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League of Legends |OT| Free to play Dota clone (PC)

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eznark

Banned
Cheeto said:
Yea maybe, but I've been finding that full matches are still reaching 40 minutes or more...that's assuming that the opposing team didn't surrender as soon as possible.
There definitely seems to be a lot less push and pull. As soon as one team gains an advantage it's pretty much over. The towers go down absurdly fast leaving almost no room for a comeback. Not a fan at all.
 
Game is much harder to maintain control of now. If you have a weak lane early on it can easily cascade into towers falling like dominoes.

On the plus side, Shaco has been redeemed by the new on use nuke item with ap/mana regen/cooldown. Along with the insane ~40 second clairvoyance and he's just damn fun to play again.
 

Cheeto

Member
eznark said:
There definitely seems to be a lot less push and pull. As soon as one team gains an advantage it's pretty much over. The towers go down absurdly fast leaving almost no room for a comeback. Not a fan at all.
Not sure that that is universal. I've been on teams down 4 to 5 with the opposing team destroying one of our inhibitors where we have only destroyed one turret...only for us to win a team battle, take baron and completely turn the tide of the game and winning after 60 mins.

thanks again theMrCravens the skin is awesome...I'm playing a lot more Twisted Fate now.
 

eznark

Banned
Cheeto said:
Not sure that that is universal. I've been on teams down 4 to 5 with the opposing team destroying one of our inhibitors where we have only destroyed one turret...only for us to win a team battle, take baron and completely turn the tide of the game and winning after 60 mins.

thanks again theMrCravens the skin is awesome...I'm playing a lot more Twisted Fate now.
I'm sure it isn't universal, and if you're playing with friends I'd imagine it is a ton easier to coordinate. However the weaker towers make coordination so much more important. Losing two champions at the same time mid-game is crippling with the weakness of the towers, and conveying that to randoms over text chat is tough. There seems to always be one person who never, ever checks text til they die. In the past it seems like that was easier to overcome. Now, a super weak or silent link and your team is pretty boned if they fall behind.
 

Trasher

Member
Alright LoL dudes. Have any of you played HoN a bit and can tell me the differences between the two? I'm a longtime DotA player, and I have been playing HoN a lot lately and have really enjoyed it. I've seen some screens and a little gameplay of LoL, and to be honest I thought it looked horrible. HoN seems like it is much more polished. Also, as far as the heroes go, does LoL pretty much contain all the heroes from DotA?
 

sohois

Member
Trasher said:
Alright LoL dudes. Have any of you played HoN a bit and can tell me the differences between the two? I'm a longtime DotA player, and I have been playing HoN a lot lately and have really enjoyed it. I've seen some screens and a little gameplay of LoL, and to be honest I thought it looked horrible. HoN seems like it is much more polished. Also, as far as the heroes go, does LoL pretty much contain all the heroes from DotA?

Well, both are DoTA style games and are fairly similar, with the same basic structures, as opposed to Demigod which tried to change it up a bit. LoL has an entirely new set of heroes from DoTA however, currently totaling 41, as well as all new items. LoL also has a more blizzardesgue artstyle, which i personally prefer. There are also a few subtle gameplay differences, notably the persistent leveling of LoL, the summoner abilities & the tall grass mechanic, though i haven't found that any of them change the game massively.

As far as polish goes, yes its true that HoN is more polished but Lol is free to play unlike HoN, so you can probably forgive them that, although it really depends on how much you care about the features that are missing.
 

eznark

Banned
Trasher said:
Alright LoL dudes. Have any of you played HoN a bit and can tell me the differences between the two? I'm a longtime DotA player, and I have been playing HoN a lot lately and have really enjoyed it. I've seen some screens and a little gameplay of LoL, and to be honest I thought it looked horrible. HoN seems like it is much more polished. Also, as far as the heroes go, does LoL pretty much contain all the heroes from DotA?
HoN is $30, LoL is free to play. I think that shows in the polish. I played only a few HoN matches but LoL seemed more streamlined and easier to pick up.
 

Cheeto

Member
Trasher said:
Alright LoL dudes. Have any of you played HoN a bit and can tell me the differences between the two? I'm a longtime DotA player, and I have been playing HoN a lot lately and have really enjoyed it. I've seen some screens and a little gameplay of LoL, and to be honest I thought it looked horrible. HoN seems like it is much more polished. Also, as far as the heroes go, does LoL pretty much contain all the heroes from DotA?
I don't know, I've heard people say HoN is more polished and I've played a couple HoN matches...I just don't see it. Maybe the graphics are better? HoN's minimap is terrible and doesn't convey any useful info quickly...all you see if some red dots and green dots. In LoL you can easily see on the minimap where champions are and what champion they are. This annoyance is compounded by the way they let you know which avatars are enemies...with a 1 pixel wide colored line that isn't even shown all the time.
http://rl-team.net/uploads/posts/2009-08/1249110076_375befa7f8aed19f640cac8c6f58f09b.jpg
Is the guy on the lower right side of that fire wall an enemy? Who knows... Is the other character the player? I guess so since the screen is centered on him.

Maybe if quake sounds, mortal kombat-esq "BLOODBATH" text, and death messages that read "tehPwnerer pwned XxUberMgesxX head for xxx gold" then HoN probably will seem more polished to you.
 

Trasher

Member
Uhhh, if LoL is free to play then why have I seen it in Best Buy for 30 bucks? haha

And I've been playing HoN for free since August! It's still in the beta haha.

I noticed how LoL's art style tries to be like Warcraft 3's, but in my opinion it just ends up falling flat on its face for trying to copy Warcraft 3, and it doesn't look nearly as good. I think HoN does a great job of coming up with its own style that feels new and fresh, but still has the same feel as DotA on Warcraft 3.

