Regarding pulling
You can pull the top and bottom medium creep stack (the ones closest to the lanes) at around 15s and 45s of each minute. With the new configuration, top (hellbourne) has much easier pulling potential while bot (legion) has a much harder time. When pulling bottom lane, try to keep the view on the returning neutral creeps by placing yourself at a strategical point or your creeps will lose sight of the returning neutral creeps. Another trick for legion pull is to get an axe and chop 1 or 2 trees to make a clear line of sight and thus make pulling much easier.
Another pulling strategy but applies only to hellbourne as far as i know is to pull the easiest stack in the middle towards the 2nd towers and catch the creeps but they'll go down easily.
Anothing pulling strategy that applies to hellbourne but requires an axe is pulling the heavy creeps right beside the top lane near the outpost shop. You need to chop a tree with your axe or blast the trees out with a fire based skill. Pull the creeps towards your creeps as they cross your tower and intercept them. The same thing can be done to push towards legion, you catch the legion creeps instead and let your creeps massively push hellbourne tower top OR you can use it to drag hellbourne creeps into the forest and get a rush on hellbourne tower, but its easier to drag them from the usual medium creep camp up top behind the tower.
Finaly, an important aspect to pulling is stacking. When you pull creeps at 54s of each minute and drag them out of their camp, you can STACK other creeps up to 2x (making that 3 sets of creeps). This is an important strategy to get a very effective pulling or for legionnaire which needs large stacks starting level 3/5 depending on your playstyle.
Regarding the heroes that can jungle
Many many heroes can jungle right off the starts some are better than others. Some require pulling, i'll put them in a list:
Direct jungle
- Wildsoul (Have a shield on booboo, focus attack speed and frostbrand)
- parasite (Have shield, armor and mana pots and use your parasiting, critical)
- legionnaire (Have 1 shield + regen trinket or 2 shields and STACK/focus on spin)
- ctuluphant (Have mana regen and optionnal shield, focus on shield skill dont remember name)
- tempest (Have teachers ring and mana pots to start, focus elemental and blast)
- ophelia (Have teachers ring and mana pots, focus on control skill)
- and probably some more that i don't remember off my hat like that
Indirect junglers, require pulls and attack speed items
- Zephyr Needs pull before level 3, focus shield and hope to get ranged attackers mostly to trigger your wind barrier skill and shield you. Focus on hp regen, attack speed and damage.
- Pred Go early for alchemist bones to get increase gold and attack speed, focus on strenght items after to increase life and damage, focus on passive attack skill and jump, keep mana immune for later when you gank...
Unusual junglers, you need special strategies and pulling
- Dampeer Native lifesteal is good but you need attack speed and damage period
- Blood Hunter Native lifesteal is good but focus a lot on sense to easily gank, attack speed and damage to survive
My 2 cents :)
Some of the most noticeable changes that pertain to League of Legends:
- Champion selection is limited to the "free to play" champions (which are rotated on a weekly basis) or the ones you have purchased using in game points (Influence points) or real life money (converted into Riot points).
- Maximum level is 18. With the exception of (as of writing this) 2 champions, Udyr and Karma, this gives your Q, W, and E skills 5 levels, and your R ultimate 3 levels. For Udyr, as he has no true ult, but rather 4 basic skills, you could have a 5 5 5 3 setup, or a 5 5 4 4 setup, or any combination therein. For Karma, her ult is given at level 1 and never levels up, giving her Q, W and E skills 6 levels each.
- No denying. This includes towers
as well as creeps/minions. You can still deny by keeping enemy champions out of the kill radius / prevent them from last hitting, but there is no "auto-attack your own minions" to deny.
- No gold loss on death.
- Towers hit a lot harder and do more
damage to you the longer they've been
hitting you, making early tower dives
a lot riskier and making towers much
safer to defend against.
- You can kill the enemy base/nexus
without having to kill the 3 inner
lane turrets. You still must kill the
2 nexus towers first, however.
