This anomaly has sucked the fun out of the game for me. Over the past couple days I haven’t even enjoyed wins, they’ve felt like chores. Here’s my break out of the changes:
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New targeting by towers, forts, keeps - principally I think this change is fine and does provide more protection. It may be increasing game length. Makes defending walls and their strategic use better imo.
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Removal of slow from forts/keeps in favor of higher damage - this one I think has the absolute opposite effect than what was intended. I’ve never see more abathur’s and murky eggs hunted by nova’s in my life. They now provide 0 protection to someone wanting to place their egg/cocoon in a forward but safe position. Without the slow a Nova (or Medivh, or Zeratul) can go back kill Aba/pop the egg and get out. With the slow they may not get out making such plays very risky. I also think that if the forts/keeps had the slow instead of damage it would actually be more punishing during a push and easier to defend. I personally think the best thing here would be a low damage slow that splashes. That way defense is up to the players, not the forts/keeps. And if the attacking team approaches clustered together they all could be slowed just by 1 cannon shot hitting a nearby minion or hero. I guess I don’t really want the structures to do the defending, but the players. This would effectively make the fort/keep more like a giant tank, low damage w/CC.
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Core mechanics - fundamentally I don’t think they’re terrible but they have resulted in a bunch of losses and wins that are unsatisfying. The core mechanics just create chaos when a team is about to win. Sometimes this has been enough for those teams to get wiped and then the team that was about to lose marches off and cores the now wiped team that should have won. In the end this isn’t as fun as it sounds. It ends up boiling down the 20-30 minute game to 1 gimmicky moment. If a team doesn’t want to risk that happening then they will need at minimum a camp but more preferably a boss or the objective to finish the game. And this is where I think a lot of the time increase comes from.
I know I hope this anomaly doesn’t become a permanent change, at least in its current form.
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So bruisers and tanks are still broken with the latest tweak, but they made sure other assassins can better assassinate. Heck ya. Go you Blizzard.
You have some gawd awful bias on your team.
I propose a change to the towers that will also be balanced against ranged heroes, who seemingly get away scot-free from this. When a ranged hero hits a allied hero beneath the tower, the tower gains range equal to the maximum range of the attack. If the enemy hero is then in range, it will engage them for five seconds or until they leave this modified range.
How fun will this be!??! It’ll be like ranged assassins are bruisers and tanks as far as the turrets are concerned and the turrets will influence the playing area nearly as much as if the enemy hero was melee.
Tehahp. I’m still playing assassins till this ‘anomaly’ is reverted. You tackle none of the problems of divers while influencing the least played classes, even more so after the most recent patch.
As someone who has played a lot of MOBAs in general and has always loved HotS by far the most, I hate this update so god damn much. From a glance at this topic it looks like I’m part of the minority so I’m not sure if I’m missing something vital about the meta or the state of competitive (which I play very little of), but it seems to me like this nexus anomaly tries to bring HotS more in line with other MOBAs, which I wish the devs wouldn’t do to be honest.
I rarely post on forums but I really wanted to give my feedback on this one because I know that nexus anomalies are meant to explore new directions that aren’t necessarily here to stay, Call for Help has already been tweaked since it’s debut but I hope it gets scrapped completely.
Let me state my point clearly, HotS has a VERY different tower system than other MOBAs and it does not need to follow the same rules as them. Furthermore in my opinion HotS has always had the BEST system and to see it regress to the mainstream saddens me.
The old system was good because for starters it was incredibly straight forward, minions in enemy base means base is safe, minions gone now base not safe anymore, that’s all you had to know. It was different but it made sense because unlike in other games you have a wall that physically keeps the bad men out and allows you to essentially defend a base for free until it drops, providing stability in the early game that wears off in the mid game when sending a wave in means a free dive. But anyone who dies to a dive at this stage:
- Had a chance to clear the minion wave an avoid it but played passively.
- Could have left and given up the base but chose to stay.
- Can still quickly kill the minions to get the base back on their side.
- Can uh? Just 1v1 the diver and win or lose what is essentially a fair fight?
I understand that ganks happen but at that stage your team should be making plays elsewhere anyway and you should have listened to their pings and left well ahead of time.
This is getting long so I’ll wrap it up. New system is more complicated than old system for imo (as a long time player) no real gain, the patches to it so far are good (Self Damage No Longer Provokes Aggro - That was a thing? Is this a joke?). But all in all I dub this experiment a failure. Worth a try, not worth keeping.
PS. If it’s called a call for help then why don’t keeps and forts slow anymore since that was the biggest thing they could do to HELP you when you’re just trying to get away?
3 Likes
Please, let this anomaly disappear, towers irritates me horribly now.
