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On June 24 2015 23:09 FreeZEternal wrote: I wonder how the wailing arrow nerf will affect sylvana. I guess the real value is from the silence anyways. I wouldn't say that the damage is inconsequential, but the real value came from the silence.
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On June 24 2015 23:12 xDaunt wrote:Show nested quote +On June 24 2015 23:09 FreeZEternal wrote: I wonder how the wailing arrow nerf will affect sylvana. I guess the real value is from the silence anyways. I wouldn't say that the damage is inconsequential, but the real value came from the silence.
Damage was two thirds of falstad's ult which is a damage only one and arguably harder to hit. I'd both were about as important. Doesn't really matter though, the fact is the nerf affects her a fair bit.
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On June 24 2015 23:12 xDaunt wrote:Show nested quote +On June 24 2015 23:09 FreeZEternal wrote: I wonder how the wailing arrow nerf will affect sylvana. I guess the real value is from the silence anyways. I wouldn't say that the damage is inconsequential, but the real value came from the silence.
I guess they want people to take wailing heroic @ 20 instead of bolt? But i fear a split-push meta coming up :/
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It's about 100 damage less on Wailing Arrow, not exactly world-ending damage. The silence is the deal breaker, though I feel getting Bolt of the Storm on her is just mandatory. Late game you can get pounced so hard so fast that Haunting Wave won't get you out in time. The additional radius of Wailing Arrow with the lvl 20 talent is also pretty small.
I do really hope they rework Kerrigan after this patch. Envenom isn't burst anymore and Blood for Blood no longer slows and does 2/3 of the original damage. As both talents represented a significant amount of her damage and she doesn't bring anything else to the table other than her combo, she could use some work. Her Q also no longer provides unstoppable although I rarely noticed that myself. Good thing stationary channels are still cancelled by Grasp, I've saved myself from Triple Tap with that more than a few times.
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Every time the touch generic talents, Kerrigan gets hit hard (although they flat out took Rewind away from her rather than just pushing it to lvl 20). I guess that's a sign that either her kit or her talents need work. Probably too late to change her kit but it really is very binary: land combo - win, miss combo - die.
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Kerrigan and Tyrael are at the top of my list of heroes who need a rework. Both are overly-reliant upon generic talents and have few viable talent builds -- basically each has one.
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On June 24 2015 23:06 synapse wrote:Show nested quote +On June 24 2015 07:49 zlefin wrote: It's pretty easy to make a game comeback friendly; just like hots, tweak the xp (and gold) mechanic to give a lot less to leaders and a lot more to people behind.
they did this in dota and everyone hated it; eventually toned down the effect so much that it's barely stronger than it was before the effect was introduced.
In longer games its really hard to make it so that the early game matters, if one fight can make a team comeback.
In heroes, this is less of a problem due to shorter games.
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On June 24 2015 23:12 xDaunt wrote:Show nested quote +On June 24 2015 23:09 FreeZEternal wrote: I wonder how the wailing arrow nerf will affect sylvana. I guess the real value is from the silence anyways. I wouldn't say that the damage is inconsequential, but the real value came from the silence.
I was using it from time to time to finish a kill of someone barely escaping, I guess I couldn't do that anymore which maybe is a good thing since it wasn't the optimal way to use my ult heh.
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There's no starcraft warrior hero, that seems dumb. So many heroes in the game but they don't even have one of every class/game combination?
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Caldeum1976 Posts
On June 25 2015 06:18 zlefin wrote: There's no starcraft warrior hero, that seems dumb. So many heroes in the game but they don't even have one of every class/game combination? There's also no diablo support yet (monk after The Butcher and King Leoric will fix that though). I assume that after this diablo content phase there will be a starcraft one for Legacy of the Void coming out that will include a starcraft warrior.
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We can all be happy Zagara didn't become a Support ... Healing Puke for everyone !
Anyway the Goblin just stands there and takes a few hit. And I thought they would be easy in D3 already. Expected more of that Blizzard.
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So I found myself relatively bored and fuming at the terrible teammates I keep getting so I decided I would do a little bit of research on standard regeneration. Now I started off checking the tanks assuming that standard regeneration might be higher. So using a level one Johanna as an example she has 1000 stock health and her regeneration per second (RPS) is 2.08 making the percentage of regen per second to the percentage of health (RPSP) 0.208. I then checked how that scales and it scales as near to as possible 0.208. I then checked stitches to make sure that it's the same among classes, and his level one RPS is 2.21 and his health 1060 making his RPSP 0.208490566 I then went up the scale to make sure it's trying to get as close to 0.208 as possible and found at level 4 it hits it perfectly with his RPS being 3.64 and health being 1750 making RPSP 0.208. So I confirmed it was uniform among tanks I went to test Kaelthas. His level one RPS is 1.54 and health is 740 which makes the RPSP 0.2081081081.
