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Heroes Large General Thread - Page 166

Forum Index > Heroes of the Storm
9055 CommentsPost a Reply
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Numy
Profile Blog Joined June 2010
South Africa35471 Posts
Last Edited: 2014-11-02 21:57:53
November 02 2014 21:57 GMT
#3301
Season 4 drastically changed the dynamic of League to the point where talking about it from prior experience is almost meaningless honestly. Trinkets, catchup XP, item changes, passive gold gain and kill rewards all got changed to hamper early game advantages and buff late game fighting. I guess it's normal where most people discussing multiple games are not likely to be up to date with all the games. Last dota patches also drastically changed the game and it hasn't settled yet so it's tough to say how it is.

What makes the games so short then if it isn't snowballing or should I say what makes the range from 5-25 minutes?
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
Last Edited: 2014-11-02 22:08:06
November 02 2014 22:06 GMT
#3302
On November 03 2014 06:57 Numy wrote:
Season 4 drastically changed the dynamic of League to the point where talking about it from prior experience is almost meaningless honestly. Trinkets, catchup XP, item changes, passive gold gain and kill rewards all got changed to hamper early game advantages and buff late game fighting. I guess it's normal where most people discussing multiple games are not likely to be up to date with all the games. Last dota patches also drastically changed the game and it hasn't settled yet so it's tough to say how it is.

What makes the games so short then if it isn't snowballing or should I say what makes the range from 5-25 minutes?


Forts/towers are a helluva lot weaker in HotS than in LoL or DotA and heroes scale in power much much quicker. You'll be lvl 20 in HotS around the time you'd be lvl 13-14 in LoL. That's not to mention the fact that towers and forts are not only not magic immune, but are especially vulnerable to certain heroes' skills.

And, of course, the map-specific mechanics all involve things that destroy your opponents' base very quickly, whether it be a supercreep (controlled or uncontrolled) or the map just flat out destroying towers/forts for you (Cannons).
xDaunt
Profile Joined March 2010
United States17988 Posts
Last Edited: 2014-11-02 22:10:21
November 02 2014 22:10 GMT
#3303
On November 03 2014 06:57 Numy wrote:
Season 4 drastically changed the dynamic of League to the point where talking about it from prior experience is almost meaningless honestly. Trinkets, catchup XP, item changes, passive gold gain and kill rewards all got changed to hamper early game advantages and buff late game fighting. I guess it's normal where most people discussing multiple games are not likely to be up to date with all the games. Last dota patches also drastically changed the game and it hasn't settled yet so it's tough to say how it is.

What makes the games so short then if it isn't snowballing or should I say what makes the range from 5-25 minutes?

Basically everything deth2munkies said. The game is designed to be quick. Hero scaling is much faster. More importantly, the map mechanics accelerate the game.
kongoline
Profile Joined February 2012
6318 Posts
November 03 2014 14:09 GMT
#3304
ok this game is 10x times more frustrating than lol when playing solo, since laning is basically gone u have to do objectives/team fights to get ahead and u cant do nothing when people refuse to group
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
November 03 2014 14:28 GMT
#3305
On November 03 2014 07:06 deth2munkies wrote:
Show nested quote +
On November 03 2014 06:57 Numy wrote:
Season 4 drastically changed the dynamic of League to the point where talking about it from prior experience is almost meaningless honestly. Trinkets, catchup XP, item changes, passive gold gain and kill rewards all got changed to hamper early game advantages and buff late game fighting. I guess it's normal where most people discussing multiple games are not likely to be up to date with all the games. Last dota patches also drastically changed the game and it hasn't settled yet so it's tough to say how it is.

What makes the games so short then if it isn't snowballing or should I say what makes the range from 5-25 minutes?


Forts/towers are a helluva lot weaker in HotS than in LoL or DotA and heroes scale in power much much quicker. You'll be lvl 20 in HotS around the time you'd be lvl 13-14 in LoL. That's not to mention the fact that towers and forts are not only not magic immune, but are especially vulnerable to certain heroes' skills.

And, of course, the map-specific mechanics all involve things that destroy your opponents' base very quickly, whether it be a supercreep (controlled or uncontrolled) or the map just flat out destroying towers/forts for you (Cannons).


Travel distance is a lot faster as well.
ETisME
Profile Blog Joined April 2011
12821 Posts
Last Edited: 2014-11-03 14:40:47
November 03 2014 14:37 GMT
#3306
I am a bit tired playing kerrigan, she really relies far too much on allies to do well because her W is just too make or break a fight.

without landing her W, she just isn't all that good unless your team is already winning the fight, where Q and E are amazing at hunting down targets.
Or if you can have someone to help you get the W off, then it is almost a certain kill there.

