Im folgenden Video siehst du, wie du consolewars als Web-App auf dem Startbildschirm deines Smartphones installieren kannst.
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fehlt noch EAs beitrag zur MOBA szene.
Gibts doch schon und ist auch inna Beta wenn ich mich richtig erinnere.
A handful of TeamLiquid staff played some Heroes of the Storm this morning, notably during the opening ceremonies because the line was so short we could go right back in immediately after our games. We played five or six games and won them all, which I believe qualifies us as some of the most experienced as well as top tier HotS players as of today. The line is now something like two hours so hopefully our record stands.
Overall the game is fun, and it's largely what you expect for "Definitely Not Dota Or League (But Totally Dota And League If You're Into That). The graphics are crisp and the game handles well, the art style is different enough from other games in the genre to make it stand out. The controls are good, with character animations leaning more on the League of Legends side of things with very fast turning speeds.
They have a handful of cardboard info panels with very basic information on the game on the floor, and while most of it is things you know (you can kill minions! your teammates help you!) this part about the hero roles is relevant enough to transcribe, as it seems to be the roles they are aiming for.
- Assasin Heroes do a lot of damage. Try to avoid enemy heroes and avoid enemy counter-attacks.
- Warrior Heroes are tough. They often have ways to stun or block the enemy. Try to protect your allies.
- Support Heroes often heal their allies. Stay close to your friends and help keep them alive.
- Specialist Heroes do lots of weird things! Many are good at killing teams but other have powers that change the flow of the entire game. Explore specials to have a unique Hero Brawler Experience.
There is no one standard map type as of yet, currently there are three and they have intentions of adding new ones and retiring the old as people stop playing them. The whole experience reminds me a lot of the Diretide/Greiveling modes in Dota, they aim for 20 minute games and each map revolves around an interesting enemy or mechanic. One of the employees mistakenly told me there were four modes and some of the Blizzard-provided screens has terrain I don't recognize so presumably a lot are under development.
Blackheart Bay: There are chests that drops doubloons, and you pick them up to give to a pirate. When he gets 10 he starts firing a (ghost?) ship at your opponent's stuff, I think it randomly targets their towers but it may be something else. We made a lot of Diretide jokes during this.
Haunted Mines: You fight on two levels, one above ground as a normal map, and one underground (which has no towers or base structures). Haunted, spooky, mines open up on a timer, and you go into them to kill skeleton minions. When they're all dead, each team summons a golem with their strength depending on how many skeletons your team killed. In our first game of this we killed 98 skeletons and our opponents got 2 which made things fairly one sided (he raxed them himself while we pushed the other lane).
Dragonshire: This one felt the most standard to me. There are two control points on the map, and if you control both you can summon The Dragon Knight and control him. He is basically Roshan/Baron and from what we played seemed super strong and fun as you get to run into towers with him. The map layout is a little reminiscent of Twisted Treeline to me but that might just be because any non-standard MOBA map makes me think of that.
The general game mechanics are vastly different than similar games in a few ways.
- There are no items, there is no shop. You differentiate your hero by choosing feat-like abilities every so often (levels 1, 4, 7, with 10 being an activated ultimate and 20 being a different ultimate - I forget when in between those). It's things like +20 attack damage or 10% attack speed, with some of them also having cooldown reduction properties or adding to your q-w-e abilities. Each of these are dependent on your hero, there are some that many heroes have but also unique abilities (Diablo can choose to get a built-in Radiance at some level).
- You get 3 of your skills (plus a passive) at level 1 with the scaling of them depending on what you choose from leveling, and gain your last at level 10.
- Experience is shared throughout the team, no matter where you are on the map. You do not get extra experience, or any currency, from last hitting. You get experience while you are dead. Your team will always all be the same level.
- Hitting B will bring you to the fountain as with League. You also have a mount that you can use when you are out of combat that gives +20% move speed to run around the map. There are no TP scrolls.
- There are certain jungle creeps you can kill, and they will summon mercenaries that will march forward towards enemy towers. They are not controllable and seemed strong.
- Towers have a limited number of bullets, something like 16-20 and they can run out of ammo. They restock over time but an extended siege can run them dry.
- At the end there is a "Features" screen which lists "unlock heroes and skins" which leaves me to believe this will be similar to LoL in how to get new heroes, rather than having only cosmetics as unlockables like Dota.
- The alpha build has 2-3 different skins for each hero as well as each mount (screenshots of some below).
- I played 6 different heroes and they all had gap closers so I think this is a common trait. Also one of the supports has a teleport that can go to anywhere visible on the map.
Gerade der Punkt auf die Items zu verzichten ist so unglaublich bescheuert - und ich bin mir ziemlich sicher, in Kürze wird eine Konsolen-Version angekündigt, die die Entscheidung begründen würde. Kein Last Hitten, sogar EP werden über die gesamte Map geteilt. Lasse mich zwar bei der Beta Anmeldung mal noch drin, da man einen Key - falls er wie bei HS verteilt wird - immerhin gut verkaufen würde. Aber das Interesse am Game ist soeben auf 0 gesunken