Hexakill is a great game mode, here's why.

doviende·10/27/2014, 8:15:31 PM·7 votes·2,076 views

I've seen some people complaining that they hate the new TT Hexakill, so I wanted to give some voice to the exact opposite: This is a great game mode with deep competitive possibilities and is also a lot of fun.

Some quick points that I love:

  • Teamwork matters more than individual laning - 1 person can't throw it
  • Towers are hard to take early, therefore harder to really snowball it early
  • Team comps are varied and interesting
  • Everyone is physically close to each other, so elaborate team fights happen often
  • Lots of come-back potential
  • Map awareness is challenging but interesting, since you have to track 6 players. Do it right and you will dominate.

Firstly, my suspicion is that a large number of bronze / silver players dislike the game mode because of their inability to counter Katarina. Having so many players in such a tight space makes it a reset-fest, and they never choose champs with CC in order to counter that.

Let me assure you all that once you actually play to counter the inevitable Katarina, it all works out fine. At low level, everyone wants to play a 6-assassin team, and then complain when the enemy 6-assassin team out-ninjas you. Once you win a few games and get your matchmaking up, there are actually very few Katarinas chosen in champ select. Gold level players seem to know how to interrupt Kat, and hence she's chosen only seldomly, and is not game-breaking.

Generally speaking, the game is as strategically interesting as regular 3v3 Twisted Treeline. There are many interesting options for how you configure your lanes and your overall team comp. If you take a jungler to get more team XP total, then you need to compensate for the lesser ability to push the lanes at the start. This has a potential impact on your ability to force a favourable fight at the 3-minute mark at the enemy altar.

So far my favourite team comps have been something like 2 AOE mages + AD assassin + AD bruiser + 2 supports. Anyone with AOE CC is very strong, same with AOE damage. Vel'koz is king in this mode, as is Wu Kong. Another really fun thing to play is Tankraka. If you play Soraka with a Spirit Visage and a Frozen Heart, hitting your Q on multiple people will heal you a ton, and you can tank for days. I've had some really fun moments of out-dueling some of the assassins by creatively using my AOE Silence and sustaining like mad.

In some senses, this game mode plays a lot like Heroes of the Storm. There's not that much focus on early last-hitting, mostly just gathering team XP as efficiently as possible in the early game, and then at around level 6 or so you really need to focus on whole-team movements. You can be split into 2 groups, but you need to react very quickly and group back as 6 when necessary. Efficient rotations can let you win a 5v6 if you're good.

Because your teammates are everywhere, you're not going to really lose a game based on one person's bad laning phase. It's also difficult to get towers early game, because acing the enemy team is so hard. By the time you've killed some people and moved towards a tower, there's already someone respawned in base and coming out to defend.

Summary

If this game mode were around permanently, I'd play it all the time. I think it'd make a really fun competitive mode and a fascinating meta would drop out. I'd really love to have a full draft mode.

If you find yourself whining about Katarinas, then you're just doing it wrong.

13 Comments

Slaaneshine10/28/2014, 12:45:09 AM4 votes

I just have liked the few games I've played because the game mode is so innately, and extremely, violent. So much teamfighting and killing and all around TEAM DEATHMATCH that it just gives you a kick in your step.

Kira Onime10/27/2014, 8:21:33 PM4 votes

After a while, you start seeing allot of the same team comp ideas. heavy burst-reset champions with a few tanks or bruisers.

Katunga Jones11/4/2014, 4:14:17 AM2 votes

This has been the most fun I've had playing.

My opinion this game mode is less toxic then games against bots. Its fun, and no one cares if your a ninja with clarity or a support with smite.

I think I've seen every champ, I've seen Urgot .....twice in a row. xD

The bossy, whiner, and "team sucks fellah" very minimal. I don't think they can stand this mode. Its too many players for them to keep track of. Theres so much going on they don't have time to whine. Maybe 6 players was the magic number.

I really hope this mode stays.

Idroold10/28/2014, 2:00:10 PM2 votes

I did pentakill with MasterYi 2 times but at last someone is killing my last target Amumu

ora10/28/2014, 12:39:43 AM1 votes

Plat Kat chiming in. She's an issue at more ELOs than just bronze/silver, and I have yet to play a game where there's not one on the other team as well. The problem that I'm seeing is that many people are playing her because "omg op free win instalock kat" - these people are the biggest source of feeding kats that I'm seeing, whereas even vs a team of thresh, blitz, naut, darius, alistar and cait (and our blitz was the worst troll I've seen in this game yet) I was able to go positive and do major damage. I wouldn't discount her power in this mode at any skill level, not if you're against someone who knows how to play her.

Seriphym10/29/2014, 3:07:04 AM1 votes

I completely agree and you have also given me some new champ ideas for play. I look forward to using them.

Again I can't explain how enjoyable this map is.

Thank you for putting it into words for me.

Lover Lips10/29/2014, 3:08:46 AM1 votes

First flaw of the post I saw was "Towers are hard to take early"

First of all, if you're even remotely down 1 player (which happens a lot in Hexakill that I've seen so far, a lot of people AFK) then it's VERY easy to take towers. The enemy team can just go 6 people bot or top versus 5 people top or bot and take their tower with ease.

JedenVojak10/28/2014, 3:18:30 AM1 votes

I don't like the game mode because it's essentially, "whichever team has someone die first loses the game", or perhaps more appropriately "whichever team gets about a ... say 4 kill lead... first wins the game." There's no way to escape because the map is narrow. Any CC at all is instant death because there's 6 mans on the map, and AOE CC is overpowered as hell. Perhaps most importantly, there is no vision, and no wards so you can't anticipate the death gank squads.

League is fundamentally a snowbally game. When you die, your opponent gains extra gold for killing you, and extra xp for killing you. The earlier a kill happens, the more devastating it is, as it gives your opponent a gold/level lead, and most importantly a time lead.

What this leads to is a situation where the entire enemy team has more gold and xp than you, have force all the lanes to your towers, and have locked the objectives on the map. Your team is now getting facerolled because the enemy team has more powerful skills than you, and more items than you and you cannot fight them.

I have only seen one instance where the team that got the early kill lead didn't win, and that was because they had a DC.

I do get the idea; as Masticatorr stated, it's very much like a team death match game. The problem is, when someone dies, they come back weaker than before, while the enemy is stronger. That is inherently unbalanced, and it is almost impossible to recover.

To properly run this game mode, there should be no/heavily reduced gold and xp for kills, and everyone should get like 30% tenacity base.

Incidentally, I didn't really find Katarina to be much of a problem; just boar slam or ice bolas her when she does the spinny thing. I found champs like Veigar, Blitzcrank or Alistar to be much bigger problems.