HOTS 2 plus 6v6 revamp this game

Just rerelease this game make it 6v6 see how it goes I think it will be fun a lot more kills a lot more deaths a lot more destruction no moba has tried this before might make a huge difference

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warcraft 3 has 12 player slots, so people cracked DotA and made a 6v6 version over a decade ago.

Valve’s ā€˜leaked’ game ā€œDeadlockā€ is a 6v6 w/ 4 lanes hybrid of teamshooter and ā€˜moba’ -ie overwatch + HotS.

If anything, HotS would be better ā€˜revamping’ for players to control multiple heroes so the require number of players needed for a game goes down, rather than up.

I’d argue having an odd number makes for more dynamic play. Where the odd one can move freely to different positions. Even numbers makes it too easy to pair up and stay paired.

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Why people so badly want every game to just be another clone of another clone ?

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Yeah this would be fun especially if they brought back being able to pilot the garden terrors, which was significantly more fun than how it is now

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On the topic of fully controlling the plant, the change was made with consideration for TLV and their 3 unit scheme.

We had Dragon Shrine, sure and Volskaya followed, but so did the map adjustments as the game had evolved. You could argue that TLV is just as strong on these two maps because any of the guys can pilot the vehicle but it is map layout which drastically changes game dynamics.

Oh ya I forgot about that, the ol’ ā€œwe couldn’t figure it out so we gave upā€

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I agree, it was funnier and it felt more tactical.

I don’t see how ? If TLV is already able to control other ā€œvehiculesā€ on other maps, i don’t see the point of changing only garden of terror, to adapt to them. I think they would have change all those maps if it was the main issue.

I’ve been thinking of a moba like this for SOOOOO long.
A MOBA where you single-handedly control every character on your team! A team of 5!

The player gets to make every strategic decision themselves. Every rotation, every camp they take, every objective they give up, every lane swap. They get to always do things, unlike MOBAs, where dead time is boring.

Mechanics don’t matter as much, because players won’t be able to micro every hero. This means that drafting is all the more important! The players could take heroes who exploits enemies weakness, or who nullifies your own, or who synergize well with each other. Drafting already has endless depth, but it doesn’t appear much when people only play their favorite characters.

Such a game wouldn’t be hard, because no human would be able to play optimally. The skill cap is infinite. As such, the skill floor would only be high if the playerbase gets really good; but the skill floor to get Platinum rank would probably be ā€œStop playing your 5 characters in the same lane, soak XPā€.

What do you think about this kind of game? Is it a bad idea? Sorry if I’m getting off-topic

Well, I’m not sure a full team of 5 would work out. Too much macro loses western interests and go the way of RTS. Granted, having 5 heroes, 3 lanes is more familiar, but I think for a ā€˜new genre’, it’d probably need to work around controlling 3 ā€˜heroes’ so there’s room for multi-unit control in the hero pool like TLV or Misha.

Additionally, by limiting basic play to using 3 heroes, the main map could be segmented into something like ā€˜Chinese Checkers’ where additional players can be added to the same map and have an FFA or team-based split so modes could have room for more than one opponent as a way to set it apart from the mass of current moba and team-shooter varients.

It’d probably also need to make better use of the map to stand out from simple hero control; I’d suggest have some sort of ā€˜battle engineer’ where players can modify terrain and dig tunnels, make lava pools, or limited weather influence. DotA has something like that with day/night cycles and temporarily destroying trees, but I don’t think it’s been done well enough to suit a unique ā€˜role’.

Furthermore, I think it’d need something like a TCG ā€˜seasons’ release where heroes are released in packs and ā€˜ranked’ play limits the pool to a particular pack for a set amount of time to rotate hero/team balance.

To be honest, with the pick nature of this game and the genre in general, this game would benefit from the overwatch swap hero system. That need a talent revamp (or the easy way: just delete talents), but not a total hero revamp in the micro department that is harder to do imo.

In some form it uses the RTS approach that you’re proposing, but instead of picking an onager wrecking archers and being erased by calvary all the game, you (like in a RTS) change to other unit to bypass the enemy composition, that is basically the problem with some QM interactions.

I can’t offer a definitive answer other than just lessons learned along the way. Taking direct player control is a way of mitigating the snowball potential and a lot has been done about this over the years, including the xp and regen globe adjustments and their two follow up tweaks in order to reduce lane dominance of specific hero types.

And honestly, three maps where TLV is the ultimate pick is a bit too much, which reflects positively on bringing some other niche heroes into the game. If TLV is allowed to pilot on every battleground, then the other two map are essentially nothing more than a reskin, when hots is all about unique mechanics and arena variety.

I think for this 6v6 revamp, they should remove body blocking.

the current garden terrors in each lane is incredibly powerful. That first objective almost seals the game for whoever wins.

I feel the same way about Alterac Pass.

Yeah, if the first objective almost seals the game now, that would certainly reinforce the fact that the old garden terrors were more fun.