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Severe bug or new gamemode?


I have lagg only since yesterday

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Yes, only since yesterday, I cleaned up my PC from inside, no idea if that has got anything to do with it, but its since then I have lagg -.- I guess its something else causing problems, because this should have nothing to do with my ping and also the lagg sometimes is even worse.
So I have my graphics on low and everything, I play HoN for several weeks now and had no continous lagg issues, I also didnt change anything anywhere since I started playing.
And since yesterday I have lagg, my ping suddenly is around 100 by default, on my last game it was between 400 and 600.
That sux, its no fun to play even with a ping of 100, around 400 is stupid, would be glad if someone could help me out.

Maybe its some server issues? That would be alright, meaning it will most likely be fixed anytime soon.

[Skin] Panthera and Centipedalisk icon redeem.

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Hello there

The Avatar icons for the EA Centipedalisk Geomancer :geom2: and EA Panthera Gemeni :gemi2: are missing.

After contacting customer support,i was told that there are no icons for those two beautys.

As you can see, the icons very well exist in the forums, but not in game and therefore i suggest implementing the Icons for those, whom have actually bought them once upon a time...

I also suggest that the icons are not purchase able via plinko, since they belong to the respectfull owners of the EA aera.

Thank you.

Endbringer Benzington, can't be unseen

Exclusive Thailand content?

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Watching certain top 5 thailand videos, it would appear that there is a courier which is a pink monkey on a hover board, as well as a different thai announcer. (not the vrzo) It would seem that the only appearances of these two pieces of content are in thai top 5 videos.

just wondering if anyone knows if this is exclusive content for thailand or if will be coming soon to hon.

It is noted that there will be a courier and announcer release with purchase of separate numbers of ursa avatars (courier requires 7 ursa avatars, announcer requires 9) But it isnt mentioned on what they will be.

source:
http://hontour.com/events/season3

does anyone have any thoughts about these two pieces of content or insight?

Game client not working

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Hello,

After downloading the newest patch (3.5.4.1) it seems that my client doesn't work properly. I attempt to load the HoN client and it immediately goes to a black screen and does nothing further. I have attempted closing and re-opening the client several times. I have left the client window open for several minutes hoping it was just loading slowly, but unfortunately the game client is not working for me. I am on a mac and would appreciate and suggestions to fix this problem.

Thanks,
RedCurtain

[HoN Store] Specials - "Buy Now"

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  • When you hover over "Buy Now" button (With the mouse icon) on the new alts that is for sale on the Specials tab, the sound/music of that specific alt will keep on playing every time you drag you mouse icon on it. The affected alt in this patch are: Endbringer Benzi (Gold Edition Benzington).

Prophets map announcement while it's already removed

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Hello there.

Just a little thing, In the announcement news images (The one that we add pictures for latest news):

We have:



For our latest awesome Flavor Tooltip event!

And:


For HoN Trivia(Great event indeed).

And:



Well, We no longer have Prophets map. It would be nice if you guys could remove the image (since it's removed) and add the new Riftwars-Midwars map.


Thanks ~

[Web] Making a guide - Weapons Tab

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It's impossible to make a guide if you want to include a hatchet or a shield because the whole panel of Weapons is dissabled. On the web it doesn't let you see anything beside the last item you had your cursor on when triggering Weapon tab, and while in game, the whole panel is empty, no items at all.

It's just that I got annihilation, nothing special

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It's just that I got annihilation, nothing special

It's just that I got annihilation, nothing special

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It's just that I got annihilation, nothing special

[Texture] Color Gluttony Devo

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I've been having this for a while. Finally decided to release it.


I was a bit lazy with this one concerning picures
It is a simple texture replacing the gluttony devo avatar with one of these depending on the color. Example: If you are blue you will have a blue gluttony devourer, same with teal, or if you're pink you will be a pink gluttony devo and so on. The point of these textures are to emphasize colors and create more variety in the game.

NOTE: THIS DOES NOT REPLACE ANY OF DEVOURER'S OTHER ALT AVATARS OR HIS DEFAULT AVATAR.


CLICK HERE TO DOWNLOAD


Once you have downloaded and launched/restarted hon just go to the learnatorium and gluttony devourer should look like this:

To Install:
Simply download https://www.mediafire.com/?4davgo1br7ccpco into the Heroes of Newerth game folder. The default locations for this folder are:

Linux: /home/<username>/HoN/game/
Windows 7: C:\Program Files\Heroes of Newerth\game\
Windows Vista: C:\Program Files\Heroes of Newerth\game\
Windows XP: C:\Program Files\Heroes of Newerth\game\
Mac:
1. Press Finder
2. Press Applications
3. Right click 'Heroes of Newerth', and press Show containing files
4. Open Game folder
5. Move file here


You will now have the texture. To disable it, simply delete resourcesColorGluttonyDevo.s2z or remove it from the game folder.

