Okay..
I've played this game for at least 4 hours.. and I have to say..
I agree with both Cardinal and Loveless.
AND that I've actually enjoyed the game..
Bloodline Champions takes its roots from Dota-AoS, but changed the combat mechanics so that everything requires input from the players.. like OP described, even melee attacks need to be button-mashed and "aimed" (pointing the cursor in the general direction of the enemy in reference to your own hero).
I think this is a great combat design. It really requires skills, timing, and positioning.
The other thing that the OP
should've described is the fixed design of every hero's ability. This.. isn't the best idea, but I can see where they were going with it. The "Seven" abilities really amounts to 3 abilities, 1 ultimate, 1 basic attack, 1 secondary attack, and an escape/tank ability. I think that having every hero have their abilities mapped out like this lessens the learning curve dramatically, and is a combat style that I can get used to.
However... after maybe 2 hours, battles already felt repetitive. (And No, I've played every ranged and melee heroes, and several healers as well). The fixed styles of the abilities make the strategies between heroes vary only slightly. This is acceptable as long as the 3 abilities and 1 ultimate are unique, and besides, dota/LoL/HoN only has 4 abilities.. Right?
This is where the developers fell short. They, indeed, took inspiration from Dota.. and took the bad aspects of the game as well.
First of all, the 4 "Unique" abilities (3 abilities + ultimate) are hardly unique.. The abilities feel token.. like I've seen them elsewhere before..If you play the game long enough, you'll start seeing abilities that have almost identical style and functionality.. like Living Flame=Parry=Spike Shield=Stalker's Cloak... or how Volcano=Mortar=Wind Bomb=EMP Blast=Ice Arrows... And then there're Blatantly Copied abilities that does 99% the same thing.. Cloak == Camouflague .. It is because they were so methodical with their ability design that they made the game extremely repetitive.
This is worsened by the fact that the game is a stripped version of Dota/AoS, as there are no creeps/spawns and bases to protect/conquer. It is only hero vs. hero.. Abilities vs. abilities. This causes the bland nature of the heroes' abilities to be even more of an issue.
Another problem that's more widespread is how Bloodline Champions, like many AoS's, have fallen into the "We're gonna categorize the heroes, and (will) throw a ton of heroes at you, but the heroes themselves have little variances.. but you hardcore fans will be able to take these differences apart" Trap. Or, in other words.. the "Dota did it, so we're gonna copy them" Trap.
Simply by categorizing the heroes, the developers have already limited their heroes' design. This is apparent when comparing ranged heroes like The Gunner, The Igniter, and the.. erm.. Arrow guy. Their LMB and RMB's are nearly identical, and all of them have a ranged AoE, and Protective ability.. and blah blah blah. In essence, the heroes' play styles are so similar that it makes the game less entertaining.
The next flaw that I have with the game that stems from Dota is a bit more controversial: the design choice to completely dismiss Mana/Energy usage for abilities in favor of cooldowns. A parallel example is the design choice to give Duke Nukem regenerating health instead of Hit Points in DNF. While regenerating health (and cooldowns) have their place in certain games, it is definitely not the best choice for this game.
In DNF, the regenerating health forces players to play it safe, taking cover and wait in order to regain Duke's health. The strategy surrounding this design choice just doesn't fit in a Duke game, where a player wants to just go balls out and take out enemies. In Duke 3D, Items that regenerate Hit Points are scattered around the map. This forces the player to explore. This design provides a great conflict for the player - should I explore a bit to find more health, but risk running into more enemies? Or should I just keep going? With regenerating health, the game is totally different, and is a lot slower and less "duke-like" because of it.
In Bloodlines, the dismissal of Mana/Energy required for abilities has both pros and cons. The advantage is that there's one less number players to worry about. It also makes the game
feel faster, as players wouldn't need to sit tight or kite around to wait for mana to regen. Only the ultimate ability requires Energy.. but that is gained by dealing damage.
The disadvantages to this, however, seem to outweigh its pros. There is a lack of strategy in using each ability. If I am The Gunner, I just spam the "Disabling Shot", "Cloak", and "Mortar" whenever I get the chance. That's no fun, because it detracts the weight from the abilities. Moreover, being able to save up Mana in order to "Execute" three times quickly is a lot more thrilling and unpredictable than waiting for the bloody thing to cooldown.
