Quote from name:New-.Hydrolisk
exception: HoN = DotA port, needs citation, it's not a direct port.
"At S2, we're huge fans of DOTA, and were pained to see how it was being held back on the warcraft 3 engine.
DOTA style gameplay deserves a stand alone game so competition can be taken to the next level. As a MOD, DOTA faces many obstacles and boundaries that a stand alone title like Heroes of Newerth does not. That said, we'd never have made this game without DOTA's current maintainer, IceFrog, being completely OK with it. We have great respect for him and his work, and
HoN is about taking DOTA style gameplay to the next level."
I've edited the quotation to highlight the key subtleties that I have recalled. (That was from the beta page. I just checked the beta URL now, but I couldn't access it. How did you do so?)
To me, it's obvious that S2 is trying to make an AoS because they call it "DOTA style gameplay" (a mentino: they're probably ignorant to the fact that it's actually an AoS), not a DotA port.
Thus, HoN is a standalone AoS (e.g. LoL, Demigod, neither of which I have tried but I believe both to be bad from reading reviews) with such heavy inspiration from DotA that many Heroes from DotA have been ported.
If there's only 15 viable heroes you'll see a pretty boring metagame evolve. Thus, balance is core and absolutely necessary for high level play to be interesting.
I've played two WC3 AoS maps (developed by random gamers, of course), namely
Desert of Exile and
Advent of the Zenith, in which the two opposing sides had only around 15 Heroes each, but all of whom were balanced with unique gameplay features and viable. It shifted the focus from the metagame to the ACTUAL game, such that in-game play takes significant skill in order to win. I'd be glad to share with you this link:
the developer's (Rising Dusk) clan website. Please check it out if you can (WC3).
But, this is going off-topic.
That means reduction of randomization and many other features which try to improve the experience. Balance is a huge part of making competitive play exciting by adding to the replayability.
I explicitly agree with this. I'm not arguing against this at all. Instead, what I'm trying to discuss is that HoN should focus on bringing more to the table, more than what DotA brought as a mod, in the aspect of Heroes and abilities. DotA's spells and generally everything were incredibly unimaginative. Boring. Every Hero had at least one spell common to another Hero's spells. If you ask me, it was a Storm Bolt-fest; every concept was reused and recycled and regurgitated and made me feel sick with boredom whenever I reflect back on it. This is much easier to balance than what I will momentarily propose.
I'm trying to push for more unique abilities; unique abilities that would of course be balanced. Puck, KotL, Pitlord - (DotA) Heroes that are actually unique in that they're spells aren't C+P'd from standard Blizzard spells. And, yet, they are all very useful (I dunno about Pitlord though - he was one of the Heroes I would get Crystallis on lolololol). In HoN, this manifests in Heroes like Maliken, Puppet Master, Kraken (to some degree - the ultimate), Deadwood, the Dark Lady (to the extent of 2-half interesting spells and an awesome ult). Before I move on, I make a VERY IMPORTANT NOTE: I'm going for a "unique ability now, balance is easier later and over time" perspective. That is to say, I advocate balance, but I do not let that too heavily divert me from unique abilities.
Maliken will be the first example of what I hope S2 tries to do more frequently. At the moment, his role is a jack-of-all-trades/master-of-none carry/semi-carry/initiator. With the proper items, he can carry. In order to do this, the player needs to be skillfull in staying alive and farming those items. He's a sub-/semi-carry to me since it's obvious there are harder carries than him. But, I shift focus to his abilities. First, his Sword Throw. It's an excellent farming ability, and it's an awesome utility because it slows, goes a long range, and even returns to Maliken, affecting units on the way back, and gives skilled players the capability to break skulls/make rage in certain situations. His Sword of the Damned/Life Essence and his passive attack speed buff synergize, obviously, and his activated buff/passive for his sword also synergizes with his sword. These three skills alone open up a wide range of capabilities for Maliken while at the same time being unique (comparatively, to DotA and DotA ports - you should see what people can do in other AoSs, it's crazy-cool). Lastly, his ultimate, which makes him a capable initiator (though not excellent like someone such as Behemoth). Not only that, but his ultimate's Fear debuff could even be used as a channel breaker, and pseudo-stun to catch runners (in those early-game situations, of course, when there are fewer team-fights). The Fear debuff is an incredible pseudo-stun that has so many subtleties to it that imaginative players can easily use to break games. (I compare this "pseudo" ability to speed Vultures and Zealots. Zealots would rip Vultures to shreds if not for the fact that Vultures can be microed to annihilate Zealots.) Here, i would imagine that one would argue that Maliken's Fear ability is "too random" - this, I cannot argue against except that it ultimately creates a stronger game with players who are more capable of adapting to ever-evolving situations; no plan that makes it to the battlefield survives the conflict. But I also argue that this compares to Syllabear from DotA, in which the pseudo-number generator could be toyed with to produce better results; players should be allowed to demonstrate their skill in adapting and shifting to meet the needs of the scenario.
