On February 06 2015 17:00 Noam wrote: Has it been proven or announced that there's some limitations on teams getting ahead of their opponents?
Do you get less XP for hero kills when you are levels ahead compared to equal levels?
when playing coop and you get more then 3 levels ahead of the computers you dont really get any experiance from killing them. I would assume it is the same when playing against humans
So many of you may be aware of threads I made for other games (Sc2, hearthstone) where I keep a log of issues, bugs, annoyances, or ideas to improve the experience with the game/UI (outside of balance or entirely extreme/new concepts).
And I've begun to compile a list for HoS:
put the fucking in game tab screens in the end game kill/death screen. It's such a pain in the ass to try and peep it out before the game ends.
Illidan dive ult, needs 10 second cooldown like reghars heal ult, or it just needs to dive at nothing if target is invalid.
Raynor's banshee ult needs to have 'R' targeting rather than just where you move or attack.
Hero League needs to be able to swap picks within team members. (possibly requirement to have both players owning that hero first)
Advanced tool tips for damage, base, and per level increase to spells and stats.
Is here anybody with experiences in datamining hero / ability values from the HotS files and willing to help Liquipedia Heroes improving? We currently lack a LOT of stats and information about Heroes and could need a few experts. most of the staff members have only got access to the game in the last week and some even haven't yet.
On February 06 2015 20:40 Clubfan wrote: Is here anybody with experiences in datamining hero / ability values from the HotS files and willing to help Liquipedia Heroes improving? We currently lack a LOT of stats and information about Heroes and could need a few experts. most of the staff members have only got access to the game in the last week and some even haven't yet.
Such as? You can get most of the information on abilities/ability scaling and hero/hero scaling from heroesfire. Where they get the info I'm not sure.
Lmao on qxc's stream he just flew behind a team during engage and used lvl20 talented Falstad gust to just throw them right into a Divine Hurricane, Stitches slam stun and Kerrigan. It was a pretty sweet move.
On February 07 2015 02:52 Tenks wrote: Lmao on qxc's stream he just flew behind a team during engage and used lvl20 talented Falstad gust to just throw them right into a Divine Hurricane, Stitches slam stun and Kerrigan. It was a pretty sweet move.
having experimented with this a bit, I think upgrading fly is the better way to do this move. just the single gust should be good to set up the wombo combo. the trickier part imo is timing the fly. and the upgraded fly is just so nice anyway for survivability and utility. upgrading gust seems better for when you want to use it like void prison to take half their team out of the fight and isolate the others.
and of course taking gust at all is only really possible when you dont have to be responsible for doing a lot of damage
Yeah SnA is the better ult the majority of the time. He took gust in this instance as a direct counterplay to Nazeebo. The only reason he upgraded gust at 20 was because they already had a comfortable lead in the game.
Any chance for a brief "too long didn't watch" regarding that?
Usual Q&A on new heroes, maps, ladder etc... nothing new except on Lost Vikings, incoming changes to Stitch/BW/Tychus (no further explanation), and a few minor things like ladder having an hidden MMR and each rank being 2.5% of the population.
On February 07 2015 02:52 Tenks wrote: Lmao on qxc's stream he just flew behind a team during engage and used lvl20 talented Falstad gust to just throw them right into a Divine Hurricane, Stitches slam stun and Kerrigan. It was a pretty sweet move.
having experimented with this a bit, I think upgrading fly is the better way to do this move. just the single gust should be good to set up the wombo combo. the trickier part imo is timing the fly. and the upgraded fly is just so nice anyway for survivability and utility. upgrading gust seems better for when you want to use it like void prison to take half their team out of the fight and isolate the others.
and of course taking gust at all is only really possible when you dont have to be responsible for doing a lot of damage
My thoughts exactly. I've been playing a ton of Falstad lately and those plays are few and far between enough to make Gust not really very useful. Think of it this way: Hurricane + Overdrive SnA with a few GP stacks is over 2k damage to their entire team if landed correctly. The fact Gust does 0 damage and is on a ranged assassin is also puzzling.
On February 07 2015 03:14 Tenks wrote: Yeah SnA is the better ult the majority of the time. He took gust in this instance as a direct counterplay to Nazeebo. The only reason he upgraded gust at 20 was because they already had a comfortable lead in the game.
I've seen this usage in a pro match last week. The range on gust is huge so Nazeebo really has no safe place to set up Ravenous Spirit.
Any chance for a brief "too long didn't watch" regarding that?
He just passingly said they're aware those three heroes are imba and will be fixed. He didn't go deeper than that.
If I were a betting man: Stiches - hook range reduced and/or gorge damage reduced Brightwing - no more rewind Tychus - Odin doesn't give you HP until the cast time is finished
Brightwing should lose rewind and possibly envenom, too. Stitches should have damage lowered significantly (it's probably 15-20% too high) and the hook range cut by 30-50%) At a minimum, Tychus's Odin ult should be interruptable like Chen's.
On February 07 2015 05:19 xDaunt wrote: Brightwing should lose rewind and possibly envenom, too. Stitches should have damage lowered significantly (it's probably 15-20% too high) and the hook range cut by 30-50%) At a minimum, Tychus's Odin ult should be interruptable like Chen's.
These all seem reasonable. Maybe the hook cut maybe a bit too much. I wonder if lowering Gorge damage (or removing the damage outright) and removing Tenderizer from his kit would go a long way.
I don't know if BW really needs Envenom removed since his shield at 4 has an 80% pick rate at Master. If they remove Rewind from BW they need to just remove Rewind completely from the game. It is clear you cannot balance the talent.
Any chance for a brief "too long didn't watch" regarding that?
Usual Q&A on new heroes, maps, ladder etc... nothing new except on Lost Vikings, incoming changes to Stitch/BW/Tychus (no further explanation), and a few minor things like ladder having an hidden MMR and each rank being 2.5% of the population.
I dont like the "nerf OP heroes" approach. They should just buff counters a bit, or add other heroes with counters and make the selection pool gets bigger so the OP heroes wont be picked as often. Given how little of a variety we have right now, nerfing what might be OP will make the game stale in the future (remember sc2 and the bajillion nerfs?). They should add more heroes and wait a bit to see if the stats will normalize. If the hero is indeed really OP, then by all means tone it down a bit. But currently Heroes is only in its alpha stage, and the skill discrepancy is really high at the moment because we have pros playing against randoms making stats might a bit skewed. Just my 2cents.