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On February 25 2015 00:32 NonY wrote: One thing I don't understand about Haunted Mines strategy is always starting the game by sending 4 players to the lane where your golem spawns. Isn't that, in some cases, clearly going to favor one team more than the other? I mean if you went against this setup and you purposely set it up to be 4v4 and 1v1 instead of 4v1 and 1v4, and you have a team comp that's going to win both lanes, or for whatever reason you figure you have a team comp that'll benefit more from all the towers being alive (yours and your enemies) for first golem instead of all towers being dead, then shouldn't you do that? Or maybe your team doesn't have particularly good talents at lvl 4 for teamfighting, so by preventing any towers from dying, you're making the fight over the skulls lvl 3 vs lvl 3.
Even if you can't figure any of that shit out for sure isn't it just kind of a coin flip? I mean assuming that, for all you know, each team is going to do equal damage to each other either way, it's just a different amount and kind of damage that you're doing to each other whether you 4v4/1v1 or 1v4/4v1, and you can't figure out which one is better for which team, then why always choose the same one? Maybe it's just a quirk of the way players play at the MMR I'm at but I'd like to see people put actual thought into it and try to make an intelligent decision and get some experience seeing how the games play out either way. Matching lanes used to be pretty common before Kerrigan got nerfed on mines. Teams with multiple ccs/kill lanes should try to match a 4v4 lane. I'd imagine almost everyone in pubs don't even think about matching though...
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On February 25 2015 06:11 sushiko wrote: I assume they'll add the option to reroll quests,which should help with your concerns. It's more of a matter of when, rather than if.
Most people are assuming this (or maybe Blizzard actually said something about it, not sure). Everyone seems to think/want HotS to do everything Hearthstone does after all (refund on hero changes, same ranking system, etc).
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On February 25 2015 02:53 xDaunt wrote: I feel like mines is a badly misplayed map right now in pubs (even worse than Dragon Shire). The three biggest mistakes that I see are failing to properly group during the first skull collection and win a decisive teamfight (this is the right move in 99% of pub games, regardless of team comps), chasing heroes needlessly out of mines after winning a teamfight instead of finishing skull collection, and capping siege giants too early on the defense (I can't believe people still screw this up so much). And like you point out, mines is an incredibly unforgiving map. If you lose on the first skull collection and then screw up your siege giants, it is virtually GG at that point.
Care to elaborate on the siege giants part? When do you think they should be capped?
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If you time the very first siege giant cap, then they will attack the enemy golem standing by your fort/tower.
If you don't time it right then the first pair of giants will be fighting on the wrong side of the wall and the enemy team can kill them before they hurt the golem (or the golem does it).
At the very worst, the giants and golem will wave to each other (since the golem won't stop to fight and the giants will leash and continue pushing) and your giants will be attacking their fort instead of defending your fort. And since is the fort your golem isn't attacking it's pretty much a wasted effort.
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All I can say is: Wow. This game is a lot better than dota/league. Why do I say that? Because I enjoy every game. There's no rolling of the dice whether I'll feel like I wasted an hour of my life. Lose, have fun. Win, have fun. I'm 26 and don't give two shits about "skill cap" or any cringey teenage ideas like that. What a great game.
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A good trick is to sneak their siege camp before mines, especially if you have bribe. While the mines are going on, the siege camp will get at least one building down, and they won't be able to use siege to defend the golem.
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On February 25 2015 07:02 floi wrote:Show nested quote +On February 25 2015 02:53 xDaunt wrote: I feel like mines is a badly misplayed map right now in pubs (even worse than Dragon Shire). The three biggest mistakes that I see are failing to properly group during the first skull collection and win a decisive teamfight (this is the right move in 99% of pub games, regardless of team comps), chasing heroes needlessly out of mines after winning a teamfight instead of finishing skull collection, and capping siege giants too early on the defense (I can't believe people still screw this up so much). And like you point out, mines is an incredibly unforgiving map. If you lose on the first skull collection and then screw up your siege giants, it is virtually GG at that point. Care to elaborate on the siege giants part? When do you think they should be capped?
On February 25 2015 07:05 Wuster wrote: If you time the very first siege giant cap, then they will attack the enemy golem standing by your fort/tower.
If you don't time it right then the first pair of giants will be fighting on the wrong side of the wall and the enemy team can kill them before they hurt the golem (or the golem does it).
At the very worst, the giants and golem will wave to each other (since the golem won't stop to fight and the giants will leash and continue pushing) and your giants will be attacking their fort instead of defending your fort. And since is the fort your golem isn't attacking it's pretty much a wasted effort.
If you cap the siege camp after the golem walks through the gate then they'll be able to pummel the golem from behind your walls.
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It takes forever to get to 30... I seriously got almost double the xp as anyone else my last game as Naz lol... I just want to get to ranked.
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On February 25 2015 08:04 KillerSOS wrote: It takes forever to get to 30... I seriously got almost double the xp as anyone else my last game as Naz lol... I just want to get to ranked. Don't be in a rush. It takes time to learn the game well enough such that you'll even do well in hero league.
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Mexico2170 Posts
Yeah you can play all your games with friends and you'll get pretty fast but its kinda bad, first because as xDaunt said, you'll get more experience, and therefore more knowledge. And then there's the fact that if you "rush" to 30, you'll have less gold, since you played fewer matches to get there, and so you will either have to wait until you get 10 heroes, or buy them with real money.
