So much for the awesme HERO BATTLES!
Is it just me or this was the most boring/lame add to nf?
Hero Battles!
Silentt
Mike_version2
I played a hero battle when NF came out; thought it was ok, but didnt think it was anything special

Emik
If you want real Hero battles go to HA
/sarcasm
/sarcasm
Silentt
it is hero's ascent :P
tomcruisejr
Hero Battles Arena is the first place where you can practice and improve your heroway skills. After getting proficient, you can now go to Heroes Ascent and win games against people who whine.
allience
lol at the above comments. as for hero battles, well i think it's quite boring. hopefully in the next update they'll limit heroes in HA because it's almost turned into a 6man hero battles.,..
c_ras
Way before NF came out, it was under my impression that Hero Battles were going to be sort of like a 1v1 type of thing, but my thoughts changed when they announced that whole Hero concept of NF. What I'd like to see is a 1v1 type of thing. No henchies, no heros.... just you and your skills. I think people would get more of a satisfaction winning that way, than flagging a bunch of heros and sitting back doing nothing.
Chewbacca Defense
Quote:
Originally Posted by c_ras
Way before NF came out, it was under my impression that Hero Battles were going to be sort of like a 1v1 type of thing, but my thoughts changed when they announced that whole Hero concept of NF. What I'd like to see is a 1v1 type of thing. No henchies, no heros.... just you and your skills. I think people would get more of a satisfaction winning that way, than flagging a bunch of heros and sitting back doing nothing.
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The games would be so long and you'd be bored to tears.
c_ras
Quote:
Originally Posted by Chewbacca Defense
Problem with this is what happens when you get a Warrior vs. a Monk. Or what about melee vs. a Necro or Mes with Signet of Midnight, Plague touch and Mantra of Inscriptions...
The games would be so long and you'd be bored to tears. |
The Pointless
I think HB is fun... I get a good laugh out of seeing the foolish and inexperienced zerg a single health shrine while you send your heroes to cap the other 3!
Former Ruling
I haven't even tryed hero battles since I heard they have little "shrines" and such to cap like AB's...
TadaceAce
The problems I see with hero battles:
Numbers superiority > team power
A simple spirit or mercenary is all that is needed to take the center even if your team stands no chance to kill the other team: suggestion to keep the altar capture based strictly on the 4 original players on the team.
Shrines are overpowered
In an 8v8 game the shrines would prolly be balanced but in 4v4 hero battles when half of teams run 2 monks they are not. For example, the mystic mercenary easily DOUBLES a teams damage if they are running two monks. Or the bombard shrine that hits for 100 damage in an absolute gigantic area every like 5 seconds... thats almost 100 dps if hits all 4 people (which it will if your fighting for center). No two builds will consistantly pump out 100 dps especially with prot monks or curses or whatnot in the equation. Everyone who plays hero battles know these are the shrines that matter.
People just want to fight
If you fix the ability to cap the center with number superiority and not killing anything, this would be a more straightfoward fight. Sure, they might cap the other shrines and even the overpowered shrines, but at least they will still have to kill something to get the center.
Hero battles are stupid, people are completely disappointed with them. Well, at least 95%, the other 5% are the people who actually enjoy running around capping shrines to win because they would get routed otherwise.
Make it so you can only bring 2 of the same profession in, yeah this is kinda dumb but it will prevent the 3 monk teams that just cap the center and sit there. Or the 3 ele searing flames teams.
Last thing: make it if you win you go onto another fight. I think this is more of a mistake than anything because it takes you back to hero battle arena and everything and you have to reenter.
Numbers superiority > team power
A simple spirit or mercenary is all that is needed to take the center even if your team stands no chance to kill the other team: suggestion to keep the altar capture based strictly on the 4 original players on the team.
Shrines are overpowered
In an 8v8 game the shrines would prolly be balanced but in 4v4 hero battles when half of teams run 2 monks they are not. For example, the mystic mercenary easily DOUBLES a teams damage if they are running two monks. Or the bombard shrine that hits for 100 damage in an absolute gigantic area every like 5 seconds... thats almost 100 dps if hits all 4 people (which it will if your fighting for center). No two builds will consistantly pump out 100 dps especially with prot monks or curses or whatnot in the equation. Everyone who plays hero battles know these are the shrines that matter.
People just want to fight
If you fix the ability to cap the center with number superiority and not killing anything, this would be a more straightfoward fight. Sure, they might cap the other shrines and even the overpowered shrines, but at least they will still have to kill something to get the center.
Hero battles are stupid, people are completely disappointed with them. Well, at least 95%, the other 5% are the people who actually enjoy running around capping shrines to win because they would get routed otherwise.
Make it so you can only bring 2 of the same profession in, yeah this is kinda dumb but it will prevent the 3 monk teams that just cap the center and sit there. Or the 3 ele searing flames teams.
Last thing: make it if you win you go onto another fight. I think this is more of a mistake than anything because it takes you back to hero battle arena and everything and you have to reenter.