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XoRt`

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  1. I'm curious at what point sitting one one or 2 items with a huge gold hoard becomes refusal to participate? or if it falls under a different category? Got to experience 2 separate midwars games today where team mates had one or 2 items and were sitting on well over 6k gold
  2. A tier list is always very subjective but I definitely think you are over valuing a couple of heroes and undervaluing several others. Thunderbringer while having strong nuking potential early has a very finite scaling dependent on his abilities, and abilities fall of in late game in favour of pure right clicking damage potential. Meanwhile. Heroes such as armadon, deadlift (hello staff), warchief and even salomon are being grossly under valued. I understand your reasoning for many of your rankings but i feel some choices may have been made out of a lack of understanding of the play style surrounding the hero. Yes if both teams are to continually butt heads in the middle lane with no other consideration then it may be a fair ranking but at higher levels of play, every resource on the map is taken advantage of and heroes which you have undervalued will shine very strongly.
  3. Looks like an ability queuing thing, dev cast his ult and moved into range and the animation started just as you leapt away. And as the leap sub ability is a disjoint and not an invulnerability state it was cancelled by dev's ult
  4. I have experienced some issues with key ghosting (which i believe this could be related to), is there a maximum amount of inputs that hon will handle at a time? So if someone is talking/using direct pathing and inputs several other commands at the same time will some commands (direct pathing/ptt) persist?
  5. I think this is related to the mic stuck on bug and could have to do with key ghosting? Is there a limit to the amount of inputs HON will receive/process? I could feasibly see if say you are using abilities and items while talking/direct pathing one of the commands will just stay activated?
  6. XoRt`

    In Game patch notes

    version 4.8.5 wac i686 [unicode] [secure crt] build date: Jul 28 2020
  7. Ingame patch notes are for 4.8.4.1 instead of 4.8.5
  8. XoRt`

    Patch notes 4.8.5

    Patch notes for 4.8.5 have not gone live in client with 4.8.5 patch.
  9. XoRt`

    Hon join steam

    There is a cost attached to launching anything on steam as well as steam then taking a % of any purchases made, from memory the last time this was raised it was basically said that it is not financially viable to be on steam.
  10. https://forums.heroesofnewerth.com/index.php?/topic/163-starting-queue-after-player-joins-causes-load-to-get-stuck/ Already reported and confirmed
  11. Item picks are highly dependent on opposing item and hero picks. Personally I usually favour armour over HP as it scales a lot better (armour gives damage reduction, hp gives straight hp) If for example a team is mostly magic damage and i have already got shrunken/headress/barrier then straight hp/str is a better choice than physical armour, however sometimes the best way of mitigating/preventing damage is preventing the opponent from outputting it, in which case crowd control items are extremely effective and often under estimated. A good way to work on your item choices is to look at what people who are successful against you have picked up and thinking about why they chose those items. If all else fails you can just choose to pick carry every game and pick hyper carry items, won't make you popular but will take a lot of the guesswork out of the equation.
  12. Actually took the time to have a quick look at your past games and I have to say I'm not particularly surprised that you experienced this losing streak. I would suggest taking some time to work on your basic game skills and awareness. This is a game that requires some amount of unit control and reaction speed and it appears that for a decent portion of the time you just rightclick once and sit back and watch the show.
  13. The single mixed camp had not occurred to me but i would agree this could be a solid solution, it would however make early jungling impossible. I also strongly feel that making the camp impossible to stack would be a positive move. As for the suggestions from "high mmr midwars and eu discords", these suggestions seem to be centred around 5 man queues and coordinated teams, the vast majority of people who play midwars are solo or small queue with average at best team coordination. I feel that if those suggestions were implemented the game mode would get a lot more passive, most of the suggestions seem to incentivise turtling.
  14. I think making the ancient and neutral camp unstackable would alleviate some of the issues discussed. Midwars is about being in the mid lane. As it stands now the single neutral camp is plenty strong as one hero farming it can still gain a level advantage over the people in lane. I would not want to see any increase in the amount of farmable neutral creeps as this would necessitate the pick of a jungling hero (or a hero capable of clearing jungle camps) in order for teams to stay balanced/viable. By making the single neutral and ancient camps unstackable we are limiting the amount of resources to be gained by jungling but also giving parasite and ophelia viable mid/late game staff utility.
  15. Including an ancient camp would definitely give ophelia and parasite more viability in midwars. If it were to be implemented I would very much lean towards only one camp which is easily accessible to both teams making it something you can really contest.
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