Heroes of the Storm - endlich das Blizzard Dota?

Ekelhaft wie sich der Reporter den Tumblr-Feministinnen anbiedert. Aber mit dem Thema zieht man wohl Klicks...
 
"We will always strive to make sure that everyone can have a hero that they identify with and feel powerful using." -Dustin Browder

via: http://www.heroesofthestorm.com/en-us/news/11751531/on-character-design

[SPOIL=der ganze Artikel]In a recent interview with Rock, Paper, Shotgun, I responded poorly to a statement the interviewer made about over-sexualized character designs in games, and I want to apologize for that. This is a serious topic and I don’t want anyone to think that I, or anyone else at Blizzard, is insensitive about how we portray our characters.

It takes work to make compelling characters, but it’s important to take a step back to ensure that we’re not alienating our players. We have an amazing roster of heroes and we will always strive to make sure that everyone can have a hero that they identify with and feel powerful using. And at the end of the day, we all want the same thing. A great game where we can all have fun battling for glory and maybe some bragging rights.

On the stage at BlizzCon, I spoke about Heroes being a collaborative project, shaped by the passion, love, and support of gamers like you. We’re building this game together, we’re listening, and your thoughts are valued.

I would like to thank Rock, Paper, Shotgun as well as our players for their feedback on this important issue. We want to do better, so keep the feedback coming and thanks for the continued support. We’ve got some pretty amazing things in store for you and we’re looking forward to seeing you in the Storm.

Dustin Browder
Game Director, Heroes of the Storm[/SPOIL]



HEROES

The game involved the selection of heroes, similar to LoL's champions. At this time, pre-game customization is non-existent (i.e. masteries and runes). The game also lacks a gold/money mechanic. You will not be vying for last hits for the sake of building up cashflow and overpowering your enemies.

At the beginning of the game, you have all three basic abilities and your passive, giving you a lot of power early on. You really get a feel for your hero rather quickly and you don't have to worry about someone taking advantage of one ability that is really strong in comparison to your first ability. You also don't distribute any sort of points to abilities. All of your abilities scale up as you level, giving you an even distribution of progression (no one hit wonder abilities here!).

TALENTS

This all sounds really bland, but the trade off is actually rather interesting: you are aware of Kha'zix, I imagine. His ultimate allows him to "evolve" an ability, adding either more utility or buffing some of the damage on it. Likewise, when you reach level thresholds (the specific levels escape me), you gain talent points. These talent points allow you to select one out of a set of three abilities (except your "ultimate" which is out of two). These talent points range from a stat boost similar to getting a crucial stat-boosting mid-game / late-game item, to giving you new abilities to cast such as temporary buffs provided by activated items. This is where the real interesting part of the game comes in as it seems no one talent is always the right talent.

Do you want to play Arthas, but don't want to build tank because your team needs a little more damage? You can grab his damage boosting talents and be a heavy hard CC brawler type. But let's say the next game you play, you find your team is really squishy. That's okay, Arthas can easily pick up those extra health and grab some more utility to protect his team from the enemy assassins.

HERO TYPES

There are four archetypes similar to LoL: tank, dd (composed of both ap and ad), support, and the specialist. You can fill in the blanks on the first three, but the last one is quite interesting.

The specialist is just that: they specialize in a specific task. Some specialists are really good at pushing, but don't contribute much to a team fight. Other specialists are all about negating enemy heroes and buffing your own team, making efforts of confrontation more appealing for a team's winning strategy.

That being said, a specialist is a necessary, but difficult role as it requires the team to cooperate and work with the specialist's exact role in mind. During Blizzcon, we found ignoring the specialist class was more beneficial because we were not a coordinated five person team.

Instead, we accounted for the fact we would be "pug"ing a few people from the line and decided on a two tank, two dd, one support (or two tank, one dd, two support) composition. This composition allowed some significant damage output while also making it easy to protect said damage and allow it to go without prosecution.

THE MAPS

The maps are left to right, which is very different from the typical top left, mid, bottom right arrangement. This is important for this map type because the areas in between and above are full of objectives. The objectives are just as they explain in interviews and during the Blizzcon panels: different maps have different ways of pushing the enemy defenses down.

That being said, some people remarked that it was a possible strategy to ignore the objectives and go for a straight push, but in our experience, this ONLY works if you are already on their doorstep ready to push down their final structure. The objectives are HUGE. This is not a KDA game. It is ALL about objectives (of course, getting kills and claiming objective while the enemy team is dead is a viable strategy). Learning the different maps and how to dance around the objectives and claim them for your team will be one of the biggest learning curves of the game.

