If it can take the genre and make it better. I'll check it out! I am also biased.
Thought I'd get the ball rolling here on Strife - announced at PAX:
I'm looking forward to it, and yes I am biased.
If it can take the genre and make it better. I'll check it out! I am also biased.
I would certainly have to play it first as so far I don't see anything that sounds really new or interesting because it really all is going to depend on how they implement it. I don't think I like the idea of the gold being split nor never really having to leave the lane. Don't know, like I said, I will have to test it out and see.
Almost every top-level game design change HoN made from Dota was a bad one, except for the speed. I have no faith S2 can do this well.
Read the article and it sounded like a terrible low-skill game :\
I agree, with Zaphid. I think the big thing that stuck with me and maybe I just have never really witnessed it in League and it could be more prevalent in Dota/HoN but was the shared gold via last hitting. They are calling that a fix to toxic behavior when it has been very rare that I have run in to someone that has done this. If people are trying to be malicious they usually just AFK or go feed , not steal creeps.
Any beta keys for us Nidhogg? I still love HoN and think the faster paced action is the way to go, but the balancing and some of the design decisions that S2 put though made me scratch my head a little for sure.
Still rooting for the company though as it's basically made up of my old WoW guildies.
LoL solved this in a few ways. First, already mentioned. Assists yield so much more for the team, that crying about not getting the kill is kindof stupid. Is it "better" for the AD carry to get the kill? yes. But its SO much better for you AND the support to get the kill+assist, that taking the chance of the support getting the kill is totally worth it at all times. Masteries and gold/5 items were added which allowed supports to focus entirely on zoning and supporting, and not have to worry about gold accrual. there was also the public awareness campaign largely from the playerbase itself for "kill secure" of course as well. And that really only worked because securing the kill, and getting kill+assist was so clearly mathematically superior. Dota and HoN however really really favor the carry getting ALL of the gold.
I find it really hard to even imagine someone topping LoL.
What they did goes well beyond just the game itself. And even the game, is largely an improvement over other Moba's. Particularly now, when we have ARAM, dominion, etc. 2 years ago, when it was just summoners rift over and over... ok. yeah. Room for improvement.
The only real flaws I see left, are champs are not radically creative. I'm not really sure what masteries add to the game. And, not a fan of crit and rng in esports.
But that said, "next-gen moba"
yeah. Lols business model changed the entire industry.
LoL esport promotion changed the entire industry again.
LoL's constant tweaking of champs to create soft balancing, matched with massive selection and ability to "ban" the broken ones, creates a CONSTANTLY changing game environment, which entices replay, and viewing. Brilliant.
LoL is already Next gen. no one can re-invent those things that made LoL so successful. it already did.
You could in theory make a game that is better then LoL's actual gameplay. but it will not ever be as successful, as LoL created its own perfect storm of success with its business model, and aggressive esport campaign.
Last edited by Caliane; 09-03-2013 at 03:07 PM.
Watched my gf play it at pax... Needless to say it looked incredibly boring and a carbon copy of any other moba heh
I couldn't agree more with Caliane and don't understand the immense hatred some people have towards League.
@Needless, that doesn't surprise me at all as that is exactly what it sounds like with features they think are "next-gen" that really aren't. There is a reason they have to make another game and can't promote HoN on the level that League can. I don't have hope for this game.
What are the next gen features lol? A courier and some minor kill tweaks?
I want a moba with no carry and no support. Both of those roles are too stale. I'd rather then linearize the ADC damage so its a good sustain role, bit not so valuable it warrants a person forfeiting all their gold. Also, limit number of wards a single person can place at one time to spread the ward love around.
I used to love hon but left for league dueto how ridiculous ccarries get in hon and dota. League carries are handled better, but I stiil feel the idea behind someone forfeiting all their gold for the greater good is dumb and should be designed out.
I still want support classes, but they should need/want to build items to enhance their ability to support the team. Right now the best build in league is boots and as many wards as possible; boring gameplay!
I haven't played hon in awhile, but when I left was when tri laning was the pinnacle of gameplay. There isn't a worse argument against carries than tri lanes being viable. Not one but 3 players (the two in lane and the one solo against thr other tri lane) on a team sacrifice gold for one person to farm.
Last edited by Lenaldo; 09-03-2013 at 06:33 PM.
What does it remove besides denying, which I would argue isn't even mechanical skill as much as it is twitchy-tedium.
