Legends rise amid the tempest, warriors etched in fire and fury.
Legends rise amid the tempest, warriors etched in fire and fury.
I appreciate the feedback, but it seems the idea is quite straightforward. In my view, one individual can effectively lead the whole group because everyone contributes their skills. Unlike typical MOBA games where winning or helping earns rewards, this model would focus more on personal impact rather than team-based payouts. While I find the concept intriguing, I wonder if it might not resonate with players who prefer more competitive structures.
I've been gaming for roughly six months now and I really enjoy it. Before that, I played original DOTA (and other Aeon of Strife mods in Warcraft 3), Demigod, Heroes of Newerth, and DOTA 2. HotS runs much quicker, with an average session lasting about 20 minutes instead of 60. Various maps add more variety. The absence of items and the need to hit targets more often make you focus more on team battles and objectives. It isn't as intricate as most other MOBAs, but it still offers depth. HotS emphasizes teamwork rather than relying on strong solo carries. Everyone matters, even support heroes, so you never feel like a "ward bitch." A big plus is the chance to recover from tough losses if the enemy becomes careless; the game usually ends only when it's truly finished.
I prefer this over the league version—it feels great. The characters are really interesting, though a few are too powerful. Playing with friends is way more enjoyable.
I'm really focused on Prauge and I don't feel like a bitch at all because I'm good and my teammates often remind me. Most people see me as just regular support, but I think I might enjoy the game. However, I don't like that the games aren't over-infill—it's part of it because if you win, you shouldn't be fixing your mistakes, which is harder.
Started playing from the beginning. I prefer this as a relaxed alternative to LOL and DOTA2. HotS is solid, straightforward, and enjoyable.