Heroes Large General Thread - Page 350
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ejozl
Denmark3340 Posts
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Heyoka
Katowice25012 Posts
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Random()
Kyrgyz Republic1462 Posts
On February 23 2015 09:42 Lefiathen wrote: The biggest problem of the game is that they removed indivuduality. While i like, and even applaud the removal of carries, because its a team game and everyone should work togheter to win, and not just one person carry the game, this game has the problem that one person can't win the game but one person can ABSOLUTELY lose you the game. I'm tired of playing with clueless noobs, who keep taking the worst decitions ever, and lose the team the game. They always decide to suicide just before the mines or a tribute, havind a direct impact in the otucome of the game (causing a 4 vs 5 fight, causing the enemy team to have an 80 skull golem, etc). And teres absolutely nothing i can do because Blizz removed carries. Thats the only problem i see with the game: Good people can't carry the game, which i agree with, but then why bad people. even if its just one can ruin you the game? This has really taken the enjoyment out of the game for me, specially since the game hit beta. It's not like there is nothing you can do, you can communicate with the team to make sure that everyone is on the same page and give some friendly advice ("OMG RETARD NOOB WTF ARE YOU DOING" does not count) and try to create a friendly atmosphere in general. You'd be surprised how far this can take you, even in "carry-friendly" Dota. | ||
Kupo
Sweden151 Posts
Then there are of course plenty of players that don't understand English too. | ||
byFd
Germany620 Posts
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Narw
Poland884 Posts
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NonY
8748 Posts
On February 23 2015 17:34 Markwerf wrote: I agree the first 10 minutes of the game can not be very impactful depending on the map. On haunted mines and sky temple the early game is really important because the maps snowball more and the games are just short. Also with the objective doing garanteed damage even if you do relatively poorly just being ahead on structures will give you the win usually. Other maps however I feel the early game is too insignificant. If you just stay somewhat close in level which you usually will the game evens out quite a bit. Sure the trailing team may be behind a few forts and follow by a level or so but it isn't that bad. You have to avoid those 13v12, 16v15 and 20v19 fights for a bit but you are in fine shape to catch up and levels equalise out quite well, being behind 3 levels can easily change into getting level 20 only a minute later. The thing is here even if you are behind all forts that is off relatively little value lategame, if you win a teamfight then you can easily kill fort and keep on one side which will put you ahead. It does feel often a bit too much that the earlygame is just to get small advantages, slightly better chance to win the teamfight later and getting ahead a building or two. I'd like to see death timers early on be slightly larger, especially lvl 1 to 5 they are silly low I think. Also I'd like to see destroying a fort be slightly more important, for example your creepwave gains +10% hp. Would open the game up to some slightly fancier early game play I think like heavily pushing. Focussing on ganks could become a bit more attractive too perhaps. Level differences are comparable to upgrades in StarCraft. In an otherwise even fight, they'll make the difference between a close fight and a dominating victory. But if it's 1-1 stalkers against a big pack of 0-0 speedlings, then the lings will get the cost efficient trade anyway. And if you play defensively and carefully against an opponent who rushed for upgrades, then you can deny him any good fight opportunity until your upgrades have caught up. That's not always true but it's possible in both games. Some maps are designed to reward the team who has map control early. Some maps it's better to have constant map control, and/or to have map control simultaneously in multiple places, and other maps you can rely on a single 5v5 fight every time to determine who wins the round. Some maps it's reasonable to allow the other team to have an early game lead, and on other maps that is just asking them to snowball in levels and possibly kill a keep, which will be a permanent disadvantage to your late game. I think your conclusions are the result of you kind of averaging out the experiences you've had in all your games. And they're also probably a bit ruined by people making misplays. So you haven't caught on to how different each situation is and how important the details are. There's a lot of information to process, but when you can start taking everything into account, like this team comp doing these builds