The former allows you to buy from anywhere on the map but the secret shop does not (Yes, its stupid :p). Dota 2 has two seperated shops in effect. Additionally, you can sell from anywhere in the map in HoN. There is a "secret" shop in HoN but it only offers observer wards, hp pots and mana potions. The items offered in the lane shop differ slightly between the two games. Additionally, there is a lane shop in the two side lanes which offers select items beneficial during the laning phase (But also purchasable through the main shop). Shop Mechanics: Every item in the game is bought from the main or one shop. Dota2 couriers respawn a few minutes after being killed. If a courier is killed in HoN it has to be re-bought. HoN couriers can be killed but have an invul shield which can be activated to save it from death. Both games randomise which sides the rune(s) will spawn.Ĭourier system: HoN gives its teams a ground courier by default. If picked up with a bottle it refills the bottle to two charges. If picked up without a bottle, its equivalent to one bottle charge regen. It shares DotA2's haste, invis, illusions, regen, double damage runes but spawns a refreshment rune on the opposing end of the river. Additionally, two runes spawn in HoN every two minutes instead of DotA2's one. Bottle crowing is disabled in HoN as well (The practice of using a courier to send your bottle to fountain to refill it and send it back to your solo mid). Runes + Bottle mechanics: HoN does not spawn runes at 0:00 but starts instead at 2:00. But be assured both games are balanced around their delays/turn rate mechanics. This is a very mechanics heavy issue and elementuser or macrohard would answer it better. I'm not sure if the same rule applies in HoN. There is still no definite answer as to why dota2 feels slower than HoN but its mostly to do with that in dota2 your hero HAS to face their target if physically attacking. Dota2 initially implemented these as well but changed the system and how it works. A delibrate design decision as dota1 turn rates were limited by the warcraft 3 engine. Turn rates and "inbuilt delay": HoN has significanly faster turn rates. Most have already given you a basic layout but for my own reference - I play both games heavily and started with dota1 way way back - and for anyone else that might be curious here's a more mechanical breakdown: Lina Inverse is the main protagonist of the anime Slayers so in Dota2 she's simply Lina the Slayer.Įdit 2: added warding, thanks to /u/vvskiiesĮdit 3: gem vs bound eye, exclusive active state, perplex added, some other smaller edits thanks to /u/bombosĮdit 4: runes, couriers and shop system addedĮdit 5: channeling abilities interruptions in relation to shrunken head/bkb and tablet of command/force staff added For example dota1's version of pyromancer is a Slayer called Lina Inverse. On a side note, some dota1 heroes are taken from animes and movies which is why they are renamed in dota2. So to me it makes sense that Valve/Icefrog would be the cause of the sudden change of policy S2 made regarding heroes during that time. Abilities of new heroes might be similar but I don't think there's even a single ability ported directly from dota to hon since that happened. He's practically the owner of the Dota Allstar heroes even if he's not the inventor of the original dota or involved in wc3 (custom maps are not owned by blizzard iirc), so when Valve picked him up and trademarked/copyrighted/registered the game it makes sense that other developers wouldn't be able to port any more heroes.Įver since that happened no dota hero has been ported at all, not even one. The story goes that icefrog is the cause.
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