35-45 100 Physical Armor: 2-> 3 101 102 103 104 105 106 107 108 Gold Bounty: 44-52 -> 55-65 109 110 Base Attack Time: 1.4 -> 1.3 111 112 113 114 115 116 117 Predasaur 118 119 120 121 122 Predasaur Crusher 123 124 125 126 127 (blank) 128 Some stat adjustments were also made to make the camps more comparable to one another in terms of power, while still retaining their unique strengths and weaknesses. 129 130 131 132 (blank) 133 134 = Mid Wars Changes = 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 (blank) 160 161 162 163 164 165 166 167 168 169 This change provides minimal disruption to the current map, while making the Gold & Experience value of the neutral camp more suitable for the mid & late game (rather than something that can be tackled in the early game by 1-2 heroes) and simultaneously discourages raw jungling early on (to keep the spirit of the map's name - Mid Wars). 170 171 172 173 (blank) 174 175 176 177 New equation: Respawn Time (s) = (0.5 * Hero_Level) + 3.75 * (2 - Ally_Nonbase_Towers_Remaining) 178 179 180 181 182 PENDING 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 (blank) 201 Balphagore 202 (blank) 203 204 205 206 207 PENDING 208 209 210 211 Strength in Numbers 212 Staff of the Master effect change (to pre-existing): 213 214 215 216 217 Monkey King 218 (blank) 219 220 221 222 (blank) 223 224 225 226 227 228 Staff of the Master effect addition (new): 229 *Cooldown reduced from 13 seconds to 4 seconds. 230 (blank) 231 (blank) 232 233 234 PENDING 235 236 237 238 239 240 241 242 243 244 245 246 247 248 Agility growth reduced from 1.8 to 1.5. 249 250 251 252 253 254 255 256 ---------- 257 258 Arachna 259 260 261 262 263 PENDING 264 (blank) 265 266 267 268 269 270 271 272 273 274 (blank) 275 276 277 Doctor Repulsor 278 279 280 281 282 283 PENDING 284 285 286 287 288 289 PENDING 290 291 292 293 294 295 296 297 298 299 300 301 Max Magic Damage dealt per instance reduced from 300/400/500 to 200/300/400. 302 303 (blank) 304 305 306 (blank) 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 Ellonia 322 (blank) 323 Flash Freeze 324 325 326 327 328 329 330 331 332 333 Hunter's Command 334 335 336 337 338 339 340 341 342 343 344 345 (blank) 346 347 348 349 350 351 352 353 354 355 356 357 ---------- 358 359 360 361 362 363 364 365 366 367 368 369 Collision Magic Damage increased from 40/70/100/130 to 60/90/120/150. 370 371 372 Rift Stalk 373 Now applies -1/1.25/1.5/1.75 Armor to an enemy target for 5 seconds upon attacking out of Rift Stalk. 374 *This effect also applies to Shadow Step's impact effect on the main target. 375 376 377 378 379 380 381 382 383 384 385 386 ---------- 387 388 389 390 391 392 393 394 395 396 Nature's Guidance 397 398 399 Root state now deals 40 Magic Damage per second to the affected enemy target while active. 400 401 402 403 404 (blank) 405 406 407 408 409 410 411 412 413 414 415 Cooldown increased from 6 seconds to 7 seconds. 416 (blank) 417 418 419 420 ---------- 421 (blank) 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 (blank) 437 438 439 440 441 442 443 444 Blast Off 445 446 447 448 449 450 Overdrive 451 452 453 454 455 456 (blank) 457 458 459 Kindled Fury 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 PENDING 480 481 482 483 484 485 486 487 488 (blank) 489 490 491 492 493 494 495 496 497 498 499 500 No longer amplifies incoming damage to Shadowblade. 501 (blank) 502 503 504 505 506 507 508 509 510 511 512 Cooldown reduced from 35 seconds to 30 seconds. 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 Duration increased from 3 seconds to 3.5 seconds. 529 530 531 532 533 534 535 536 537 538 539 ---------- 540 541 542 (blank) 543 544 545 546 547 548 549 550 551 552 *Total Cost increased from 1550 Gold to 1750 Gold. 553 554 Grave Locket 555 No longer requires a Ring of Protection in its recipe components list. 556 No longer grants +2 Armor. 557 558 559 560 561 562 563 564 565 566 567 *Total Mana restored over the state duration increased from 100 to 125. 568 (blank) 569 570 571 572 573 574 575 576 (blank) 577 578 579 580 581 582 (blank) 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 (blank) 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 (blank) 650 651 652 653 654 655 656 657 658 659 660 Can no longer be dropped or shared to other units (to prevent it from taking up space in an ally hero's inventory without them being able to get rid of it). 661 *You can still remove it from your inventory without using the item by selling it for 0 Gold, if you wish to do so.
