Heroes Large General Thread - Page 180
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Add yourself in the TL Player list if you want to play with TL people, and /join teamliquid channel ingame. Also check out the new Heroes Liquipedia. | ||
deth2munkies
United States4051 Posts
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rewtamus
United States327 Posts
but I tend to play 40+ hours a week lol | ||
sushiko
197 Posts
I'm on us west, so I'm down whenever after working hours | ||
deth2munkies
United States4051 Posts
On November 07 2014 07:50 Diamond wrote: On the Valla thing, here's Arthelon and Dreadnaught from SMG (#1 team in the world) talking about it, and they are both MUCH better players than I ever will be, so maybe they can explain it in ways I can't. He's not wrong, and look at the team comps in that game: The other team had only Tyrande for healing and Stitches (low sustain) as a tank, the rest of their team also had no sustain, so his constant pokes with W actually stuck and his damage mattered, plus the rest of the team (Raynor, Tyreal, Arthas) all have single target burst damage covered. Then look at the other game he played Valla vs a Malf and Chen: his damage was negligible and didn't matter at all and they should have lost because of it, but for a major throw. TBH, there were better heroes to pick over Valla in the first game IMO, but her W build was fine given the team comp. 2nd game they were punished because Liquid picked tankier and she just didn't do enough to burst through sustain. If Liquid hadn't thrown, Valla would have been a large reason why they lost. RE: Teamliquid channel in-game: so you can't see who is in the channel at any given time, I highly question the use of said chat channel. There's a LiquidHeroes channel on TS that I'd gladly use but I don't hang out there. If anyone's willing to organize a team, I'd jump on it, but like I said, I just don't have the time to coordinate times and send e-mails and shit. | ||
Brian333
657 Posts
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ramon
Germany4842 Posts
On November 07 2014 15:34 Brian333 wrote: I think a better first step would just be getting a list of active TL players out there. This should work as an overview, feel free to edit/include yourself. | ||
Brian333
657 Posts
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GMarshal
United States22154 Posts
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bluQ
Germany1724 Posts
On November 07 2014 17:37 Brian333 wrote: You might want to add a "play time" column so that people can write what time they usually play. I added a column with HOTSLog link ![]() | ||
Whalecore
Norway1110 Posts
On November 07 2014 00:21 xDaunt wrote: So is Fenix going to come as a zealot or as a dragoon? (when he comes, of course) Why not Phoenix? + Show Spoiler + ![]() | ||
rewtamus
United States327 Posts
On November 07 2014 18:11 GMarshal wrote: Tomorrow I will be running a blog where I will be posting anything and everything announced about heroes while I'm at blizzcon, I'll update this post when its up, but i figured you guys would want to know. Thank you for doing this ![]() If I could be there, I would ;D | ||
paralleluniverse
4065 Posts
It is already known that ranked mode will be based off a draft system. As I've written here, if there's no mechanism in ranked mode that equalizes the hero pool used in the draft between both teams, then the game gives people who buy more heroes with real money an unfair and undeserved advantage, by being able to more readily pick the best hero for the situation given both team's current picks. And as flawless as HotS's gameplay is--it's the pinnacle of excellence in MOBA game design--if this pay to win situation is announced tomorrow, I would quit the game with no hesitation. Or Blizzard could do the right thing tomorrow and show they believe in fairness, and I'll continue playing. | ||
rewtamus
United States327 Posts
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FHDH
United States7023 Posts
On November 07 2014 20:33 paralleluniverse wrote: Given that it's extremely likely that ranked mode will be detailed at Blizzcon tomorrow, I'd like to get this out there now. It is already known that ranked mode will be based off a draft system. As I've written here, if there's no mechanism in ranked mode that equalizes the hero pool used in the draft between both teams, then the game gives people who buy more heroes with real money an unfair and undeserved advantage, by being able to more readily pick the best hero for the situation given both team's current picks. And as flawless as HotS's gameplay is--it's the pinnacle of excellence in MOBA game design--if this pay to win situation is announced tomorrow, I would quit the game with no hesitation. Or Blizzard could do the right thing tomorrow and show they believe in fairness, and I'll continue playing. Don't worry, they won't. At best you will see this available for tournament mode. | ||