As for the jungle, there will be no "jungler". The jungle camps are all relatively high level and are nigh impossible to solo except for specific characters with specific builds. Jungle camps turn into monsters that help push the nearest lane in your favor while also providing a little bit of experience. That being said, later in the game the jungle can be a real way to push the game in your favor, but they are not a farming mechanic, as you could have guessed by the lack of an item shop.

MECHANICS

This is not a farming game, but farming does grant a little bit of a benefit. Experience is globally shared, so the benefit of killing minions and claiming a champion kill is not nearly as critical as in League of Legends, where it allows one player to get a clear cut advantage. Death timers are also much shorter. Blizzard wants you to play the game, not sit and stare at a grey screen for long (though, I understand they changed some of the death timers in LoL recently).

This global XP is Blizzard's answer to supporting, well, the support role. Instead of worrying about selecting a champion that doesn't need gold or doesn't need as much experience as other champions, supports get to scale just as quickly as everyone else on the team. This is debated about a lot by players of other mobas, but it's important to keep in mind:

Heroes of the Storm is not DOTA. Heroes of the Storm is not HON. Heroes of the Storm is not LoL.

It is a very different game. There is a lot of objective play in LoL, but it is so much more clear and obvious and focused in this game. Objectives can allow a team that has fallen behind to catch back up if they can outwit and outplay their enemy.

I am personally very excited about it and I hope very much that I can get in, not just to play and have fun, but because I am genuinely interested in seeing what kind of competitive scene might rise out of a game like this. I am very passionate about this! I think the game is going to be very successful.

SOURCE: Attendee of Blizzcon 2013
via: http://www.reddit.com/r/heroesofthestorm/comments/1raggd/can_someone_explain_how_hots_works/
 
Death timers are also much shorter. Blizzard wants you to play the game, not sit and stare at a grey screen for long (though, I understand they changed some of the death timers in LoL recently).

je mehr ich davon höre desto besser gefällt mir das - kommt da endlich mal ein moba, das für mich zugeschnitten ist?

nicht ewig warten bis man wieder spielen kann, keine 50 minuten matches sondern max 20, sc2 steurerung (mittlere maustaste scrollen is bei dota2 noch immer furtchbar umgesetzt), ... usw ...

ich freu mich.
 
Ich sehe es eben aber als langfristig vllt nicht komplex genug an (aber das ist sicher sehr schwer zu beurteilen ohne es gespielt zu haben - viel wird ja von den Talenten abhängen). Mit Glück startet die Beta ja wirklich mal zeitig im Jahr 2014 (so wie damals SC2 im Februar vielleicht).
 
ich hab das Spiel erst durch die Videoecke gefunden :D ich muss sagen sehr geil :D freue mich hab sowas schon länger gesucht, wo man jmal wieder von Anfang an dabei sein kann :D hätte fast wieder mit WoW oder LoL angefangen :D

Hier ist ein Gamestar Video, wo sie die Blizzardvorstellung kommentieren ... 2 Maps werden gespielt und die Mechaniken erklärt:

http://www.gamestar.de/videos/specials,20/gamewatch-heroes-of-the-storm,72832.html

Beta Acc is angemeldet :P
 
Beta Acc is angemeldet :P

hab ich auch, aber ich hab mich auch damals bei sc2 wol, hots und diablo3 angemeldet und nix bekommen ... deshalb gehe ich kaum davon aus dass die mich diesmal nehmen...
 
Mh, ich hatte WoL, HotS, D3 und Hearthstone - meine Hoffnung lebt auch :ugly
 
Schon lange wird vermutet, dass es "more casual" sein könnte.
Erst im Feldtest wird sich aber zeigen, ob dem so ist.

Was sich schon mal gut finde, ist
dass man eben nicht alles so macht wie bei DoTA 1, sondern hier und da auch mal was ändert.
 
Heroes Development Team Q&A
The Heroes team did a Q&A session on Twitter yesterday. You can find a recap of the important points below:

Blizzcon

The line at Blizzcon kept getting longer and longer as time went on, which surprised the team. They had no idea it would get so much attention.
Cursed Hollow and another map without tributes were the first maps added, but most people didn't enjoy the map without tributes.
Haunted Mines was a last minute addition right before Blizzcon, but the team really did a good job making it quickly.
The Blizzcon build is just a small fraction of what the team has been experimenting with.
The team showed the talent system at Blizzcon, which they hope will add a lot of depth to the game.
There will be more variants of the existing maps, as well as some new map types.
There will be at least a few more heroes like Abathur that are different and interesting to play.
Since Blizzcon, the team has been adding new skins, new maps, new heroes, new talents, a social system, custom lobbies, replay viewer, a system for rejoining games, a more competitive experience, and more.
Some people at Blizzcon said that just jumping in to the demo was overwhelming, so a new user experience is also being worked on as well.


