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May 4 2011 03:22pm
Now, this is one of the most important things for new players to grasp in this game. The heroes in HoN have three normal abilities and an ultimate, much like LoL; however the abilities scale four times, as opposed to LoLs five, and the ultimate abilities both scale at three. The main differences in the two games are going to take a lot of explanation so let’s get started.

In LoL there is a passive ability for every champion, and some scale with level like their abilities. There is nothing in HoN to say is a counterpart to this. There are passive skills that you level, but there is still only the four skills and LoL has some passive skills of its own. This I feel brings more customization to HoN because in LoL you want to synergize with your passive. This means that in LoL you build in some way to increase your passives’ effectiveness with your hero. This is an amazing concept, but also restricts the customization. If you have a Hero in HoN that can DPS well, you can build him in many different ways such as Life Steal, Slower, Armor Reduction etc etc. While these aspects still are available in LoL, if your passive states that every fifth attack deals 120% damage in and AoE, you’re going to focus more on damage and speed than the other possible options. While this in HoN can lead to more builds, it also leads to more knowledge required than in LoL to build correctly in some ways because aiming for the synergy with your passive gives you a set path to build on. As you can see, both games have a give and take on this for being better or worse.

Another glaring difference that cannot be overlooked is the scaling abilities. In LoL you build Ability Power to scale your abilities up, there is none of this in HoN. There is Damage that can be interpreted as “Attack Damage” like in LoL for scaling abilities, this ONLY benefits your auto attack unlike benefiting both scaling abilities and auto attack like in LoL. This also leads to HoN having a severely different stat system than LoL. In HoN there are three primary attributes, which separate all the heroes and these are; Agility, Intelligence and Strength, which all have benefits to having it as your primary, and getting it as a secondary stat. Agility will grant an agility hero attack damage, but it will also benefit everyone with attack speed, and armor. Intelligence will grant and intelligence hero damage, but it will also gran mana and mana regen to everyone. Strength will grant a strength hero damage, but it will also give everyone more health and health regen. When you her level up he gains a set bonus to each stat, usually his primary is the highest followed by the other two. This stat system opens up more diversity in items and functionality; while it also makes items useful on different types of heroes instead of just intelligence per say. In addition to these base stats there is armor, magic resist, health, mana, damage, attack speed, critical chance as well as orb effects that do things such as life steal, move slow, armor reduction, and even one gives a chain lightning strike a chance to occur when you attack. I am not going to go more in depth with these now as the item section is up later and will explain this. So, in essence you no longer pick an AP Scaling Nuker, you can pick an Int nuker which would be a direct comparable hero without scaling; or a Str nuker, and while the abilities will not scale, it leads to more interesting gameplay and more options and diverse heroes.

In most other facets what you pick will still be the same for say a nuker, ganker, assassin what have you, but they are going to have a primary attribute that will influence the items and the way he is played more than just getting an AP nuker that is plain and simple and easy to build.

Since there is really no other section to add this and I don’t want to compare abilities because there are so many, I will add some Champion -> Hero likenesses at the end, but there are no standard “Cast Ranges” like in LoL. When you trigger your ability, there is no magical circle that shows you’re your range, however there are some mods that can be installed to do this for you. Along with this, there are few actual “Skill Shots” that require you to only hit what you want, as there are mostly just aiming and it hits that spot/area.

So, here are some Champion -> Hero comparisons if you are looking for someone in particular.

Jax -> Pandamonium
Panda jumps onto someone like Jax and then has abilities to stun/push back. Hard Hitting and Tankish

Warwick -> Dampeer
Great DPS while being able to jump onto someone all while having a strong gank potential. *No ability to see enemy heroes*

Master Yi -> Swift Blade
Swift has a spin like Garen, but is not a tank and Swifts Ult is Alpha Strike on Crack.

Garen -> Legionaire
Legionaire is that annoying ass tank that never dies, can taunt, kills at X life and he has a chance to Spin after blocking an attack, making him pretty much Garen with spin being a chance on block, with a high block chance.

Karthus -> Thunderbringer
This little monkey spams lightning abilities which makes him a harassing caster, but his ult is just like Karthus except instant. His ult also reveals everyone it hits but if a unit is invisible it will take no damage but be revealed.

Annie -> Hellbringer
Both of these are pesky little casters that annoy and harass you constantly. Annie is more of a nuker while Hellbringer is more support; but both of their ultimates summon a minion that can obliterate the enemy if casted right.

