John Posted November 20, 2013 Report Share Posted November 20, 2013 Just curious what minor change people disliked the most, it could be anything. Personally I've always been extremely upset with how the mechanics around runecreeps was changed from involving slight thinking into making it a no brainer solution. Allow me to elaborate: The health / mana creep, it used to regen health / mana at a higher rate back in the days, but it was also killable by 1 AA / spell. normally you'd have to micro away it from opponents and hide it otherwise it would instantly be targeted during laning phase. The bear, todays hurty used to give attackspeed instead of wep damage, I could care less about that, I guess people would occasionally, use it for scouting purpose back none really warded. Point is, it was a trade off, to sac 100% wep speed or todays 50% wep damage for some extra vision. ( and yes all runecreeps was killable back then). The most annoying one, would be the removal of being able to controll the speedcreep, what was funnier than hiding the old speedcreep in the bushes only to attach it back onto yourself as a surprise attack? Cmon? Or all those noobs who would stunlock themselfs from a rebounder cause they weren't clever enough to remove the speedcreep / bear off there hero, when they had a rebounder approacing them. Point being the removal of controlling all kinds of runecreeps only reduced the decision-making and creativity, whilst giving nothing back in return. Looking at todays runecreep you can't do anything creative with it, no need to protect it, shap just got boring. BestPlayer 1 Quote Link to comment Share on other sites More sharing options...
NoWaterJustIce Posted November 20, 2013 Report Share Posted November 20, 2013 Im still sad about the lack of TP's but the game will go on BestZeratul and Doom 2 Quote Link to comment Share on other sites More sharing options...
atomheartman Posted November 20, 2013 Report Share Posted November 20, 2013 Im still sad about the lack of TP's but the game will go on TP? Whats that? Miss old LZ and sideshops, miss chronodagger, miss fleet beacons - they were funny Allstar and Brian 2 Quote Link to comment Share on other sites More sharing options...
CoolNoob Posted November 20, 2013 Report Share Posted November 20, 2013 (edited) I miss viron... A lot he was op but sooooo fun Miss old maar, op ult Miss old DARPA. Miss old Kerrigan with the weird ult Miss how zera's Q used to be before when at lvl 1 zera and one dts would Q you at lvl 3, 3 dts stabbing u from the. Back when his w was used Also the cool down balrog 13 range molten lance Old lz Old Boros bola range I know some of this changes were good but old zera's Q I think would fix the bug that happens sometimes And I miss old tychus Edited November 20, 2013 by CoolNoob Quote Link to comment Share on other sites More sharing options...
NoWaterJustIce Posted November 20, 2013 Report Share Posted November 20, 2013 TP? Whats that? Miss old LZ and sideshops, miss chronodagger, miss fleet beacons - they were funny Teleporter/Transporter (its been so long not sure which it was anymore) but it was a 100 mineral consumable that let you teleport to any allied structure Quote Link to comment Share on other sites More sharing options...
atomheartman Posted November 20, 2013 Report Share Posted November 20, 2013 Teleporter/Transporter (its been so long not sure which it was anymore) but it was a 100 mineral consumable that let you teleport to any allied structure Oh yea, i remember - great item... was... Quote Link to comment Share on other sites More sharing options...
CrazySoldier Posted November 20, 2013 Report Share Posted November 20, 2013 The rune creep change was stupid The deny change was stupid Not being able to deny towers is stupid The vorpal change on how he got orbs was stupid The Lz change was stupid Removing teleporters was stupid BestZeratul, John, mynhauzen and 1 other 4 Quote Link to comment Share on other sites More sharing options...
CoolNoob Posted November 20, 2013 Report Share Posted November 20, 2013 The rune creep change was stupid The deny change was stupid Not being able to deny towers is stupid The vorpal change on how he got orbs was stupid The Lz change was stupid Removing teleporters was stupid agreed Quote Link to comment Share on other sites More sharing options...
atomheartman Posted November 20, 2013 Report Share Posted November 20, 2013 (edited) And I miss old tychus Oh yeah. Was fun when you see enemy tychus in ulti and think "oh shap, rrrrunnnnn!")))) Edited November 20, 2013 by atomheartman Quote Link to comment Share on other sites More sharing options...
SJInspireZ Posted November 20, 2013 Report Share Posted November 20, 2013 Probably not minor but 4.0>50 :( Quote Link to comment Share on other sites More sharing options...
