HoN 1.0.20 has introduced Moraxus and significant changes to Forests of Caldavar and the assist gold mechanics.
Prior to the relase of this patch, Fielding spoke about how the HoN design team felt about the state of the game. At the same time, Fielding stated the team's focus and plans for the future of Newerth. You may read Fielding's HoN Design Update to find out what Heroes of Newerth has in store for the increasing number of HoN players.
Changes to Assist Gold:
* Half of the total bounty awarded for the hero kill is divided evenly amongst all assistants on the kill
(Example: If two players assist on a kill worth 400 gold, then 200 gold is split evenly between the two people who gave an assist - they each get 100.)
* The player who gets the kill receives the same amount of gold.
(That means that the gold assisters get is bonus. None is taken away from the killer.)
* You still receive gold for simply being in the proximity of an enemy hero kill
Explanation of the Assist Gold Change:
This change to assist rewards will vastly increase the amount of gold that is injected into the game when a kill takes place. We feel that attaching more gold rewards to kills is extremely necessary because prior to 1.0.20, when a kill takes place past level 8, more gold is taken out of the game via gold loss on death than is put in through kill bounty. Player interactions and exciting fight scenes should result in a game's progression - not regression. Additionally, this will place less emphasis on who lands the last hit when several players are collaborating to take down an enemy, as it rewards assister(s) with a hefty cut of the bounty as a bonus. Support players will also be able to translate their assists into gold and items, as enabling your teammates to rack up the kills becomes personally rewarding.
Forests of Caldavar Changes:
Note: Forests of Caldavar (FoC) - the primary HoN map was based on DotA.
Bases:
The Hellbourne base was much much larger than the Legion base and they were both lopsided and not aligned with the lanes correctly. Pushing a particular lane could give you an advantage based on the number of arbitrarily placed filler buildings between the barracks and the main. Now, everything is even, centered, and it is equally effective to push any lane.
The bases are now the same size, centered, and all the barracks are equidistant from the main building/fountain.
* The bases are now the same size, centered, and all the barracks are equidistant from the main building/fountain.
Ramps:
The ramps were quite small and the area outside of the bases were constricted or had very narrow paths. This discouraged pushing, as it placed the aggressor in a massively disadvantageous position, and drew out games unnecessarily. Now, the lanes and approaches to the bases on all sides are wider and more open. This makes team-fighting and pushing much more appealing since there are no more "death-trap" corner spots that can ruin an otherwise good push.
* The ramps leading into the base are wider and the space outside of the bases are much larger/more open.
New Trees
-To counter the influx of axes, new trees were grown.
* Added some trees above in the Hellbourne side of middle lane (up-left of the middle outermost Hellbourne tower)
We noticed a discrepancy in the difficulties of ganking a hero on the Legion side of mid lane versus ganking one on the Hellbourne side of mid lane. You can approach a Legion hero in the middle lane from behind on the right side and remain hidden by fog until you're practically on top of him due to the trees next to the tower. It was impossible to do the same from behind on the left side of the Hellbourne's middle lane because the treeline did not extend out far enough to cover a hero as he enters the middle lane from the Hellbourne jungle. By extending the treeline a bit, we've provided more symmetry to middle lane, allowing Legion gankers to get a few hundred units closer to their victims before they are revealed.
3 discussions:
'Half of the total bounty awarded for the hero kill is divided evenly amongst all assistants on the kill' > If A hit 90% with atk+skill while B hit with only atk, it's not worthy to divide to half. Think it again. Better to divide based on hit percentage on the victim!
A support hero might not hit as much but still play a significant part in helping to get the hero kill. For instance a hero with a slow, maybe a dsham, wouldn't do much damage but still contribute a lot. I think this is one of the things S2 is trying to promote and personally I agree with everything thing above. I'm not sure about the idea of making base entrances bigger because I thought that the aggressor was meant to be at a major disadvantage, however I see what they're trying to do and will wait till in game and see how it plays out
agreed on post above.. aggressor was meant to at disadvantage, strat will be the fruit of this if its wider then u dont even need a tank or ward just push em hahaha well will wait for the patch to test
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