Amumu -> Pharaoh
Pharaoh's ultimate is just like Amumu's bandage toss where he snares someone and flys towards him, plus he has an ability to entrap someone and make them helpless against his DPS while being able to take punishment.

Blitzcrank -> Gauntlet
Both of these are able to take some nice punishment while dealing good damage and initiate if needed. Gauntlet throws his first like Blitzcrank but he goes to the enemy instead of dragging them to him. He also charges up his fist for a brutal attack like blitz.

Dr. Mundo -> Moraxus
A great tank when coming to the end game and they both can throw something at the enemy to deal nice damage early and a slow that is effective all game.

Akali -Nighthound>
Both of these are "assassins" but Nighthound can be permanently invisible and his cloud silences enemies and increases they're chance to miss, unlike Akali that becomes invisible in her cloud. They both are excellent gankers and have the ability to pounce on an enemy.




I’m hesitant to mention any more than this by there being so many similarities in skills, but the hero plays differently. All the ones mentioned above will function the same in essence. Jax can take a lot of damage and deal out a lot, so can Panda; likewise with Yi and Swift being squishy killers etc etc. I will most likely add more of these later after some discussion.
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May 4 2011 03:23pm
Now then, this section is going to be short and sweet with some comparisons to get you started. As mentioned above, HoN has both Recipe and Auto-Combined items, and Auto-Combined items can be disassembled in your storage. This can lead to a sneaky secret item you don’t want to your enemy team to build against, or to save space and gain more benefit than the plain items. I have also mentioned the courier, shops and storage in a good amount so I won’t touch on that here. There’s not a bunch of items that are pretty much directly the same, but there are some similarities, which I will do some comparisons later. What I really want to explain here is why items have more activated uses than in LoL. In HoN there are so many activated items that give you a great benefit, which I touched on earlier kind of replaces the summoner skills; I am not going to explain the items that I feel do this and I’ll explain that more in the next section that will compare the LoL Mastery/Masteries to HoN but I will show you what items can fill the voids.

Teleport -> Post Haste + Homecoming Stones

Flash -> Portal Key

Exhaust -> Nullfire Blade

Ignite -> No true comparison as it reduces healing but Codex does damage

Heal -> Astrolab

Fortify -> No item, but there is a team ability

Ghost -> Ghost Marchers

Smite -> Alchemist’s Bones

Cleanse -> Shrunken Head + Nullfire Blade

Rally -> Many items + abilities give this boost but no true single item

Revive -> Token of Life

Clairvoyance -> No true item, some abilities give this + wards


Now, the only comparable items I see from LoL – HoN are


Banshee’s Veil -> Null Stone
Both block a spell and gives other stats


Frozen Mallet -> Frostburn + Frostwolf Skull
Slows moves speed + damaging item


Stark’s Fervor -> Abyssal Skull
AoE Life steal aura


Infinity Edge -> Riftshards
Massive critical bonuses


Aegis of the Legion -> Shield of the Five
Armor bonus in AoE


Emblem of Valour -> Refreshing Ornament
Health Regen in AoE


Phage -> Icebrand
Slow + Damage


The Black Cleaver -> Shieldbreaker
Reduces armor + Damage


Thornmail -> Barbed Armor
Returns physical attacks


Tiamat -> Runed Axe
AoE Splash attack


Zhonya’s Hourglass -> Void Talisman
Temporary Invulnerability


There are some other items with similar effects but these I feel are the only ones that truly are comparable by being so similar.
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May 4 2011 03:23pm
Now then, I will explain why I feel the items mentioned above replace the summoner skills in LoL, and I will copy paste them here for ease.

Teleport -> Post Haste + Homecoming Stones
Now then, Post Haste is the most expensive boot in the game, but also the fastest and has Teleport activation with a minute cool down. Homecoming stones are the same but are a consumable item that take an inventory slot.


Flash -> Portal Key
The Portal key is a fairly expensive item but allows you to blink with a fourteen second cool down. This allows you to flash in and out, however there is a catch. With Portal Key you cannot use it if you’ve been damaged by an enemy hero recently so you’ll have to put those new juking skills into effect.


Exhaust -> Nullfire Blade
I selected this because the activated part on this item removes buffs and purges the enemy, making then easier to kill like when exhaust is used.


Ignite -> No true comparison as it rduces healing but Codex does damage
Since ignite lowers healing I did not want to directly compare Codes, but Codex is the most similar as it is an activation item for a good burst of damage.


Heal -> Astrolab
This item gives and AoE activated heal + armor to allies around you, simple enough.