This mod does not overwrite any vital files.


As always, I hope you like it and download it and have a nice day :D

How to kill the Snotter Boss

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Figured I'd post this here since most people don't understand how to kill him (and it's both quite easy, and make the game much more fun with early doom bringers everywhere).

Here's how you kill the Snotter Boss:
  1. Run up and attack him once. Stay in the boss area so he doesn't become immune by running out, but don't bother attacking him right now, he's got around 90% damage reduction.
  2. 5 seconds later he will jump up into the air. DON'T STAND IN THE SHADOW! It does 5k magic damage when he hits 4 seconds after he jumps.
  3. Upon landing the Snotter Boss will split into a bunch of little snotters that will run towards the center, they have gadget immunity, which means they are immune to all spells and abilities, but they die in 2-3 hits each. They also won't be auto attacked, which means you have to manually click on each one to attack and kill it. Don't let them reach the center!
  4. For each one you kill the Snotter Boss's HP will drop dramatically.
  5. At this point you want to do one of two things:
    1. If you killed almost all of the little snotters then his health will be rather low. Once it hits 1000 HP he suffers from -120 armor and -60 magic armor! If you didn't quite get all of the snotters but you got most of them you might just want to attack to get him the rest of the way down to 1000 HP.
    2. If you didn't kill many of the little snotters then his health will still be rather high. Don't bother attacking him in this state. Instead withdraw somewhat, but continue to throw 1 attack at him every 8-9 seconds. If the snotter boss ever goes for 10 seconds without being attacked, he will begin regenerating at 50 HP/second! After 20 seconds his jump will be off cool down again, at which point the next attack will make him jump 5 seconds later, allowing you to have another shot at killing the remaining little snotters.

  6. Profit! From the second time on that the Snotter Boss gets killed he will drop a doom bringer along with the runes of sight and power!


With this method even a solo hero can probably take down the Snotter Boss By level 11, though it is tremendously easier with more people (a full team can kill the Snotter Boss in about 20 seconds). Be aware that while you are fighting him he won't spawn neutrals though, so if the neutrals suddenly stop that might be a tip off that the other team is killing the Snotter Boss!

[Basic] Staff of The Master effects for Engineer

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Introduction

I have been reading a lot of the SoTM suggestion and do think that this idea should be somewhat innovative compared to any of the others.
This time around I am focusing on Engineer (who is one of my all time favorite heroes).

The idea is simply to add some pushing and pulling effects to his ulti. The other part of the suggestion is just some optional things that I would like to see:

Engineer SoTM Effects

Long Description
Adds a pulling effect that pulls enemies towards the center of the ability (blue circle on the picture). This effect has a negative push force (for the mechanics guys) of -100, whereas a Tempest ulti has a push force of -75.

Now, we do not want the ability to pull enemies into the gadget, as the idea is to keep them at the fence. So we are adding a push force of 200 in a smaller radius (equal to the radius of the non-boosted ultimate - the yellowish circle on the picture). This will give a resulting push force of 100 in the inner radius (pushing enemies towards the fence).

Usually Magic Immune targets would be immune to all of the effects from the ultimate. So, I would really like to make the pull/push and the damage over time as superior magic damage. No damage or effects will be applied to magic immune enemies when entering or exiting the field (just as how the non-boosted version works).

Along with these (innovative) changes, the Cooldown is now lowered from 105/95/85 seconds to 90/80/70 seconds. The gadget now also takes 8 hits to destroy.

Short Description (TL;DR)
Energy Field now pulls enemies within a 600 radius of the gadget towards the center.
Enemies within 475 radius (the actual ultimate radius) are pushed towards the fence.
The pull and push effects are superior magic (magic immune enemies will still be pulled or pushed).
The damage over time is now Superior Magic damage (from Magic Damage).
Cooldown lowered from 105/95/85 seconds to 90/80/70 seconds.
Hits to destroy from 4 to 8.

Quote:


Feel free to discuss the idea with me in this thread. Also, remember to only vote on the concept (as numbers are subject to change).

Best regards
Stormeren

runed axe on nomad?


HoN Brazil Forum

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Hello community,


I would like to announce a forum designed especially for Brazilians. I invite all who wish to join.


- S
ome observations of the Brazil forum HoN.



  • Why a forum HoN BR?


We decided to create a Brazilian HoN forum for better support, comfort and freedom will BR community.


  • Updates


We have Commitment to posting updates on time and 100% translated into PT-BR.



  • Events


We always will be conducting raffles for members.