Denying, punishment for dying, access to heroes, courier, TP scroll, items that you activate...
an understated ensemble that puts the "b" in subtle
For some reason, people equate mechanically more difficult game with less fun, because people will beat you in all these different areas and it will be horrible etc. That should never happen, otherwise your game has some pretty big problems with matchmaking. If you are against someone who is as good as you and you want to win, then you just have to up your game and you have all these little things you can work on. One at a time. The hardest game currently on the market (SC2) has 99% of the playerbase being absolutely terrible at the game and they are still having fun.
Having said that, DoTA does have a higher mechanics cap on certain heroes so I don't think anyone can make the argument that mechanically lol is on par with DoTA. It is not however mechanically brain dead like a lot of DotA players say it is. Lee Sin, Ezreal, Syndra, Leblanc, Elise, and others take a very high amount of mechanical skill to play to their potential.
The whole jungle/creeps stuff is mechanically a lot more advanced. Pulling to the lane, stacking, double pulling, denying, denying yourself to neutrals, blocking, you just can do a lot more with the creeps, both the lane ones and the jungle ones. Also trees/juking I guess but it's not that prominent, and mid has the height advantage and where denying isn't really tedium but strategy, do you deny to gain a level advantage or do you last hit to gain a gold advantage, since in 1vs1 it's hard to do both unless your hero is way stronger than the enemy.
But yeah some heroes were really fun in lol and it's not like a no skill game, just some roles, champions or phases of the game are a fuckton more one dimensional due to the removal of certain mechanics. The lack of control on the lane equilibrium, closer towers, flash, TP, smokes, laning setups etc create a fairly dull thing to watch, in my opinion. I used to watch a lot of lol back when I played but yeah can't really do it anymore, it's fun when the "game starts", which is when people stop laning, but fuck is the laning phase the most boring shit ever, and it's like that almost every game.
As for this, meh. Maybe I'll check it out but it's like every company saw what lol did with dota, but instead of simplifying dota and making an original game, they instead try to simplify lol, which is a retarded approach. LoL is accessible enough, who are they targetting with a game that's even more accessible? I can totally get the appeal of LoL vs Dota, but it makes no sense to go even further, plus you're fighting against 2monsters already so unless your shit is revolutionary it's not gonna work. But it'll make some money, most likely.
I think it was Zaphid that mentioned the comments about esports and the only thing I really have to say to that is....do you blame Riot? Why would you not try to shut out the competition totally. Smart business to me.
That being said, I have no fucking clue why the use adobe air...I have never seen anything good come of anything done with adobe air.
I suppose my problem with DOTA (which btw I played the original and is probably the reason I am playing LoL) is there is just a lot to keep track of to play the game to its potential that it just seems tedious for me. Which ties in to my biggest problem with the game, which is denying....I just absolutely hate it and hate how it is a thing that carried over from the original (which to my understanding was an engine limitation at the time).
I would certainly give this game a go just to see how it is, I almost always try something out no matter what the look or first impressions of it. The only exception being if this board has a huge majority going against it as I tend to think along the same vein as this board.
I used to love HoN so much... until I played Dota 2 (never played original Dota) and I realized how fuck-tarded the balance decisions were in HON. However, I still fire up HON once or twice a month because I love some of the heroes (Gemini, Monkey King, Midas). I also love the cash shop in HON. It is by far and away the best cash shop in a game to date. The skins, the announcers and the couriers were all awesome. Some of the skins were just outright video game classics (Pimp Slayer, OHHHHH Yeaar).
Will definitely give this a shot.
Rocket jumping I will defend. But denying is more like z strafing, bunny hoping. shit is annoying, dumb looking, and of poor tactical design. And easily replaced mechanically with sprints, like was done in many games, including Tribes and its skiing.
Pretty sure many of us will at least try Strife.
Dumb looking and poor design? If anything its an extension of the entire last hitting mechanic and makes the game more complex.
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02-19-2013 02:33 PM
Thread: The ethics of stealing video games
Your justification in life is merely self serving. Imagine if society was 100% people like you, fuck living in that place.
05-15-2015 05:31 AM
the idiot who plays blessed shield with no jenkebabobob or foote
I didn't mind denying at all; I actually agree the data/hon lane phase seems more important. However the neutral creep pull thing is just a dumb mechanic. It provided a huge advantage to the lane which required a ward to beat.. how is that "fun"? Or skillful.
