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.
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Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
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Gonna need to run some dive trains with his R2.
Steam: CavilatRest
We were at page 98 this morning with 16 new replies from when I'd last checked when I went to bed last night. Thread moves in bursts sometimes, and I didn't want it to potentially surge forward while I was at work and unable to create the new thread.
I am super pumped about this. We've even got a friend of mine from not on the forums joining in! We just need that 'dedicated tank' slot filled and we're good to go, and we're trying a dude out for that very soon.
The one funny thing is that the way NGS calculates MMR might have us....a bit on the low side.
Maybe there's a representative at NGS we could talk to about it? Because it's going to create matchmaking issues for everyone.
There's always a bit of fudging they do with the numbers. I'd encourage y'all to let someone know, yeah.
3DS Friend Code: 3110-5393-4113
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The NGS discord is where you'd contact them. Munkus at least is there already as the captain, he could reach out if you didn't want to join.
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They'll also wait for post season surveys before deciding on a system for next season since team placement has been a recurring issue.
A common suggestion keeps being a series of pre season placement games, but it's already a pretty short season and they have the fear there will eventually be one team that throws placements just to stomp a lower division
OFFICIAL
oh well.
GASP
KEVVO!!!!!!
(he did mention on Twitter he had one more recording he had done before he left Blizzard)
Battle.net Tag: Dibby#1582
Patch notes!
Some pretty serious Map changes going into effect here:
Battle.net Tag: Dibby#1582
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"we didn't like how the Protector could nuke someone from 100-0" YEAH NO SHIT LOL
Good changes, I'm glad to see this. Long, long overdue.
Removing the Root alone is fucking ginormous.
Battle.net Tag: Dibby#1582
I'm actually okay with this. Making sweeping changes to a map mechanic, changes that could potentially affect win/loss ratios and therefore player ranking, means giving it time to breathe out in the wild while people get used to things is a good choice.
XBL: InvaderJims
Bnet: Pudgestomp#11153
holy shit frozen got major buff
Mortar got a significant damage upgrade
arcane got a slight nerf
Also Hanamura is in ranked now?
Get fucked, whoever decided that shit. Hanamura is the fucking worst. It's as bad as Haunt Mines now.
I mean, they also made sweeping changes to Infernal Shrines and it's still in the rotation. I think ya'll are reading in a bit too closely in how they make map changes.
Well, whatever their reasoning, I like it (in this case).
XBL: InvaderJims
Bnet: Pudgestomp#11153
There's no way that talent survives as is long term. It's insane. There's no way it can ever be balanced.
Battle.net Tag: Dibby#1582
I mean, it increases the CD of his base heal by 20%
You're getting two level 1 talents for only a 1 second cd increase on Flash Heal, I can't imagine a world in which you wouldn't take that all the time. 4 -> 5 seconds doesn't seem like such a huge deal that I'd look at that and wish I hadn't taken Bold Strategy.
4 -> 6 seconds, yes. But at that point I'd look at Bold Strategy and go "yeah, no thanks"
Which harkens back to what I was originally saying in that I think it will be incredibly difficult to balance it to a point where it's good without being broken and nerfed enough but can still be taken.
Battle.net Tag: Dibby#1582
please please please PUH-LEASE do not ever take Desperate Prayer at 20
it is the BIGGEST fucking trap talent i have ever seen in my fucking life hoooooly shit
Battle.net Tag: Dibby#1582
The thing is, the same players that aren't skilled enough to get value out of shorter cooldowns are also likely not going to be skilled enough to take advantage of, say, the "auto attacks buff healing" talent. Or if they do, then they open themselves up to getting killed.
See what I'm getting at?
I think it sounds good on paper, and is likely the default choice, but I think that its popularity will be skewed by the "omg you get 2 for 1" calculus, and the only people who will be able to maximize it are the same people who would likely be better off trying to synergize the other talents instead.
There’s not a whole lot of good choices at the level 20slot.
he has plenty of good choices at level 20
see: anything that isn't fucking desperate prayer
real talk though: 2 charges of leap of faith seems fine, ult upgrade seems fine, even the damage talent seems fine (translates into more healing procs from the level 1, which can then also proc the CDR on lightwell, etc)
i don't really know why you think his level 20s are bad?
Battle.net Tag: Dibby#1582
Ult upgrade to the bad ult.
2 charges of leap of faith is situational I think and the only team mitigation.
Varian's legacy is a small amount of personal mitigation and some increased AA damage, which is a bit funny for the healer level 20.
Forgive me if I'm having trouble seeing how Protected+25% Heal is a "bad ult", but
2 charges of Leap isn't situational, it's more versatile. I can't think of a single situation in which that would be considered "situational".
I already described how Varian's Legacy has other applications beyond just "a small amount of self healing and more damage".
Battle.net Tag: Dibby#1582
In fact lucio hard counters HW:S