And by the way, I'm not trying to rip on LoL here. I'm just trying to get your guys' opinion of it and tell you what I think of HoN.
 

sohois

Member
Trasher said:
Uhhh, if LoL is free to play then why have I seen it in Best Buy for 30 bucks? haha

And I've been playing HoN for free since August! It's still in the beta haha.

I noticed how LoL's art style tries to be like Warcraft 3's, but in my opinion it just ends up falling flat on its face for trying to copy Warcraft 3, and it doesn't look nearly as good. I think HoN does a great job of coming up with its own style that feels new and fresh, but still has the same feel as DotA on Warcraft 3.

And by the way, I'm not trying to rip on LoL here. I'm just trying to get your guys' opinion of it and tell you what I think of HoN.

Thats the collectors edition; it comes with all champions unlocked from the start and a few other things if im not mistaken. You can download the game free from their website.
 

eznark

Banned
Cheeto said:
I don't know, I've heard people say HoN is more polished and I've played a couple HoN matches...I just don't see it. Maybe the graphics are better? HoN's minimap is terrible and doesn't convey any useful info quickly...all you see if some red dots and green dots. In LoL you can easily see on the minimap where champions are and what champion they are. This annoyance is compounded by the way they let you know which avatars are enemies...with a 1 pixel wide colored line that isn't even shown all the time.
http://rl-team.net/uploads/posts/2009-08/1249110076_375befa7f8aed19f640cac8c6f58f09b.jpg
Is the guy on the lower right side of that fire wall an enemy? Who knows... Is the other character the player? I guess so since the screen is centered on him.

Maybe if quake sounds, mortal kombat-esq "BLOODBATH" text, and death messages that read "tehPwnerer pwned XxUberMgesxX head for xxx gold" then HoN probably will seem more polished to you.
I think the out of game stuff is a lot more polished, that's what I was referring to. In game there isn't much difference. Putting the little animation as soon as a match ends made a world of difference to me.

Though it doesn't seem like Trasher really wanted a discussion about the differences.
 

Trasher

Member
Cheeto said:
I don't know, I've heard people say HoN is more polished and I've played a couple HoN matches...I just don't see it. Maybe the graphics are better? HoN's minimap is terrible and doesn't convey any useful info quickly...all you see if some red dots and green dots. In LoL you can easily see on the minimap where champions are and what champion they are. This annoyance is compounded by the way they let you know which avatars are enemies...with a 1 pixel wide colored line that isn't even shown all the time.
http://rl-team.net/uploads/posts/2009-08/1249110076_375befa7f8aed19f640cac8c6f58f09b.jpg
Is the guy on the lower right side of that fire wall an enemy? Who knows... Is the other character the player? I guess so since the screen is centered on him.

Maybe if quake sounds, mortal kombat-esq "BLOODBATH" text, and death messages that read "tehPwnerer pwned XxUberMgesxX head for xxx gold" then HoN probably will seem more polished to you.
I'm wondering, have you ever played DotA much? I'm someone who played LOTS of DotA, and the switch to HoN was very easy apart from figuring out which heroes were which, and what items were which since they all had names and designs changed a bit (of course there were new heroes added too). So the dude on the side of that fissure (the firewall you are talking about) is just a standard creep. And if you are familiar with Warcraft 3 then you know what heroes look like on the minimap and you know the difference between a hero and a standard creep. Also, by knowing what the creeps on each side look like, it is easy to determine that the guy in the center of this screen is a hero.

Also, this screen is kinda blurry, and the hero is in mid-movement so that's why he is hard to make out for you I think. And you talk about the screen being centered on the hero; does that mean in LoL the camera is locked on top of your hero the whole time?
 

Trasher

Member
sohois said:
Thats the collectors edition; it comes with all champions unlocked from the start and a few other things if im not mistaken. You can download the game free from their website.
Ahh, that's very cool. I actually got a beta invite for LoL, but never used it haha. Maybe I will give it a go sometime.
eznark said:
I think the out of game stuff is a lot more polished, that's what I was referring to. In game there isn't much difference. Putting the little animation as soon as a match ends made a world of difference to me.

Though it doesn't seem like Trasher really wanted a discussion about the differences.
No, I really do want a discussion about the differences between the two. I also am curious about how many of you were big DotA players.

So I'm guessing LoL is setup the same way as HoN/DotA. AKA 3 lanes, 2 outer tower barriers with the third tower barrier being located in the base, each lane has creeps that spawn, 5 heroes on each side, etc etc. I mean, the basics are all there in LoL correct?

Another thing I wanted to ask about. Is there in option in LoL that lets one team concede the match? In HoN they added a voting system which I think works wonderfully. For example, if you have someone on your team disconnect or leave the game, then the 4 of you left can vote to concede the match and end it so you don't have to sit there and wait for the other team to finish you off. Or if you have someone who is ruining the game by not playing and just running around being a jackass or whatever, you can get all the rest of the people from the game to vote that person out of the game. Or if your team has no chance of winning and are completely out-leveled by the other team, but they are just running around ganking you and your teammates for fun and won't just push and end it, then you can vote to concede the match to them.

I thought this was a great feature, and I honestly hope to see it used in more online games down the road.
 

eznark

Banned
Yeah, the game play is essentially identical. It's not Demigod, they didn't mess with the basics.

The differences are mostly in style. LoL is sort of kiddy and bright where as HoN is dark and muddled. I don't love either style but the brightness makes LoL a bit easier to know what's what. Item's are more convoluted in HoN, I guess to add depth but it just made learning the game more difficult. LoL is a much friendlier game for n00bs like myself. I never played DoTA much and my entry to the genre was Demigod. Looking at the various communities though, it seems like HoN is for the hardcore DoTA player where LoL is trying to gain a more wide appeal.
 

sohois

Member
Trasher said:
Ahh, that's very cool. I actually got a beta invite for LoL, but never used it haha. Maybe I will give it a go sometime.

