What's new?Heroes, in a nutshell, is a game in which two teams are trying to destroy the Core of the opposing team. The Core is similar to the Ancient in DotA or the Nexus in League. Each team has a base with Forts, Towers, Gates, Healing Wells, and Walls to help them defend their core.
At regular intervals waves of NPC Minions spawn in each base and march down pre-defined lanes to attack the enemy. It is the job of the players to help attack down these lanes and destroy the enemy team's base and ultimately their Core. To help with this, each of the maps has a special map objective that gives a big bonus of some sort to the team that completes the objective. Generally each objective will be completed 3-5 times per match before the core is destroyed.
Just like the waves of NPC Minions who spawn and march towards each other in battle, so too do the player characters respawn when they die and continue to fight. The amount of time it takes to respawn is directly related to how long the game has been running. In a new game that is only minutes old, a player will respawn almost immediately. In games over 15 minutes in length the spawn timers will reach a full 60 seconds.
Core: The first team to destroy their opponent's Core wins the map. The Core has a recharging shield which is worth about 15% of the total health of the Core. This shield regenerates very quickly when the Core is out of combat for 8 seconds. The Core also shoots a lightning blast at a target that will also damage enemies near that target. It follows the same targeting rules as Forts and Towers (see below), but is immune to many effect that shut down structures.
Tower: The first line of defense in each base. Towers have limited ammo which regenerates over time. Towers prioritize minions and summoned units and will ignore player characters as long as there is a minion or summoned unit within range. Unlike other MOBAs, the Towers in Heroes will not target a player character if that character attacks an enemy hero while within range.
Forts: Each lane has one Fort, which is located behind a wall and two towers. These Forts have a lot of HP and attack with ammo just like Towers do, but they also slow enemy movement and attack speed which makes them a decent place to defend from. Destroying a Fort yields a considerable XP payout, making them primary targets in the early game.
Keeps: After a Fort, the last line of a lane's defense before the Core are Keeps. These function similarly to Forts, and will also pay out big XP if destroyed. If a keep is destroyed, the opposing lane will start spawning long-range, high-damage catapults alongside the usual minions. Therefore, it's very important protect your keeps while destroying your opponents'.
Healing Wells: If you have played Warcraft 3 then you are probably familiar with the Healing Wells, as they operate similarly to the Moon Wells of the Night Elves. They are on a timer, and restore Health and Mana when you click them. The Health and Mana provided by these Wells is not instant, as the restoration happens over time.
Spawn Point: Each team spawns behind their Core in the safety of their base. There is a magical shield barrier that prevents the enemy team from entering the spawn location, and this shield stops all spells and attacks. Spawn Points also have instant-mounting while you are inside, and you regenerate Health and Mana at a very fast rate while standing in the spawn.
Minions spawn down the lane like merry lemmings just waiting to die to a tower or hero. They are...
1. Soldiers: Dudes with swords, they lead the minion waves. Tend to have higher-than-average HP and a weak melee attack.
2. Archers: Dudes with, get this, bows. They're in the back of the wave, boasting lower HP but a decent ranged attack.
3. Mages: Wizards that coast in the middle of the pack. They deal ranged damage, but the more important thing is that they drop a green orb on death that will give you and nearby teammates a little bit of HP and mana back. There's only one per minion wave, so try to get that orb!
4. Catapults: Beefy siege units that assault bases with a long-range attack. They only spawn when the enemy's final fort in that lane has fallen, giving you incentive to keep that damn fort alive. They can easily outrange towers/forts/cores, meaning they will slowly whittle down a base unless stopped.
Each map also contains a scattering of Mercenary Camps in the "jungle" area between the lanes. These Merc Camps are neutral NPCs that can be defeated by players and hired to fight for the team that captures them. To capture a Mercenary Camp, the players must defeat them in combat (or bribe them) and then stand within a capture circle for a few seconds to gain control of the camp. It is possible for the enemy team to steal the camps if they push you out of the circle or kill you before you can claim it.
