![]() Standalone towers can also block defenders during critical moments, making it easier for enemies to predict their movements and pick them off.Īs a result, we’ve decided to remove standalone towers, and have been happy with how this has played out in testing so far. Once they do, it’s usually too late, and the other structures have already been destroyed. We also began re-evaluating individual structures, and found the standalone towers near forts and keeps aren’t coming into play as often as we’d hoped. These changes should give players a bit more incentive to attack with their minion waves in order to deal more meaningful damage to opposing towers. Since ammo can no longer be depleted, we’ve also reduced structure damage to minions, and increased minion damage to help them hit a little harder. We wanted to revisit this relationship to see if we could find a way to encourage more offensive play in-lane.Īfter testing a variety of changes internally, we decided to remove structure ammunition, effectively giving towers, forts, and keeps an infinite number of shots. Often, players will quickly defeat a minion wave, and then play safe while their own minions push enemy towers and drain ammunition. We’ve re-evaluated our approach to many aspects of the early game, and made a variety of changes to structures, regeneration globes, mercenary camps, and even our objective spawns, to make laning more meaningful throughout a match.Ĭurrently, towers, forts, and keeps have a limited number of shots and regenerate ammo slowly. With this in mind, we wanted to revisit these experiences to explore ways we could make improvements. ![]() During most games, the laning phase currently ends more quickly than we’d like, and outplaying an opponent in a lane doesn’t have much tangible impact on a match as a result. The laning phase offers opportunities for players to have small skirmishes in each lane, show off individual skill by outplaying opponents, and get in some early structure damage. The early game in Heroes of the Storm typically breaks down into two parts: the laning phase and initial battleground objectives. Read on for an in-depth look at some of the adjustments coming to the Nexus later this month, as well as our reasoning behind them. Your input will be instrumental in shaping the future of Borderless Gaming.As mentioned in the BlizzCon 2017 opening ceremony and during our “What’s Next” panel, we will soon be introducing an array of significant changes for Heroes of the Storm’s early game as part of our 2018 Gameplay Update. Please feel free to test out this prerelease and share your valuable feedback. This has been a long-requested feature and I'm delighted to be working towards making it a reality. Standalone Executable: No more dependencies! Borderless Gaming now operates as a standalone executable.īut this is just the beginning! I have plans for more features and improvements in the pipeline, including expanding Borderless Gaming to support macOS and Linux. Improved Stability: I've focused on fixing various stability issues that have occasionally impacted users in the past, ensuring a smoother, more consistent gaming experience. NET 8 ensures the software continues to run seamlessly on modern systems, giving Borderless Gaming a solid foundation for future enhancements and features. ![]() The significant changes you'll find in this release include: NET Framework, which it was initially built on, to the streamlined, efficient. I'm excited to announce that after a significant hiatus, I'm back with a new update! The Borderless Gaming 10.0 prerelease isn't just about adding new features - it's about stepping into the future.
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