Post subject: Re: Official Heroes of Newerth Thread
Posted: Sat Jun 19, 2010 8:07 am
Forum Legend
Joined: Apr 2006 Posts: 7328 Location: Canada
Patch 1.0.4
Spoiler!
Version 1.0.4 (Think of this as a minipatch) ------------- General
- Tournament mode updated to not allow mods to be used * Players with mods installed cannot play in tournament mode games, however they can spectate * Tournament mode games are forced invitation-only games, meaning the host must invite the other players into the match * Tournament mode will still allow teams to specify who gets first ban so teams can decide between first ban/team pick
- Reworked how health and mana lerps work so they are cleaner overall - You can now press tab after typing /r to rotate through a list of people who have whispered you recently - The score screen can now be toggled (default [ key) - Fixed an extremely rare case where a player could be terminated after the game ended (counting as a leave) - Fixed an issue causing gold/min and exp/min stats to become inaccurate when game was paused - Fixed an issue causing gold/min and exp/min to become inaccurate when a player disconnected/reconnected - Removed an unnecessary option from options menu - Gold lerping removed - Fix to a bug that allowed people to pick a hero during a banning phase or in an all-random game
Darkwood Vale
- Moved outside tier 1 neutral camps to where the outposts were - Moved outposts to where the tier 1 outside neutral camps were - Building health increased to be -20% of normal, from -25% of normal
Chronos - Fixed Time Lock not applying to enemies
Electrician - Cleansing Shock can now be cast on self via double-activate
Version 1.0.3.1 ------------- - Fixed the changelog ingame to be the correct version
Version 1.0.3 ------------- Darkwood Vale
- Removed two neutral spawns, replaced them with outposts - Replaced two of the higher tier neutral camps with tier 1 neutrals - Outermost towers are now level 1 towers (instead of level 2) * This means they will do slightly less damage and less starting health, same as the outer most towers on Caldavar - Lowered building health on this map by 25%, lowered ranged rax health regeneration rate by 25% (these changes only affect the darkwood vale map) - Moved some trees to allow better ward spots to cover runes
Ingame
- Players will no longer see trees die in fog * Meaning, juking with Logger's Hatchet / Runes of Blight is now much more fun! - Added an interface option for "Double Activate." When enabled, certain items and abilities may be double-clicked (or double-activated) for automatic use: * Homecoming Stone and Post Haste teleports you home * Health Potions and Mana Potions are used on self * Tablet of Command, Stormspirit, Charged Hammer, and Nullfire Blade are used on self * Portal Key blink towards home * Grace of the Nymph, Inner Light, Protective Charm, Camouflage, Nature's Protection, Arcane Hide, Healing Wave, Cursed Shield, Fire Shield, Frenzy, and Focus Buffer are used on self - Added new game interface option "Move To Spawn On Disconnect" * When enabled, the server will automatically issue a move command to your hero to move back to base whenever you crash, freeze, or lose your internet connection - Added new keybind: "Cancel And Hold Position" * Functions exactly like "Hold Position", except it also cancels animations * Players who want this functionality can replace their current Hold keybinding with the new Cancel and Hold keybinding - A unit in the air no longer gains the 25% "uphill miss chance" evasion * Units stunned by Witch Slayer or Magmus or tossed by Pebbles won't gain extra evasion * Couriers and Tundra bird won't gain extra evasion - Health and Mana bars for heroes will now show the damage they take * This new 'shadowed' bar can be turned off in the options menu - If the player drag-selects, and the current active control entity is not a hero, and the selection contains a hero, then the active control entity will become the first hero in the selection. * This allows players to drag-select ophelia + her creeps and ALWAYS have Ophelia as active, regardless of the last active unit.