1. Siege Camps: These camps contain two giant siege monsters which hurl large rocks at their enemies. They have long range and can out-range towers and forts, which make them very advantageous for lane pushing. These are the easiest camps to defeat and can be solo'd by most heroes by level 10.
2. Bruiser Camps: Formerly known as the "Knight Camps," these are squads of 4 soldiers (3 melee and 1 spellcaster) who possess a lot of HP and decent damage damage. These camps are more difficult to take and typically require 1-2 people to capture.
3. Boss Camps: These camps generally require 3+ heroes to kill, depending on team levels and what heroes are present. These are high HP / high Damage monsters that can do devastating amounts of damage in a lane. They ignore minions and other mercenaries and will only target enemy structures. They cast a Pound skill that can be avoided by moving out of the telegraphed smash circle. They also cast a targeted root spell on occasion against enemy heroes, telegraphed by a smaller circle.
4. Map-Specific Creeps: From pirates on Blackheart Bay to the plant monsters in the Garden of Terror, these mercs will NOT join your side, but instead drop objective-relevant items that help you win the game like skulls, coins, and so on. Difficulty and rewards vary by map.
So what else? There is no item shop. No in-game gold. No items to be bought. No shoes or rods of whatever. "Blasphemy!" you might say, but Heroes is feeling pretty heretical. Instead of items, you get talents roughly every 3-4 levels. These are anywhere from 2-5 choices that change how your character functions. It might be "killing minions gives you more damage" or "your auto-attacks now slow enemies." At level 10 you unlock your Heroic Ability (aka your ult), and even that has choices! Every character has two heroic abilities, so pick the one most suited for the current game.
If you have played other MOBAs and are accustomed to buying boots, this game doesn't have them. Instead it has Mounts (default Z key). Attacking or taking damage dismounts you, and re-mounting does have a brief cooldown. Not all characters can mount up, but instead have mobility skills that in most cases let them get to an area REALLY FAST but has a much longer cooldown.
REPOST for those that missed the original, btw we are currently up to 16 players, that's 3 teams! Let's go for 4! --
Now accepting sign-ups for ...Penny Arcade Community (PAC) Nexus Throwdown VIGeneral Info:
- Saturday, September 23rd at 11am(PST)/2pm(EST)
- Try and show up a few minutes early, if possible, to get lobbies and voice chat set up
- Add everyone to avoid confusion
- All above info is subject to change
Official Rules:
- Tournament type (Swiss, Round-Robin, Single Elimination, Double Elimination, etc) to be determined
Battlegrounds:
Each team gets
one map ban
- Battlefield of Eternity
- Blackheart's Bay
- Braxis Holdout
- Cursed Hollow
- Dragon Shire
- Infernal Shrines
- Sky Temple
- Tomb of the Spider Queen
Players:
- Knight_ (Knight#1522) Master Warrior / Fill
- ArcticLancer (ArcticLancer#1969) Master Fill
- WingedWeasel (WingedWeasel#1173) Diamond Tank / Fill
- Nyht (Dreamwalker#1530) Diamond Fill
- Kime (Kime#1812) Diamond Specialist / Fill
- Jookie (butts#1743) Diamond Fill
- MMMig (MMMig#1238) Diamond Specialist / Fill
- Auralynx (Auralynx#1772) Diamond Fill
- Finnith (CavilatRest#1874) Diamond Fill
- Traib (Traib#1952) Diamond Fill
- So It Goes (SoItGoes#11597) Diamond Assassin / Fill
- Running1di0t (Running1di0t#1752) Diamond Fill
- CareerKnight (CareerKnight#1440) Platinum Fill
- Munkus Beaver (Munkus#1952) Platinum Specialist
- Kieri (kieri#1440) Platinum Assassin / Support
- Invictus (Invictus#1222) Gold Tank / Fill
- SeGaTai (SeGaTai#1225) Gold Fill
- Korror (#NullPointer#1191) Gold Support / Specialist
- MNC Dover (#mncdover#1994) Silver Fill
- Tim is on the Internet (#timbit1639) Bronze Fill
- Tyrantula22 (#tyrantula22#1623) Bronze Fill
Inconceivable!
