i hate the new tower system for many reasons for example when i play heroes with a form of overtime damage or summoners like xul : if i used poison Nova and while hitting a keep or a tower with the minions and my team the tower will suddenly attack me which mean that i cant get near the tower as long as my over time damage is on the enemy team heroes that isn’t even the worst part the worst part is for summoners if one of my skeletons attacked another hero when i am attacking the enemy team tower with my minions the tower will target me and it led to my death many times the 2nd thing is why even doing it for the cannons it would be acceptable if only forts and keeps had this new help system but why the cannons and last imo the best thing in hots which made me want to play hots over lol is that it didn’t have this tower system i liked the old system and i wish it back at lest remove the fetcher from the cannons
yeah new towers are broken…
…they randomly shoot at you even if minions are in first order, ahead of you…or camp minions. it just randomly shoots you…even if you are LAST to enter firing zone, two of your mates are in, still targets me…BROKEN…
Then you are clearly doing something wrong.
The tower will not target you when it has a focus already. If the minion dies, it will select another target.
If you damage an enemy hero in any way, the tower redirects its damage to you.
If not, it will never change targets while the initial target is still in range and alive.
I like the new tower system, it gives a whole new playstyle to it.
If you are having problems with DoT or summons, try selecting your engage moments with the tower more carefully.
One issue is how towers interact with global effects. If I am in lane on Artanis, and hitting towers because the enemy team is ignoring me, they behave as normal. But, if I use Suppression Pulse on a skirmish clear on the other side of the map, the towers will instantly lock onto me. I don’t know if that is intended behavior, but it certainly makes global abilities less appealing.
they are not broken its the new system : now when ever you attack a hero under the tower even if there are missions near the tower the tower will ignore the minions and target you
I did not know that.
I do agree that the range of the new tower system should be limited to enemy heroes who are in range of that specific tower, this would avoid the weird interaction with globals as you mention.
I don’t like the new system either. Also the new core mechanics - just completely unnecessary and a lot of new cluster on the screen now.
Also I have seen in many games yesterday, that early objectives with which you push are very uneffective now. Punishers, Immortals… they often don’t get anything done now because every hero that pushes with them and has AOE or splash damage might accidently hit a hero and thus be focussed by towers and forts and forced to walk back. This system is completely no fun.
Also it does not help tower diving, too. If an enemy team really wants to kill you under a tower when you try to solo defend it, they just rush in with 2-3 people, take the few shots and kill you anyway - and aren’t even slowed! The little armor debuff does nothing. Slowing them was much better for kiting them around and have chances to live!
And the cores - oh my god how dumb. People getting pushed back by tornados or knocked around by bombs. All you now have to do is constantly dodging attacks. Completely boring new mini game within a game.
the new system feels like they are trying to be a different game, so much stuff right now doesnt work, or isnt balanced, its such an awful experience
Had my first match that was almost nearly an hour long because of these changes
team comps and changes set up a scenario where we had won the game at roughly 20 mins in, but their wave clear and ranged advantage stalled the game for about 30 more mins. Eventually I tilted kamikazi charged with WinBlades Varian and we got a keep a few kills then the game
I don’t mind the change but there needs to be some tweaks
The gold words
For balance, slowdown was removed. This is quite enough.
New towers are good.
Stitches snd garrosh eye roll flips and hooks are retated now.
i like running into a mage aoe as they attack a tower, then watch as they get nuked by it. u now have to think before u attack. if u are going to dive someone must be all on the same target and let the fat one hit first.
Towers love to target Li Li, that’s for sure.
Even when there is no serpent summoned.
Even when there are no enemy heroes anywhere nearby.
The concept might be nice, although my teammates won’t really like when as a support I have to bail out. Maybe in a few weeks people will learn not to chase past towers, though. Hopefully they won’t need to see dozens of dead supports to get to the realization.
That aside, not a terribly big deal. Most teams have some long range heroes who can wear down to towers from safety. Jaina can’t. My Jaina was also targeted instantly as soon as I got close (so trying Blizzard against walls is a no-no), even with minions around and myself not doing any damage to heroes at that point. (Maybe the tower is protecting heroes quite long, maybe the chilled debuff matters, or there is indeed a bug.)
its them adding that LoL experience to the game. in other words ppl asked for it to happen and they are trying it out.
one of the things ppl have said in the past is that they dont like how they could be under towers/forts/keeps and just be dived on. they felt like this should be a ‘safe’ zone. kind of like in LoL where the structures will attack you. well this is the HotS team doing something like that.
personally i like how the structures will now switch targeting to attack enemy heroes.
well the new system is great this anomaly they introduced is perfect for hots, ofc you need to learn to play
If you are in range of a tower, it will attack you whenever you hit an enemy hero, no matter how far are you from him/her. I experienced something like the global effect but with DoT’s. If you poison a hero let’s say with Lunara and it runs away and you happen to be near a tower, everytime the DoT hits, the tower will hit you as well.
Yeah, I have also heard that if a Gazlowe leaves turrets up anywhere on the map, a hero getting hit by one will trigger tower aggro. I definitely think it needs a few refinements, although I am not against the idea of tower aggro in principle.
I hate the win more mechanics aka the objectives. I hate team leveling. See? I can say what I hate too.
But LoL has no objectives, and sooner or later people will realize that it’s completely useless to figth for certain objectives (ie. garden terror, zergs, punisher) because they can’t push with them anyway. They will just 5men rush a fort on the other side of the map during the enemy takes the objective, then they return to defened, possibly even kill careless opponents while pushing with objective.
I understand the struggles when you expect protection from your fortifications and the opponens just ignore them. Tanks/bruisers can still survive plenty of attacks before they are forced to turn back, and the rest of the team has more than enough time to kill you, so the redesign does not fullfill its purpose.
However I feel unjust to fight for objective, best the opponents and then being unable to push with the reward. HotS is much more exciting than LoL because you can have more interaction with your opponents in shorter games. Now we interact less in longer games. It’s boring.
My 2 cents:
- forts and towers should provide protection to players only inside their attack range (ie. towers on top should not attack a player because its summons dealt damage on mid)
- pushing objectives should taunt fort/tower attacks or drastically reduce their damage dealt to players.
- shots should deal percentage damage that increases gradually ie. 15% → 25% → 35%