- The ranged/melee barracks have been
merged into a single building called
an inhibitor, and instead of
bolstering the melee/ranged minions
in that lane when destroyed, it
instead makes a single, powerful
melee unit spawn with every wave.
Inhibitors respawn over time.
- There are far fewer "active" items
(click to use) and the focus is more
on increasing your passive stats.
- Every champion has a passive ability
that is somewhat integral to their
playstyle or their character flavor.
These passives are always active and
require no skill points. For example,
the champion Zilean increases all
allies' experience gain by 8% always. A more active example would be the character LeBlanc, who spawns a mirror image whenever she drops below 40% HP (occuring at most once per minute).
- There is a 3v3 as well as a 5v5 map,
meaning there are two separate
meta-games to identify (though most
people play 5v5).
- Some of the larger neutral creeps
provide passive buffs that provide a
visual effect as well as a bonus to
attributes. For example, the Golem
buff provides mana/energy
regeneration and cool down reduction.
- There is a large neutral creep called
the dragon that provides teamwide
gold and experience. This is often
contested through the mid-late game
and is a prime target for jungler
champions to kill.
- The "boss" neutral creep (Baron
Nashtor) does not provide an item
(like Token of Life), but rather
teamwide gold/exp and a passive buff
that greatly increases
health/mana/energy regen as well as
additional attack damage and ability
power.
- You get to choose 2 additional
"Summoner Abilities" that are
universal regardless of what champion
you pick. Some examples of these are
Ghost (temporary speed boost and
unitwalking), Flash (short range
teleport), Ignite (scaling damage
with a DoT and reduced healing/regen
component), and Clairvoyance (short
cooldown, small radius map reveal).
There are others too, of course.
- No river runes.
- You may passively increase your
champions' stats by purchasing
"Runes" outside of the actual in-game
interface. These runes are purchased
using points you earn by playing
games (winning or losing).
- Additionally, you may increase your champions stats / enhance your "Summoner Abilities" / provide passive effects through the mastery system. The mastery system is a simplified version of a talent tree (akin to Diablo 2, World of Warcraft, etc.) with points being earned as you level your summoner (your account), which is done by simply playing games.
- Ability to return to base (free, no need to buy it, no item slot taken, no cooldown)
- Improved juking - instead of sneaky paths between trees there is "brush" (bushes/grass) system - brush blocks line of sight of those outside it and provides bonuses to some champions/heroes
- Map is symmetrical with the exception of the placement of the Dragon and Baron "boss" creeps.
- Shields system - damage shields are dynamically displayed as a gray extension of the healthbars. Purple extensions indicate magic-only shields.
- It's possible to bind smartcasts (cast instantly on keypress on the area the cursor is hovering over, not on an additional mouse click)
- No secret shops or outposts. All items are purchased at the base shop.
- The Shop's combination items are displayed in a tree, making it easy to see which items combine into what.
I'll add more as I think of more. Hope this is a good start for you!
Best Answer
So unlike League of Legends, Heroes of Newerth wasn't just designed to feel like DotA, but to actually be DotA. From Heroes, to items, right down to the default map, it is very much a DotA
clone
... and S2 was really OK with this. So if you're looking for a gameplay difference, then they're few and far between.I admit this list is a little strapped for items, but when you design a game to be the same... don't be surprised when its the same.
On the other hand, if you're willing to look outside of gameplay, the major advancement HoN has over DotA is a ranking system and matchmaking. For those people who didn't resort to third part products, you are probably familiar with how frustrating finding the game type you want is with DotA or finding people with equal skill to play with. HoN solved both of these problems exceptionally, using an Elo system to rate and allowing the searching of games types and restricting certain games by rating.
Finally, HoN allowed for the creation of new maps to aid in different game play style (one bizarre example is a map that has everything cleared out of it, and only 1 lane).