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On December 28 2014 10:29 Swisslink wrote: What kind of role distribution do you guys play in a premade 5-man team? We've play about 150 games and still didn't really figure out what kind of team composition is the way to go.
although it changes quite frequently, lately we've had our greatest successes with something like that:: 2x Assassin: Normally Falstad + Raynor/Valla 1x Warrior: Normally Chen 1x Support: Almost exclusively Brightwing 1x Specialist: Mostly Abathur, because of his synergy with Chen ... and if Abathur isn't played, he's normally replaced by a second supporter (Uther/Rehgar)
Which in conclusion means: We're playing without a specialist quite often (and I'd even consider Abathur more of a supporter than a specialist in our composition). Is this somewhat similar to what... let's say "successful" players play or are we doing it wrong ( :-P ) or isn't there a standard "role distribution" established yet?
The problem with the champions you listed, is that all of them are frequently played in tournaments currently. However, when ranked comes out, you will definitely see more specialists surging from the depths (on EU I'm seeing more Sgt. Hammer than i see abathur atm). I personally believe that Gazlowe and Zagara has a place in the meta, but it's hard when you know the map before-hand, making the picks rather dull.
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As a lvl 10 Gazlowe & Zagara I couldn't agree more !
To answer Swisslink : I'm not sure what you and your friends level is but the best way to win is just to play heroes you are comfortable with and a decent line-up (as someone said before, not something completely ridiculous). Chen/brightwing/abathur/falstad/valla is a very solid pick on all maps, that should work ! Make sure you are playing with the right talents for these guys, abathur has a lot of different routes but brightwing chen and falstad have really op builds atm that are not really debatable. I'm not a big fan of raynor though because once he's caught .... he's dead, it's just too easy to get him in CCs and to take him down.
Another advice (personal opinion here) is that if you run 2 healers you should run a melee assassin if someone in your team is good at them: illidan, kerrigan, sonya (zeratul is a special case but also insanely good) all work very well when they have stuff to keep them alive and can easily cleanup teams that are not well organized and know how to focus them while CCing supporters. The easiest one is probably illidan because you just have to mash buttons to kill and chase people while still being safe thanks to evade/heal/metamorphosis.
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On December 27 2014 21:45 Yosheekee wrote:Hi guys ! Just got my key, and i need a few advices because : - I'm totally new to the MOBA games, never even tried dota or lol... Yeah sure, i played some dota back in 200x on war3 but... yeah. - I kinda figured out the basics and the goal of the game, but never tried multiplayer yet. So, is there something i should ABSOLUTLY know in general ? Or is there a good general begginer guide somewhere that will prevent me from beeing banned/insulted/disgusted of the game (I've reade a few but none really satisfied me) ? I'm not a gamer with a lot of time to invest, pretty casual here, but I like to understand the mechanics and the meta-game. Or should i just stop asking question and go play Uther, because Blackrock & roll theme ?! Thank you for your time  just saw this on reddit, might be useful: http://heroesofthestorm.github.io/tips
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That's funny I just read it this morning while breakfasting. It was a very good reading ! Thanks you
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On December 28 2014 19:39 Sponkz wrote:Show nested quote +On December 28 2014 10:29 Swisslink wrote: What kind of role distribution do you guys play in a premade 5-man team? We've play about 150 games and still didn't really figure out what kind of team composition is the way to go.
although it changes quite frequently, lately we've had our greatest successes with something like that:: 2x Assassin: Normally Falstad + Raynor/Valla 1x Warrior: Normally Chen 1x Support: Almost exclusively Brightwing 1x Specialist: Mostly Abathur, because of his synergy with Chen ... and if Abathur isn't played, he's normally replaced by a second supporter (Uther/Rehgar)
Which in conclusion means: We're playing without a specialist quite often (and I'd even consider Abathur more of a supporter than a specialist in our composition). Is this somewhat similar to what... let's say "successful" players play or are we doing it wrong ( :-P ) or isn't there a standard "role distribution" established yet? The problem with the champions you listed, is that all of them are frequently played in tournaments currently. However, when ranked comes out, you will definitely see more specialists surging from the depths (on EU I'm seeing more Sgt. Hammer than i see abathur atm). I personally believe that Gazlowe and Zagara has a place in the meta, but it's hard when you know the map before-hand, making the picks rather dull.
I don't know, we've had some Zagara/Gazlowe games, but always returned to our Abathur-builds as soon as possible. Again, as mentioned, because I think Chen+Abathur is just insanely strong. Chen doesn't die with his shields + Abathur shields and both do quite some dmg if they are alive long enough. I'd agree that on specific maps Gazlowe and Zagara have a place though.
But I see the point with the frequently played champions. At least as long as the number of champions in the game is somewhat limited that's gonna be a problem. I guess in ranked game a hero will only be available once in the game?