But what I really disliked in dota/hon were the team fights. Best way I can describe my opinion on them is that in hon/dota the most important part of the fight was pre fight positioning and initiation. Where as in league, the fights are much more dynamic and last a lot longer. This results in small positioning changes having a large impact on the outcome.
Oh ya, mages not scaling is also just dumb. As I said before, the concept behind god mode hyper caries that just farm farm farm then 1v5 ur team with shrunken head got old really fast.
I second the hon shop being the best. I'm still surprised league hasn't done announcer packs or a taunt mechanic. They don't even really have ward skins (although some r coming)
Last edited by Lenaldo; 09-04-2013 at 07:10 PM.
My friends always play HoN and I tried to play with them and just didn't like the style. The super long cc's bothered me the most. Recently we have been playing Smite a lot again. I enjoy Smite due to almost everything being a skill shot so you can easily out play people.
there are a few champ specific ways. Alistar heals, Anivia wall are obvious ways to mess with creep waves.
Another way to build a larger wall is to run past your creep wave. draw aggro from the opposing wave, run to the side. The creeps will follow you, delaying their fighting. You can then tap them as well to draw more aggro from them. but don't kill them. your creep wave will catch up, and start engaging. killing the other side slowly, and without taking damage, as the opposing creeps attack you. by delaying and slowing the creep mutual kill, you can build a double wave. How useful this actually is, is of course limited. promote Alistair or sivir maybe?
To get the wave push going you have your tier 1 tower go down. At which point you allow the enemy creeps to get just outside of your tier two turret range where you just last hit. No extra autos and for full effectiveness you try to last hit at the smallest amount of minion health you can. If the enemy creeps kill your creeps before another wave of yours get there then you just face tank them in position without killing them. Just doing that will keep the wave where you stopped it for 2-4 waves depending on how careful you are. When its time to engage and push you will then rapidly kill all of the caster minions from the enemy creeps but you leave their melee minions alone. The melee minions have more health + better defensive stats but they have very little offensive punch. So what happens is that your wave will kill the enemy wave while losing very little of its creeps but this will happen pretty slowly because a champion isn't even last hitting the melee minions in the enemy wave. By the time your wave has cleared this initial hurdle a second wave of your creeps will be right behind it. These two waves will meet the second enemy creep wave and will kill it fairly quickly with little loss. If the enemy tier one turret is still up then your two waves will reach it and will be joined by a third wave (siege minion too) shortly thereafter. The tower falls and the creep ball keeps rolling and only gets bigger until the enemy players go to stop it personally.
So LoL is actually even more intricate than DoTA see? It's so obvious in DoTA, but you need to have a brain to figure out a strategy so delicate in LoL!!!!
Still wish Demi God didnt have shit net code and was supported properly....that was one awesome game.
This is going to beta now. Will try to get codes for people who are genuinely interested in testing it. Just leave a message. Will have a response when dreamhack is over.
Anyone have a spare key for this? Played HON for long time when i first was released with FOH. Looking to give this a shot.
I signed up, played HoN from early beta (back when there were 2-3 games up at most) until their F2P conversion.
an understated ensemble that puts the "b" in subtle
LOL almost made 1billion last year alone. #1 on a list of top 10 earning F2P games. You bet your ass people want a piece of that action and you cant really blame them..
Someone needs to expand on those ideas and carve out a niche market for themselves. Noone is going to be beating LoL and DOTA2 at their own game. Just like how no MMO that tries to be wow is going to dethrone it or even come close.
Last edited by Dudebro; 02-03-2014 at 08:07 PM.
During our next major content patch/push I'll get about 10ish keys to give away. PM me if you want one. Right now we have so many hardcore people and there is zero matchmaking atm. Will need you guys to test MM and of course the content.
What they need is a system that allows you to rate the people you played with. You where a support who warded all game and didnt stupidly ks others? You get a 10. Youre a jungle who spent the entire 45 minutes in the jungle only to come out and ks? You get a 1.
A community rating for every player sounds like a good idea, especially if it has rewards (titles, whatever). Much better than the failed approach of punishing bad behavior, which I think LoL has pretty much abandoned.