Allstar Posted November 20, 2013 Report Share Posted November 20, 2013 (edited) I thought the side shops were a great feature, it kept people on the field with buying pots or upgrading items without going all the way home, and pylons near towers but those were kind of a major change. I preferred losing minerals per deaths. It made the game more of a challenge. Zera's old ulti, and dropping nukes without CD. The game has become a more standard moba... that can be good and bad, but I liked all the little things that made SOTIS different. Of all of the little changes though, the one I hate the most is that towers and creeps don't target until you hit the heroes rather than target them. It made attacks and timings have to be planned out better and made execution of the attacks more interesting. I can see why people wouldn't like it, but we don't have to agree on everything :P Edited November 20, 2013 by Allstar Quote Link to comment Share on other sites More sharing options...
Doom Posted November 20, 2013 Report Share Posted November 20, 2013 v3 Biotron. Quote Link to comment Share on other sites More sharing options...
Hogwarts Posted November 20, 2013 Report Share Posted November 20, 2013 My biggest problem with this game... Isnt really a minor problem. But its the implementation of lane pushing heroes. I.E The summoner heroes Unix Marine King Garamond. Queen I believe that the minions spawned by these units should not be allowed to attack towers. If they were to make it so Unix marines Marine King marines and ults. Garamond turrets Queen Ultra Even bio's infested terrans Could not target towers. This game would be so much more enjoyable. Its just a horrible feeling when you lane vs one of these heroes. And you are even winning your lane. You port back for item / or heal or what ever. And your tower is dead by the time it takes u to walk back. I think these skills provide great team play and such, They just shouldn't be allowed to attack towers. Take Zyra from LOL she has huge creep clearing but her actual dmg to towers is non existent. Her plant summons dont target towers. And in LOL AP doesnt scale with wep dmg. So you dont have heroes stacking AP with like 100+ wep dmg pre lvl 6 I think its ridiculous INT scales with wep damage minor? i really dont like the siege creeps. the range is to much. If its a siege creep lane and you harass the opponent it still feels like your fighting a 2v1 Doom, Lios and EterNity 3 Quote Link to comment Share on other sites More sharing options...
ginosaji Posted November 20, 2013 Report Share Posted November 20, 2013 My biggest problem with this game... Isnt really a minor problem. But its the implementation of lane pushing heroes. I.E The summoner heroes Unix Marine King Garamond. Queen I believe that the minions spawned by these units should not be allowed to attack towers. If they were to make it so Unix marines Marine King marines and ults. Garamond turrets Queen Ultra Even bio's infested terrans Could not target towers. This game would be so much more enjoyable. Its just a horrible feeling when you lane vs one of these heroes. And you are even winning your lane. You port back for item / or heal or what ever. And your tower is dead by the time it takes u to walk back. I think these skills provide great team play and such, They just shouldn't be allowed to attack towers. minor? i really dont like the siege creeps. the range is to much. If its a siege creep lane and you harass the opponent it still feels like your fighting a 2v1 Entirely agree, lane push is the least enjoyable part of this game for me. Although, what would stop the games from going much longer without push heroes? You'd just have to wait for your AA to get farmed. Quote Link to comment Share on other sites More sharing options...
Hogwarts Posted November 20, 2013 Report Share Posted November 20, 2013 Entirely agree, lane push is the least enjoyable part of this game for me. Although, what would stop the games from going much longer without push heroes? You'd just have to wait for your AA to get farmed. This comes down to the short death times and the small base size. I really dont like comparing AOS to LOL, But i think LOL has a much longer death re spawn time at lvl 18 and the LOL base is easily 1.5 if not twice as big as AOS Its so much easier to siege and push into the enemy base. If you rush up the AOS ramp its only a short distance from tier 3 to the artifact Where i LOL you have like 1 million foot ball fields between tier 3 and artifact LOL is far from AOS in its turtle problems Quote Link to comment Share on other sites More sharing options...
ginosaji Posted November 20, 2013 Report Share Posted November 20, 2013 This comes down to the short death times and the small base size. I really dont like comparing AOS to LOL, But i think LOL has a much longer death re spawn time at lvl 18 and the LOL base is easily 1.5 if not twice as big as AOS Its so much easier to siege and push into the enemy base. If you rush up the AOS ramp its only a short distance from tier 3 to the artifact Where i LOL you have like 1 million foot ball fields between tier 3 and artifact LOL is far from AOS in its turtle problems I agree with that, but I've always assumed for the sake of argument that Ecko didn't want to change the map. The same is true for DotA 2, base is much larger. If that's a possibility, it would be ideal if pushers' minions couldn't attack towers and the base was spread out. Quote Link to comment Share on other sites More sharing options...
