The reason why it was different was the OPPOSITE. It focused on objectives and teamfights instead of laning and last-hitting.
yea, because the transition away from the heroes having literally the same generic pool of talents was rife with unique options. How many heroes are you building with first aid, stone skin/executioner/nexus 20 w/ mana refund talent at 1/4?
Granted, the generic pool allowed heroes to have generic staples of damage vs mitigation, but part of the scenario just relied on people using the same build across similar heroes because they could be built the same and that was the equivalent of the âcompetitive buildâ.
the big difference of alpha was the lack on information being widespread for people to cheese the game with strats and gimmicks getting nerfed before they even knew they were a thing. With a constant content supply, people have more than enough time to dissect stuff to fit the âmetaâ they want, and not need bother figuring stuff out or⊠reading up on a wiki page for exceptions?
yeawhatnow?
ya know, there was a time when dota was the thing for community requests where people would post all sorts of off-the-wall ideas hoping theyâd magically get figured out in jass to be the next quirky hero.
Some would even try their hand at making a custom map to showcase their idea.
Hook script being so magical it spawns its own genre?
Global hero than can tether and port with an ally?
rolling lightning api thatâs only limited by mana?
multi-hero control, with linked death on all units
hero than amps healing or damage via delayed triggers?
it is kinda funny how the game had stretch of having slightly offset hero designs to have similar options as the âintendedâ game mode was sentinel vs scourge. With the shift to allpick becoming the expect play, heroes had a time of having something unique to set them apart from other picks or their former counter-part, though I guess skimming some of the (finally) new hero choices does seem like the game is closer to the âits like an existing hero, but a little differentâ once again.
This is interesting. Iâm actually really excited to see the XP changes and how things function with the catapult pressure. I could totally see them adding the second tower back in after the initial change, assuming it requires it.
Of everything you mentioned, Iâve only ever used Executioner and maybe Nexus blades if thatâs what you meant. Skimmed the rest of what you wrote because it literally doesnât apply to what I was getting at and didnât care for whatever point you were trying to make.
Alpha, Beta, and Early launch was DEFINITELY more straight forward than it is now. You have a heal? Cool it works. Not âok this hero can heal minions and Aba ult but this one canât.â. Thatâs just one of the many examples but I really donât care to get into it with you right now because Iâm pretty much out of it. Anyone thatâs played for any length of time knows how much more fun it was earlier on.
I absolutely loathe the ânerf everythingâ philosophy instead of bring lackluster heroes up to par. And for the record, the only major thing Iâve noticed in Alpha that wasnât apparent in-game was Ambush Snipe for Nova still having a small window of time where itâs active after exiting stealth. So basically you could open up with Crippling Shot for the PS debuff and erase people with Snipe and your AA. Feel free to enlighten me since your demeanor has left me in awe of your expertise.
The changes ARE shifting towards macro play, getting constant positive pressure from fort catapaults is going to give opportunities to take fights while they have to address the lanes. Are you sure you know what macro is?
Much like the ammo changes, these fort changes will be trashed as anti-split-push or anti-specialist when they are simply raising the skill cap for that tactic by cutting out the XP snowball lead and installing a strategic advantage that opens windows for the specialists to get out of the lane while still paying attention to it for choice moments.
I suspect 2019 will be a good year for HotS.
my point of concern was that people didnât care enough to look into relevant information at that point of the game, so stuff was nerf, changed or whatever without them ever noticing.
In turn, you gave a reply that demonstrates that thereâs stuff that you just donât care to notice.
âstuff was so straight forward in alpha and not based on exceptionsâ
â overlooks heroes having talents to modify the exceptions they had on their abilities. Wanna refresher course on how damage amp and mitigation effects worked back then too?
I gather you saw my use of âyouâ in the part you quoted, but evidently didnât notice it was rhetorical in application as I then went on to talk about the trend you were trying to claim was the case, but assumed it âliterally didnât applyâ when ya know, you literally didnât read it.
Kinda funny how the person whoâs lacking in information is so self-assured of being right despite the⊠admitted lack of information.