Keys wont be here for another week or two, sorry. Currently our MM isn't implemented yet, and we're implementing that before we hand out more codes. Sit tight, I got all your PMs and will dole them out soon as I get em =)
Well if it's anything like HoN beta everyone that wants to be in will be in evenutally
I just sent out the batch of keys I was given to the people that PM'd me. If you want in for the next patch PM me and I will see what I can do. Grats to everyone that messaged me, see you in-game!
an understated ensemble that puts the "b" in subtle
Just did the tutorial stuff.
I played a game as the buzz lightyear lizard guy and destroyed. The UI is kind of all over the place and took me some time to figure out, I don't get the aversion to a regular scoreboard that you can see at a glance. Hero picking before the game is kind of weird. I wouldnt mind a random option since I don't know any of the heroes anyway. And can you play with the same heroes on your team? Also minimap on the wrong side.
I had fun in the game I played though, I can't say the same about Dawngate, and League puts me to sleep
Electric space cat wizard is fucking amazing.
I like a lot of the mechanic choices they made with regards to last hitting and how inhibs work. Art style is neat. Not sure how to get more pets quite yet.
Played a bit, taking a break to eat but I think I'll play some more after, it looks pretty alright. The tutorial was really nice, voiced and shit, was like the dota2 tutorial. The UI is a bit confusing at first but mostly fairly good, not sure where the scoreboard is though if there's one(can see your own stats, don't know about others), might be a key I'll check the bindings. Shop could be bigger, feels a bit too packed with the current size and the amount of filters and shit, however fairly easy and intuitive to use, you either search by name, filter by item type(power, lifesteal, movement etc) or by item category(which is kinda the same but more general, attack items, tank items etc). The courier is a nice addition, less traveling back to base compared to lol(they also can't be killed/are personal, so no dota griefing), consumables having their own item slots so you can always have them+your regular items and it even has "endgame" consumables that cost quite a bit but heal instantly(not a whole lot though but eh), boots also have their own slot and every upgradable boots has an active ability which is nice. In terms of items, it seems to pull more from dota than lol. There's a lot of active items, and a lot of the dota ones, there's a sheepstick, a "blink"(it's boots actually), boots of travel, phase boots, a nuke(also in lol), a shiva(also in lol), some invuln item similar to lol hourglass or whatever it is now since they split it from zhonya like 2years ago when I quit and so on. Many many different actives, a lot of which aren't in lol, so items are more important.
You can also customize the items via out of game ressources you gain from playing matches, haven't looked into it much but the way I undersood it, you don't really make the items much better, however say you combine a +10power and +50health item into something, you can customize it so you use a second +10power item in the recipe, to get additional stats in the item(but it costs more since you still have to buy that +10power item). Looks interesting. You also get pets instead of summoners/runes, pets can be upgraded and you can buy different pets for different roles, they come with 2 actives and 1 passive out of 2 different ones, you get the usual jungler pet, caster pets, tank pet and so on but also for example an assassin pet with a shroud active.
Game itself plays relatively good but very lolish, no turn rate, castpoints/attackpoints looked roughly all the same for every hero I've played, they went with grass instead of shorter vision/complex trees so the map is similar to lol, other than baron and dragon being reversed and I didn't see any buffs but I haven't really done much in the jungle. It seems rax/inihibs don't respawn, but they also don't seem to provide additional creeps, they however reduce the defenses on the throne. Gold is shared in a weird way, you need to last hit but if a teammate last hit, the gold is split(with a bonus to compensate, so like solo creeps a 34g but shared it's 20g each I believe), means supports aren't really supporty since they get a good amount of gold and carries don't really get as much gold. Does mean supports get to last hit in lane though. Don't know if I like it in terms of not farming the carries as much but need to play more.
Skills were very lolish, low cd, low costs, short range(mostly), fairly low damage/cc durations, most of it is skillshots. You also get out of combat increased regen so spamming in lane then hiding for 10secs seems like the way you want to lane.
Everything Pyros said was pretty spot on. I don't know if it was just me, but playing the melee based heroes felt a bit more clunky then playing the ranged (did two of each). The ranged had nice quick target switching and orb walked nicely. The two melee I tried felt really sluggish when switching targets and the auto's seemed very low range even for a melee.
I really like the looks of the pet mechanic as well. Sort of a more flexible summoner spell that can really customize your play style for that game.
Last edited by Commander Vimeseh; 02-20-2014 at 04:29 AM.
Am I just retarded? I couldn't find where to start a game anywhere after the tutorial...