Heroes and Other MOBAs

Heroes is different from a standard MOBA.
Heroes will use map design to change how you play the game. You will evaluate the map, allied heroes, enemy heroes, and then that will change what talents you want to take. This will add a lot of variation and depth.
All of the heroes from multiple Blizzard games coming together is also something different.
The games will also have shorter (~20 minute) games, which feels better than longer and slower paced games.
Some MOBAs are hostile to new users, but Heroes will take steps to address that.
Heroes will have shorter games, which will allow new players to lose faster and be less angry at the outcome.
There are team experience points, so your hero doesn't end up far behind everyone else.
There aren't any kill stealing, as killing enemies is good for everyone on the team.
Players can also take advantage of AI and training modes.
Toxic behavior in the community is a possibility, so that will be addressed if it is an issue.
The heroes are fun to play, even if you are losing!
Heroes has an interesting way to handle leveling:
Heroes doesn't have any gold, just shared experience for the team.
Leveling gives you access to more talents.
Anyone on your team that is near a kill will earn experience for the team. This allows for a lot of map objectives and cross map movement, as you can go and help someone in another lane without worrying about losing experience as long as someone is still in your lane near the fights.
Just having someone in every lane will earn the maximum experience possible. Abathur can still contribute experience to his team, even if he is off by himself in a lane.


Gameplay

The Dragon Knight on the Dragon Shire will be able to kick enemy heroes far away, move very quickly, and has some cool visuals, but it has a limited duration. There are other fun map mechanics like this.
There are a few options for dealing with disconnected players. If you disconnect from a game, you will gain nothing from it, including currency. If you disconnect too often, you will earn less from future games. If you actually disconnect from a game, you can rejoin if you can reconnect. AI will take over for players that go AFK. Hopefully there won't be any incentive to disconnect with a short game.
The Ultimate breakpoint at level 10 and Storm powers at level 20 is being discussed. People who like it say that it creates strategy, giving the team that is level 10 around 30 seconds to take advantage of this and attack or do something. The other team might back off to avoid the unbalanced fight. If the level gap is too big things may not be fun for the team that is behind, but you can outstrategize the other team even if you are behind. It hasn't been a big problem in fairly balanced games.
Some talents are more generic and shared between multiple heroes, but some will have talents that are unique to them. Abathur is one example of a hero that needs unique talents. More talents will be added over time. If there are too many talents in the future, the team can scale the number back down. Some of the unique talents will have unique art as well. Sergeant Hammer will pilot the siege tank, which has different art for the Hover Siege talent.


Esports

Heroes becoming a competitive esport will be up to the players. It will have all of the tools needed, and be a competitive game, but beyond that it is up to players. The time limit will also help to keep the game competitive.
Heroes will have an Observer mode, similar to Starcraft, as it is built on the same technology.
A map editor will be added, but it isn't clear when it will be ready. The team is passionate about giving the community tools to make maps or mods.
Heroes is about a great gameplay experience right now, but as they continue working on the game they will take a look at the experience of watching the game. Physics on environmental objects and deaths is one fun addition they have made.


Misc

The game is being internally tested now, so beta is coming "Soon™" (when it is ready).
Characters from Lost Vikings and other older games will be added. Almost everyone at Blizzcon was asking about Lost Vikings, so design work for characters from that game was started after Blizzcon.
Heroes will have emotes, including dancing.
Heroes will have a Mac client.
The universes crossing over will be fun, so you could have a Demon Hunter in a Hunter skin from WoW, or Nova with a Amazon skin, or Stitches with an Infernal skin.
via: http://www.mmo-champion.com/content...lms-Blue-Tweets-EU-and-RU-Matching-Heroes-Q-A
 
Jau, denke es könnte n ähnlich entspanntes Game wie Hearthstone werden. Also n relaxtes MOBA halt. Strife teste ich ja auch immer wieder mal an aber die ganzen (merkbaren) LoL Einflüsse stören mich doch zu sehr als das ich es als ernsthafte Konkurrenz für mein geliebtes Dota erachte ^^
 
HeroesAlpha2.jpg

via: http://www.mmo-champion.com/content/3767-Heroes-of-the-Storm-Alpha-Client
soon™
 
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