in this position at this level on this map against my team comp doing these builds in this position at this level on this map, and then notice when someone does a misplay that changes the whole dynamic, then I think you'll see that glossing over the exact levels of each team is a huge mistake. The difference between being 1-2 levels ahead versus 1-2 levels behind is massive. Also, depending on the map, winning a team fight doesn't always allow a counterpush. A good team that's winning and has map control is gonna capture every merc camp and keep every lane pushed, and then fight on the enemy's side of the map, so even if they get wiped there's not much for the other team to accomplish. In a lot of lower MMR players I see a desperation to always group as 5 toward the lategame, which makes it really hard to push every lane and cap every camp, which then actually increases their vulnerability. Of course there is a point when grouping as 5 takes priority, but being able to safely split is an important skill that people get discouraged from practicing. And when teams whose heroes are good at split pushing, but are not especially good at catching enemy split pushers, insist on grouping as 5, on like fucking Blackheart's Bay, a single tear runs down my cheek, then I tell my team I HATE YOU ALL and they say they're gonna report me and then we lose. | ||
Tenks
United States3104 Posts
It is a reason I've gone back to playing some SC2. A game which is completely about individual play and execution. | ||
Tenks
United States3104 Posts
Anyways just a rambling about the social aspect of success in this game which didn't feel present in DOTA | ||
Velr
Switzerland10650 Posts
Yeah.. That makes complete sense... ... | ||
mordek
United States12704 Posts
On February 24 2015 01:00 Tenks wrote: It is a reason I've gone back to playing some SC2. A game which is completely about individual play and execution. Sounds like you made a good choice, it's not for everyone. On February 24 2015 01:19 Velr wrote: So... This game is more social than other Mobas because it has even more of the stuff in it that makes people in other mobas rage? Yeah.. That makes complete sense... ... Yep... not for everyone. | ||
FeyFey
Germany10114 Posts
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[Phantom]
Mexico2170 Posts
I think there should be a vote to kick to fix this thing, sadly im sure blizz wont do it. | ||
mordek
United States12704 Posts
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FeyFey
Germany10114 Posts
Maybe I should try her out most of my game time I played a character that only has to roughly point in the opponents directions and not aim one bit, so aiming is not my forte. But I am still below the region were most of the bm people get stuck. I hate to wade through these swampy region. They might do a system that will sort those players out and put them together in teams, I mean Overwatch, or whatever they will rename it into, will face the same problem with aggressive lone wolfs. | ||
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Valiver
Caldeum1977 Posts
On February 24 2015 01:58 mordek wrote: Is there a report feature post game? Haven't had occasion to try and use it yet. If you right click on someone on the score screen after the game there is a report option. The reasons are very lacking in description (for example I don't think there's an afk one) and who knows if it does anything yet but it's there. | ||
Tenks
United States3104 Posts
On February 24 2015 01:29 [Phantom] wrote: But it doesnt always work. As i have said before, i've had had people thanking me for taking the leadership, but most of the time people get mad because you tell them what to do/not to do and just start to fight or el even more stupid things. Recently i started to put a smiley face everytime i vive advixe so people dont feel like im being agressive, but there are stilñ lots of times where people either ignore/dont answer por justo starts to be agressive. I think there should be a vote to kick to fix this thing, sadly im sure blizz wont do it. I think the problem is no one likes captain hindsight on the team telling everyone why a team wipe happened. Unless I was directing the team and someone wasn't following my directions I don't go on about what an individual player did wrong. I will sometimes go on about how "We should try to make disrupting Nazeebo a priority" but individual call outs are too easy to be taken the wrong way even if you're not trying to be a dick. | ||
Garsecg
United States129 Posts