  33. 2 points
    Here, from newest up to the one-that-should-not-be-remembered version of 4.0 Bombardier Sticky Bomb - Magic Damage increased from 75/150/225/300 to 100/180/260/340. _______________________________________________ Bombardment - Magic Damage per wave increased from 20/30/40/50 to 25/35/45/55. *Total Magic Damage increased from 80/120/160/200 to 100/140/180/220. _______________________________________________ Bombardment - Magic Damage per wave lowered from 30/40/50/60 to 20/30/40/50. *Total Magic Damage lowered from 120/160/200/240 to 80/120/160/200. - No longer deals reduced damage to enemy structures. - Tapering Movement Speed slow increased from 40/50/60/70% to 70% at all levels. Boom Dust - Now deals 75% of its damage against non-hero units. _____________________ Bombardier Sticky Bomb - Magic Damage decreased from 100/180/260/340 to 75/150/225/300. _________________________________________________ Bombardment - Number of waves of damage reduced from 5 to 4. * Total amount of damage reduced from 150/200/250/300 to 120/160/200/240. ___________________________________________________________________________ Sticky Bomb - Magic Damage decreased from {100/200/300/400 to 100/180/260/340}. Boom Dust - Magic Damage per instance of Boom Dust decreased from {15/30/45/60 to 15/25/35/45}. _____________________________________________________________________________ - Movement Speed increased from {295 to 300}. - Magic Armor increased from {5.5 to 6}. Sticky Bomb - Can now be double-activated to cast Sticky Bomb on yourself. - Cast range increased from {625/675/725/775 to 800 at all levels}. - Damage increased from {75/150/225/300 to 100/200/300/400}. - Duration until max prime lowered from {8 to 6 seconds}. *This means the max number of extra Magic Damage & stun duration has been decreased from {4 to 3}. - No longer increases the damage of Sticky Bomb as the Sticky Bomb ticks. - Extra Stun Duration per tick increased from {0.5 seconds to 1 second} (max of a {3 second Stun}). - If you activate before the first 2 seconds, it now mini-stuns for 0.2 seconds. - Bombardier can now activate the detonation subability while Stunned or Silenced. Bombardment - No longer has a second charge at level 4 of the skill. *Now has a 12 second cooldown instead. - Magic Damage per wave increased from {20/30/40/50 to 30/40/50/60}. *Total Magic Damage increased from {100/150/200/250 to 150/200/250/300}. - Radius increased from {250 to 300}. - Increased damage to buildings from {33% to 50%}. Boom Dust (Reworked) - Passively causes Bombardier to deal {15/30/45/60 Magic Damage} in a 250 radius around an enemy unit when Bombardier autoattacks an enemy unit. *Boom Dust also damages & applies on a single target when Bombardier damages that target in another manner. - Can only occur four times on a single target every 15 seconds. Air Strike - Cast range decreased from Global to 1200. - Cooldown reduced from {140/120/100 seconds to 120/100/80 seconds}. - Staff of the Master: In addition to the previous effects, now also increases cast range to Global.
  34. 2 points
    Pharaoh's Hellfire does nearly 1000 damage if you stay within range. Torturer Impalement does 1200 or more IIRC. These, much like Dagger Dance, are unreliable damage. I would almost always take 360 damage and a reliable stun than 560 spread unreliably, not to mention many spells also have additional effects whereas Dagger Dance is simply just damage... Unreliable damage. It's not AoE, it's over time, and it requires you to get up close and personal. 560 situational damage isn't that high when he only has 3 active abilities, one of which requires positioning and trees. Plunge takes 0.75 seconds (or was it 0.85 now) to hit the ground and has a 200 radius? A hero who isn't slowed can actually react and walk out of it's radius safely at 300 move speed (255 units in 0.85s). The skill is hugely unreliable but does reward hard reads on the enemy. This is something I like and think is fine. You can predict where Goldenveil is jumping by the telegraphed animation on his jump and how it arcs. I don't appreciate you using experience as a cudgel for balance discussion, but if you need to know since returning I've only been playing mostly newer heroes, with Goldenveil being one of them. So yes I know, but I also know that there are times I am kicking myself for playing a very situational hero who gets completely shutdown by move speed, communication and tree destruction when I could be YOLOing people with Nomad or EW or plenty of other reliable heroes.
  35. 2 points
    Yes, in the future, when the team has enough time to execute the events properly.
  36. 2 points
    I think this is the major flaw in the argument. If it is not unintentional, it is not guilty.