Played a few more games, played the melee assassins or whatever they are, they weren't very tanky but also kinda had shit damage so was pretty bad. In retrospect I'd probably change some stuff like items, blink boots seem vital to get out of shit especially the one with the backstab since you don't have a blink/charge, just a blink strike so you can't get out of shit. The other one I played with a sword and a lot of short cooldown(kinda like Riven) was better, felt tankier, his ult is a nice aoe CC and he gets 2 movement skills with a non targetted charge(so can use it to escape as well) and a short movement speed burst, felt much stronger. I think the backstab guy maybe I need more damage items the damage looked like shit considering the squishiness and the lack of sustain, it's not like kat or akali in lol terms where you blow all your shit, kill a guy and it instantly reset most of your shit so you can kill another etc. Or maybe it is but need better gear, hard to tell.
Also inhibs/rax look kinda shitty. In LoL and Dota both, when you take a lane you get a huge momentum in terms of pushing due to that lane constantly pushing in, but as far as I can tell this doesn't happen here so it feels fairly pointless other than the massive gold boost(which I guess is something, it's like 1200g per person I think so it's like really a lot). Not sure I like that.
The F2P aspect I also don't know, not too sure what you can buy with gems other than additional chests and skins/colors. I won all my games and opened 4-5star chests everytime and they seem to yield about 5-7 of the crafting thing and pet food and 2-3 of the other rarer crafting shit(for upgrades), you need 40pet food to increase 1lvl, 9lvls per pet and there's like 7pets, that's a lot of grinding, I wonder if you can unlock them otherwise. At least heroes are free, for now, not sure what they'll go with eventually.
That's the biggest downside though, early beta and all but basically there's not enough heroes obviously, they need like 3-4times what they have now for the game to be interesting.
Anyway fairly decent game, bit surprised since I expected a lot worse. It is done by S2 though apparently(found out when I logged on the forums) which I guess makes sense, they had decent expertise from HoN. They're already planning for replays, ingame guides like dota, that kind of stuff, it feels like a serious game even though I don't know about it standing a chance against lol or dota, but it might get a decent enough following kinda like Smite.
Vermillion? More like 5-million~ Lol'd pretty good at that. Forgot how much flavor and ridiculousness the global voice stuff can add. Not sure how I feel about Vermillion in general though, 2 passives leads to a lot of attack move boringness, and his E doesn't seem to extend his range hardly at all.
Really digging it so far. The way they handle last hits is a nice way to ensure supports aren't going to be vastly under fed come mid/late game, and it really opens up a lot of different laning options. I wonder though, does the jungle gold get split as well, or is that all solo?
Semi-excited for this. Friends and I played a lot HoN and I'm not particularly a fan of supporting Riot, but another good MOBA game with a decent company is needed besides Dota/Valve. If it turns out to be similar to LoL, which is a good game, I'd be all over it.
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Diablo III, Overwatch, and HotS - Delly#1309
Played a few more heroes, had fun with the alien guy with the rockets and shit, his damage started pretty fucking shit but eventually I was raping people so hard, I went boots of travel too so I'd just ulti/bot all over the map to countergank, was pretty fun. Also liked Malady the pure caster, she has a bunch of very basic skills including a wall, shit's pretty good once you level it a bit to get better range on it(it's fairly shit at lvl 1 but it can do stuff sometimes), I went blink boots on her then stacked CDR+power items. With the 2 different items, I assume they stack cause I had like 40secs ulti(which is laguna blade), pretty fun.
The heroes all feel pretty familiar so far, as they are just mix and match from league/dota skills for the large part. Only one I really dislike is Vermullien, two passives is just so boring.
The item crafting seems like it could be a pretty big idea once you actually get some resources for it, but I'm hesitant to really do any of it early on because I'll probably just make something terrible. Items all seem to have a minimum cost for the recipe, so now spamming out a bunch of cheap CDR or anything. Only thing I've made so far is a power/attack speed focused sheep stick, rather than the castery/mana one that exists by default. No one is prepared for Rook with a polymorph!
I disliked the sheepstick after building it and finding out it only disarm/silence, it doesn't slow, so the uses are more limited. But yeah that sounds to be the point of the crafting system to an extent, I was thinking of switching something to health+mana regen for an early item that works on everyone but not too sure which one would be the most useful. Haven't upgraded my pet either, not sure I want to upgrade this one or buy the one with a force staff, it is a huge cooldown on it so don't know if it'd be worth it, probably though. I initially thought I'd buy the stealth one but 1.5secs stealth sounds fucking awful(upgrades to 2.25 secs eventually but that's still short as fuck).