No, I really do want a discussion about the differences between the two. I also am curious about how many of you were big DotA players.

So I'm guessing LoL is setup the same way as HoN/DotA. AKA 3 lanes, 2 outer tower barriers with the third tower barrier being located in the base, each lane has creeps that spawn, 5 heroes on each side, etc etc. I mean, the basics are all there in LoL correct?

I was a big DoTa player, so you know. As for your question, yes thats exactly how LoL is. As i said, the main differences are the summoner abilites, persistent leveling and tall grass.
 

Cheeto

Member
Trasher said:
Ahh, that's very cool. I actually got a beta invite for LoL, but never used it haha. Maybe I will give it a go sometime.

No, I really do want a discussion about the differences between the two. I also am curious about how many of you were big DotA players.

So I'm guessing LoL is setup the same way as HoN/DotA. AKA 3 lanes, 2 outer tower barriers with the third tower barrier being located in the base, each lane has creeps that spawn, 5 heroes on each side, etc etc. I mean, the basics are all there in LoL correct?

Another thing I wanted to ask about. Is there in option in LoL that lets one team concede the match? In HoN they added a voting system which I think works wonderfully. For example, if you have someone on your team disconnect or leave the game, then the 4 of you left can vote to concede the match and end it so you don't have to sit there and wait for the other team to finish you off. Or if you have someone who is ruining the game by not playing and just running around being a jackass or whatever, you can get all the rest of the people from the game to vote that person out of the game. Or if your team has no chance of winning and are completely out-leveled by the other team, but they are just running around ganking you and your teammates for fun and won't just push and end it, then you can vote to concede the match to them.

I thought this was a great feature, and I honestly hope to see it used in more online games down the road.
LoL is setup like Hon/Dota by default... but it also has a specialized map for 3v3 play.

and, yes LoL lets you surrender via a vote.
 

Trasher

Member
eznark said:
Yeah, the game play is essentially identical. It's not Demigod, they didn't mess with the basics.

The differences are mostly in style. LoL is sort of kiddy and bright where as HoN is dark and muddled. I don't love either style but the brightness makes LoL a bit easier to know what's what. Item's are more convoluted in HoN, I guess to add depth but it just made learning the game more difficult. LoL is a much friendlier game for n00bs like myself. I never played DoTA much and my entry to the genre was Demigod. Looking at the various communities though, it seems like HoN is for the hardcore DoTA player where LoL is trying to gain a more wide appeal.
I actually don't know what Demigod is haha. Is it a DotA copy as well?

Yeah, you seemed to have nailed the graphical differences.

As far as the items go for HoN, I would also agree that it is a bit complicated. The items are almost identical to the DotA items (different names and designs though of course, and they added new ones and tweaked some old ones too), but I found it was the hardest part to get used to. Now I have a good grasp on it after many games though. That was the thing that slowed me down the most at first.

That is interesting about the different communities. So you are saying LoL's goal was to simplify a DotA styled game and try to reach out to more people?

sohois said:
I was a big DoTa player, so you know. As for your question, yes thats exactly how LoL is. As i said, the main differences are the summoner abilites, persistent leveling and tall grass.
Care to give a short explanation of these three main differences?

Cheeto said:
LoL is setup like Hon/Dota by default... but it also has a specialized map for 3v3 play.

and, yes LoL lets you surrender via a vote.
I'm not sure if it was always in the beta since the beginning, but HoN has a 3v3 map as well. I've never played it though. You can also setup practice rounds in HoN where you can just pick whatever hero you want, buy it some items, and just mess around.
 

Cheeto

Member
Trasher said:
I'm wondering, have you ever played DotA much? I'm someone who played LOTS of DotA, and the switch to HoN was very easy apart from figuring out which heroes were which, and what items were which since they all had names and designs changed a bit (of course there were new heroes added too). So the dude on the side of that fissure (the firewall you are talking about) is just a standard creep. And if you are familiar with Warcraft 3 then you know what heroes look like on the minimap and you know the difference between a hero and a standard creep. Also, by knowing what the creeps on each side look like, it is easy to determine that the guy in the center of this screen is a hero.

Also, this screen is kinda blurry, and the hero is in mid-movement so that's why he is hard to make out for you I think. And you talk about the screen being centered on the hero; does that mean in LoL the camera is locked on top of your hero the whole time?
No I haven't played DotA, that's probably why it's such a pain in the ass for me to pick up HoN. I understand the HoN minimap, what I'm trying to say is, LoL does it better and is easier to look at. Sorry I didn't know that was a creep it looked different than the other ones so I thought it was a champ. But my point still remains that the only indication HoN gives you is a very tiny line around the health and mana bars. LoL makes it extremely clear who an enemy is and that is very newbie friendly. Same with the buy menu...it only takes 10 seconds of playing both to see that buying items is easier in LoL.
 

Trasher

Member
Cheeto said:
No I haven't played DotA, that's probably why it's such a pain in the ass for me to pick up HoN. I understand the HoN minimap, what I'm trying to say is, LoL does it better and is easier to look at. Sorry I didn't know that was a creep it looked different than the other ones so I thought it was a champ. But my point still remains that the only indication HoN gives you is a very tiny line around the health and mana bars. LoL makes it extremely clear who an enemy is and that is very newbie friendly. Same with the buy menu...it only takes 10 seconds of playing both to see that buying items is easier in LoL.
Hmm, that's kinda cool. It's weird to think of the minimap and indicators of what an enemy is and isn't being different haha. I'm interested to see what the buy menu and minimap look like in LoL now.

