Heroes of Newerth
If you played to "Dota" though time, to retell game process HoN it has no is identical to "Danish". That is it is not simply similar to it something, and it is really built around absolutely same alignment of forces and design of a card. To some heroes have changed names, have added a little new, have corrected which - that in balance (for example, cleave - ???? on several units at once became more effective).????? ???????? S2 for plagiarism, but it will not turn out - They have received the permission to use of concept DotA personally from the founder of the original - IceFrog'a, recently left in Valve. And if to consider quantity of ancestors and collateral relatives "Doty" on noncommercial open spaces, search of the unique owner of a copyright threatens to be tightened for a long time.
The stepbrother - the twin
For those who has managed to pass by the most known fashion Warcraft III, will depict a situation. Action is developed on one card divided between hostile camps. Any building of buildings and armies, fuss with upgrades, etc. it is not provided. Units are made automatically and under management vigorously walk in a direction of enemy base. Without intervention of players all this system is in a condition of ideal balance. But here on a scene appears two five of heroes under control of live people. And bowls of scales are there and then declined towards owners of more direct hands.
Problem - a maximum at each command - destruction of the central enemy building (for what at first it is desirable to break barracks then defensive constructions lose invulnerability). Not Skilled players there and then go to support to allied armies and by that make the big mistake. DotA (and, hence, and HoN) the game devoted to prorolling and dismantlings between heroes. And units AI are no more than way to distract attention. Creating the character and asking the price of its abilities, keep in mind that hunting for other heroes will be the primary goal of a command always.
Two main resources in HoN - experience and gold. The first is typed on - ????????????? - when the hero though any side participates in battle. With gold all is more difficult - the character receives coins for destruction of enemy units only in the event that personally strikes last blow. That is during fight categorically it is not recommended to rush ahead of an army and to scatter enemies spells of mass defeat - finishing them, allied armies deprive of the leader of fair earnings. And after all gold is necessary for the hero. Yes what there, gold simply is necessary for the real hero! To it subjects which strengthen the character are required and on a level with distribution of points on abilities are one of key components of prorolling. Parts of an armour, rings, amulets etc., as a rule, also unite in those or other sets (so-called recipes), even more considerably strengthening the character. Thus, development strategy assumes systematic purchase of certain artefacts.
As in the third Warcraft, specialisation of heroes is adhered to the main characteristic - force, dexterity or intelligence. Owners thick ???????? is better suit an attack edge, fragile intellectuals, on the contrary, always should remain in back rows. Separate conversation - invisible beings who are very effective against unprepared players (at the expense of old kind psychological effect), but demand considerable skills in management.
Card in size with game
The list "basic differences from DotA" left is expected by the scanty. The choice of the hero (all them at present already 64, and in a command there can be representatives of the hostile parties) occurs on the separate screen, as in ????????. And there are game modes when captains of commands can forbid use of those or other characters. In the game it is possible to see health/many strips, stock and the scheme of prorolling of allies that facilitates command game, subjects in stock have hotkeys. The interface has left from ??????????????? far enough, the blessing it initially sharpened under management of one hero. The arrangement of icons and information panels unusually and at the first acquaintance seems frankly inconvenient, but to get used to it it turns out quickly.
The main thing, than HoN differs from the original - it any more is not a separate card for ?????????????? games. It is as a result had own servers, distinct system of autoselection and a heap of improvements of network process. So, for example, in a case ??????????? the player can back be connected to the started fight (that strongly did not suffice the original), however for a long delay or leaving in an offline it is punished by rating decrease. ?????? all players are stored on the server, and on them it is recommended to learn tactics (a mode ???????? ??????????, and the built in encyclopaedia of heroes is far from end). The matter is that DotA - rather exacting discipline where the beginner can drag away easily on a bottom all command (and to find replacement it is impossible owing to the structure of game). The relation to "Nybam" has removed in HoN together with the basic audience. Not too take offence, when you will impose three-storyed for the committed errors - so here it is accepted.
Tracing-paper with improvements
How would look Warcraft III, happen to it to leave today? As Heroes of Newerth. Blizzardovsky style is recreated not less literally, than "Dota" game process. Most of all the product reminds the Korean clones StarCraft - the inspiration source is defined instantly, but ?????????? all laboriously and with soul. Appearance of the majority of heroes is copied one in one, the overall picture also differs from the original on a minimum - the same bright special effects, successful at all low ??????????????? models and vigorous voices of characters. Unusual to stylistics Warcraft from HoN turns back (all brightly, ???????? and it is not connected by a uniform theme - the blessing in DotA was as), fans think, as though it to adapt all for the workings out. The blessing cursor S2 friendly concerns updatings, and all resources lie in almost open kind.
If not to consider change of the developer, HoN differs from DotA approximately as multiplayer StarCraft 2 from similar aspect StarCraft - the same all practically (not to frighten off veterans), but with a heap of completions and a sight on replacement of the first series. Actually the audience "Dota" and has apprehended occurrence of an informal sequel. Commands pass under banners HoN with its full complement, servers are hammered to the full, and even the price in $30 (fortunately, idea of monthly fee S2 has refused) not in a condition to spoil a holiday of fans.
By the way...
Heroes of Newerth - strangely enough, it is far not the first game in it ????????, and fractions Legion and Hellboume are made not up. S2 in 2004 and 2008 has let out two parts Savage, Neverta devoted to the world and representing rather original mix for the time multiuser RTS and a shooter. However, to HoN they have no more relations, than original "Allody" to the on-line.
The author: OLEGator
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