paralleluniverse
4065 Posts
On November 07 2014 20:38 rewtamus wrote: you're paying for convenience & time, not a hero ONLY available in the cash shop. Irrelevant, if your opponent or your team starts the match with an unfair hero pool disadvantage. Why should I care about the trade-off between convenience/time and real money, when I've just loaded into a game with one team (it could be your team or the opponent's team) is at an unfair disadvantage? I don't, because it doesn't make the unfair disadvantage go away. Whether or not I continue to play HotS, whether or not it's a buy-unfair-advantages-with-real-money game, will very likely be determined by what Blizzard announces about ranked mode later today. | ||
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nimdil
Poland3747 Posts
Because ![]() ![]() | ||
chroniX
517 Posts
Overview Pros: - Artstyle of the Game. I really like the look of the game, the heroes especially. Visibility on the battlefield is great and Heroes really vary in appearance. The cosmetics (skins) are looking super cool and i can definately see many people spending a ton of money here. - Gameplay / Controlls. The gameplay is already smooth and well defined. The controlls are spot on. I think this is one Blizzard's greatest strengths at the moment. Games like WoW and SC2 really shine in the controlls and gameplay aspects - Teamplay. The whole game system is forcing players to put aside their big ego and instead work as a team and it is working! - 20 minutes for a game. Blizzard said they wanted the games to be shorter than other Mobas and they are! For people like me who dont have that much time to play this is really nice. Cons: - Laning is pretty much irrelevant. During my first few games i tried what i was used from LoL/Dota. I harrased my laning opponents and/or tried to gank other lanes. Sometimes when the other team was REALLY bad it worked and we were able to get a kill here and there. It had no impact on the team levels though. Sure we were ahead of the other team by a few milimeters on the experience bar but the difference was so small it was not worth the effort imo. When the other team was not REALLY bad, ganks and/or kills in lanes were not possible. This leads to my next negative point... - It is too hard to kill. The damage output of most heroes is just not enough to kill in lane and the abilities of the heroes are just not "dangerous" enough. This makes some heroes with burst potential (like Nova) or other heroes with abilities that are actually dangerous (like Stitches' hook) REALLY powerful. I can see this beeing an even bigger problem in more skilled games when people actually know how to play the game. It could become very stale outside of team fights. - Normal creeps are pretty much irrelevant. They do no damage to heroes. Do they actually attack heroes? (lol , i am really not sure now) The experience gain from normal creep waves is very minimal, especially in the later game. After level 5 or so the creep waves have literally no other use than blocking a few tower shots. Short rant of the general concept of HotS: Blizzard created a game where they took the concept of classic mobas and changed some of the core ideas of it. They changed the rules so much that other aspects of the classic concept that were all directly connected and dependent on each other, do not work anymore (wow, that was abstract!). I am speaking about lanes and creeps. In my opinion HotS doesnt need lanes or creep waves. It doesnt work anymore, with the other changes made. Creep waves and lanes are just a limiting (boring) factor at the moment. It feels "forced". Why not step away from those core ideas aswell? Create a game where players can compete for map objectives, fight for creeps (not creep waves!) and destroy structures of the enemy. I know some people will cry "wow look at this newb - a handful of games played and he thinks he can already judge the game! har har!". What i think is, this game is made for a casual playerbase in mind and thus impressions and opinions of a new player are important. | ||
Hider
Denmark9342 Posts
Creep waves and lanes are just a limiting (boring) factor at the moment. It feels "forced". It's an approach to combine a high defenders advantage (by having towers in the game) and still make it possible to break the towers slowly by waiting for minion wawes to soak up shots. | ||
bluQ
Germany1724 Posts
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FueledUpAndReadyToGo
Netherlands30548 Posts
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