On February 22 2015 22:30 Ramiz1989 wrote: I have completely opposite experience from yours. Not my most played hero for sure, but I've tried both things out with Chen multiple times, as well played a ton with him on my team and against him. To me SEF seems so situational that I go for Keg most of the time. If your opponents have like 2 spammable AoEs your SEF won't do anything even with their ability to spread since they need to be grouped up together to actually do damage. They aren't tanky at all against Heroes, when opponent jumps on us with Chen and use SEF I just laugh, as we kill all three pandas in 5 seconds more or less. It also doesn't last long. Yes, I've managed to do some things with SEF like killing two heroes that were retreating and staying alive with 10% HP after that, but that stuff rarely happens. You lose your most important role, and that is being tanky annoyance for the opponent team that constantly slows enemy team with Flying Kick and Keg Smash and ties them in place/create space for your other heroes to do damage. You just have SEF and they aren't even doing that much. On the other hand Keg doesn't need a team built around it, it just needs a team and this is a team game... even if you are playing solo there is something wrong if you aren't constantly with your team. Keg is useful for so many stuff, you can steal Merc camps and Boss quite easily, and I've done it multiple times(and since Zeratul nerf he is probably the only hero that can do it this effectively). You can save your teammates when they are running from 5 guys, literally one ulti could save both of you by just knocking them back, you can zone out 3 enemy heroes while knocking 2 of them into your team, you can perma disable few heroes by just knocking them out of fight or trap them into corner and when you reach level 20 if you take improved Keg they can barely touch you with that speed or you can do even more sick things as you can knock one hero out of the map lol(also with addition of hardened shield I don't really know if improved Keg is worth picking). I don't think if I ever saw Chen dying while using Wandering Keg(except for one time where enemy used this with like 5% HP to escape lol), you are just fast, you can't be slowed and you are constantly interrupting enemy heroes with hits, and fights are usually so chaotic against him while he is using Wandering Keg that team can't even focus on something normally. I've yet to see Chen dropping from full to half HP while being in Wandering Keg and knocking whole enemy team around. Reading this really makes me want to try keg out in my own play a lot more. There's a lot that you wrote that I never considered, and I have 50-100 games on Chen (a few from lvl 10, not sure exact number). Stealing camps sounds sick, that's definitely a cool play, and being able to save your teammates WITHOUT sacrificing yourself is something I can't do. The disable is very nice too. It just sounds like a completely different playstyle I am unaccustomed to that sounds very effective. I think that you can be MUCH more of a tanky annoyance with Storm, Earth and Fire because it allows you to take more risks. If the cast goes off, you won't die. You mention AOE, but using SEF as an escape, you just split, then dash ahead of the panda furthest away from the enemy. You get enough ahead that if you drop a quick combo into nothing (w+e), then you have 50 brew and have the run speed bonus PLUS the regen. It's very effective at escaping. And for chasing, you have a 25% slow debuff on it, so if there is a 1v1 or 2v1 situation where you need a little extra burst, this is it. My general strategy with Chen isn't as teambased. Up to 7 you lane, and at 7, you can start fully tanking the towers. This forces the enemy to devote 1-2 people to Chen. With regen and SEF, you just kind of grind them down. I've won countless games around level 15 because the enemy is unable to kill Chen, and must waste time with 2 heroes trying to kill him. Chen can push a lane with absolutely no problem or downtime against one other hero. When the inevitable gank attempt comes, I use my brew, wait for the stun/disable, then use SEF. This gives the team extra power in most objective fights. On objectives, you can help out or take a keep, depending on enemy comp, your comp, and the state of the game. But the individual power Chen has to direct the flow is very powerful, the most powerful pusher I've had experience with (for whatever the fuck that's worth). I find the biggest use of SEF is the TIME it buys you. If you're using it to escape, the enemy is already focusing you with 2-3 heroes. SEF makes that task impossible and essentially gives you a 100% escape. And from here, if you're winning the fight, you can jump back in and keep focusing people down. UIltimately, Chen negates so much damage and takes so much attention from the opponents. But damn I gotta try that keg now. EDIT: Reading over this makes me think that Chen can be played with both ultimates and both styles depending on the enemy comp. I was kind of bummed that Chen seemed one-dimensional... perhaps not at all! And they're both about control! | ||
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NonY
8748 Posts
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Hryul
Austria2609 Posts
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