These are my talents (basically more AoE or more Tanky):
Sweeping Grasp
Envenom/ Clean kill
Adaptation
Summon Ultralisk
Eviscerate/ Lingering Essence
Aggressive Defense/ Blade Torrent
Bolt of the Storm/ Torrasque

Anyone have other talents for a solo kerrigan?
I chose ultra is mostly because she isn't so tanky and it is better to have an ultra that can do some damage in some form, take some damage, chase down some heroes.

I find zagara is a far better choice for solo q, a lot more fun and the damage is far more consistent.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Tenks
Profile Joined April 2010
United States3104 Posts
November 03 2014 14:41 GMT
#3307
You should get Maelstrom. It is better than Ultralisk in almost every scenario.
Wat
xDaunt
Profile Joined March 2010
United States17988 Posts
November 03 2014 16:14 GMT
#3308
Has Blizzard said anything about what they're going to do with resurgence of the storm (like hopefully get rid of it)?
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
November 03 2014 16:19 GMT
#3309
On November 04 2014 01:14 xDaunt wrote:
Has Blizzard said anything about what they're going to do with resurgence of the storm (like hopefully get rid of it)?


They haven't said anything, but it needs to go.

Also RE: Zagara, Hydralisk is the most damaging single target spell in the game, and my god do I hate her so much because of it. I really think it needs an HP nerf on the creep so assassins can burst it down without having to use multiple skills.
xDaunt
Profile Joined March 2010
United States17988 Posts
November 03 2014 16:39 GMT
#3310
Yeah, resurgence feels like a must pick talent on almost everyone. The only hero that I won't take it with is Tassadar just because twilight archon is so damned awesome. Maybe part of the solution is to buff the level 20 ultimate talents, which are generally lackluster.
xDaunt
Profile Joined March 2010
United States17988 Posts
November 03 2014 16:50 GMT
#3311
On November 03 2014 23:37 ETisME wrote:
I am a bit tired playing kerrigan, she really relies far too much on allies to do well because her W is just too make or break a fight.

without landing her W, she just isn't all that good unless your team is already winning the fight, where Q and E are amazing at hunting down targets.
Or if you can have someone to help you get the W off, then it is almost a certain kill there.

These are my talents (basically more AoE or more Tanky):
Sweeping Grasp
Envenom/ Clean kill
Adaptation
Summon Ultralisk
Eviscerate/ Lingering Essence
Aggressive Defense/ Blade Torrent
Bolt of the Storm/ Torrasque

Anyone have other talents for a solo kerrigan?
I chose ultra is mostly because she isn't so tanky and it is better to have an ultra that can do some damage in some form, take some damage, chase down some heroes.

I find zagara is a far better choice for solo q, a lot more fun and the damage is far more consistent.

I think melee assassins are kinda meh overall -- not just Kerrigan. I'd rather have a ranged assassin in pretty much every instance.
Tenks
Profile Joined April 2010
United States3104 Posts
November 03 2014 17:26 GMT
#3312
On November 04 2014 01:39 xDaunt wrote:
Yeah, resurgence feels like a must pick talent on almost everyone. The only hero that I won't take it with is Tassadar just because twilight archon is so damned awesome. Maybe part of the solution is to buff the level 20 ultimate talents, which are generally lackluster.


I'd prefer to just get rid of it. I was playing Muradin some this weekend and could never quite bring myself to take his level 20 Haymaker talent. It seems good. It seems fun. But resurgence is just that broken.
Wat
ref4
Profile Joined March 2012
2933 Posts
November 03 2014 18:09 GMT
#3313
On November 02 2014 04:06 FHDH wrote:
Show nested quote +
On November 02 2014 04:00 mishimaBeef wrote:
On November 02 2014 03:50 FHDH wrote:
On November 02 2014 03:43 mishimaBeef wrote:
How come cutscenes don't have health bars?

Are you trolling? Cutscenes don't have health bars because context is delivered cinematically and via narrative? Meanwhile the context of unit health is very important in the game? Really, are you serious?


I am a spectator and I don't see unit health as "very important". To me, removing clutter from the art is very important.

And you're entitled to that, but for reasons explained already there are not enough people who are going to agree with you to expect streams dedicated to this. Maybe at some future date when concepts like Dota2's injured walking animations are expanded to the point you can have an (albeit inferior) concept of what health bars communicate, in games like this you just lose too much compelling drama for most people. I would say this is different for RTS or other mass-unit games but not in a moba. In a moba a very small percentage of spectatators are going to share your opinion given current technology.