- Scorescreen now contains voting options (kick, pause, concede, remake) and add friend functionality - The camera will no longer shake when an effect (such as homecoming stone) is played in fog - Fix to properly calculate a player's exp/min, even if he reached max level - Neutral creep agro range for allc reeps set to 300 (some were 250, some were 300) - Vulture Lord now has a +3 AOE armor aura - Fix to Kongor so he won't wonk out and no one can hit him anymore - Added a visual effect for Main health bars, they now course with energy - Modified the internal random number generator to use a much higher quality distribution of random number - Dual target abilities now properly ignore trees if their target scheme ignores them - Hero health/mana bars are now shadowed with 500ms delay on the shadows - Gold lerps to its actual value over 350m - Toggles are correctly propagated to illusions * Fixes illusion steamboots, illusion fayde stance, etc
Pre-Game
- Added "Potential Hero Selection" functionality * At the hero selection screen, you can right-click on any hero to make it your "Potential Hero" * Spectators and anyone on your team can see your potential hero (the enemy team can't) * If you run out of time, you will select that hero rather than randoming - Prevent the "5... 4... 3... 2... 1... Let's get it on" countdown from happening after the hero selection screen - Loading bar now courses with energy - The game lobby will no longer display the message "PlayerName has connected." once for their initial connection, and again when they have finished loading * It will now say "PlayerName is connecting." and "PlayerName has connected." to distinguish the different events - Set the max channel chat message (250), max game chat message (150), chat channel topic (140), and channel name length (30). - Channel messages will only play sounds when receiving a message in the current channel that has focus * This fixes all the sounds that used to play when a user was in multiple channels at the same time - The channel name + topic area of the channel is now truncated off properly and no longer wraps off the panel onto the rest of the UI for long channel topics - Added a hovertip to the channel name + topic so if the topic is 95+ chars, if you hover over it it displays the full topic, similar to how long game names work in the Public Game interface - The game lobby will now play the epic lobby.mp3 music - Moved the voip mute button/icon things to the small colored circle to the side of the player slot (which normally is only used for the right-click menu) in all game phases * The normal right-click menu (which is only available pre-hero-picker) now occupies the same spot used to show the player's avatar/left-click to join button)
General
- Fixed a bunch of random crashes caused from clicking the "Disconnect" button * Before, clicking the button had a small random chance to corrupt a random place in memory that caused you to crash at a random time doing something random - Updated the wording of some of the tooltips to be a bit more clear - When viewing a player's stats, "Public Statistics" is now selected by default (previously "Ranked Statistics") - Prevent a buddylist bug when the user loses connection to the chat server, then reconnects to the chat server - Russian stringtables updated - Fixed lock camera on player not turning off after a replay - Profanity filter is now optional - Follow fix: If two players are following each other and one of them joins a game, the other one will now join that game instead of both of them disconnecting - Fixed a spelling error in the matchmaking interface - Fixed crash when CLIPBOARD selection is unowned and an attempt is made to paste - Fixed an issue that disconnected a user if they typed a player's name into the IM window - Fix to the close button of the MOTD so you can click it easier - Fixed mousewheel events not having the correct coordinates in windowed mode - Re-organized the options menu slightly - The game list is no longer cleared when closed * The list will only auto-refresh when it is opened for the first time or a game starts - Fixed Official Stats or No Stats showing up when you invite someone to a game - Removed cast time on Taunt
Items
Courier - Will now be attacked by Towers and the Well
Geometer's Bane - Grants 0.1sec invulnerability on activation
Hellflower - Damage increased from 40 to 45
Plated Greaves - Will no longer apply it's buff to Wildsoul's bear
Puzzlebox - Recipe increased from 1100 to 1250
Shrunken Head - Added to the tooltip that it cannot be dispelled
Steamstaff - Price lowered to 800 from 900
Stormspirit - No longer silences or perplexes, just stuns * This allows you to queue up orders while under it's effects
Heroes
- Maliken, Warbeast, and Wildsoul transformations will no longer act stupid when Dark Lady Ults - Valkyrie Arrow, Devourer Hook, and Voodoo Casks will no longer hit couriers
- Added new Legion Strength hero, Tundra * Based on Rexxar the Beastmaster from DotA