Fortify -> No item, but there is a shared cool down team ability
Every person on a team has access to their Fortification Seal which has I believe a five minute cool down and temporarily makes all building invulnerable.


Ghost -> Ghost Marchers
These boots let you ignore unit collision and move faster + they give you a bit of added damage.


Smite -> Alchemist’s Bones
This item’s use kills a creep and gives you the gold for it + bonus gold, as well as a nice attack speed increase.


Cleanse -> Shrunken Head + Nullfire Blade
Shrunken Head makes you magic immune and will remove affects, as well as giving you some nice stats. Nullfire Blade was mentioned as exhaust, but if you use it on an ally it will cleanse him as well.


Rally -> Many items + abilities give this boost but no true single item
There are plenty of items and abilities that grant + damage, speed, health regen, armor so there’s not one comparable item.


Revive -> Token of Life
This simple revives you, nuff said.


Flash -> Portal Key
Allows you to blink, rapidly with a good distance but has the downside of having to evade enemy hero fire to escape with it.


Clairvoyance -> No true item, some abilities give this + wards
Wards and some abilities in the game will give sight but there’s no item to go, “Show me the money!” and reveal a location.


Well, with summoner spells taken care of it’s time to investigate masteries and runes. There really is no way to compare these things to HoN as they really have no counterpart. The only way to show anything similar is a Global Aura on your team that gives everyone Health Regen or something like that, but there really is no way to compare these correctly, sorry :P.
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May 4 2011 03:24pm
I said earlier that I feel these buffs give an unfair twist to the game, and now I shall explain it. I understand that the Buff Control is a part of LoL, and there is a Red + Blue on each side of the map with a good respawns timer and there is Baron to kill in the late game. I feel as though these Buffs do too much and last too long. Blue buff gives you Cool Down Reduction + enough mana regen to not need any items for it and lasts forever, plus you can mastery it to last even longer. I feel this is unbalance because yeah you can kill the guy and take it, but since the buff lasts so long and gives you the reduction you get to go ape sh!t on the other team for so long until they gank you, which you team would help you out or you make a mistake. The runes on the other hand last very little time, can be stored but spawn at separate places on a set interval so there’s no checking the creep spot to see when the dot re-appears, see if you buff was taken, all that jazz. This could all be counted as complaining, but the HoN rune system is so damn simple I find it more balanced. Here’s what I said earlier in the features about runes.


Runes/Tablet:
There is a rune that will spawn every even minute. This rune will give you a random buff for a short time that includes; Illusion: Spawns two illusions of you that deal less and take more damage than you Double Damage: You gain a blue glow and have a sound when you attack in addition to having, double damage, Regeneration: Rapidly regenerates your health and mana, dispels on damage, Invisibility: Grants invisibility for one minute, lost when you preform anything other than moving, Haste: You gain a red glow and move at the maximum move speed for a limited time. All of these runes can be contained inside a “bottle” for two minutes, and are automatically used after the timer reaches zero


So, every even minute, a rune spawns at the top or bottom location with a short buff that helps a lot. This coordinates one or two ganks MAYBE three if you’re lucky, but it doesn’t allow you to control the game for the next 5 minutes. Yes you can double rune by bottling or picking up right before the even number, but that takes chance, skill, luck, a bottle, so many other things and they don’t last forever. I vote runes are more balanced than the buffs.
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May 4 2011 03:35pm
play more games to learn what skills/items do

ask for help in game

watch streams of people playing (first person view > replay)
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May 4 2011 03:39pm
Thanks a lot guys!
Thanks for good input Avid

Quote (Ectasy @ May 4 2011 02:58pm)
sap
i can help you out ingame later if you want. whats your account?


RickTheRuler is my accnt.
Member
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Joined: Jul 9 2007
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May 4 2011 03:47pm
Quote (dude150 @ May 4 2011 05:17pm)
what i always tell people is try to replicate what you see others doing to the best level of comfort if you think it looks interesting
if someone rapes you mid with a certain gay playstyle/build, try it next game
eventually you'll be able to play enough to evolve others' playstyles and shit into your own and then you should be confident and solid like my D

edit: the reason i don't say to watch replays is because, as long as you're competent, evolving around people of your skill is much MUCH better than trying to do what some faggot did at dreamhack
i never study replays, the only game i'll do that for is SC2, and even then i prefer to just mass practice vs a partner


as long as you realize what you're doing wrong during the game or soon after, thats why its always best to play with a friend so you can trade criticism about a game
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May 4 2011 04:38pm
u dont need too much skills to hit 1830 mmr

ppl will always carry you
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