Health bar in DOTA2 never bothered me in the first place because they offered critical information about all the heroes/units on one screen area at once without needing the observer to individually click each and every one unit. Healthbar in SC2 is a cluttered fuck because there are like hundreds of units on one screen at a time and can be done without.
FueledUpAndReadyToGo
Profile Blog Joined March 2013
Netherlands30548 Posts
November 03 2014 19:16 GMT
#3314
Seems like I got an alpha invite. Why does it say i have to buy illidan while I can still play him just fine?. Also these prices holy shit. You can hardly call them micro transaction, so expensive!
Neosteel Enthusiast
Big G
Profile Joined April 2011
Italy835 Posts
November 03 2014 19:33 GMT
#3315
On November 04 2014 04:16 FueledUpAndReadyToGo wrote:
Seems like I got an alpha invite. Why does it say i have to buy illidan while I can still play him just fine?. Also these prices holy shit. You can hardly call them micro transaction, so expensive!

Illidan is in the weekly free roster, the next rotation should be tomorrow.

Hider
Profile Blog Joined May 2010
Denmark9447 Posts
November 03 2014 19:42 GMT
#3316
On November 04 2014 03:09 ref4 wrote:
Show nested quote +
On November 02 2014 04:06 FHDH wrote:
On November 02 2014 04:00 mishimaBeef wrote:
On November 02 2014 03:50 FHDH wrote:
On November 02 2014 03:43 mishimaBeef wrote:
How come cutscenes don't have health bars?

Are you trolling? Cutscenes don't have health bars because context is delivered cinematically and via narrative? Meanwhile the context of unit health is very important in the game? Really, are you serious?


I am a spectator and I don't see unit health as "very important". To me, removing clutter from the art is very important.

And you're entitled to that, but for reasons explained already there are not enough people who are going to agree with you to expect streams dedicated to this. Maybe at some future date when concepts like Dota2's injured walking animations are expanded to the point you can have an (albeit inferior) concept of what health bars communicate, in games like this you just lose too much compelling drama for most people. I would say this is different for RTS or other mass-unit games but not in a moba. In a moba a very small percentage of spectatators are going to share your opinion given current technology.


Health bar in DOTA2 never bothered me in the first place because they offered critical information about all the heroes/units on one screen area at once without needing the observer to individually click each and every one unit. Healthbar in SC2 is a cluttered !@#$%^&* because there are like hundreds of units on one screen at a time and can be done without.


I think you and Avilo are one of the few who share that opinion.
Godwrath
Profile Joined August 2012
Spain10160 Posts
November 03 2014 20:10 GMT
#3317
Actually, healthbars tell you the amount of units that are there too in a faster fashion than looking at the models would.
FueledUpAndReadyToGo
Profile Blog Joined March 2013
Netherlands30548 Posts
November 03 2014 20:26 GMT
#3318
Seems like you can't left click other heroes to see their abilities. How am I supposed to know how strong he is?
Neosteel Enthusiast
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
November 03 2014 20:32 GMT
#3319
On November 04 2014 05:26 FueledUpAndReadyToGo wrote:
Seems like you can't left click other heroes to see their abilities. How am I supposed to know how strong he is?


Tab for Scoreboard -> Show Talents. Shows you his talent build. You can see the health and mana bar and the team level is displayed at the top.

They don't even tell you your own AD/Armor and you can't see opponents' current/max health and mana (which is occasionally irritating.)
Yoav
Profile Joined March 2011
United States1874 Posts
Last Edited: 2014-11-03 20:43:09
November 03 2014 20:34 GMT
#3320
On November 04 2014 05:26 FueledUpAndReadyToGo wrote:
Seems like you can't left click other heroes to see their abilities. How am I supposed to know how strong he is?


There's a test mode in the forums where you can investigate this for any arbitrary hero. Just remember that you have a Malf helping you there, so in a real game that hero is more health/mana starved than he/she is in test mode.

Edit:
If you're new, I'd start by just memorizing the "class" descriptions.

Warriors have lots of health, and usually abilities to help engage and CC. Don't try to burst one down solo from full health.
Assassins are DPS.
Support are mostly healers, with other utility spells.
Specialists are all over the map; need to actually look at them in particular. Most common type is siege/pushing.

And a fair few heroes are hybrids, although they are listed as one class or another. Kerrigan and Tychus are Assassin/Warrior. Tyrande is actually mostly Assassin, with a little Support.

Last important thing is the "ninja" classes. Permacloak when not engaged (2s timer or so to recloak after no damage taken/dealt). Zeratul and Nova. Be very careful when solo at reduced health or a low health hero when either of these are on the map, and always watch out for the shimmer, like in Starcraft.
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