Accursed - Fire Shield dispels stuns once again - Flame Consumption will no longer automatically activate below 400hp. Must be cast manually. * This means that silences/stuns/etc will prevent Accursed from triggering his ult - Staff of the Master now lets Accursed use Flame Consumption while silenced
Arachna - Spider Sting will no longer stand there like a dummy if a hero blinked while the projectile was midair
Behemoth - Initial 200/275/350 Magic damage on Shockwave is now Superior Magic, meaning it will go through magic immunity
Bubbles - Shell Surf vision increased from 600 to 800 units and now keeps granting vision if it goes the max distance for 3.34 seconds. - Fixed a bug with Shell Toss that was resetting the cooldown incorrectly - Song of the Sea now hits units in fog and invisible units - Take Cover no longer perplexes - Kelp Field will no longer deal damage or stun magic immune heroes
Chipper - Attack time increased from 350ms to 450ms
Corrupted Disciple - Electric Tide now is now correctly displayed when originating from a position within fog
Deadwood - Base strength increased from 23 to 25 - Base Armor increased from 2.24 to 2.74 - Creeps will no longer dispel the tree
Engineer - Fixed the Turret's attacks eating Nullstone - Tinker cooldown increased from 15 to 20 - Tinker manacost increased from 25 to 50
Forsaken Archer - Call of the Damn's skeletons will no longer trigger neutrals to use their abilities
Gauntlet - Infernal Instability now has an instant cast time - Cast range on Grapple increased from 625/800/975/1150 to 725/850/975/1150
Hammerstorm - Mighty Swing can now be toggled on and off
Hellbringer - Base armor lowered from 2.4 to 1.4 - Life Void cooldown increased from 7 seconds to 10 seconds
Magmus - Volcanic Touch now correctly deals damage to Mechanical units
Maliken - Fixed tooltips - Possession manacost lowered from 150 to 100
Nymphora - Number of people taken with her Teleport increased from 0,1,2 to 1,2,3 additional targets per level
Pandamonium - Slow from missing a Cannonball lowered from 4s to 2s
Pollywog Priest - Max distance of Electric Jolt lowered by 200
Pyromancer - Phoenix Wave can now target both units and the ground
Sand Wraith - Using Manifest no longer kills all active illusions
Soul Reaper - Added to the ult tooltip to correctly state the cooldown changes to 70s at all levels with it
Soulstealer - Fixed the "being knocked down" while using an item bug
Succubus - Fixed a bug causing sleep to sometimes be removed instantly by a creep - Succubus' Hold cooldown lowered from 120s at all levels to 120/110/100
Swiftblade - Base movespeed increased from 300 to 305 - Returned attack no longer triggers responses like Corrupted Disciple's Static Discharge
Valkyrie - Javelin will now leave lingering vision if it hits nothing - Tweaked Prism to correctly hit invulnerable allied heroes
Wildsoul - Damage when the bear dies now properly goes through immunities - Updated his tooltip to reflect that he takes damage when his bear dies - Beardulon abilities reworked very slightly * Gains Return at level 1 * Gains Entangling Claws at level 2 * Gains Demolish at level 3 * Gains Magic Resist at level 4 - Wild cast time removed, letting him cast it on the run - Base movespeed while in Bear Form increased from 270 to 285
Wretched Hag - Bat Blast can now target both units and the ground
Zephyr - Cyclone damage halved against non-hero units __________________
Post subject: Re: Official Heroes of Newerth Thread
Posted: Sat Jun 26, 2010 8:42 pm
Forum Legend
Joined: Apr 2006 Posts: 7328 Location: Canada
Info from the Test Patch (thanks Blogspot)
- Kunkka from DotA ported into HoN,called "The Gladiator". Of course the tooltips are just placeholders.
- Gauntlet is re-worked. (The STR Community contest winner)
- HUGE MEGA OMEGA Rampage rework.
- Engineer's turret rework.
- New Item: Blood Chalice, item port of DotA's Soul Ring. ------------------------------------------------------------------------- @ Ol3n : Well I could give you my friend's account name, Novavon7. Sadly I forgot the password and didn't catch him online on MSN for 2-3 weeks
Post subject: Re: Official Heroes of Newerth Thread
Posted: Thu Jul 01, 2010 8:22 pm
Forum Legend
Joined: Apr 2006 Posts: 7328 Location: Canada
Ror wrote:
DoTA and LoLs UI called, they want their shiz back
Oh another one,hmm how shall we take you down.
I guess your another retard on the LoL forum. Let me guess,you jumped when you saw that thread on the LoL forums, heh? As your other fellow posters noticed it was a freaking mod. Because you see,unlike LoL we get to have UI mods Also, S2Games got permission from IceFrog for DotA Ports. See,HoN has a influx of new players + a playerbase from DotA,really smart move. A bunch of Pro DotA fans are already moving over to HoN. Playing the 40k$ SteelSeries Tournament,HoNCast Tournament,etc. Even GosuGamers, the biggest DotA fansite now has a HoN section
Tell me now,how many well known DotA players are playing LoL right now? Even in fiery discussion between HoN & DotA players,both sides would still never play LoL.
EDIT: You do know LoL is also based on DotA right? Except the fact they don't have "Active Items" & "Denies".