EDIT:Now that i've been practicing more, i've been playing more with Zeratul and i'm getting better, however i got one question. It seems more people take the "increase the radious if cleave" talent, which is good and has its uses, specially on maps like cursed hollow or Sky temple. And i've seen some people take regeneration master, but i think the one which reduces the blink cooldown is pretty good, and comboed with worm hole lets you poke at enemies a lot, dealed tons of damage while, if you do it correctly, recieving none. Also i think it can overall have more impact than the other two, What do you guys think?
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What's going on with match making, I'm getting matched with Bronze players middle of the day who seem to have zero game knowledge and after looking through most of my matches it seems like the easy wins are whoever gets the lowest average MMR.
Terrible blizzard matchmaking? lack of players?
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On February 25 2015 08:29 [Phantom] wrote: Yeah you can play all your games with friends and you'll get pretty fast but its kinda bad, first because as xDaunt said, you'll get more experience, and therefore more knowledge. And then there's the fact that if you "rush" to 30, you'll have less gold, since you played fewer matches to get there, and so you will either have to wait until you get 10 heroes, or buy them with real money.
EDIT:Now that i've been practicing more, i've been playing more with Zeratul and i'm getting better, however i got one question. It seems more people take the "increase the radious if cleave" talent, which is good and has its uses, specially on maps like cursed hollow or Sky temple. And i've seen some people take regeneration master, but i think the one which reduces the blink cooldown is pretty good, and comboed with worm hole lets you poke at enemies a lot, dealed tons of damage while, if you do it correctly, recieving none. Also i think it can overall have more impact than the other two, What do you guys think? I'm a very strong believer in regeneration master. I play Zeratul aggressively, and my thought is that the more HP regen that I have, the longer that I can stay in the field without having to B, and the more plays that I can make in a game. None of the other tier 1 talents really make that much of a difference except at the margin. Regen master lets you do all sorts of cool stuff like jack merc camps and hang around much longer in teamfights than you have any business doing otherwise.
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Blink, Block and Regen are all good options too and common enough, but it mostly depends map, team and how you want to play Zeratul.
I find the range for cleave lacking as an option, now that they removed the DoT talent from lvl 7 talents. I prefer master regeneration myself on Pubs tho, it allows me to kill mercs if we need to and my teammates are just ignored them.
Also, experimenting now with Tychus with Searing after watching Kazooui vs SK. There is a lot of potential for it, specially with Executioner for brutal auto attack damage from long range.
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I tried Regen with Arthas and oh boy, 47 HP / second was pretty good to me.
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United States22154 Posts
I dunno, I've always found regen master kind of underwhelming, unless you spend a ton of time laning. I like the blink upgrade quite a bit, but I have a really bad habit of using blink aggressively, so it could be that.
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On February 25 2015 11:19 GMarshal wrote: I dunno, I've always found regen master kind of underwhelming, unless you spend a ton of time laning. I like the blink upgrade quite a bit, but I have a really bad habit of using blink aggressively, so it could be that. You don't really need to go out of your way much to get a decent regen master level. I still actively roam and gank. I just make sure to grab the readily available health orbs.
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4713 Posts
Keep in mind that most mercs and objectives in this game do provide a regen globe, the garden golems in particular provide 3. Thus if you want to get regen master, or conjurers pursuit, you need to tailor your strategy towards it, you need to be one of the primary players going after objectives and mercs.
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Hit rank 19 and now the game is only giving me 80pts per win, have a strong feeling climbing higher than this is going to get rough
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On February 25 2015 09:04 xDaunt wrote:Show nested quote +On February 25 2015 08:29 [Phantom] wrote: Yeah you can play all your games with friends and you'll get pretty fast but its kinda bad, first because as xDaunt said, you'll get more experience, and therefore more knowledge. And then there's the fact that if you "rush" to 30, you'll have less gold, since you played fewer matches to get there, and so you will either have to wait until you get 10 heroes, or buy them with real money.
EDIT:Now that i've been practicing more, i've been playing more with Zeratul and i'm getting better, however i got one question. It seems more people take the "increase the radious if cleave" talent, which is good and has its uses, specially on maps like cursed hollow or Sky temple. And i've seen some people take regeneration master, but i think the one which reduces the blink cooldown is pretty good, and comboed with worm hole lets you poke at enemies a lot, dealed tons of damage while, if you do it correctly, recieving none. Also i think it can overall have more impact than the other two, What do you guys think? I'm a very strong believer in regeneration master. I play Zeratul aggressively, and my thought is that the more HP regen that I have, the longer that I can stay in the field without having to B, and the more plays that I can make in a game. None of the other tier 1 talents really make that much of a difference except at the margin. Regen master lets you do all sorts of cool stuff like jack merc camps and hang around much longer in teamfights than you have any business doing otherwise.
Regen master is great, especially on blackheart bay and to a smaller extent garden of terror which are zeratul's best maps now I think. By level 20 you tend to have ~65 hp / sec on blackheart bay, 2% of his hp per second which feels like the bugged muradin. On maps like haunted mines or so the talent is fairly crap though I think. In that case I take block usually unless they don't have any heroes with attacks worth blocking in which case I get greater cleave. I don't think zeratul is usually worth picking though on maps like haunted mines and sky temple, first of all those maps rarely reach level 20 and the focus on teamfighting and fighting neutrals on those maps doesn't fit zeratul too well I think.
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Blizzard was always at their best when the had strong competitors, that produced innovative and unpolished games. Then Blizzard would come in and clearly analyze what's fun about these games and make improvements.That's why Blizzard is where they're at today. You can see that with SC2, where there was not a single competitor, they've produced a mediocre game at best. Now with Heroes they can learn from good/bad examples and cut all the bullshit like last hitting, the restriction to one map, items, runes/masteries and the concept of carries/supports as everyone can haave a big impact on Heroes and feel that way. No more ward whores.
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