On December 28 2014 20:05 RouaF wrote:As a lvl 10 Gazlowe & Zagara I couldn't agree more ! To answer Swisslink : I'm not sure what you and your friends level is but the best way to win is just to play heroes you are comfortable with and a decent line-up (as someone said before, not something completely ridiculous). Chen/brightwing/abathur/falstad/valla is a very solid pick on all maps, that should work ! Make sure you are playing with the right talents for these guys, abathur has a lot of different routes but brightwing chen and falstad have really op builds atm that are not really debatable. I'm not a big fan of raynor though because once he's caught .... he's dead, it's just too easy to get him in CCs and to take him down. Another advice (personal opinion here) is that if you run 2 healers you should run a melee assassin if someone in your team is good at them: illidan, kerrigan, sonya (zeratul is a special case but also insanely good) all work very well when they have stuff to keep them alive and can easily cleanup teams that are not well organized and know how to focus them while CCing supporters. The easiest one is probably illidan because you just have to mash buttons to kill and chase people while still being safe thanks to evade/heal/metamorphosis.
1. We're somewhere in between level 30 and 40. All played MOBAs before (although Heroes might not be considered a MOBA, but whatever) and I'd say our builds for the heroes are fine. We've been winning around 60-70% of the games lately... so... I'd say we're somewhat decent. Not good, but we kinda know what we're doing in the game, how to skill and so on. :-P I just had no idea if that's still viable for... lets say... ranked games in the future, ttherefore the question about the current meta 
2. Our main issues with the lineup seems to be that we're quite heavily teamfight oriented. We have always struggled against push-heavy lineups. And I don't really think it's a lineup issue, but we just suck on Blacheart's Bay (<40% winrate). I haven't found a reason why our lineup would suck on that map, therefore it's probably just our failure. :D
3. So far there were only problems if we picked melee assassins; they do less dmg than range assassins (maybe we just fail there?) and they die way faster than their ranged counterparts. But we should probably give it a try once in a while. I just don't like Illidan because... if he's focused he seems to be completely useless. Kerrigan or Sonya might be an option tbh.
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@Swisslink
I do believe that Abathur is much more hyped, than he is actually good. Ever since his nerfs this patch, Abathur is becoming more and more "balanced" and thereby weaker and kind of niche, but yeah Chen/Abathur is still insanely strong (in my opinion, Chen is the broken one now, tons of brew).
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So I went together with some friends and tried this game out. We're all 4.7k - 5.4k~ mmr in dota, so got some experience in the genre.
After I think 30 games, I'm still so confused. I can never understand when we're actually ahead or not, because half the time we feel like just leaving, we win within 2 minutes. There's also games we're up 20 kills/2.5 levels we suddenly lose from nothing. Is there some crazy rubberband effect going?
I've been mostly just playing illidan, with about 70% winrate, and I quite like how I can go from pure damage dealer with healers til a pretty decent "tank" if you really specc survival. It make sure every game isn't quite the same, even if you play the same hero, which is kinda like items changes dota heroes.
The gating and the hero unlocks is really beyond irritating, and I hate that part of the game, but I hope they change that for later stages. My number one issue though is the complete lack of combat log. I still have no idea what more than maybe 6-7 heroes actually do, and I really wish there was a way to look up what actually happened to me in fights, so I know what and how to avoid it later. Having to actually enter training as the only way is really stupid, and doens't quite help me when I enter a game with a new hero I havent seen before.
I also wish I could actually select other things and read up tooltips/skills, like dota does it, but I can understand they want to avoid "complicated" stuff.
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+ Show Spoiler +On December 29 2014 19:27 kaztah wrote: So I went together with some friends and tried this game out. We're all 4.7k - 5.4k~ mmr in dota, so got some experience in the genre.
After I think 30 games, I'm still so confused. I can never understand when we're actually ahead or not, because half the time we feel like just leaving, we win within 2 minutes. There's also games we're up 20 kills/2.5 levels we suddenly lose from nothing. Is there some crazy rubberband effect going?
I've been mostly just playing illidan, with about 70% winrate, and I quite like how I can go from pure damage dealer with healers til a pretty decent "tank" if you really specc survival. It make sure every game isn't quite the same, even if you play the same hero, which is kinda like items changes dota heroes.
The gating and the hero unlocks is really beyond irritating, and I hate that part of the game, but I hope they change that for later stages. My number one issue though is the complete lack of combat log. I still have no idea what more than maybe 6-7 heroes actually do, and I really wish there was a way to look up what actually happened to me in fights, so I know what and how to avoid it later. Having to actually enter training as the only way is really stupid, and doens't quite help me when I enter a game with a new hero I havent seen before.