Post subject: Re: Official Heroes of Newerth Thread
Posted: Thu Jul 01, 2010 10:24 pm
Forum Legend
Joined: Apr 2006 Posts: 7328 Location: Canada
Ror wrote:
Not worth the $30. I would rather buy 30 $1 burgers and get fatter
Expected level of intelligence from an average LoL player I doubt you played HoN and if you did,you probably didn't like it because you coudn't take the community bashing you for not being able to play. HoN is a bit more serious what can I say
Post subject: Re: Official Heroes of Newerth Thread
Posted: Fri Jul 02, 2010 7:08 pm
Forum Legend
Joined: Apr 2006 Posts: 7328 Location: Canada
Patch 1.05 + Free Weekend starts NOW
Spoiler!
Version 1.0.5 ------------- General
- "Report A Player" added * Upper left on the System Bar, ! symbol * Fill out the form to report another player for inappropriate actions * False reporters will be punished
- Tons of tool tip updates and fixes - Fixed a bug allowing Post Haste to teleport to couriers. Post Haste can teleport to player owned pets, such as War Beast's wolves - Gave Vulture Lord's second ability an icon (means the aura no longer displays a black and white checkerboard) - Stores will no longer remove the 'can buy from me' state if you or a courier goes invulnerable - Decreased in-game font size slightly - Added a new message when the courier is killed by a non-hero unit, it will now show a minimap ping along with the appropriate game message indicating which team the courier was killed by
- Fixed an issue where players would add a chat channel to auto connect to upon startup, and then later be unable to remove this channel from their list because they were banned from the channel. Players attempting to join channels they are set to auto connect to and are also banned from will have that channel automatically removed from their list if they attempt to connect to the channel they are banned from - Pressing the "Alt" key (or whatever key the player has defined as chat_gameLobbyChatToggle) when in the game lobby will no longer toggle the chat type like it used to. It now must be held down and used in conjunction with the enter key, or with the mouse click of the "Send" button - Fixed a Mac/Linux crash - Fixed issue preventing players from selecting a potential hero during the banning phase. - Disconnected players will no longer random when it becomes their turn to pick, unless they run out of time. * Disconnected players are not allowed to use "extra time" in BP mode (if it is their turn, and they are disconnected, then they will pick their potential hero or a random hero) - Fixed an issue in duplicate hero mode where if two players had the same hero "potentially" selected, only one would get it and the other would random - Misc server optimizations to improve stability - News is hidden when choosing to follow a player - The client will no longer display a message indicating the player will get a leave for disconnecting if they are in a replay or a practice game
Invis Rune - Now has a 2s fade time. Any spell, ability, or item can be used in this fade time without ending the stealth.
Items
- Mana Battery is now in Supplies - Power Supply is now in both Supplies and Initiation
New Item: Blood Chalice (Initiation) * On use, grants 150 temporary mana in exchange for 150 health. Mana will disappear slowly if not used. Damage cannot kill. * Special thanks to user AudaciousSam, who originally suggested the concept for this item in DotA and gave us permission to use it in HoN.
Astrolabe - Fixed a bug so the debuff cannot be dispelled
Bottle - Fixed it so when you have illusion bottled and use it, the illusions still don't have it bottled! - Double Damage will now correctly last 45 seconds instead of 30 seconds when used out of a bottle
Frostfield Plate - Can no longer be used by Couriers
Geometer's Bane - Illusions now gain the 0.1s invulnerability as well
Ground Courier - Will be attacked by creeps/towers again
Loggers Hatchet - No longer works on splash damage
Puzzlebox - Melee minion abilities moved to slots 3,4 to make it clear which is which - Puzzlebox Minions will no longer be able to attack towers unless the owner is within 925 units of them
Void Talisman - Applies -5.5 Magic Armor for the duration
Whispering Helm - Can no longer be used by Couriers
Heroes