And you gotta understand, most of this stuff is just second nature for me from playing Warcraft 3 and DotA for so long so that's why it seems so weird to me that anything would be different. I'm really not trying to put down LoL, so sorry if it seems like that.
 

sohois

Member
Persistent levelling is what it says it is. You have a summoner level which grows as you win matches, from level 1 up to 30. As you level, you gain mastery points, new summoner abilities & rune slots. The mastery points allow you to get persistent bonuses to your champions, for example +2 damage or .33% cooldown reduction (the bonuses tend to be pretty meagre for obvious reasons). The rune system is similar; you can purchase runes (with money that can be earned through playing btw) that confer small bonuses when equipped.

The summoner abilities are a selection of twelve general spells, allowing for example, teleportation every 300 secs, or a healing spell every 250. You can only choose two and every player gets access to the same twelve.

Finally, on the map itself there are pockets of tall grass dotted over the map which when stood in hide your character from view, unless another champion enters the grass.
 

Trasher

Member
sohois said:
Persistent levelling is what it says it is. You have a summoner level which grows as you win matches, from level 1 up to 30. As you level, you gain mastery points, new summoner abilities & rune slots. The mastery points allow you to get persistent bonuses to your champions, for example +2 damage or .33% cooldown reduction (the bonuses tend to be pretty meagre for obvious reasons). The rune system is similar; you can purchase runes (with money that can be earned through playing btw) that confer small bonuses when equipped.

The summoner abilities are a selection of twelve general spells, allowing for example, teleportation every 300 secs, or a healing spell every 250. You can only choose two and every player gets access to the same twelve.

Finally, on the map itself there are pockets of tall grass dotted over the map which when stood in hide your character from view, unless another champion enters the grass.
So this persistent leveling could almost be compared to the perks in Call of Duty 4 that you carry with you into every match as you go on? That's kinda cool.

The tall grass sounds like the trees on the edge of the map in HoN. You can run into them to hide if you want and the enemy heroes can't see you until they are almost right on top of you. There are pathing issues that go along with the trees though and only certain paths that work for them. When you play enough you start to figure out where all the good hiding spots are in them.
 

Sanjay

Member
eznark said:
Yeah, the game play is essentially identical. It's not Demigod, they didn't mess with the basics.

The differences are mostly in style. LoL is sort of kiddy and bright where as HoN is dark and muddled. I don't love either style but the brightness makes LoL a bit easier to know what's what. Item's are more convoluted in HoN, I guess to add depth but it just made learning the game more difficult. LoL is a much friendlier game for n00bs like myself. I never played DoTA much and my entry to the genre was Demigod. Looking at the various communities though, it seems like HoN is for the hardcore DoTA player where LoL is trying to gain a more wide appeal.


My entry to the genre was Demigod too, I tried both LoL and HoN and liked HoN more because to me its more balanced with more depth and rewards players for good play and punishes players for bad play and to me this is the biggest difference between the games and why some players like one game over the other.
 

sohois

Member
Trasher said:
So this persistent leveling could almost be compared to the perks in Call of Duty 4 that you carry with you into every match as you go on? That's kinda cool.

The tall grass sounds like the trees on the edge of the map in HoN. You can run into them to hide if you want and the enemy heroes can't see you until they are almost right on top of you. There are pathing issues that go along with the trees though and only certain paths that work for them. When you play enough you start to figure out where all the good hiding spots are in them.

Thats exactly how it is, like CoD.

Also a few other differences - each champion begins with a passive ability (at least i think they're all passive) that can't be upgraded, though some will improve with levels, so essentially every champion has five abilities. Also there are some 'balance' differences, for example the creep groups that spawn from the base will have 3 melee fighters and 3 ranged fighters, as opposed to DOTA & HoN which have on ranged unit. Plus, when you get super creeps, they don't all become more powerful, there is just one super creep that spawns. Finally, after a short period your 'inhibitor' (base building) will respawn preventing anymore super creeps from spawning until its destroyed again, so losing a base building doesn't necessarily mean you've lost unlike in DoTa where it almost always does.
 

Dynamic3

Member
The rune system looks very daunting to me. I understand what they do, but I have refrained from purchasing any as I am going under the assumption that I will eventually replace T1 and T2 runes with T3 runes so I shouldn't waste the IP. Is this a correct assumption.

Also, how does the rune combiner work? Can you simply just take five runes and combine then to make a 5x rune (assuming they all must be the same rune)?
 

Cheeto

Member
Dynamic3 said:
The rune system looks very daunting to me. I understand what they do, but I have refrained from purchasing any as I am going under the assumption that I will eventually replace T1 and T2 runes with T3 runes so I shouldn't waste the IP. Is this a correct assumption.

Also, how does the rune combiner work? Can you simply just take five runes and combine then to make a 5x rune (assuming they all must be the same rune)?
I think you take 5 runes of the same tier to create one random rune of a higher tier...they don't have to be the same kind of rune.
 

eznark

Banned
Woo hoo, just beat Dragon Age so I can finally get back into playing this more often.

Earlier in the thread someone said the runes are totally random. It's also keeping me from getting any runes. I'm about to hit level 15, I can wait til 20 so I can use Tier 3 runes. My wife is out of town next weekend so I'll probably pick up one of those boosts. Gotta spend that collectors edition loot on something.
 

tempus67

Neo Member
sohois said:
As i said, the main differences are the summoner abilites, persistent leveling and tall grass.

I wasn't a big dota player so maybe I'm wrong, but isn't the other major gameplay difference the denial mechanic? In both dota and HoN you have to focus on trying to score the last hit on the mobs, even your own team's mobs to get the exp? LoL doesn't seem to do this unless it's a gameplay setting toggle I am missing, or I'm a complete newb and just haven't been doing it (I've only played 3-4 matches against bots in LoL).
 