Nyht (Dreamwalker#1530) - Team Cap'n!
MMMig (MMMig#1238)
CareerKnight (CareerKnight#1440)
MNC Dover (mncdover#1994)
Tim is on the Internet (#timbit1639)
The Brute Squad
WingedWeasel (WingedWeasel#1173) - Team Cap'n!
So It Goes (SoItGoes#11597)
Jookie (butts#1743)
Running1di0t (Running1di0t#1752)
Tyrantula22 (tyrantula22#1623)
Arrogant Nephalem
Knight_ (Knight#1522) - Team Cap'n!
Finnith (CavilatRest#1874)
Kieri (kieri#1440)
Korror (NullPointer#1191)
Munkus Beaver (Munkus#1952)
Always Mafia
Kime (Kime#1812) - Team Cap'n! (SORRY KIME I FORGOT TO ADD THIS IN OKAY)
Auralynx (Auralynx#1772)
Traib (Traib#1952)
Invictus (Invictus#1222)
SeGaTai (SeGaTai#1225)
BA-BAM!
Commentators:@Dibby@milk ducks@Inquisitor77@ThisTwitch Streams:Milk Ducks' Heroes of the Storm Shenanigans! (Commentary)
BLUDGEONtv (Commentary)
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Well because the skin designers obviously were trying for a thematic coherent-
/dies laughing
Too accurate.
So whenever I see the map I just groan because the clownfiesta of "EVERYONE DO THE OBJECTIVE!!!!11oneone" and "EVERYONE FIGHT ALL THE TIME!!!111oneone" only serves to prioritize the worst strategy.
Steam: CavilatRest
3DS Friend Code: 3110-5393-4113
Steam profile
Currently, assuming we're going for 4 full teams (and I'd really like that), we have no alternates. We are at 18 players presently so, alternatively, you could say we have 3 full teams and 3 alternates. If you're able to make it, that'll put us up to 19, and we'll only need one more sign up for 4 full teams. We would not have any alternates in that case, however.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
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Right in the cloaca
Yeah, you can be in charge of that if you want, @MNC Dover lol
You're good at it
WoWtcg and general gaming podcast
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tbh if we just decided to collectively ban mines and warhead and have no map bans the tournament would be better than otherwise, hah.
WoWtcg and general gaming podcast
WoWtcg and gaming website
Yeah I gotta be honest, I don't think map bans are really a thing for us. They don't add a lot of strategy because there aren't consistent teams, they don't face each other all the time in scrims, and cheese strats are ubiquitous on almost every map.
I think it'd be faster if we just blanket banned Hanamura, Warhead, and Mines and called it a day with regards to map bans. If we really wanted we could just say that no series could play the same map twice, just to enforce some kind of map diversity.
I don't think this is entirely accurate. Early on, yeah sure. But later on those Golems scale better and can lead to ending the game.
I do think there probably needs to be some sort of better way to get players to want to do the objective though. There's been plenty of games where neither team is committing to the objective and it leads to this incredibly long stalemate as neither team can actually get anything done.
Maybe make the Mines a timed dealy? Like they're only open for x amount of time, and then the golems just spawn based on whatever you have
Hmm but then nobody would do the Boss, huh, they'd just grab all the small camps.
Yeah nevermind on that then. I dunno! It's a tricky thing.
Battle.net Tag: Dibby#1582
Yup. This is exactly what I was talking about. The map objective is just not one of the most important things on the map when it's up. It's a trap. That's bad because it fucks with people's ability to understand and play the map. And also brings in to question the point of the objective in the first place.
Infernal Shrines was mentioned last thread and the difference here is pretty illustrative of the issue. With the mercs on that map being, overall, fairly weak as part of a push, the value of ignoring the objective and just pushing a lane is severely diminished. This means you need to send more people to get real value and the enemy has a better chance of stopping the push. Plus the size of the map, the lack of danger from the objective and position of the objective all means it's more viable to split the team and/or get value from the objective more quickly.