- New Legion Strength hero, Gladiator, based off DotA's Kunkka * We know he is missing a voice right now. We had it re-recorded for quality, it will be hot-fixed into the game within a few hours. - Updated recommended items for several heroes
Balphagore - Balphagore's third ability will no longer consume gadgets. Om nom nom. - Hell on Newerth * Cast time removed * Expanding ring now 'sticks' on Balphagore as he moves and expands to max distance 300ms faster
Behemoth - Shockwave will no longer hit couriers
Bubbles - When toggled on, Take Cover will now automatically be used if the source of damage is owned by an enemy hero (enemy pets/gadgets will trigger it)
Blacksmith - Fixed an issue causing Frenzy multicast to not apply to the correct number of targets (usually one less than it should)
Chipper - Players are now deny-able if they are burning from the Tar Toss + Rocket combo - Tar Toss duration lowered from 5s to 2/3/4/5 secs
Chronos - Rewind heal rate doubled (max 50% per second) - Curse of Ages * Buff/Debuff time lowered from 10s to 8.5s * Bashes every 8/7/6/5 hits * Deals 20/40/60/80 magic damage on bash hit * Bash stun from .25/.5/.75/1 to 1s all levels * Agi steal from 1/1/2/3 to 1/2/2/3 agility per hit against heroes * Can now build charges between targets for Curse of Ages * Can now gain charges from denies
Devourer - Devour now reveals any target bit for the duration
Electrician - Shield is now a self target cast instead of a toggle * Cast time removed * Costs 20% of max mana to cast, if mana is less than that, uses all of it * Mana consumed is applied as the shield for 12s * Absorbs 50% of damage at the cost of 2/1.66/1.25/0.75 mana consumed per damage taken * DPS of the shield AOE increased from 12/24/36/48 to 15/30/45/60 * Shield is unremovable
Engineer - Turret reworked * Changed to a vector targeting ability to decide the direction it is facing * Manacost lowered from 120 to 100 * No longer controllable and only lasts 6 seconds * No longer gets a copy of Engineer's items * Lays down suppressive cover fire in a cone shooting 6 times across the cone's 800 range, 400 unit spread, 30 shots total * Each bullet deals 25/40/55/70 Physical damage and applies a 7% stacking movespeed snare (5s duration) to all targets hit * Units hit are pushed 25 units away from the turret * Can only be hit by a max of 5 bullets - Energy Field * Will no longer hit couriers * Duration lowered from 6/9/12 to 6/8/10 * Hits to kill lowered from 5 to 4
Forsaken Archer - Crippling Volley * Ministun removed * Radius lowered from 225 to 200 * Damage done increased from 85/140/195/250 to 85/150/215/280
Fayde - Strength growth from 2.2 to 2.0 - Base agility from 21 to 19 - Lowered movement speed from 305 to 300 - Charges from Scythe/Shadow Stance lowered from 2/3/4/5 and 1/2/3/4 - Reflection * Movespeed while stealthed rebalanced from 10/20/30% to 10/15/20% * Duration rebalanced from 30/35/40 to 20/35/50
Gauntlet - Undev - Reworked - Base STR reduced by 2 (24 to 22) and armor decreased by 0.5 - Infernal Instability * Applies Infernal Instability to self for 4 seconds. Granting 10/20/30/40 movement speed for the duration * While Infernal Instability is active, Gauntlet's hand will detonate on the first target that it comes in contact with. * This includes auto attacks, Grapple, or Gauntlet Blast. This ability can be activated while the glove is in mid flight. * Upon detonation, deals 120/180/260/320 Magic damage in the radius, pushing back units near the hit target and applying a short minor snare for 1.5s - Grapple * Hand goes 800 range * Can only hit heroes, goes through creeps * Now only grabs units on the way out, not the way back * Moves both Gauntlet and the target to where you click, dealing 100/140/180/220 Magic damage to the target and stunning him for 1/1.2/1.4/1.6 seconds - Cripple renamed to Enfeeble * 30 Max charges * 0.8/0.6/0.4/0.2 time between a charge is gained * On attack, transfers all charges to the target, slowing 1% Move, Attack, and Cast speeds per charge for 5 seconds. - Gauntlet Blast * 75/65/55s Cooldown * 600/700/800 Range * 100/150/200 Manacost * Shoots the glove out at the target unit. Any enemies within 200 units of the glove as it flies are stunned for 4 seconds. This stun is broken if they take any damage after 1 second of being stunned. * When the glove strikes the target, they take 300/450/600 Magic damage and all buffs are purged * The target hero is stunned and revealed for 1.5 seconds.