TL:DR Standard Health Regeneration is uniform across all heroes with the percentage of regeneration per second to health being as close to 0.208 as possible. Which makes standard regeneration able to heal a hero from 0 health to full in roughly 481 seconds or 8 minutes and 1 second.
I'm going to continue looking into this with a bit more depth in relation to the regeneration master and amplified healing and eventually set up a calculator for working out good health giving talent builds so it's easier to work out good builds on new heroes/old ones.
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Fwiw I dd a quick glance at mana pools / regen and found that all the Warriors had the same regen percentage. So when you finish your calculator it should be easy to apply this to Conjurer's Pursuit too.
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On June 24 2015 23:06 synapse wrote:Show nested quote +On June 24 2015 07:49 zlefin wrote: It's pretty easy to make a game comeback friendly; just like hots, tweak the xp (and gold) mechanic to give a lot less to leaders and a lot more to people behind.
they did this in dota and everyone hated it; eventually toned down the effect so much that it's barely stronger than it was before the effect was introduced. Because it was dumb as hell in dota when they implemented it.
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Why does this theory exist that TLV are a high skill cap hero? I'm watching the Town Hall VODs and while I agree the nerfs to TLV are a bit harsh it isn't like only the top tier best of the best are playing TLV which is why their win% is so high. They aren't hard to play. 1-10 you're basically hiding in bushes and anytime you notice one is losing HP you hit Z, double tap their number and run away. It isn't some immense skill cap. It is about as difficult as playing SC2 at Silver league.
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On June 26 2015 23:06 Tenks wrote: Why does this theory exist that TLV are a high skill cap hero? I'm watching the Town Hall VODs and while I agree the nerfs to TLV are a bit harsh it isn't like only the top tier best of the best are playing TLV which is why their win% is so high. They aren't hard to play. 1-10 you're basically hiding in bushes and anytime you notice one is losing HP you hit Z, double tap their number and run away. It isn't some immense skill cap. It is about as difficult as playing SC2 at Silver league.
Yes, I agree. Even a bronze or silver league in sc2 can do this.
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Vikings are hard to play compared to other heroes, but they are at the same time harder to play against. Which is why they are so good at low level where people just fail against their soak ability, while they still do okay at high level, because people can control them better there. I think the changes balance those 2 things out a bit better but overdo it a bit. Wouldn't make them weaker and slower at the same time.
Also you can beat Silvers and Bronze players by doing 2 things in different spots rather easily.
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i think the tlv nerf feels fine; it was actually crazy how easy it is to win with him at low level QM (i just abuse him and i'm like 15-2)
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TLV nerf is overdone imo, they may be fine on garden terror still but they feel really weak now.
And sure vikings were good at low level too as nobody knows how to soak there so you can pretty much correct for soaking all by yourself with them. They are by far hardest to play near optimal though as you have so much actions you have to do then. Sure you can play them easy mode, park them in a bush and just pull them back with Z when they are attacked but you aren't using them well done. If you play them well you are actively attacking the lanes actually and watch the minimap all over the place so you can pull back in time, help when allies come to gank etc. Also manual splitting, making sure to soak correctly with the vikings etc. all is so much more difficult to do with vikings than with other heroes. I have never seen them even close to played to their potential.
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On June 26 2015 23:06 Tenks wrote: Why does this theory exist that TLV are a high skill cap hero? I'm watching the Town Hall VODs and while I agree the nerfs to TLV are a bit harsh it isn't like only the top tier best of the best are playing TLV which is why their win% is so high. They aren't hard to play. 1-10 you're basically hiding in bushes and anytime you notice one is losing HP you hit Z, double tap their number and run away. It isn't some immense skill cap. It is about as difficult as playing SC2 at Silver league.
That's not the skill cap you are talking about here. The skill cap is related to how difficult it is to maximize your potential with them, and you certainly isn't doing that if your afk'in in bushes the majority of the time. Instead the skillcap is reached when you can manage to put pressre on lanes and assist allied heroes, soak some damage with Olaf, deal damage with Erik and not die in the proces.
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