This also keys into the problem that many of the Dota Heroes have. Hey Cardinal, remember when you said Pudge is too straightforward, and its abilities have "the bad kinds" of synergy? Welp, the heroes of Bloodlines have the exact same problem. And the worst thing is, it would've all been mitigated if they chose to use Mana/Energy for abilities instead of Cooldowns.
Just think about it.. Instead of trying to Volcano whenever I can in order to get the best out of my abilities... I can conserve my mana. Then, when I am able to land that ranged Stunning spell (which is an awful lot like many of the other ranged stunning spells..) I can choose to do multiple Volcanos, or Fire Blitz's - Volcano being faster and more easy to land, and Fire Blitz being the slower, but higher Damaging spell.
What's even worse is the fact that Bloodlines also copied probably the worst parts of Dota/LoL/HoN (In my Opinion). It is the number game again. First of all, Bloodlines is already a lot better, as there're no x% chances of doing y effect of z damage sort of shit. The abilities will ALWAYS do a y effect of z damage (So we're 2 numbers down now, YAY!). BUT.. many of the spell effects are so minuscule that it hardly matters. And this is coming from a company called "
Stunlock studios"..
All of the heroes have indistinguishable speeds. Pretty much any effects on speed is negligible in the game. Also, most effects last for less than 5 seconds. That's hardly enough to notice. Yeah, I know it works in theory, but in practical sense, players don't care. This is especially funny when playing as a healer, as you're supposed to sort out, in the thick of battle, which one of your allies is inflicted with something.. put your cursor over them, and press a corresponding letter.. IF the ability's not in cooldown (And trust me, the cooldown's too long for some of the spells).. all in less than 5 seconds for it to have any real effects. Wtf??
This not only has repercussions in countering ability effects, it also causes the combat to usually end up in a huge mess. Granted I'm not playing on the highest levels... But even when I'm playing as probably the most meticulous hero - The Gunner - I still feel the combat's usually a mess of stuff. Due to the hugely inefficient secondary effects of abilities (and, in part, the art design of the ability effects), battles just become a big clusterfuck. Yes, the battles are fast and furious, and are skill-based, but speedy design can be partnered with strategy. Heroes' abilities just don't seem to have weight in them, and especially when playing as a healer or a tank, you can easily shrug off the damage from most of the spells.
Also, the art design of some of the abilities are extremely lacking. Like the Blow Dart, Toxic Bomb, and Frog Leap for the assassin.. The X-strike and Wind Strike from the Nomad.. Drunken Haze and Parry from the reaver, The Spike Shield from the Ravener.. The Machine Gun from the Engineer, and etc. etc.
I think that forcing players to strategize, predict, and position their heroes and their abilities is a more entertaining and rewarding gameplay mechanic. Right now, I feel like I'm playing a top down fighter... where i'm just button mashing q-e-r and f.. and sometimes the spacebar to escape.. It's entertaining, but only just.
I also want to point out that the game's Map design is also lacking.. They are extremely repetitive as well...
I mean.. since you've stripped away all the bases and stuff.. shouldn't there be like freaking environmental hazards.. Vision altering mechanics.. or even Environment altering stuff, like , the arena starts crumbling and gets smaller over time? The game lacks the amount of polish and forethought to keep me playing X.X
.. lol... so this is where SmashCraft was from XD
AND EVEN Smashcraft has Environment Altering mechanics (that lava map where the lava rises occasionally).
And... The Reaver's probably the most bland and uninteresting hero that I've EVER played... His ultimate's a complete joke
wait.. no.. the Bandit from iDT's Temple Siege is the most bland one.. The Reaver's second.So.. I agree with Loveless in that people will leave the game once they figure out how repetitive the design of the heroes are (And I also feel that The Gunner is OP.. which is why I used her the most XD).. But I Also Agree with Cardinal in that it is worth a try - the combat mechanics is really good and is a step above all other AoS/DotA's.
It's a shame that that's all they've got
Post has been edited 4 time(s), last time on Jun 13 2011, 12:01 am by UnholyUrine.
None.