- Community: Not as toxic as the others, and I think a great deal of this is due to the changes this game does in comparison with other mobas. When I was noob, people helped me. When there's a guy admiting to be noob on my team and asking for help, I try to help him. It's very rare to see a jerk guy playing bad or just pointing fingers and crying.
- Shared last hit: At first the concept was strange, but after the first game I realized how much the other mobas need this. I'm tired of playing support and be a dead weight for my team mid to late game. Especially if the lane is having a bad time, even with clutch plays and good positioning, I'm not as nearly as useful as a true support should be. This alleviates that. Support is such an easy choice for this game that almost every team of good players has one.
- Item enchantment: This is pretty interesting. You can use "elixir", that you get by playing the game, completing daily or weekly quests (that, as of now, are to win a game and win 10 games, respectively), spinning a daily wheel or buying it with real money. The items you can enchant give you new components (if you want to) or/and new bonuses that aren't big enough to make the game pay to win, but not small enough to make it useless either, it's a nice balance. I, myself, never spent a dime, got like 15 enchanted items and use most of them to most heroes I play with. The trick here is that, when you enchant an item, it costs slight more than the "normal" counterpart. Meaning that you'll need more gold to buy it, therefore balancing it for people that don't spent money in elixir (like me).
- Playing for objectives: I get it. Every moba you only win if you play for objectives, not kills. But every 5 games of DotA 2 that I played, only 1 or 2 had people actually playing that way. Normally it's just the carry farming his ♥♥♥ out, gankers trying their stuff and supports trying to not get killed. When you get a double or triple kill in a lane, there's hardly any objective later on (pushing a tower, roshan, farming enemy jungle to outfarm them, barracks push). Here it's different, from 5 games, at least in 4 you'll get people going for the tower push, baldir, cindara. And a great deal of that is because of the bonus the objectives give you and the size of the map (which is small compared to other mobas). It's easy to gank and go back to the lane, go for baldir or cindara after a team wipe, push two towers in a row (they're very close to each other). If you only get kills and nothing done, you'll probably lose.
- No limit for how strong you are: You are farmed. You are dominating and you... have all the 6 items your inventory lets you have. Can't get any stronger than this. Game isn't ending and you're not as impactiful. Happens sometimes, you can't do any more than what you're doing. Here, you can. After all the items you buy, there's still "tomes" you spend gold for, that give health, mana or power (power is what you need to have more damage, either in normal attacks or skills). That means if you're playing a 5v4 or a 5v3 you can still win (I already won games and lost games in this situation).
- One hero can't win the game: Tired of having to face that one hero who can solo the entire enemy team in other mobas if they're farmed enough? No problem here. No matter how farmed you are, you can't expect to solo 3 heroes, even if underfarmed, if you go in alone. Unless you make some pretty good play using surprise attack, baiting or something like that. Normally you can't win unless you play as a team, and that contributes to team play and a sense that you're not as strong as you think. Once I was 6 slotted, on a tanker (4k+ health) with high power (that gives me good damage) and went on aganst the entire enemy team. That lasted 6 secs. I got to hit one guy with 2 skills and bring him to low HP. Then I died. Not like blinking in with an Anti-Mage with BKB and 6 secs later the enemy team is dead.
- Baldir and Cindara: Two objectives that impact way more than any Rosh or Baron could. You get Cindara to die you win a giant freaking ♥♥♥ monkey to push a lane. This monkey is tanky as hell and get your towers/generators to pause their attack. That means you HAVE to defend that lane to not lose an entire lane or even the game. And, of course, the enemy team can push with the monkey, meaning you'll have a team fight. So forcing team fights with Cindara is a good strategy if you can't get the enemy team to fight you or they only sit in base defending and those generators are keeping you away. Baldir, on the other hand, gives you 3 strong creeps in each lane that chase enemy heroes. They are great for split pushing lanes and dividing the enemy team or keeping a teamfight in on lane while the other 2 gets pushed. It's also great to use it for defending, so you get less pressed and can actually accomplish something. The catch for Baldir is, you have to kill it 3 times (different counter for each team) to have those creeps spawning.
- Pets: Huge impact on the way you play a game, and there's a great deal of diversity and strategies available. And you can always see what pets your team or the enemy has, so you know which skills he can use, because the animal follows the hero everywhere.
- All heroes are free, you only have to pay if you want more Elixir (used to enchant items), Feathers 9used to buy skins and pets, but you also win it the same way as elixir) or hero skins. You can also buy boosts, that can be for days or permanent, which gives you more elixir and feathers after every match.
- Personal guides: You can have a personal guide for each hero (or more than one, if you want). That means recommended items and skills, so you don't need to spend a lot of time in the shop or skill list.
- Auto level: If you have a skill list guide available (you can use the default, if you like) you can click to auto level your skills whenever you get a level. That means if you get a level midst fight (that holds especially true for heroes going from level 5 to 6) you don't have to worry about choosing your ult.
- Low chances of comeback: It's very hard to come back. A team that kills towers get gold and exp. Generetors give a huge amount of gold. If you lost an entire lane, the enemy team probably has something like 4k gold ahead of you (which is pretty much an entire good item of advantage, plus the XP). On my 100+ games, there's been what, 4 comebacks? You hardly get any bonus for killing a farmed team aside from the timer they get to respawn. Not enough to cross the entire map and kill more than 2 towers, and that if you get a team wipe.
- Social: The way friend list works is too simple. I can't even see the profile of my friends, what rank they are, player rating, hero progress. i get that seeing this can be an argument to be toxic against other players, but if I have someone on my friend list, it's because he/she is my friend, so that's just plain useless.
- Broken matchmaking. I'm Gold league and keep getting Bronze league or inferior. So they're too easy for me or against me. That's why I can't recommend this game. Fix this and I'll return.
How it could improve
- Make it so a team that is dominating give more gold and XP to the other team. If that happens right now it's a difference so small that comebacks hardly happen. Make second and third generator kills give less gold, or after the blow up of the first, the damage and HP of the other two improves, making it harder. I get that this game wants to be 35-40 minutes long, but it's a real pain in the ♥♥♥ to be on the losing team for that amount of time with no hopes of winning, just holding on for as long as I can.
- make the person profile private only for non-friended, so you can't access someone's profile after a game to toxic him if he's not as good as you, but if I have friends, I want to compare myself to them and see how I'm going, or even for competitive (in the good way) reasons.