Moving on to Puppet Master. This is a winner in terms of creativity, unique abilities with great potential, and balance (to some degree; I do not carry authority to say if he is balanced or not, though he does feel too glass-cannony. I would prefer higher health/base lower damage; recall his stats from beta, but with less damage. I digress, though). First, his pseudo-hold. An apparently straight-forward, powerful utility spell. Useless to silence spellcasters, absolute counter to Heroes dependent on movement, e.g. Magebane. But even then, notice some subtleties: if one was strung up by the spell, the good player would carefully maneuver to the edge of the radius of the spell and stay there, preventing the hold from procurring the draw back (you are pulled back to the centre of the area of effect if you move out of the radius). Since it does not lower attack damage, an extremely powerful ranged carry could actually maneuver to strike down a weakened PM with one or two saving shots. A melee Hero could move to the edge of the radius, wait for PM or his allies to approach, and then suddenly turn around and attack once a last time. The hold also synergizes with PM's madness-puppets attack (or whatever the green hand is called). Both abilities work together in different situations. The longer ranged silence, Crazed Pupp's (for sake of reference), could be used in-lane when there are creeps, and can be followed by the Hold. When the PM has a close-range ambush advantage facing a fodder Hero, e.g. Nymph, he could burst out of the fog and tie down the enemy, attack, and then used Crazed Pupp's against the enemy to continue holding on the Hero. In the case of Nymphora, she would do minimal damage with her auto-attack. The PM's CrazedP's alone is VERY powerful against straight-up, non-stunning Heroes in 1v1 situations (e.g. Magebane) which are desparate; CrazedP's does not allow the debuffed Hero's auto-attacks to kill its target, thus allowing a weak PM to win against an equally weakened Magebane (another desparate situation example: intercept Magebane in river, both of you weakened, with DD nearby: CrazedP the Magebane, and bum-rush the rune, and proceed to lay the final one or two shots to kill the Magebane while he is incapable of finishing you). Now, PM's passive. Not very creative, but it's quite unique, even featuring the counter-type of balance to decrease randomness (I like this just as much as I do random-based). In combination with the splash, the powerful holding capabilities of PM, he can deal massive amounts of area damage. Then, his ultimate, the Voodoo Doll. CLEARLY, a very unique, awesome, new ability that opens up a HUGE range of combinations. The potential of it is incredible. Early game, it could be used as an amplifier by an allied Witchslayer/Pyro/Thunderbringer. Late game, it's pure rape from a critical on PM's part. With stuns from your allies, a PM won't have to waste Hold and CrazedP's to keep the Voodoo'd enemy in range.
Deadwood and the Dark Lady. I cannot analyze them as I have done with Maliken and the Dark Lady. All I can say is that Dark Lady is nigh useless without farm and her ult is underpowered (easily negated by a ping on the minimap and a competent team). Deadwood can be a pseudo-carry, but not semi-carry worthy. Best off as initiation and clean-up, with high health. and stuff.
Abaddon/Accused deserves special mention in being Heroes with a lot of potential. I distinctly recall Abaddon being a carry back a few years ago. Maybe I was wrong. Heh.
(Off-T: I just want to mention that I recently was in a clan-hosted WC3 game in which the players had vehemently condemned me for liking HoN, because they believed it to be a poorly balanced game, bad, bad, bad, all bad like DotA was. They called the community "tryhards" (not going to argue), and that LoL was better.)
COMPUTER STILL DEAD; MISS YOU ALL.