Defenders 038: Queen of Pain

January 10, 2012

4

Apparently xEidolon has a thing for succubi, so here’s his Queen of Pain.  Don’t forget to vote for tomorrow’s hero over at r/Dota2.

I don’t have much to say about QoP other than, damn grrrrl.  She’s one of the more gratuitous ladies in the game, but I suppose that fits with her lore.

Queen of Pain seems to be one of those heroes whose skills are designed to combo together.  Pretty much every hero boasts some skill synergy, but there are a handful with combos that can feel almost unfair if you’re on the receiving end of them.  Clockwerk’s hook/cog/battery assault and Tiny’s avalance/toss combo come to mind, especially when supplemented with a blink dagger.  Come to think of it, a lot of combos (including QoP) benefit or rely on blink.  I guess it’s really all about positioning…

While I don’t have any hard facts or numbers to back it up, I feel that HoN had even more of these “wombo combo” heroes.  While combos can feel really powerful, I find that when playing one of these heroes I find my playstyle becomes really linear.  But maybe I’m just bad…

So, what’s your favourite skill combo in the game? Do you think Dota is moving away from combo type heroes, or are we going to see more of them in the future?

 


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Comments

  1. January 11, 2012 at 12:52 am
    Raymond says:

    I’d have to agree with HoN heroes having more combo potential compared to Dota heroes (for now). Heroes that come to mind when talking about combos is definitely deadwood and that damn Fayde.

    I’d like to see more heroes that have skills really synergize with each other. Not just your typical combos such as sand king’s burrow strike+ulti or ulti>dagger>burrow strike.

    One good example is Aluna from HoN where her ult is really cool. You can either get a longer duration stun, or a Global nuke, or an escape mechanism that can slow and reposition you for great juking. Or perhaps drunken master (HoN), where you can sort of do a combo with your drink ability.

  2. January 11, 2012 at 7:08 am
    Dexv says:

    @Raymond The problem is most of hons hero is pretty much another tiny
    Gaunlet, deadwood, fayde, dampper, Midas, monkeyking don’t remember. The only good hero I’d say
    By s2 are flux and nomad.

  3. January 11, 2012 at 7:21 am
    Player13 says:

    The shift seems to be towards more synergy than less.

    The 3 newly released heroes (Ember spirit, Legion Commander, Skywrath Mage) have incredible skill combos, and recent reworks (Troll, Treant Protector) have made their toolkit more integrated and self-sufficient. Even the previous batch of new heroes (Wisp, Phoenix, Walrus, Thrall) have been that way.

  4. January 11, 2012 at 7:33 am

    Very good summary of combo, and the way it affects play – one of the strengths (yes, a strength!) dota has over LoL IMO is that skillsets have a lot less inner synergy – this leads to more creativity and diversity in the way a hero can be played. Champions in LoL, for instance, have very fixed skillsets due to the way they are designed – each of them is a “closed box”, with skills that perfectly combine and synergise with each other – as great as this might sound, what it actually creates is rather fixed, rigid play-styles for certain champions that are “independent” – what I mean is that they have all they need themselves to do what they have to do. This is rather counter-intuitive in a team game, where inter-dependent synergy makes for a greater variety of plays.

    Let me give you an example. Venomancer. While some of his skills work well together, his wards stick out like a sore thumb – on first glance it might seem like a poor design on the part of icefrog. Of course, dota vets. know that this is not so, and that while his wards do not syn. with gale or ult, they do synergise very well with OTHER heroes, who in turn synergise with his ult.

    If Veno was redisgned for LoL, his wards, for instance, might be replaced by a skill that lowered health regen, or amplified damage in an area. While this makes it far easier to play him independently, this severely lowers his flexibility in synergizing with his TEAM.

    Eh that probably didn’t make much sense, but basically Dota focuses on synergies BETWEEN heroes, leading to more varied skill-builds and play, whereas LoL focuses on synergies WITHIN heroes, letting one play them more independently from their team.

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