Legionnaire - Int gain increased from 1.6 to 1.9 - Terrify * Cast time removed (0.6 -> 0) * Now grants vision of the target for the duration of the charge * Now reveals target for the duration of the charge * Now grants 40/80/120/MAX movespeed (used to be max at all levels)
Madman - Base strength increased from 17 to 18 - Barrel Roll * Stun removed *Manacost lowered from 130 to 110 * Applies a 30/37/44/50% Movespeed and Attackspeed snare for 3.5s * Damage increased from 100/150/200/250 to 100/160/220/280
Nymphora - Nymphora's Zeal now deals 25/50/75/100 Magic damage when hitting someone * Can be hit on both the send and return trip * No longer grants bonus AS / MS
Pebbles - Can no longer throw invisible units
Plague Rider - Extinguish is now a true deny (awards the stat)
Puppetmaster - Puppeteer's Hold * Fixed a rare bug causing Puppet Strings' floating handles to never disappear * "Snare" effect while under the effect halved from 155 force to 80 force * Negative Attackspeed removed * Cast point sped up from 500ms to 300ms
Rampage - All Magic damage changed to Physical - Stampede Reworked * 9001 Range * Same mechanic, charges target unit * Gains 15/20/25/30 Movespeed per second * Gains Treewalking after 4 seconds * Does not gain Magic Immunity and no reveal state is placed on enemies * When Rampage gets within 450 units of his target, he pounces on them almost instantly * Causes a Stun and Pushback upon impact instead of just a stun * Movespeed boost retained for 3s after impact - Might of the Herd Reworked * No longer has a team aura * 50 Manacost * Gives self 4/6/8/10% Movespeed * Gains 3/6/9/12% of movespeed in attack damage * On use, stomps the ground every second for 1/2/3/4 seconds, applying Herded (-15 Movespeed) to all enemies in the radius for 5 seconds. This stacks. - Horned Strike Reworked * 10/9/8/7 second cooldown * Still stuns and pushes back the target on attack. 100 Physical damage at all levels * While in cooldown, one second is subtracted for every 1000 units traveled by Rampage - Favor of Sol removed - New Ultimate: The Chains that Bind * Rampage can use chains he carries around to grab an enemy hero, stunning them and dragging them behind himself for a limited time * 200 Range * 175/200/225 Manacost * 105/90/75 second cooldown * Binds the target to Rampage for 3/3.5/4 seconds and the target will be dragged behind him as he moves * Rampage is Disarmed while dragging someone and the dragged target will take 20/30/40% of the distance they are dragged in Physical damage * If Rampage and the target he is dragging get separated by more than 500 units the chains are broken
Slither - Toxin Wards will no longer apply their movement speed slow when they miss
Soul Reaper - Demonic Execution will no longer be usable on couriers
Soulstealer - Demon Hand now has a better indicator to its actual radius
Tempest - Purge should now affect Tempest's elementals after they split
Thunderbringer - Third ability's damage marked as splash (so it doesn't break Succubus' sleep, Gauntlet's ult etc.)
Vindicator - Glyph of Silence will properly silence heroes that go invulnerable during casts (Magmus, Madman, etc.)
Wildsoul - Illusions will properly copy themselves when he is under the effects of Bear Form
War Beast - Illusions will properly copy themselves when he is under the effects of Metamorphosis - Hellhounds will no longer be able to attack towers unless War Beast is within 925 units of them
Zephyr - Gust * Stun Removed * Damage increased from 75,125,175,250 to 75,150,225,300 __________________
Post subject: Re: Official Heroes of Newerth Thread
Posted: Fri Jul 02, 2010 11:29 pm
Forum Legend
Joined: Apr 2006 Posts: 7328 Location: Canada
piootr wrote:
ExSoldier wrote:
MasterKojito wrote:
Gonna play the hell out of HON for these two days.
I'm actually doing decent with Glad
I think I'm missing something, but when would his second skill be useful?
There's synergy,the combo goes like this.
Colessium(2nd) skill your target. Now obviously your target will move away. Cast your 1rst spell(Spikes) on the Colessium,so when he gets teleported back(you can press W) he will get hit by the Spikes(1rst spell). Then you can finish him off with your ult.
Post subject: Re: Official Heroes of Newerth Thread
Posted: Sun Jul 04, 2010 10:06 pm
Ex-Staff
Joined: Apr 2007 Posts: 1923 Location: November the 15th
Man free weekend ftl. I mean I'm grateful for S2 for letting me play, but.... No stats sucks Almost every game I player there were leavers. I dominated all of the nubs though
Post subject: Re: Official Heroes of Newerth Thread
Posted: Sun Jul 04, 2010 11:42 pm
Forum Legend
Joined: Apr 2006 Posts: 7328 Location: Canada
MasterKojito wrote:
Man free weekend ftl. I mean I'm grateful for S2 for letting me play, but.... No stats sucks Almost every game I player there were leavers. I dominated all of the nubs though
I was actually lucky,maybe one leaver so far. And I'm suprised I'm actually getting positive K/D even though I didn't play for ever. I either got good,or most freebies sucks Actually I've played against purchased accounts too,so nvm that.
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