Keep in mind I’ve not played League of Legends or other similar games, so if I note something here present in other games, this is why
Blizzard’s variation of DOTA offers four different types of characters to play: tanks, damage-dealers, support, and siege. Having no familiarity with how each of the roles played (beyond the laymen’s definition of a tank absorbs damage, damage-dealer deals damage), I chose a tank character, Stitches. To be honest, I chose Stitches because I liked his character model, and he was featured in the trailer for Blizzard DOTA at BlizzCon 2010.
Stitches had four abilities. Hook, a chain and hook ability that pulled enemies to towards him. Slam, a cone-shaped shockwave of damage. Devour, an enemy-consuming ability that heals Stitches. Lastly, putrid bile, which leaves a trail of slime behind Stitches that slows and damages enemies.
In the item shop, three stat-enhancing items were available as well as ability-modifying items. An example of such item is the Carrot on a Stick lifted from World of Warcraft. Blizzard DOTA features mounts, allowing each hero to summon a mount and move around the map faster. As it did in World of Warcraft, the Carrot on a Stick allowed you to move faster on your mount, through I’m not sure it’s the same speed increase as it was in World of Warcraft.
The last-hit concept found in other games seems to be phased out in Blizzard DOTA. Instead of receiving gold and experience for dealing the final blow to a unit, you simply have to be near the unit when it dies. This change sped up leveling and thus the game as a whole, reducing match time from 45 minutes to something closer to 20 minutes.
I realize gripes are a limitation of the RTS engine the game is built on, but it’s still my biggest hurdle before jumping into a MOBA. If someone can figure out a way to overcome these nuisances, they’ll pull me in like Stitches’s hook.
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