![]() The randomly selected maps (seven in total, as of writing) are practically characters themselves, each with its own distinct personality, distinct mechanics, and even lively voiceovers. If you're out of combat, you can mount up to gallop towards wherever you're needed most, getting you back into the action ASAP.īeyond the constant push and pull of combat, the battlegrounds also stray far off the beaten three-lane path. And your entire team shares a unified experience bar, so you won't have any one player lagging behind or carrying their inconsequential teammates on their back. ![]() There are no kills or assists, only shared Takedowns that count for all participants in a fight, meaning you're never angry at a teammate for stealing your glory. Items are nowhere to be found, eliminating the need to mindlessly farm gold for something that makes or breaks your effectiveness. There's no last-hitting (the game-prolonging practice of only attacking when you'll secure a minion kill) or denying (depriving your enemies by killing your own forces), so you won't get screamed at for proactively pushing the lanes that lead from your base into hostile territory. But all it takes is one match to realize how drastically HotS changes its forebears' formula, always for the better.
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