I also wish I could actually select other things and read up tooltips/skills, like dota does it, but I can understand they want to avoid "complicated" stuff.
I got no excuse for talent gate but while initially frustrating locked heroes stopped bothering me after playing a few weeks and going through all the rotations and getting enough gold to buy the heroes I like playing a lot. So I'd give that some time.
And yes there's some serious "power level rubber banding", you can make absolutely ridiculous come backs in this game and no game is over before it's actually over. Although it does get pretty hard to turn it around if you lose all structures and got catapults on every lane if the other teams base is untouched.
If you get way ahead try to avoid getting any of your members picked off alone for no reason as it's going to give the other team a lot of xp, ideally just group up.
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matchmaking is so cute sometimes
my team: me as Nova Jaina Malfurion Rehgar Abathur
enemy team: Arthas Tychus Sgt. Hammer Falstad Nazeebo
the map is dragon shrine :/
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Got invited to a random 5 stack, god it's a lot of fun.
3-0 with the BLUE team (all blue tinted skins), now going with the GREEN team (kind of cheating with Tassadar's teal master skin).
Edit: Ended 4-1, 4-0 with colored teams 1 loss when we picked random shit. Ended up playing 3 games against Sheth's 5 stack too, all of them were good games.
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So I was refreshing my memory on the info we have about ranked play.
I really didn't like this system in Hearthstone and I find it a pity they decided to go with it here too instead of using system similar to SC2 for example.
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On December 30 2014 19:31 Vaelone wrote:So I was refreshing my memory on the info we have about ranked play. I really didn't like this system in Hearthstone and I find it a pity they decided to go with it here too instead of using system similar to SC2 for example.
Not my favorite system either but I don't care too much myself. I do understand them going for this sytem, it has the appeal that you can keep leveling. Other systems induce ladder fear and pointsitting much among newer players which can make the whole system less enjoyable.
Personally I'd prefer mmr to be given directly instead of having to use some third party site that is only somewhat accurate but you can't complain much.
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On December 29 2014 20:17 Vaelone wrote:+ Show Spoiler +On December 29 2014 19:27 kaztah wrote: So I went together with some friends and tried this game out. We're all 4.7k - 5.4k~ mmr in dota, so got some experience in the genre.
After I think 30 games, I'm still so confused. I can never understand when we're actually ahead or not, because half the time we feel like just leaving, we win within 2 minutes. There's also games we're up 20 kills/2.5 levels we suddenly lose from nothing. Is there some crazy rubberband effect going?
I've been mostly just playing illidan, with about 70% winrate, and I quite like how I can go from pure damage dealer with healers til a pretty decent "tank" if you really specc survival. It make sure every game isn't quite the same, even if you play the same hero, which is kinda like items changes dota heroes.
The gating and the hero unlocks is really beyond irritating, and I hate that part of the game, but I hope they change that for later stages. My number one issue though is the complete lack of combat log. I still have no idea what more than maybe 6-7 heroes actually do, and I really wish there was a way to look up what actually happened to me in fights, so I know what and how to avoid it later. Having to actually enter training as the only way is really stupid, and doens't quite help me when I enter a game with a new hero I havent seen before.
I also wish I could actually select other things and read up tooltips/skills, like dota does it, but I can understand they want to avoid "complicated" stuff. I got no excuse for talent gate but while initially frustrating locked heroes stopped bothering me after playing a few weeks and going through all the rotations and getting enough gold to buy the heroes I like playing a lot. So I'd give that some time. And yes there's some serious "power level rubber banding", you can make absolutely ridiculous come backs in this game and no game is over before it's actually over. Although it does get pretty hard to turn it around if you lose all structures and got catapults on every lane if the other teams base is untouched. If you get way ahead try to avoid getting any of your members picked off alone for no reason as it's going to give the other team a lot of xp, ideally just group up. I wouldn't call the comeback mechanisms rubberbanding - while it is quite forgiving in the sense that you can come back after heavy mistakes in the early game, it also forces the winning team to be on their toes despite having a substantial lead. So, you could say, it takes a lot of skill to secure a lead and then keep it while in other games 'only' the securing of the lead takes skill. It might be a tad too much right now (maybe tune down the extra XP gain for the losing team a bit?), but I must say, I like it. Makes for exciting games imho.
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On December 30 2014 21:40 ACrow wrote:Show nested quote +On December 29 2014 20:17 Vaelone wrote:+ Show Spoiler +On December 29 2014 19:27 kaztah wrote: So I went together with some friends and tried this game out. We're all 4.7k - 5.4k~ mmr in dota, so got some experience in the genre.
After I think 30 games, I'm still so confused. I can never understand when we're actually ahead or not, because half the time we feel like just leaving, we win within 2 minutes. There's also games we're up 20 kills/2.5 levels we suddenly lose from nothing. Is there some crazy rubberband effect going?