You can see these differences pretty starkly in how the maps are played.
I actually don't mind Warhead personally, but I'm not participating in the tourney. I think it's probably a worse map with drafts though.
also
replace Warhead with Garden of Terror and we gud fam
Battle.net Tag: Dibby#1582
That was the list prior to your post - it's already pretty narrowed down. Just sayin'.
Man, I played a match this morning as Zul'jin and the other team had Uther, KT, and Kael. So basically, as soon as I got stunned, I got straight nuked. It wasn't pleasant.
Steam ID
Did you get mine?
Witty signature comment goes here...
wra
I ... thought I did? Added your name to the list. And that officially puts us up to 20, enough for 4 full teams. This is going to be the biggest tournament we've had in months, guys. Awesome! I can't wait. So, with that, sign-ups are officially closed. They will remain open for alternates, however. So let me know if you're interested in filling in for that and you're not already signed up to be a part of the main tournament. We can officially start assigning team captains and drafting players now.
Quite possibly, though that might just be part of Volskaya from Overwatch if I recall correctly.
fine, i'll play support yet again even though i fucking hate it now because of how much i'm forced into it.
i literally follow them around babysitting them for 14 minutes because they are useless, they take upheaval and twilight into sonya garrosh which gets literally no value the entire game, and then start bitching about how i have half as much healing as lucio. which, since we never secure any kills all game, gets to heal everyone up from our weak aoe poke the entire game for free.
WOW I WONDER WHY I HAD LESS HEALING. They spend the last 3 minutes flaming me saying how much damage they're doing and if only I would heal them (you know, the thing i spent literally rhe entire game doing to the detriment of all others on my team up to that point) we could have won.
I fucking hate playing support.
edit: lol, next game we played against them and we utterly dunked them. that felt real good.
the cho who flamed me played tracer into my jaina, and twice at the end of the game i 100-0 insta womboed him with wintermute as he went mega ham trying to bomb me, which i just ice blocked. feels good.
Fun facts:
Did you know that Nova's sniper rifle is also a shotgun? It is!
The more you know!
what a glorious, beautiful trainwreck it was.
including such highlights as first curse fight that went on so long i tapped, hearthed, tapped again, and it was still going, that time where we were 2v5 and a curse was up and i was like "well, just clear lanes" and our nazeebo was like no and cast gargantuan and killed like 3 people somehow when i looked away, the time where i got hit with gust and chains at the same time and my character tried to go 4 directions at once so just stopped but kt still had a shadow fissure perfectly waiting for me somehow, the time munkus cast triple tap to kill gazelowe with the gun inserted directly into gazelowe's eye socket, and many more.
and then in a fitting end, we snagged boss (jaina tank too op) and kelthuzad and thrall ran past a nazeebo hiding in the bush, he hit them with spiders and walled them toward us, and i dumped a bunch of snow on them and then we won the game.
13/10 would clownfiesta again.
Did not disappoint.
Killed fucking four out of five of them in a chain, and then for good measure killed murky with it even though I by no means had to use it.
This morning went 2-0 and then decided to play 2 more games as someone other than Azmo to break it up a bit. Bad play. Played Sylvanas game 1 with a Valeera wondering why I wasn't "Split Pushing" since that's what Sylv obviously is ...? No team work at all on that map and it was a travesty.
Next game as Xul only to have a team that again wouldn't stick together or help turn in any coins. Morning HOTS no better than evening hots.
On the plus side, I can now spend the gold on KT but I'll wait for him to drop in price on Tuesday and see how bad his likely nerf will be (he's broken, people).
Speaking of price drops... do they plan out and announce hero sales? I decided not to spend the rest of my 460 gems on Lunara when she was on sale and instead wait for one of the other 10k's. Just wondering if I can do any sort of planning at all.
Last night was a good QM Night too for once. Kept fighting teams that were hardcore turtle, never went on the O or took risk. They dragged the games out to 30+ minutes every time, but we were never in danger of losing. 50% Win Rate bonus was delicious one game netting an absurd amount of XP at one point (400k iirc)