In
designing Heroes of the Storm, Blizzard have stripped away many of the
ideas that previously defined the genre. Individual leveling is gone,
replaced with a team-wide experience bar. Gold is gone, and with it
items that boost your character's powers. Strategic drafting is gone, at
least until you complete the long climb to competitive ranked play: for
the majority of players, Heroes of the Storm is a game where you pick
who you want to play, click 'Play', and play.
Heroes
of the Storm has seven maps at present, and each of these offers a
different layout and a different set of optional objectives. In Sky
Temple, capturing shrines and defeating guardians grants your team the
assistance of a building-felling laser weapon. In Blackheart's Bay,
collecting coins for a ghostly pirate allows you to turn his cannons on
your enemy. In Haunted Mines, the whole bottom level of the map—the
titular mines—amount to a side-dungeon where you gather undead skulls to
power up your team's hulking golem.
Diverse as
individual objectives are, they amount to the same thing: a reason to
leave your lane and fight elsewhere. Sit in one place clicking minions
and you'll find yourself quickly overwhelmed as your opponent takes
control of the map, and with it the neutral monsters and bosses that can
be defeated and recruited to join one side or the other.
All
heroes begin with three abilities alongside a passive power (although
these sometimes have an active component) and earn an ultimate when
their team reaches level ten.
For more details
about heroes of the storm can check on the official site and we will
keep updating for you as soon as we got any news. By the way, if you
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