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Mana bars for other heroes (under the health bar)

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  • Mana bars for other heroes (under the health bar)

    Self explanatory. If there's a way to enable them I don't know how.

  • #2
    Mana bars for enemies? There was a topic about that.

    Comment


    • #3
      Close please.
      Dota will NEVER have mana bars on enemys.

      Comment


      • #4
        I don't see a valid reason why not to. You can already see the mana by clicking on the enemy hero. Why not show it below the HP bar?

        Comment


        • #5
          becuse you need a bit more skill to check your enemys mana at the same time you running from them, and know if they have mana for their spells or not. dota shall not be an easy game it shall be challenging.

          There's a fine line between bravery and stupidity

          Comment


          • #6
            Originally posted by Mr.Hankey View Post
            becuse you need a bit more skill to check your enemys mana at the same time you running from them, and know if they have mana for their spells or not. dota shall not be an easy game it shall be challenging.
            The game should be challenging and fun because of excellent gameplay mechanics, and the strategy and teamwork involved.

            Or you could make it hard by using a Draconian UI.
            Change has kept DotA alive, evolving, and improving since 2002. And now DotA has an entire new engine at it's disposal, with infinite new capabilities.

            So why are there so many DotA fundamentalists/conservatives that oppose new features, options, and information?

            Embrace the change.

            Comment


            • #7
              Use the search before posting.

              Comment


              • #8
                Your point is moot since if the w3 engine allowed you to see the enemy's health and mana bar, it would be in dota and you wouldn't have a problem with it. With dota 2, the engine allows this to be possible, the only reason here is elitism and fear of change without actually making a good point.

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                • #9
                  What about alllowing to see enemys Cooldowns as well? Just think a bit! If enigma uses an ulti it's just about to count 200, whats a big deal, huh?
                  Give me a reason why we shouldn't have that option if we anyways know when she (or whatever it is) casted it (And she never does to kill a creep wave, thats for sure)?

                  Comment


                  • #10
                    get your stopwatch

                    Comment


                    • #11
                      Originally posted by Even View Post
                      What about alllowing to see enemys Cooldowns as well? Just think a bit! If enigma uses an ulti it's just about to count 200, whats a big deal, huh?
                      Give me a reason why we shouldn't have that option if we anyways know when she (or whatever it is) casted it (And she never does to kill a creep wave, thats for sure)?
                      Because at the moment, the enemy's mana is a known value that one can get just by clicking on them. This has never been true with spell cooldowns.

                      Adding enemy mana bars doesn't introduce new information to the game (like enemy CD's would), it just makes current information more accessible.
                      Change has kept DotA alive, evolving, and improving since 2002. And now DotA has an entire new engine at it's disposal, with infinite new capabilities.

                      So why are there so many DotA fundamentalists/conservatives that oppose new features, options, and information?

                      Embrace the change.

                      Comment


                      • #12
                        It worked fine for SIX years in dota 1... It doesn't improve gameplay, it just makes dota easier...
                        Last edited by Even; 12-28-2011, 04:07 AM.

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                        • #13
                          Originally posted by Even View Post
                          It worked fine for SIX years in dota 1
                          Yeah, and heroes only had 10 levels in DotA before Frozen Throne came out and it worked fine then. Doesn't mean that going up to 25 levels was a bad decision. And you can bet people complained about the change back then.

                          Originally posted by Even View Post
                          ... It doesn't improve gameplay,
                          Do you have proof? This is an opinion. And if you've only played DotA, you have absolutely no evidence for even forming this opinion.

                          Having played at least 400 games DotA, LoL, and HoN, I can state that adding enemy manabars does improve gameplay. It saves me an extraneous, obnoxious click.

                          Originally posted by EVEN View Post
                          it just makes dota easier...
                          DotA already has one of the steepest learning curves in video game history preventing it from becoming as big as other video games (see SC2). Removing extra clicks that serve no purpose other than making the game difficult for new players should be a priority.

                          Starcraft 2 removed many of the unnecessary APM-dumps that SC1 had (such as having to make every newly-created SCV gather minerals manually). Now Starcraft 2 is the biggest game in e-sports. It didn't suffer from these changes, it actually benefited.

                          Sorry, I don't find any of your points valid.
                          Change has kept DotA alive, evolving, and improving since 2002. And now DotA has an entire new engine at it's disposal, with infinite new capabilities.

                          So why are there so many DotA fundamentalists/conservatives that oppose new features, options, and information?

                          Embrace the change.

                          Comment


                          • #14
                            ^ Starcraft is a RTS while DotA is a RTT

                            There is a major difference beetween towerdiving an enemy with manabars, and without
                            If you think about it, you would prefer no manabars

                            Comment


                            • #15
                              Originally posted by 5chneemensch View Post
                              ^ Starcraft is a RTS while DotA is a RTT
                              I don't understand why in real-time tactics games it would be permissible to add extra mouse clicks that can be removed by adding a smarter UI. You might have to explain more there.

                              Originally posted by 5chneemensch View Post
                              There is a major difference beetween towerdiving an enemy with manabars, and without
                              I've towerdived my fair share of times, both in HoN and DotA. The only real difference is that I have to click a couple extra times in DotA. And to be honest, in tight scenarios like that you'd want to click on the enemy hero to check his items anyway. Having enemy mana bars is just a nice convenience.

                              Originally posted by 5chneemensch View Post
                              If you think about it, you would prefer no manabars
                              I'm a little confused here. Not only have I thought about it, but I have played MOBA games both with and without enemy mana bars, and prefer the latter on both an intellectual and practical level.
                              Change has kept DotA alive, evolving, and improving since 2002. And now DotA has an entire new engine at it's disposal, with infinite new capabilities.

                              So why are there so many DotA fundamentalists/conservatives that oppose new features, options, and information?

                              Embrace the change.

                              Comment

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