Trasher

Member
tempus67 said:
I wasn't a big dota player so maybe I'm wrong, but isn't the other major gameplay difference the denial mechanic? In both dota and HoN you have to focus on trying to score the last hit on the mobs, even your own team's mobs to get the exp? LoL doesn't seem to do this unless it's a gameplay setting toggle I am missing, or I'm a complete newb and just haven't been doing it (I've only played 3-4 matches against bots in LoL).
If you kill your own creeps, the enemy heroes will not get experience for that mob. So yes, you want to be "denying" your creeps, and making sure you are killing their creeps so they can't deny you the experience from them.
referring to DotA and HoN, not sure about LoL
 

Cheeto

Member
tempus67 said:
I wasn't a big dota player so maybe I'm wrong, but isn't the other major gameplay difference the denial mechanic? In both dota and HoN you have to focus on trying to score the last hit on the mobs, even your own team's mobs to get the exp? LoL doesn't seem to do this unless it's a gameplay setting toggle I am missing, or I'm a complete newb and just haven't been doing it (I've only played 3-4 matches against bots in LoL).
Yes this is changed, you can't attack your own creeps...however, some champs have abilities that damage your own creeps allowing them to deny (but only one champ that I know of, there may be others). But it isn't a major part of the game's tactics.
 
Cheeto said:
No I haven't played DotA, that's probably why it's such a pain in the ass for me to pick up HoN. I understand the HoN minimap, what I'm trying to say is, LoL does it better and is easier to look at. Sorry I didn't know that was a creep it looked different than the other ones so I thought it was a champ. But my point still remains that the only indication HoN gives you is a very tiny line around the health and mana bars. LoL makes it extremely clear who an enemy is and that is very newbie friendly. Same with the buy menu...it only takes 10 seconds of playing both to see that buying items is easier in LoL.
Not really. There's a very huge size difference between heroes and creeps. The game never screams it out to you but it's fairly obvious after you play a few games. Notice how behemoth in that screen is towering over the creeps. Even the smallest heroes have a noticeable size difference. Also, if you look at the mini map all heroes have a large circle with their color whereas creeps are just green and red dots.

You're right that LoL is easier to pick up than Hon though, but that's mainly because of the lack of denies & hon's lack of matchmaking.

If you kill your own creeps, the enemy heroes will not get experience for that mob. So yes, you want to be "denying" your creeps, and making sure you are killing their creeps so they can't deny you the experience from them. referring to DotA and HoN, not sure about LoL
To clarify the enemy still gains experience from the mob, just not as much. But what you're really denying them is gold.
 
LoL is much slower paced than HoN and gives you much better control due to smaller battlefield size than HoN. It isn't nearly a carbon copy of dota, has much better art style, far less of a Dudebro online presence, and does much more to encourage newcomers. It's also free and has less features but great matchmaking as opposed to insanely terrible lists in HoN (Although I assume mm is going to be added at some point or already has).

Honestly I have no idea how anyone can like HoN better. Absolutely nobody I know does, and we've been playing shitty AoSes long enough to call them that. The control alone makes the difference. Along with, you know, not being the same damn game that's been out since 2003.
 

Cheeto

Member
PillowKnight said:
Not really. There's a very huge size difference between heroes and creeps. The game never screams it out to you but it's fairly obvious after you play a few games. Notice how behemoth in that screen is towering over the creeps. Even the smallest heroes have a noticeable size difference. Also, if you look at the mini map all heroes have a large circle with their color whereas creeps are just green and red dots.
I'm not talking about distinguishing creeps from champs...I'm talking about distinguishing enemy champs from team mates.
 
Son of Godzilla said:
LoL is much slower paced than HoN and gives you much better control due to smaller battlefield size than HoN. It isn't nearly a carbon copy of dota, has much better art style, far less of a Dudebro online presence, and does much more to encourage newcomers. It's also free and has less features but great matchmaking as opposed to insanely terrible lists in HoN (Although I assume mm is going to be added at some point or already has).
HoN's lists are amazing if you know what you're looking for. As far as the dudebro shit, I thought LoL had a lower presence too until I started getting ranked against better players. Then it was more like "oh..right, internet douchebags."

Honestly I have no idea how anyone can like HoN better. Absolutely nobody I know does, and we've been playing shitty AoSes long enough to call them that. The control alone makes the difference. Along with, you know, not being the same damn game that's been out since 2003.
The controls in hon are ridiculously more fluid than LoL's , LoL feels sloppy in comparison. By controls, I mean the way units move and how they respond to input.

I'm not talking about distinguishing creeps from champs...I'm talking about distinguishing enemy champs from team mates.
Oh, that picture made it seem like something else. I have no idea what either game does to differentiate friend/foe, In hon, I probably just got used to knowing who my allies were and what not.
 
Yes, LoL definitely feels soupy at times and that gets exaggerated a lot by lag, but I meant better control specifically from the tighter scale and slower pacing.

And honestly I'd say like none% of all the games I've ever played have been mind-numbing experiences. It's a ridiculously rare experience compared to other games, for me at least.
 

eznark

Banned
"great" matchmaking may be an exaggeration. Ever evolving into much better matchmaking that will hopefully be great soon.
 

eznark

Banned
Starting today and running through January 6, the game will offer three new Champions skins with a holiday theme like the one you see above. Two more skins will be released in smaller time periods; one from December 23-27 and the other from December 31 to January 31. Six new holiday runes will also be released during the entire Snowdown Showdown event. Finally the winter-themed map in the game will be replaced with the Snowdown Rift map that will naturally have lots of holiday-themed art. We've added some screenshots of the level to our League of Legends screenshot gallery

http://news.bigdownload.com/2009/12/16/league-of-legends-to-get-holiday-themed-content-update/
 

eznark

Banned
New patch. Increased turret strength, nerfed effects from killing Baron, a "death recap" which shows pretty much why you died, all the Holiday stuff, various changes to current champions and a new champion:

NEW: Nidalee, The Bestial Huntress
Javelin Toss (Human): Nidalee tosses her javelin at long range, dealing increased damage the farther the javelin travels (up to 250%)
Bushwhack (Human): Nidalee creates a camouflaged trap that, when sprung, will reveal the target and deal damage. Champion Armor and Magic Resistance are reduced by a percentage for the duration of the debuff. Traps are visible to enemies
Primal Surge (Human): Nidalee calls upon her bestial heritage to heal an ally champion and grant them an attack speed bonus for a short duration
Aspect of the Cougar (Ultimate): Nidalee may freely transform between a human and a cougar at no cost. While in cougar form all of her attacks are melee and she gains additional dodge and movement speed. Leveling this skill increases the effects of her cougar abilities
Takedown (Cougar): Nidalee jumps at the throat of her target, dealing her attack damage plus a static bonus. The damage of this skill increases the lower life percentage the target has
Pounce (Cougar): Nidalee pounces forward, dealing damage in a small radius.
Swipe (Cougar): Nidalee slashes wildly in front of her, dealing moderate damage in a large area
Prowl (Passive): Nidalee gains additional movement speed when moving through or out of brush

Also every item got nerfed Hit points -10%, Armor -10%, Magic Resist -5%

http://www.leagueoflegends.com/board/showthread.php?t=36996



Servers are currently down.
 

eznark

Banned
Cheeto said:
Here's a video of Nidalee in beta
http://www.youtube.com/watch?v=l0VyFNUmrtA

can anyone post some patch notes? main site is blocked for me
PVP.net version 33.17
New Champion Information Pages and Champion Art! If you view the Champion Information Page (either via the Store Info button, Champion Select, or the Champion Browser in the Summoner Profile) you will see a new layout and new champion art
Icons and Art for champions have been updated across PVP.net
PVP.net will now automatically flag a user as “Away” after being idle. Also, users can manually toggle their status icon in their buddy list by clicking on it
On the PVP.net landing page, there is now an “Enter Chat” button that will automatically put the user into a public chat room
Skin selection is more prominent at the end of Champion Select
XP / IP Boosts should now show their duration in their tooltips
You can now automatically join a chat room each time you log in via the contextual options menu for each chat room
Fixed a bug with renaming Rune Book pages
Fixed a bug with the UI for joining custom chat rooms
Fixed a bug with vertical scroll bars not displaying properly at some resolutions

League of Legends version 1.0.0.63

Death Recap
League of Legends now includes Death Recap, a helpful feature for both new and veteran players alike, which shows the major sources of damage that led to a Champion’s demise. When a player’s Champion has been slain, the player can open the Death Recap window which will summarize all of the fatal damage they received during their final moments. The Death Recap window not only provides informative tips on how to avoid being killed by the same champion and spells again, but also displays the items the killing and assisting Champions have, and the stats of those items. The fatal damage taken is broken down on an integer and percentage basis, so that players can have a complete and thorough understanding of exactly how they were taken down.

