I really don’t see any way you can avoid the cheese here. Do you have any idea how awkward it is being on Braxxis holdout and having the entire enemy fort SWARMED with hundreds of zerg, yet you’re the one dying to towers? I’ll admit, having your entire fort become useless when minions come in did feel a bit awkward, but are you telling me this is the best possible system we could come up with? I get what they were going for, they wanted forts to matter more, they wanted people to feel like their structures mattered when it came to defending them. I’ve heard a lot of arguments for this current system but the one I hate the most is “It’s like that in other Mobas so it should be that way here” really? Are you serious? Would you like to have an item shop and last hit mechanic added to the game while you’re at it? Now you just stay back forever until the fort and towers are gone. Now, you never have to make a choice to push forward or stay back. I myself have used Sylvanas’ instant wave clear to cuck overconfident divers by annihilating their minions and forcing the towers to attack them. The good players knew how to take proper advantage of minion presence on the battlefields for offense and good defenders knew that clearing minions quickly would prevent such a ludicrous dive. This separated the bad players from the good ones. You never really saw this in lower leagues, but in higher level play, enemies always push SUPER deep into a fort, even if both towers and the fort are still up, so long as they have minions with them. In a way, I feel like this change actually removes skill from the game (which make sense if you want to attract new noobs to a dying game). Throughout all of HotS history, you were there to protect your forts, not the other way around. I just don’t understand why the developers feel like towers need to protect you. You better make sure you avoid hitting enemies with your grenade when trying to heal your allies or you’re going to get put down. There are a lot of instances where you aren’t even aiming for a hero and if you accidentally hit someone, you’re going to get shredded. Some might call this a ‘clever use of game mechanics’ but I call it cheese, and stupid. The enemy tank would intentionally hug our allies so that whenever auriel would heal her teammates, the damage from her ray of hope would cause towers to annihilate her. Our Auriel had the searing light talent on one that causes ray of hope to deal damage. It was meant to deter aggressive players but instead, its enabling people to intentionally take damage to push their enemies back. I understand the thought process behind the change but it just isn’t working out as planned. Are you seriously telling me that this what the developers intended when they made this change? Last game, the enemy team had a Muradin who intentionally jumped on top of our tank who had the burning rage talent so the passive AoE would trigger tower shots. You simply cannot use AoE under forts anymore because the enemy team will designate at least one person (usually the tank) to position forward and eat damage that was never even intended for them in order to demolish enemies with towers. For instance, if you’re a Xul, and you’re pushing a gate with a bunch of minions, it is now a viable strategy for enemies to purposefully move forward and get hit by your cursed strikes so their cannons will wreck you and force you to back off. It is actually a viable strategy now to PURPOSEFULLY stand in AoE so your towers will target an enemy hero, even if they aren’t aiming for you. It has gotten so bad, that defenders have found a new way to cheese the mechanic. I’ve come to my conclusion: These new tower changes suck. Out of fairness, I promised myself I would play twenty games to try out the new changes before making this post, making sure to try out every map and with several different comps.
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