CrazySoldier Posted November 20, 2013 Report Share Posted November 20, 2013 gino op mod off topic ban yourself plz. that is not a small change Quote Link to comment Share on other sites More sharing options...
Adamantium Posted November 20, 2013 Report Share Posted November 20, 2013 Please explain the use of garamonds turrets which get one shot by any and everything, if they can't attack towers. Sounds like you want to make it so only heroes that build weapon damage will be able to push a tower. MOTHER 1 Quote Link to comment Share on other sites More sharing options...
Hogwarts Posted November 20, 2013 Report Share Posted November 20, 2013 Please explain the use of garamonds turrets which get one shot by any and everything, if they can't attack towers. Sounds like you want to make it so only heroes that build weapon damage will be able to push a tower. Garas towers proc nitro for one and they add a buff to heroes so said hero takes amp physical and spell dmg from all sources, and they deal a massive amount of damage them selves. The towers are tankier then your implying and they got a buff recently giving them a relatively short cool down time. They have 250+20 * lvl Life. At lvl 6 they have 370 health and lvl 18 is 610 health. There pretty tanky for being on a 15 sec cool down....... There a great farming tool to boot. or a free ward......... seeing as they don't posses timid life and just exist until killed or gara lays down new towers There is great utility in these towers Quote Link to comment Share on other sites More sharing options...
Lios Posted November 20, 2013 Report Share Posted November 20, 2013 Stacking scv also allow garamond to deal more damage to one target than a normal hero ( If scv survive ) Quote Link to comment Share on other sites More sharing options...
Adamantium Posted November 20, 2013 Report Share Posted November 20, 2013 If you set them up in the middle of a team fight, AoE will likely destroy them in under 2 seconds. They are a farming tool which means you can clear a creep wave faster to get to the tower and tickle it. Yes, Garamond's passive will help him here, but what about the other pusher heroes. They will clear a creep wave like any hero with AoE and then what? Quote Link to comment Share on other sites More sharing options...
oXide Posted November 20, 2013 Report Share Posted November 20, 2013 I agree with Adam you cant really stop pushers from being pushers. If u made it to where their minions couldn't push towers they would be useless for the most part and would have to be remade to have some use again. the only heroes that wouldn't be affected by it would be unix, gara, and kerri. the others would prob never be picked or used in pubs or ih Quote Link to comment Share on other sites More sharing options...
Hogwarts Posted November 20, 2013 Report Share Posted November 20, 2013 If you set them up in the middle of a team fight, AoE will likely destroy them in under 2 seconds. They are a farming tool which means you can clear a creep wave faster to get to the tower and tickle it. Yes, Garamond's passive will help him here, but what about the other pusher heroes. They will clear a creep wave like any hero with AoE and then what? unix marines can block as eggs and deal a lot of dmg.... Queen banes deal a massive amount of damage queen ult is an aoe stun and deals a massive amount of damage Marineking marines deal less damage but there great wards and they have a 20% move speed slow on there aa, MK ult deals a massive amount of dps. Take a fire bat and you deal amp physical dmg to your target and you apply a DOT for more damage ........... Not to mention marine kings passive affects normaly creep. So allowing his minions to attack the tower is just insult to injury All of these are great in team fights or for 1v1 duels and clearing creep waves. Why should they be able to seemingly melt towers in a heart beat? The idea of a "pusher" is just silly And in AOS all of the "pushers" have a huge role in team fights and offer much utility and damage...... Quote Link to comment Share on other sites More sharing options...
Adamantium Posted November 20, 2013 Report Share Posted November 20, 2013 The idea of pushers is not silly at all, they are heroes that excel at destroying towers and pushing lanes which is an important objective for the team. Just like there are heroes that excel at dealing damage to enemies, or soak in lots of damage, or excel at sniping off one hero quickly, or sustain well in a fight, or kill bosses quickly. The problem isn't with the summons' ability but the design of the heroes as you have clearly stated in your last statement. Many heroes are good at too many things - I hate one dimensional heroes, but there is also a flaw with these. BestZeratul 1 Quote Link to comment Share on other sites More sharing options...
Hogwarts Posted November 20, 2013 Report Share Posted November 20, 2013 i play moba for cooperative team work and good strategy. Not to play a Player vs Monster and go afk right click a lane to kill a tower. To me the idea of a hero being a "pusher" is silly Quote Link to comment Share on other sites More sharing options...
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