  • Livestreams


Streamers will be performing their matches via Twitch transmissions. Yes, they are Brazilians! ^^


Note: Besides these, there are many other sections of the forum, sub-forums Competitions, Multimedia, questions and more. We also invite members of the S2GAMES Staff, is an honor.

Founders of Forum HoNBrasil.net
JoShUaN_BR
DrWorld



S2 Games: Dedicated employees serving dedicated gamers? Continuous development? Never-ending improvement?


Quote:

Olá comunidade,
Quote:


Gostaria de anunciar aqui, um fórum desenvolvido em especial para os brasileiros. Convido a todos que desejarem fazer parte, para se cadastrarem em nosso novo fórum honbrasil.net



- Algumas observações sobre o fórum HoN Brasil.



  • Por que um Fórum de HoN BR?


Nós resolvemos criar um fórum brasileiro de HoN para dar um melhor suporte, liberdade e conforto á comunidade BR.


  • Atualizações


Compromisso com a postagem de atualizações no prazo e 100% traduzidas em PT-BR.



  • Eventos


Nós já realizamos um evento de sorteio e já estamos programando o próximo, tudo para você, membro.


  • Livestreams


Equipe de Streamers que realizam transmissões de suas partidas via Twitch. Sim, são brasileiros! ^^


Além dessas, existem muitas outras sessões do fórum como áreas de sub-fóruns de Competições, Multimídia, dúvidas e muito mais.


[Visual Graphics] Nymphora attack projectile

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When Nymphora is attacking structures in base (shrines, meatball, raxes) except towers from her max attack range, then her projectile goes "underground" halfway to target.
Tested alts: normal nymphora, dark nymphora, luckphora, happens with all of them. Luckphoras projectile disappears completedly, normal and dark nymphora projectiles has something like "lingering color" effect and are visible even when "underground".
It looks like "attack point" on those structures (place where Nymphora hits target) for Nymphora attacks is moved a little lower then what it should be and what it is for other heroes. Towers (T3 and those before shrine/world tree) have theyr "attack point" for Nymphora set correctly. This "invisible projectile" deals damage normally.

reference match id: 132066082
ingame time 28:00 - 29:00
replay time 31:13 - 32:13

Base structures on both sides (hellbourne and legion) behaves the same way.

how to reproduce:
1) go to practice mode
2) select nymphora as your hero
3) work your way to enemy base
4) try attacking structures in enemy base from your max attack range (dont attack uphill for greater "difference")

If you are not at max attack range, but like right next to structure, then this is present too, but it is not as visible as at max attack range.

The role of roles. An open question to the balancing team.

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First of all I would like to start out that I do not want this placed in the suggestion section of the forum for two reasons; the first being that I do not actually make any specific suggestion and secondly because it is far less viewed.

This represents my personal views and opinions. If you have disagreements you are more than welcome to post and argue for them but "lol u suck, jereziah op" is not a good way to go about it.

Balancing in heroes of newerth has always been a fickle and much argued about matter ever since the days of the open beta. Continuous introduction of new heroes, new items, some even bringing entirely new mechanisms with them, and also (what I would like to argue is more pertaining to the perception of the heroes rather than their actual viability) the competetive scenes gamestyle and choice of heroes. All of this requires regular re-evaluation and sometime changing of the existing heroes and items in what is commonly called balancing.
While I believe that the item balancing somewhat questionable in certain regards, that is not the focus of this post.

What I would like to put emphasis is nerfs and buffs in response to excellence or underperformance in a designated role, both from my perception of team match making, which is what the vast majority of players encounter, and to some lesser extend my impression of the competetive scenes opinion on hero balancing in aforementioned regard.

When a new hero is created it is designed around a specific role.
Recent examples of this are tarot and riptide being the recentmost introduced heroes. You would not think of starting to run tarot as a hardsupport nor would you jungle a riptide.
No, the arguably most common way, and likely most successful way although I lack data to back this up, is to run tarot in the safelane as a farmer and riptide in the middle because this works best with their skillset.

You could say their roles are mainfarmer and midlaner respectively. This is as intended by the designers of the hero.

This is however definitely not the case in all instances. People find new ways of playing the hero.
If anyone thought that Master of Arms would be ran as a hardsupport by the time of his release would be branded insane. S2 themselves brand him as a "ranged agility carry" https://www.youtube.com/watch?v=wK6S77gaFZU

The same can be said with heroes who have been around, and virtually unchanged since the beta. A good example of this is chronos who was never ran except during the first season of HoN Tour by ExP gaming, where Loda played a very dota-esque style similar to how you would play his progenitor, faceless void. Until he was started to get picked up in high tmm as a suicide.
While everyone's previous perception of chronos was of a semi-decent carry, in his new role he excelled as an unbeatable suicide. In response to several threads, where notably flensmeister cried out about the overpoweredness of the hero in his newfound role, he was nerfed in pretty much every regard.
Here's what I found strange about this, his nerf overall did not acknowledge him as a suicide and there was never any specific point to that and since the nerf his ability to act as a standard melee carry is vastly inferior to other alternatives.