The turret league system from the legend league is not suitable for hots, the game is too chaotic (which is good in my opinion), it is fixing something that was not broken. In the case of exp it was not so bad (after all patches) then this the change causes a multitude of problems that can’t just be patched a few months after release.
examples of problems:
- Slower gameplay, longer matches
- Limiting teamfights
- Heroes with area or staggered skills receive focus from towers, e.g. kael thas, man, guldan, lunara, heroes who were designed to atack forts by skills have huge problems here: murky’s ult, and raynor’s ult will get them dead … etc
- heroes with summons (zagara, xul etc.) cannot predict what their minion will attack
- All tank type heroes with stuns cannot use them under the tower because they get the focus.
- Removing armor means that the opponent can literally blow us up after receiving one shot from the turret.
- If we had little health under the tower then the enemy will kill us anyway, because until he hits us once, he will not get from the tower, so safety has not realy changed even worse becouse now enemy is not slowed so tanks can tank that out.
- And this is listening to a small group of players who shout the loudest, because it is obvious that a happy majority is not on the forum to praise what works well.
- Hots is not a game that can gain popularity due to approaching the league of legends and touch, the main factor keeping players is its otherness. Copying these aspects means that there will be no reason not to go to lola, for example, which aspects are better implemented.
- In hots the lines are shorter, which gives less space to fight, additional changes in targeting of towers shorten this distance even more.
All of this together brings unnecessary confusion and the need to change the balance of all the characters involved, which is a waste of resources.
PS: if someone wonders why hots has never become as popular as lol or dota, then the answer is the marketing department, which probably has never received any funding, because since the release of the game I saw maybe 2 times the hot’s adds at the premiere, and at least 160 times adds of the league of legends.
PSPS: on the plus side i love nexus abilites and tower laser pointer. Also fix the bug that chagnes the hero you play to random one im still sometimes experiencing it.
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Almost a month later, Raynor is still S tier. He’s still one of the best marksmen and he’s a good pick after ETC/Johanna are first picked. Tracer buffs may have dethroned Raynor as well as sylvanis dethroning raynor as she shuts down turrets.
seiging with malthael is kinda abstract, the way its done is really by bullying away the enemy laner from your wave/camp pushing in.
That type of seiging now is a big KEKW
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I would just like to inform the devs that the new tower changes are, as best I can tell, hated by the community writ large and people generally prefer the primary emphasis to be on players defending structures rather than the other way around. I often see messages in the general chat decrying the anomaly and some of the friends that I often queue with are even saying they won’t play until the tower changes are reverted. I personally do not hate them quite as much as everyone else seems to, but I do think that at the very least the dive heroes who are most hurt by the changes (such as Anub’arak, whose beetles can no longer tank the tower shots for him) need a stats buff to compensate if the changes are actually going to be permanent, and to be honest I don’t think much of anything would be lost if the changes were done away with entirely. However the core gimmicks are quite fine and as best I can tell no one really has a problem with them, myself included. It’s just the tower aggro changes that I think should be reverted.
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I absolutely despise the new aggro on towers system. At first I thought, maybe I just need to give it a chance and get used to not attacking enemy heroes near their towers. I did. I still hate it. You basically can’t even harass enemies in their fifth of the lane because you will take more damage than them. The old system was fine - clear waves, then the towers will attack the heroes. I don’t mind the core changes but please for the love of god undo the call for help part.
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Just a thought I had, would it be so crazy if being near your tower gave you armor? I realize the devs want to make towers more formidable and easier to defend. I think this could be a good change that would accomplish that without being as oppressive as these aggro changes.
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But WHY do the devs want the games to last longer and longer, and torture the players more and more? Pretty sure most people play this game because it is NOT LoL. WHY put so much work into making this game into LoL? How much of original HotS do we have left? I literally can’t think of ANYTHING but the shared XP. EVERYTHING else that made this game unique and good, was removed.
The more time passes, the more HOTS want to be LOL. cause thats why the dev think is missing on this game.
DUH… if we wanted to play lol we would have gone to lol.
Just stick to your concept and change what the players told you to change 5 years ago…
THE MATCHMAKING.
Its because you are lvl 500 , diamond and still get match with lvl 100 bronze 5 players that this game sucks.
stop putting exp globe or other anomaly things that are useless.
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Hi Dev team, I know you most likely won’t ever read any of the things posted on this forum, and I know this thread isn’t exactly the right one, but it’s the newest thread I know that is directly posted by the dev team. I’m just trying to point out that your AI is still mediocre and kinda broken (not that smart).
“call for help” Might as well get rid of this feature now that it’s been nerfed into oblivion.
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I agree. You can see it at braxis map. I love the theme, but always expect loss. As players dont get that you dont even need to kill in this game to win.
You give people basically zombie apocalypse mechanics and they screw it trying to fight at mid.
Return this anomaly to towers plz.
Not a fake account no, I just have no posts because why on EARTH would I want to talk to people like you?
Why on EARTH are you replying a year later?
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They just got out of the shower
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Do you happen to main Xul ingame. Your necro skills are out of this world.
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