  37. 2 points
    Not to my knowledge, no. Publicly discussing suspensions is a violation of the FORUM rules not the INGAME rules! both are kept and treated separately. He might receive a warning followed by a forum suspension depending on the severety of his misactions but it will NOT affect his ingame suspension! Now to respond to OP: That just made absolutely no sense.... Why would public games change ANYTHING?!?!! You will set up a public game with bots or fake accounts, rush a base and win in 5 minutes... just... nonsense... No offense but it seems like you are just trying to get out of your punishment. Let's make something else very clear here too, if a report against you ingame is handled by any GM and you are found guilty, depending on the severety the first time USUALLY is a warning!!!! You have to break some MAJOR rules to get an instant suspension. The SECOND instance if you ignore that warning, is a 3 days suspension, in case of verbal abuse followed by a 3 days mute thereafter. And like that it SLOWLY keeps stacking up. To reach a suspension time of ONE MONTH you must have violated rules REPEATEDLY and quite SEVERELY. So acting as if it had "just happened" here just proves your hypocracy. I am sure EVERYONE that gives a damn about this game would love to see improvement, including the subject of RAP... but what you are doing is just looking for a cheap way out of a long suspension that you brought on yourself by ignoring rules over and over again, a statement and assumption of mine which is further affirmed by the fact that you already publicly tried to challenge that particular sentencing and were referred to your RAP inquiry, which obivously has been rejected. And trust me, SGM don't take inquiries lightly! If you have been found guilty while being innocent or even while being guilty but showing true remorse (and not being a repetitive reoffender), they lift your suspension or ease the conditions, they are human just like us and understand that sometimes emotions take over. But if you already succesfully stockpiled a one month suspension.... No offense "bruh" but... you should have learned when it was two weeks. In fact should have learned at the LATEST when it was three days....
  38. 1 point
    But you lose 4 hero spells, 6 item slots, attack dmg and a target for the other team.
  39. 1 point
    :3 we'll advertise this tournament closer to its registration deadline date too
  40. 1 point
    A low cpu-frequency is usually a big part when HoN isn't running too good. Your CPU shouldn't be too bad, so you should reach at least 60 fps when no action is happening. Gpus don't really matter anymore. You can play HoN with recent onboard graphics. Anyways, on Windows the Nvidia drivers are known to have problems with detecting HoN as a performance-needing application (that might be related to only requiring 20%). The other option is that the game doesn't use your nvidia-graphics card at all. So either way, you should browse through your nvidia-settings and find the place to put your 1660 into performance-mode when HoN is running.
  41. 1 point
    Can we add like a slider or atleast numerical buttons to quickly navigate through the alt picking screen in a match please? sometimes REALLY annoying when you pick last in a match and have a few seconds to select your alt but picked a hero with 76448 alts and it takes 2 hours to get to the last one (overexaggerated but you get my point :D). Or maybe present all alts on the same space, aka significantly smaller but on like a grid that varies in size depending on how many alts exist.
  42. 1 point
  43. 1 point
    Our aim is to reborn Heroes of Newerth, and we are ready to focus only on that. Our new name is saying something
  44. 1 point
    I accidentally copied the wrong segment of text when updating this & it's just a formatting error. It will be fixed next patch & isn't a big deal at all. You can still read the notes themselves.
  45. 1 point
    Tree change was much needed. I used to cut it all the time just for a more consistent pathing. Glad to see these changes, good job.
  46. 1 point
    I hate to say it, but it is actually non-lethal the way it is now & you're right. Rather than making it Lethal, I'll just make it not deniable on its own.
  47. 1 point
    Long answer short - It won't happen and it's been discussed a million times
  48. 1 point
    I want the same thing you have smoked when you came up with this idea. Only a drug that strong can remove mine depression and anxiety for some hours
  49. 1 point
    Ok, first things first: I have merged like 4000 posts of you guys together. Please edit your posts instead of creating a couple of them in succession. You can also multi-quote other people (even more comfortable in this new forum, just mark the text you want to quote and it will append to your open editing-area). Now about the place for this to post: This section is correct. If my word isn't enough for that, Stormeren is "Head of forums" or something like that (he has staff color as you might notice), so his word should be enough. And lastly: Is this allowed The answer is most likely "yes". These mods have been around for ages and a lot of staff members of the past have seen those. I don't recall anyone ever considering them illegal. The only one I know of that's illegal is the zoom-out-mod because that advantage was pretty noticable. There has always been the stumps-mod and multiple item-queue-mods, those were never considered a problem. Personally I think the mods I used in the past, which made the interface more like it is now, are a far bigger "cheat" since they made the view way less obstructed. By the way, there were other mods (that made it into the game) that were never considered illegal either: 1. Several Range-indicators, showing you attack ranges, skill areas, creep-camp-areas, ..... 2. Right-Click-Deny - you have to use less buttons, don't you. That's kinda similar to item-queue
  50. 1 point
    While the frustration is understandable, you should avoid posting on the forums while emotional. Speaking from experience, Frostburn Studios don't respond well to threats and you may very well end up with a longer suspension than what you already have if you keep arguying your case publicly after they told you two times to stop doing so. Unless you have proofs to back up your claims regarding the other player, you should simply accept that Newerth can be unfair at times and that it is a place built to fight physically with your hero and not verbally with your insults.
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