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lestatdark said:
zarx said:
lestatdark said:
Senlis said:

"Valve's approach to Dota 2 is unusual in that the gameplay itself is remaining almost entirely untouched."

"This approach means that Dota 2 basically is DotA-Allstars with new technology."

So why should I play it as opposed to something like league of legends that is trying to improve the gameplay.  You may criticize LoL for being "DOTA like", but it is the game that has been trying to evolve the genre the most (other than Demigod).  I criticized HoN for being too much like DOTA (from what I have read about it).

Is DOTA 2 going to have any amazing gameplay innovations or is it just going to look pretty with a better matchmaking system.  Don't get me wrong, a great matchmaking system is awesome, but I was hoping for more.

Well, it will be under the HAVOX physics engine and an improved SOURCE engine as well, so I bet that they can achieve some good gameplay innovations like physics and distance affecting ranged attackers like Traxxex or Nevermore. 

I can see some pretty nifty applications to a physics engine, like Sniper's Scattershot doing more damage from an above-enemy position and so on.


LoL already has a hero that has an attack that has attack that's damage is based on distance, and if you go to far with the physics you will screw up the 'tightness' of the gameplay, which probably isn't a good idea for a competitive game like dota IMO. And I know Valve will want to get the game into the professional gaming circuit and anything that would jeopardise that would be cut. And from the fact that they make a point of saying the gameplay will be almost exactly the same as DotA any new additions like that would have to wait until they have implemented the over 100 existing heroes if ever, as they mentioned that the gameplay will be untouched so none of the existing heroes will be changed much if at all. 

DoTA had that way before LoL. Mirana's Elune's Arrow does 0.5 extra stun damage for every 150 steps that the arrow travels; Enchantress Impetus deals variable Úmage of the number of distance travelled by the attack (from 15% to 25%); Storm Spirit's Ball Lightning deals 16 damage per 100 steps travelled. And these are just some very few examples. 

I disagree on the physics department, an actual physics engine will make for a far more balanced game, making ranged attacks more deadly and with far more strategic play than it current is. 

For example, most of the Long Range stun attacks from various characters (Nerubian Assasin, Demon Witch and so on) travel a straight path that still go over a slight gap, especially on the middle lane of the map, which has that small valley like path when it's crossed by the river. With a proper physics engine and actual height difference, it could completely block out those kind of attacks. 

I could see tons of applications and balancing for such a physics engine that could bring a more competitive edge to DoTA.

hmm they may do that, but I think they an't to keep as close as possible to dota at least for launch anyway. Tho I guess the quote 

 

"DotA-Allstars' roster of 100 heroes is being brought over in its entirety. The single map games take place on is functionally identical to the one that you can download for free today in the Warcraft III mod. Items, skills, and upgrade paths are unchanged. Some hero skills work slightly better due to being freed from the now-ancient Warcraft III engine, but Dota 2 will be instantly familiar to any DotA player."

does suggest that some abilities will function slightly differently thanks to the new engine.



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