While at this point some might argue that flexibility is a good thing, and I'll certainly agree but in some instances I believe that it is prefered to be strong in one role than have the flexebility to perform two roles subpar.

It makes for far easier balancing and would probably resolve a ton of things. An example of something I thought was good in the recentmost balancing patch was glacuis, who I think is undisputably only able to be ran successfully as a hardsupport, was underperforming slightly against other hardsupports so she got a small buff.

That, I believe, would be much harder to execute successfully on a hero like torturer who has some potential to carry games.

Another good example of this is the old nerf to grinex agility gain from 2.8 to 1.8 which was an acknowledgement to the heroes ability to suicide and to gank was so strong that he should be focused on that. And significantly toned down his ability to carry lategame.

My big question to S2 and my fellow players is what you think of streamlining heroes, is it something you take into account? Should it be taken into account? Would it maybe be for best to rework heroes like master of arms who were designed as a carry but more commonly used as a support to better fit their role?

Before I end I will include an incomplete list of what I consider ambiguous heroes, this is my personal opinion and is by no means an exact truth. I have excluded some heroes even though I might argue that their entire role is dubious and that are "Magic damage teamfighers" where the viability is strongly varied from the strong bombardier to the arguably weaker artesia.

Master of Arms - Skillset designed around a carry, rarely used as one.
Moira - Completely in the limbo which role she is intended to fill, if any.
Scout - Was ran as a suicide but after certain nerfs I think you rarely see him, which direction is he meant to go? Suicide or hardcarry? Or something else?
Valkyrie Subpar carryability, Subpar gankability and subpar support. Flexability between three roles we've seen him, all of which he underperforms in comparison to raw "roleheroes"
Wildsoul Originally intended as a jungle hero, in competetive play he has been used mainly as a suicide and sometimes as a safelaner. Falls short to other junglers in many regards.
Chronos Issue mentioned above.
Aluna Introduced as a "ranged intelligence carry" https://www.youtube.com/watch?v=tqKrvsmalCg and intitally ran as such in competetive play by tralfamadore specifically. Later used solely as a support but with no changes between. Now shelved in preference of more useful through all stages of the game supports.
Blacksmith Does anyone know which role he is supposed to fill?
Vindicator In the latest rework of the hero he was designed to be a hardcarry but fall short on many aspects of the role compared to similar heroes.
Defiler Requires some sort of farm but quite ambiguous role, in my opinion.
Hellbringer is not branded as anything, possibly most commonly ran as a support but not really any designer given incentive.
Accursed and jereziah fall into a similar category. As the only two heroes in S2s picking phase support filter who are melee they are exceedingly hard to field and lane in this role and are quite contrastful to the concepts that make up other supports.
Ctuluphant Reworked to be better at jungling, but instead became a suicide, hook 'em does more damage to heroes than to creeps. Which is the intent?
Midas While midas recieved the ulti at level four buff he is, in my eyes, a very hard to categorize hero. I have seen him as a suicide, as a midlaner and as a hardsupport but he seems to underperfom in all of them.
Jereziah read accursed.

Thank you for your time reading.

S2, can you not queue me with 1500s for actual mmr.

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I dropped off 1830 to 1740, now im tryin to climb up sufferQ style. Ive won 10 out of my recent 12 games. 2 ive lost, i just lost a game because our 1500 demanded mid after i had called it - proceeded to lose to a fayde on riptide, get top killed ( my supp - who after dying as our 2nd lowest player also commenced griefing ) by not calling missing. After that I died a couple more times cus yay fayde+madman tmm and we lost in 25.

Nothing I couldve done, yet i lost if i recall 3mmr - while im in a game with 1500s as a high-1700? Thats a 230+ mmr diffo and im losing 3?

The other game I lost, take a guess... 3 1600s, demand the 1/2/5 positions, instaleave the moment they lose both mid/duolane.

Nothing I couldve done, lost because of people 150+ mmr under me, yet i lost once again 3 mmr.

Look through my recents - i have NOT lost one game where I did not have people atleast 100 mmr under me demanding positions over me. Theres no reason you cant make the queues during day a little tighter on mmr since theres plenty of people queueing mid-range mmr.

also about my english/grammer: tis the net.

HoN mod, where you can choose your mic ingame

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Hello HoN, Community

i am searching for a Mod where i can choose which mic i wanna use for HoN, you cant do it in the options ingame.
just a little overlay ingame, maybe someone can create this mod?

ty
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