Wish the tutorial wasn't required.
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The tutorial was tough to get through, personally I found that it tried to explain general moba gameplay but didn't suitably prepare me for what's different in Strife compared to other games at all, so it was a waste of time.
I found this on reddit:
For anyone who wants to skip it, they could do pretty much that using ctrl+f8, then:
host_timescale 4 (speed up time to 4x)
GiveGold 0 60000
GiveExp #GetSelectedEntity()# 15000
Have you guys explored removing the courier mechanic compelty and just having a combat timer for buying items? I haven't played in beta yet... but if ur goal is to truly have a casual friendly moba, the courier seems counterproductive. I like the idea of buying without backing, but I wonder if strife would be better served removing the courier as a "mechanic". If you have made it invul and simplified the control, then what real gameplay does it add on top of buying items without backing that supports your plan to make a casual friendly game. If anything it adds a layerof complexity that doesn't seem necessary.
Just a thought! You have already spent the designer and developed time implementing it, so it may be moot.. plus you may have plans to monetize the courier with skins... I was mainly speaking from a game design point of view.
Last edited by Lenaldo; 02-20-2014 at 04:51 PM.
Feel free to leave feedback here btw, I'll shoot this thread to the devs.
I will say I'm not a huge fan of the art style. I mean I consider LoL pretty cartoony and some of the characters make Ezreal or Teemo look Grim dark. I do like the shared gold mechanic and the ranged characters seem to be done really well.
After 4 games I still don't know where my xp bar is, or if there is one. I really hate the UI. I see what the idea is, but I don't think any of the changes actually make an easier to use interface, or presents information better than other UIs out there. Having to hold tab to see my health and mana is dumb, the scoreboard is dumb, the way information about my teammates is presented is ultra-dumb. Other than that I'm having fun playing it
You can make it permanently show health/mana, items and other player portraits.
an understated ensemble that puts the "b" in subtle
I've given away roughly 40 keys so far, and I'm trying to get more, if anyone else wants in, PM me now. If you haven't gotten one yet be patient.
Please make sure you utilize the strife forum (log into the portal @ Strife - The Premier Second Generation Free-to-Play MOBA and go to forums) as well as this one if you want for feedback, concerns, what you like/don't like (if you do have dislikes, try to be specific and also offer a viewpoint on how you would like it to be, versus how it is currently implemented.)
Last edited by Nidhogg; 02-21-2014 at 03:34 AM.
The UI is fairly alright, IF you pin everything. That's alright though I guess, making UI elements removable for people who for some reason don't want to see their cooldowns/health, sounds completely stupid to me in this type of game but eh.
It needs to show a lot more stuff though. It needs an experience bar for one, no way to know when you're about to level that I've seen. It needs to display mana costs on the skills, currently it displays how much mana you need if you don't have enough but it doesn't let you calculate costs for a combo without hovering the skills/knowing the class. I guess it's the same in dota but considering the UI is similar to HoN/more open to stuff(you can check heroes mana directly, you can see their items without selecting them etc), I feel this should be an option like it was in HoN. Simple blue numbers for the cost on the skills.
There should be a scoreboard, or it needs to be more obvious how you access it, I haven't found it, only pops at the end of the game. If it's intended you can't see your team stats during the game, it should at least show their items permanently on the pinned team portraits instead of having to press tab. It should also show your own stats all the time(if the portrait is pinned), last hits and kda. Maybe also the info about your stats that shows up when you hover with your attack dmg, armor, movespeed etc, make it its own UI element you can pin down if you want to see it or not. Team last hits could be nice too since gold is shared, it wouldn't show individual last hits if it's supposed to be hidden but you could see if your team is having issues laning or what.
The Kongor lane screen thing should show how many votes every lane is getting, so you can figure ahead of time which lane it's gonna go to before it spawns.
The cooldown/skill bar part should in my opinion be thiner(horizontaly), I feel the distance between the left skill and the right skill is too big which makes it harder to tell at a glance the state of all your cooldowns. Compress it a bit, remove some of the space between the skills, maybe scale it down a bit too.