Champions
NEW: Nidalee, The Bestial Huntress
Javelin Toss (Human): Nidalee tosses her javelin at long range, dealing increased damage the farther the javelin travels (up to 250%)
Bushwhack (Human): Nidalee creates a camouflaged trap that, when sprung, will reveal the target and deal damage. Champion Armor and Magic Resistance are reduced by a percentage for the duration of the debuff. Traps are visible to enemies
Primal Surge (Human): Nidalee calls upon her bestial heritage to heal an ally champion and grant them an attack speed bonus for a short duration
Aspect of the Cougar (Ultimate): Nidalee may freely transform between a human and a cougar at no cost. While in cougar form all of her attacks are melee and she gains additional dodge and movement speed. Leveling this skill increases the effects of her cougar abilities
Takedown (Cougar): Nidalee jumps at the throat of her target, dealing her attack damage plus a static bonus. The damage of this skill increases the lower life percentage the target has
Pounce (Cougar): Nidalee pounces forward, dealing damage in a small radius.
Swipe (Cougar): Nidalee slashes wildly in front of her, dealing moderate damage in a large area
Prowl (Passive): Nidalee gains additional movement speed when moving through or out of brush
Amumu
Fixed a bug where Despair’s damage was incorrectly being calculated off of Amumu’s health instead of each nearby enemy’s
Fixed an inconsistency in Despair's damage where the first tick was dealing a different amount than subsequent ticks
Annie
Basic Attack Projectile Speed increased to 1200 from 780
Ashe
Fixed a bug where Volley could hit a target multiple times per cast if the target was immune to buffs
Enchanted Crystal Arrow no longer reveals Ashe to enemies that cannot see her
Cho'Gath
Rupture Slow Duration reduced to 3 seconds from 4
Corki
Phosphorous Bomb
Area of effect reduced to 225 from 250
Mana Cost increased to 90/100/110/120/130 from 70/85/100/115/130
Fixed a bug causing Phosphorous Bomb's particle to show above the fog of war, even without vision of that area
Fixed a bug where Phosphorous Bomb placed a buff on Corki saying he would miss on attacks
Fixed a bug where the vision granted by Phosphorous Bomb disappeared upon using a basic attack
Valkyrie
Cast range reduced to 700 from 900
Mana Cost increased to 100 from 100/90/80/70/60
Missile Barrage
Small Missile area of effect reduced to 200 from 225
Large Missile area of effect reduced to 300 from 350
Mana Cost increased to 25/30/35 from 20/25/30
Dr. Mundo
Fixed a bug where Infected Cleaver would delay for a short period if cast immediately after the cooldown ended
Fiddlesticks
Stats: Movement Speed increased to 300 from 290
Gangplank
Cannon Barrage no longer reveals Gangplank to enemies when cast
Fixed a bug where Cannon Barrage's particles showed above the fog of war, even if you didn't have vision of the area
Fixed a bug where Gangplank would fail to close distance to cast Parrrley or Raise Morale if Cannon Barrage was occurring
Heimerdinger
CH-1 Cuncussion Grenade
Particle no longer shows through the fog of war
Projectile Speed increased to 750 from 650
H-28G Evolution Turret
Gold given on death reduced to 12 from 15
Turret Range increased to 575 from 550
Hextech Micro-Rockets (Remake):
Heimerdinger fires a rocket at up to 1/1/2/2/3 random visible enemy champion(s)
Cooldown reduced to 20 from 23
Mana Cost reduced to 70/90/110/130/150 from 80/105/130/155/180
UPGRADE!!! Mana Cost reduced to 100 from 125
Stats
Basic Attack Projectile Speed increased to 1400 from 1200
Health per level increased to 75 from 70
Damage per level increased to 3 from 2.5
Janna
Monsoon
Cleaned up knock back effect to hit the correct area, increased knock back distance, and made knock back more consistent
Duration reduced to 4 from 6
Heal per tick increased to 90/150/210 from 60/100/140
Ability Power Ratio increased to .35 from .25
Howling Gale
Mana Cost reduced to 80/100/120/140/160 from 110/130/150/170/190
Cooldown reduced to 11 from 12
Zephyr Cooldown reduced to 13/12/11/10/9 from 14/13/12/11/10
Jax
Improved Leap Strike's responsiveness; you can now move much sooner after striking (but not attack)
Karthus
Requiem no longer reveals Karthus to enemies when cast
Basic Attack Projectile Speed increased to 1200 from 800
Lay Waste Ability Power coefficient increased to .3/.6 from .25/.5
Lay Waste Damage increased to 40/60/80/100/120 (x2) from 35/55/75/95/115
Defile Ability Power coefficient increased to .25 from .2
Kayle
Righteous Fury now triggers spell cast effects (such as Sheen and Tear of the Goddess)
Malphite
Removed Cast Animation for Brutal Strikes
Stats: Base Armor increased to 16 from 7
Morgana
Fixed a bug causing Tormented Soil to appear above the fog of war, even without vision of the area
Nunu
Absolute Zero base Damage increased to 625/875/1125 from 500/700/900
Shaco
Jack in the Box's fear range will now match the activation range
Sivir
Basic Attack Projectile Speed increased to 1200 from 800
Spiral Blade Damage modified to 60/115/170/225/280 from 75/125/175/225/275
Spell Shield Mana Restore on Spell Block reduced to 125 from 150
Fixed a bug with On the Hunt causing it to last too long on allies
On the Hunt Attack Speed reduced to 25/45/65% from 25/50/75%
On the Hunt Movement Speed reduced to 30% from 35%
Teemo
Fixed a bug where Bantam Trap was granting vision of an area for too long after an enemy triggered it
Camouflage time to Stealth reduced to 4.5 seconds from 6 seconds
Tryndamere
Bloodlust Cooldown increased to 20/18/16/14/12 from 12 at all levels
Mocking Shout Duration reduced to 4 from 5 seconds
Slash bonus Damage decreased to 40/90/140/185/240 from 60/105/150/195/240
Undying Rage Cooldown increased to 130/115/100 from 120/100/80
Battle Fury bonus Crit % reduced to 25% at all levels from 30/40/50% at levels 1/6/12
Twisted Fate
Pick a Card Gold Cards now only stun the unit directly hit (they will now slow surrounding units instead of stunning them)
Pick a Card Duration reduced to 10 from 15
Destiny no longer reveals Twisted Fate to enemies when cast
Gate Cooldown increased to 120/105/90/75/60 from 90/75/60/45/30
Gate Mana Cost increased to 80 from 80/70/60/50/40
Udyr
Stances
Reduced the shared cooldown on abilities to 2.5 from 3 seconds
Reduced the reactivation cooldown on abilities to 6 from 9 seconds
Bear Stance
Mana Cost reduced to 75/65/55/45/35 from 80/70/60/50/40
Duration between stuns reduced to 5 at all ranks from 9/8/7/6/5
Activation Movement Speed per rank increased to 18/22/26/30/34 from 6/12/18/24/30
Activation duration modified to 2/2.5/3/3.5/4 from 3
Phoenix Stance
Mana Cost reduced to 75/65/55/45/35 from 80/70/60/50/40
AP scaling on both components of Phoenix stance increased to .25 from .2
Turtle Stance
Mana Cost reduced to 75/65/55/45/35 from 80/70/60/50/40
Ability Power ratio on Turtle Shell increased to .5 from .35
Fixed a bug where the health and mana restored from Turtle Stance were not taking damage from items into account
Tiger Stance
Mana Cost reduced to 75/65/55/45/35 from 80/70/60/50/40
Attack Speed % increased to 24/33/42/51/60 from 20/27.5/35/42.5/50
Each hit should now trigger lifesteal effects.
Fixed a bug where the first hit in Tiger Stance was dealing a third of the damage it should
Duration for Tiger Strike's damage increased to 3 from 2 seconds
Monkey's Agility
Attack Speed per Stack increased to 15% from 12%
Fixed a bug where the different stacks of this buff would sync up and drop off at the same time
Stats
Base HP increased to 526 from 490
Base Movement Speed increased to 320 from 310
HP per Level increased to 99 from 83
MP per Level increased to 30 from 25
Damage per Level increased to 3.2 from 2.4
HP Regen per Level increased to .15 from .11
Updated recommended items
Zilean
Basic Attack Projectile Speed increased to 1200 from 900

