Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I'd recommend the bruisers and support characters at first, so you can either take some hits on the frontline or heal yourself and stay behind allies.
This should help you get a better feel for positioning & team fights.
If you get harrassed by enemy assassins either retreat to your guardian or stick close to your teammates
The game has countless issues, i won't deny that but the core gameplay, which seems to be too complex for you, is actually its selling point.
its only in game that you dont get enough information because they shorten the descriptions but that is not where you should be making your build, you should have it prepped in advance just like in any MOBA. i mean, you dont go into a LOL game without knowing what items your gonna build and what they are gonna do. this is the same thinking with the ability path you take.
i need 0 outside sources to know what my build is going to do and what the effects i use are gonna do. there are no relevant numbers that are missing from any effect in the hero's build tab. its all like 50dps + -50% healing and more like that.
and for the fights being chaotic... yea, any team fight is. weather its league, dota 2, smite, e.t.c.
and for the death match thing, it sort of is but also is not. indeed you get power for killing but a team with proper macro will always beat a team doing more killing. if you are able to run the enemy out of their creatures then you prevent them from upgrading creatures and make it so that they have to manually pick up any power that does not have a creature on it.
this both wastes time and makes more 4v5's. at a beginners level, yes just killing is probably your best bet but when you face a team that is just better at killing, try throwing them off and going for a few creature kills, any hero can kill a healing bloom at full health and if you have a way to get away from them then you should be able to get a easy 10 power and even if you die, if you kill the creature you still go positive because that is one less healing bloom they can use.
i do have to add that rush mode is WAAAAAY different then clash mode. rush mode is more death match like with the only real macro being proper team fight positioning. clash mode is the actual game mode that is interesting in my opinion and what makes gigantic actually good.
Other ones, like shock, bleed or burn are more or less just generic damage debuffs. In general however, unless you're coordinating with someone it's best to treat debuffs as something you'll be proccing yourself to activate your other skills.
That's not helpful at all. With the new rush game mode, the game gains something that's approachable imo. You can easily switch characters and builds if something isn't working out for you, or to balance out your team.
The big issue is that the UI is clunky af and the tutorial isn't quite as helpful as it should be. There's no ingame user manual and no tooltips telling you what does what. You gotta go to the wiki to learn what effects are. There's a learning curve for sure but just do what I did and put as little on your plate as possible. Rely on autobuild to pick your perks. Rush is great for getting a feel for the game.
The game still has functionality problems, I didn't suffer as much with the issue of "user left the match" but a lot with the AFK bots getting stuck in the base (the most annoying part is the repetitive sound that remains after the launch).
I maintain what I said about the game being chaotic and not referring to gameplay, but due to the amount of mechanics, information, and tips in the game itself and its tutorial, it makes it seem like the game should be more slower/calm than it really is.
As one guy said in the comments, the game still has UI problems, in addition to the already known ones, one that I've seen but haven't seen anyone else talk about, In the middle of the game, when I jumped, a "surrender" button appeared with some key name next to it, but when I went to look for it there was nothing about surrender in the keyboard settings.