Inventory management is a pain in the ass. You can't move items easily, which makes putting them in the right keybinding slot annoying as hell, it seems to work sometimes, but only if you have like a full inventory or something, I think it tries to reorganize it so the items fill up in the right order but I want to put item X on slot Y all the time for example, depending on the binding. The ordering is also "wrong", it seems to be 456123 from top left to bot right, when it should be 123456 like you'd expect, basically switch bottom and top rows. Selling items is extremely unituitive and I wasn't even sure you could until I randomly clicked on a lot of stuff. There need to be a more obvious icon for selling, potentially put it on the other side of the screen. You also can't get the courier to come and grab the item to sell it I believe(not 100% sure when I tested I was in base) and there's no sideshops obviously, so if you're full and want something else it's gonna be annoying unlike using dota/hon courier mechanics.
I'd like for tab to show skill cooldowns of your teammates instead of their items(which is already displayed on the top anyway). That or show the skill cooldowns on the top, either of these. Knowing when your teammates have ultimates and stuff is obviously very useful, and so is knowing when they have a stun, or if they have mana for it.
Think that's all for now.
Edit: Remembered something, the multitap skills. They need to be A LOT more obvious, and at the very least it should be in the description. I wasn't aware they existed until I saw someone throw 2 rockets in a row with what's his face and I was like "huh" then logged in vs bots and yep there it was, some weird ass little thing on top of the skill that seems to show it has charges. Turns out Minerva has charges on her blink strike too, which probably is one of the reason I had so much trouble with her. Oh and if I play in a 9bots game, I should be able to leave instantly, it sucks you have to finish the game.
Last edited by Pyros; 02-21-2014 at 04:08 AM.
I don't know how to sell items.
an understated ensemble that puts the "b" in subtle
When you open the shop, there's a trashbin icon near the bottom, to the right of the inventory stuff, it's fairly small. You drag the item on it.
Played Minerva again, definitely much better now that I know you can blinkstrike a lot more, also went with maxing the passive over the blinkstrike to get the 9%shield sooner and went with a couple of health items(the antimagic health item that proc a magic reduction when you get hit every 24secs and then I had health on some other items like iirc the crit item or the attackspeed one) so I was a ton tankier and with multiple blinks I had no trouble chasing people down unlike before. Also synergizes really well with the Sheen item, get free 50dmg everytime you cast an ability, so you blink, slow, attack, ulti, attack, blink, attack, lots of free dmg. It's very similar to how Akali plays really, just hadn't noticed due to terrible UI on that and the skill description not even mentioning it.
Btw if you buy another pet than the free one, the cost of pets go up to 250 for the 3rd. So make sure you pick a good 2nd. I went with the force staff one and upgraded it once so the cooldown is shorter, it's alright, feels like LoL flash but not instant travel so have to be a bit more careful/not as good for initiation. I want to get one more point into it for the slow autoattack shit then probably a 2nd point in my basic mana regen one so it's shorter and I don't rely as much on regen on mana intensive heroes. The rocket guy for example is a huge mana whore.
I'm looking forward to trying this tonight (got my key yesterday). Does anyone have a secret potion of "put your 10 month old daughter to sleep"?
I'm happy to see it's getting positive reviews.
Watching a stream right now, and the UI looks really bad. Everything is so big, lots of wasted space on frilly borders. Do I really need a giant keyboard key next to my skill with lines under it?
Just copy DOTA2/LOL UI and not the LOL UI from 4 years ago.
Let me know if I got this right. In this game you can use components to craft items or make items more powerful, but they only last for 2 weeks, but you can buy gems to make them last longer? Is that the money scheme in this game? Is it essentially going to be a Pay2Win system where you just keep your crafted item going on forever?
Wiki/Forums doesn't explain this system very well, if at all.
Crafted items aren't inherently better or worse than the default items, just different. Say you rip out all the components for the lifedrain attack item and make it nothing but the +26 power attack items, the cost of it skyrockets according to the price of the components. So while yes, you could make a bunch of recipes that are +75 power or +500 health or whatever, they'd all cost 7000+ gold and you'd never get to build them.
I just assume that customization will lead to some OP situations that happen whenever mathnerds get their teeth into the theorycrafting stuff. Then that OPness will lead to people needing to buy gems over and over to maintain their item. Especially those legendary items.
Maybe you're right though and it's not a big deal, but in LOL it usually comes down to a few ticks here and there that turn the tide of a battle. Smells fishy to me.
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