Summoner Spells
Promote has been removed until we can remake it to be better for casual pushing, but less useful when stacked
Demolisher (Promote Mastery) has been removed until Promote is reintroduced
Cleanse (remake)
No longer provides debuff immunity (but still removes debuffs when cast). Provides a 50% duration reduction to stuns, slows, taunts, fears, snares, sleeps and immobilizers for the next 3 seconds
Cooldown increased to 120 from 100
Willpower (Cleanse Mastery): Cooldown Reduction reduced to 20 from 30
Clarity
Cooldown reduced to 180 from 270
Base Mana Restore increased to 160 from 100
Mana Restore per level increased to 30 from 25
Changed Flash’s targeting type so it no longer requires a location click; now it uses the location of the cursor
Fixed a bug where attempting to cast Flash extremely far distances away would cause the champion to move, instead of teleporting in that direction
Fixed a bug with Teleport where the spell could be cast on a minion right before it died, allowing the player to Teleport invisibly to a location

Items
All items have had the following stats changed: Hit points -10%, Armor -10%, Magic Resist -5%
Thornmail
Combine Cost increased to 1000 from 600
Armor increased to 100 from 70
Damage Return increased to 25% from 20%
Deathfire Grasp
Ability Power reduced to 60 from 65
Mana Regeneration per 5 reduced to 10 from 15
Max HP% Damage increased to 30% from 25%
Ability Power Ratio increased to 3.5% from 3%
Fixed a bug with Innervating Locket where it would not proc on your first spell cast
Fixed a bug with Innervating Locket where it sometimes would not proc when it should
Madred's Bloodrazors
Damage reduced to 30 from 35
Armor reduced to 25 from 30
Max HP% Damage increased to 4% from 3%
Max HP% caps at 4500
Leviathan
Combine Cost increased to 800 from 600
Health reduced to 180 from 215
Health per stack reduced to 32 from 37.5
Mejai's Soulstealer
Combine Cost reduced to 800 from 1000
Cooldown Reduction increased to 15% from 10%
Removed Health/Mana Restore on Kill
Ability Power per Stack increased to 10 from 8
Rylai's Crystal Scepter slow duration increased to 2 seconds from 1.5 seconds.
Rylai’s Crystal Scepter will now trigger on dealing non-periodic Spell Damage, instead of spell hit. This means that spells like Destiny or Time Warp, which previously triggered the effect, won’t anymore; however, Rupture will now slow on dealing damage instead of on the initial cast, Powerball will now trigger the effect when you hit units, etc.
Mercury Treads Magic Resist reduced to 30 from 35.
Chalice of Harmony Magic Resist reduced to 35 from 40.
Elixir of Agility Attack Speed reduced to 15%-25% from 25%-35%.
Elixir of Agility Critical Strike chance reduced to 15% from 20%.

General
Holiday Cheer has been added to the Winter Map
Reduced First Blood Bonus Gold to 100 from 150
Dragon Respawn Time increased to 6 minutes from 5 minutes
Dragon Global Gold reduced to 130 from 165
Death Timers (Summoner's Rift)
Reduced Percent Increase per Minute to .02 from .024
Reduced Percent Cap to 1.5 from 1.75 (this reduces the max death timer to 75 from 87.5
Towers and buildings that are not currently targetable will no longer display a healthbar
Instant cast spells like Yeti’s Bloodboil can now be cast while chasing a unit with another spell/attack
Fixed several crash bugs
Fixed a bug related to spells that would appear to go on cooldown, but actually were not cast
Made some improvement in movement for machines that experience regular lag

Turrets
Base Health increased to 1300 from 1200
Increased damage growth per minute to 6 from 5
Global Experience given on death reduced to 240 from 270
Removed late game Turret Armor and Magic Resistance decay

Runes
Increased the effectiveness of Attack Damage per level runes by 11.1%
Increased the effectiveness of Attack Speed runes by 150%
Increased the effectiveness of Magic Penetration runes by 13.6%
Reduced the effectiveness of flat Health runes by 17.6%
Reduced the effectiveness of Armor and Armor per level runes by 10%
Reduced the effectiveness of Magic Resist and Magic Resist per level runes by 10%
Clarity Seals of all tiers can now be obtained through the store and the combiner

Baron Nashor
Increased Spawn Time to 15 minutes from 8 minutes
Reduced Global Gold to 250 from 300
Reduced Max Damage / Ability Power granted by Exalted with Baron Nashor to 40 from 50
 

eznark

Banned
Cheeto said:
Nice, thanks. Your tower's have gotten a buff :)
Yeah, glad to see that, although game play did evolve to take weaker towers into account; earlier ganking, more support and quicker lane swapping made for some fun tactical decisions. I don't think adding 100 hp will change things all that much.

I like the subtle "no HP indicator over non-targetable targets" change. Every once in a while I'd get overzealous and tower dive a base tower only to realize that it wasn't yet damagable. That no HP change should make realizing that easier/quicker.
 

Cheeto

Member
eznark said:
Yeah, glad to see that, although game play did evolve to take weaker towers into account; earlier ganking, more support and quicker lane swapping made for some fun tactical decisions. I don't think adding 100 hp will change things all that much.

I like the subtle "no HP indicator over non-targetable targets" change. Every once in a while I'd get overzealous and tower dive a base tower only to realize that it wasn't yet damagable. That no HP change should make realizing that easier/quicker.
indeed http://www.youtube.com/watch?v=5U_znguL6zE
 

eznark

Banned
Entering a match against Nidalee now. Cool looking champion.

Not impressed after one match. Her trap things don't do a whole hell of a lot.
 

Cheeto

Member
eznark said:
Anyone still playing this?

Any recommendations for tier 3 runes for ap dps?
Not sure if it carries over, but for physical dps a mix of armor penetration and crit damage seems to be the best combo... that may carry over into magic pen. and AP.
 
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