Both HoN and DotA2 are games full of small differences. Being a native DotA player since the early 2000s when DotA got started, I remember quite vividly exactly how the game was when I left it for HoN. Since I played HoN, frankly, I haven't looked back- I could never again get used to the graphics, the UI, the clunky gameplay. As DotA2 came along and upgraded all of the above the same way HoN did, returning to DotA seemed like stepping into a parallel dimension- a blast from the past.
For me, returning to the "DotA world" was a very interesting experience, because I started noticing all these changes- not just largescale changes like Alchemist's Unstable Concoction being reworked from a channeling ability to an instant cast "countdown" mechanic, but also smaller, much more subtle differences. Now, it could be that a lot of these small differences are actually things that HoN changed and DotA never did- my memory is not perfect and I don't remember exactly how many things were changed within DotA while I was gone compared to things HoN changed for some reason. But what I do know is that these small subtle differences make a huge difference in the way Heroes work in the game, and that many people take these subtle things for granted. So off the top of my head, enjoy this little list of cool little things I've noticed.
Anti-Mage versus Magebane
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While both Heroes are relatively the same concept (hard carry with blink mechanic, no real CC or way of keeping the enemy still) they carry with them some unique characteristics. First of all, Magebane's Spell shield is combined with his Flash ability. When this ability was first put into the game, a lot of people were upset because it seemed really overpowered. After all, it meant that not only Magebane got to benefit from his already strong anti-magic shield, but now his whole team did, too? Sounds OP. But in reality, the change ended up being more of a Nerf than a Buff. How? Simple- since Magebane had to Blink in order to provide the shield for anyone, it meant that if enemies could sneak up on him, he wouldn't have any protection at all. Because of this, Magebane is much more susceptible to Ganks, whereas Anti-Mage is protected constantly. Seeing as how survivability in Carries is extremely important to craddle them into the lategame, it comes to no surprise that this is a very important difference between the two. Of course, it also helps that HoN has a lot more brutal gankers out there- Fayde specifically really butchers Magebane with her two abilities which burn his Mana. Another interesting difference between the two (aside from the passive on on Magebane which Anti-Mage doesn't have) is the cast point on their ultimates. Magebane's ultimate takes years to cast in comparison with Anti-Mage's ultimate, which goes off seemingly instantly. The fraction of a second extra that Magebane needs to cast his ultimate makes all the difference in the world- as it means that Anti-Mage has a much more powerful tool for killing wounded Heroes in the Early to Mid game. Magebane's ultimate, on the other hand, has such an unbearably long cast time that it's almost a skill shot if you don't have clearvision.
Lina's a little on the Slow Side
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A Bloody little Pat on the Back
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Blood Hunter is sort of like the younger, physically handicapped cousin of Blood Seeker. Although seemingly better in every aspect, Blood Hunter somehow manages to be a bottom-of-the-barrel pick in HoN. Even lower level pubs are hesitant to pick him up these days, I personally can't even remember the last time I've seen him. And yet, for some reason, Blood Seeker, the Hero that seemingly does everything Blood Hunter does and worse, is a decent pick, at least from what I can see in current DotA2 pub games. So what's the deal? Where did Blood Hunter go wrong? Different metagame, easier to counter, better alternatives? Maybe- but really, the most distinct difference is in the itemization: Blood Hunter has no good mid-game items for him besides Mock, which is pretty darn difficult to farm in a real game. Blood Seeker, on the other hand, will be all too happy to pick up a Force Staff- an item that increases his ganking potency drastically. Funny how one item can make such a difference, but Force Staff works with Rupture in DotA, whereas Tablet of Command doesn't do anything for Blood Hunter. With one click Blood Seeker can launch his enemies helplessly in a direction, providing them an untimely advance in their menstrual cycle. The extra burst damage this provides seems to really make a difference in the games I've been in, and really helps Blood Hunter to dominate the mid-game if he plays his cards right.
Back To The Dumpster
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I'm sure other players who are currently undergoing the same transition will have their own small differences to write about. Flint outclassing Sniper due to his Flare over Shrapnel, Pharaoh's Wall of Mummies that seemingly suck everything in a thousand mile radius into them, Necrolyte's permanent 1000 range Heartstopper Aura- all of these subtle small differences completely make or break Heroes!