I've been mostly just playing illidan, with about 70% winrate, and I quite like how I can go from pure damage dealer with healers til a pretty decent "tank" if you really specc survival. It make sure every game isn't quite the same, even if you play the same hero, which is kinda like items changes dota heroes.
The gating and the hero unlocks is really beyond irritating, and I hate that part of the game, but I hope they change that for later stages. My number one issue though is the complete lack of combat log. I still have no idea what more than maybe 6-7 heroes actually do, and I really wish there was a way to look up what actually happened to me in fights, so I know what and how to avoid it later. Having to actually enter training as the only way is really stupid, and doens't quite help me when I enter a game with a new hero I havent seen before.
I also wish I could actually select other things and read up tooltips/skills, like dota does it, but I can understand they want to avoid "complicated" stuff. I got no excuse for talent gate but while initially frustrating locked heroes stopped bothering me after playing a few weeks and going through all the rotations and getting enough gold to buy the heroes I like playing a lot. So I'd give that some time. And yes there's some serious "power level rubber banding", you can make absolutely ridiculous come backs in this game and no game is over before it's actually over. Although it does get pretty hard to turn it around if you lose all structures and got catapults on every lane if the other teams base is untouched. If you get way ahead try to avoid getting any of your members picked off alone for no reason as it's going to give the other team a lot of xp, ideally just group up. I wouldn't call the comeback mechanisms rubberbanding - while it is quite forgiving in the sense that you can come back after heavy mistakes in the early game, it also forces the winning team to be on their toes despite having a substantial lead. So, you could say, it takes a lot of skill to secure a lead and then keep it while in other games 'only' the securing of the lead takes skill. It might be a tad too much right now (maybe tune down the extra XP gain for the losing team a bit?), but I must say, I like it. Makes for exciting games imho.
You know, the reason why people are talking so much about comebacks is because people in general do not know how to use their advantage in this game. Even at the pro level, some teams peel off what could be a successful push to take merc camps and back,letting the other team kill the mercs before too much damage has happened, then equalizing the game with a slight level lead. Not to mention the multitude of times in solo queue I've seen teams that don't take the win when they have the opportunity, then lose a teamfight and end up losing the game.
People have to understand the priority of objectives and realize that taking a merc camp at a random time just because you can really doesn't do much of anything. Unless you're putting pressure on one side of the map to take a large objective elsewhere or are using them to push, they're practically wasted and your time would have better been spent chipping away at a fort or ganking to make room on the map to push.
If a team plays well and wins the early game with a 1-2 level lead, they will almost never lose the game unless they make a huge mistake. It's all about playing from ahead and people don't generally know how to do that. The way a team that is ahead loses is by overstaying with a health disadvantage after a fight and/or getting picked off and losing a fight near their base. Apart from those 2 situations, they shouldn't lose.
Ex: After winning a teamfight, the team is all low and you have ~20 seconds before they're back up. You can use the 20 seconds to do ~80-100% of a fort's health, or take their half the map of mercs. The fort is almost always the way to go even if you can't kill it. Making a fort susceptible to being killed at any time puts more map pressure on than a couple of merc camps that won't do very much damage before they're alive again and have a huge health advantage so you can't fight. If you take that fort, it opens the map up enough for you to easily contest those mercs in the future.
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Sorry if this has been answered before, When the beta comes, will it be open beta or just another wave of invites ?
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Afaik, closed beta aka more invites. Open beta will probably come later.
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Mexico2170 Posts
Yeah, about that comeback thing, yesteday i had a game where the enemy team domintated us early game, but they didn't knew how to clsoe the game. A gazlowe and valla treied to snipe our core alone and we killed them, then we killed another one, then for some reason they tried the same thing. We were helpless until that point where they kept trying to finish us with bad strategy and our comeback started, it took us a while but we ultimately won. A lot of people don't know how to play safe, and try to rush things and thats when they lose.
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Has anyone ever gotten the reconnect feature to work? It never seems to let you in until the game is already over unless you DC in first few minutes so it can actually catch up.
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So I finaly got around playing Zeratul. I have to say I really like hem, his skill set is just very nice, his talents are good and there are actually some choises in what to pick.
ALso killing Abathur in his own base is insanely satisfying :D
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On January 02 2015 06:20 Blitzkrieg0 wrote: Has anyone ever gotten the reconnect feature to work? It never seems to let you in until the game is already over unless you DC in first few minutes so it can actually catch up. If you disconnect for only a short time, up to approx 1 minute, you should only get <10 seconds of catch-up. Disconnecting longer might screw things up, have for me at least. A precise time for it to happen should be easy to establish, playing in full screen and tabbing out disconnects.
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