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RE: Raynor picks in hero league-
I suspect they pick him either because they take it as a personal challenge to play him well or he is their only non-picked assassin left. He is good against tank heavy comps I think--- with a strong autoattack build and giant killer, he is quite the tankbuster---- though tank heavy comps have not been in vogue for a while.
Personally I vastly prefer taking valla/nazeebo/zeratul/jaina/kael/tychus/zagara over raynor, which means I never pick him in hero league.
Of course, all this may change with the new patch. Puttin on a clinic at level 7 is quite good, though he still lacks engage/retreat/AoE damage/burst damage options that I typically prefer in my damage dealers.
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Fair enough, I just never really got the appeal from my personal experience. I know from some of the streams I've watched you get a bit of the tongue in cheek when he is picked.
Though I did see one where the first chat of the game was, useless hero go to bot.
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Raynor played right can be a tremendous issue to deal with. Sadly, he is very seldom played right.
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On August 20 2015 04:25 Ghostcom wrote: Raynor played right can be a tremendous issue to deal with. Sadly, he is very seldom played right.
Someone should put together a good raynor guide, because every raynor I meet on HL is convinced of this, but none of them have shown an ability to deliver better than the other assassins they could have picked.
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I don't think there's much wrong with Raynor until you get to very high levels maybe. Unless you get shut down fast you will do ridiculous amounts of damage. He's good fun to play because pulling off good stutter step consistently is pretty challenging and you need to remember you have two attack speed modes.
It also makes it harder for the enemy tank to poke or dive your backline as once giant killer is up he melts tanks if you've gone AA build.
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I've played with some of those mythical good Raynor's, I don't know exactly how they do it either, but I think there are two important points.
* Raynor's range is huge, in a team fight if you are sound positionally you will get a lot of damage off safely, which means you have a very high time-on-target. * Raynor is a very tricky hero to get into a rhythm. You have Inspire messing up your auto-attack rhythm, but you also have Stim messing up your HP rhythm (you know, the prediction of how fast you're going to lose HP so you know if you are going to win / lose a fight).
It's all pretty unique and and makes it hard to jump into Raynor from other heroes.
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So we've come to the conclusion that there exist Raynor savants.
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Hella lag for anyone on NA tonight? Was Dc'd from one game, game ready status for minutes and have had to close and reclose the client a ton.
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Well the same happened on EU servers, so I think someone at Blizzard is doing things they shouldn't be.
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I hear Khaldor asking for the draft link on stream a fair bit, so I assume that this is a pretty client to determine the expected teams for each side. Does it actually tie into the game client?
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Mexico2170 Posts
They use a third party webpage to manage the drafts.
Which funnily enough is one of the complains I have put in a blog I'm releasing one of these days
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since the patch I've experienced a lot of lag on NA. I tried specifying a central server, but that didn't seem to help. It does seem that the lag spikes happen right before engages, though--- so maybe something to do with people in fogs of war near me.
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On August 27 2015 04:03 MotherFox wrote: since the patch I've experienced a lot of lag on NA. I tried specifying a central server, but that didn't seem to help. It does seem that the lag spikes happen right before engages, though--- so maybe something to do with people in fogs of war near me.
Blizzard commented on the HOTS subreddit saying they were looking into it, happened to me yesterday. Got dropped and when I restarted the client 4 times, came back into a bot v bot game, only to get kicked and the game just vanish from my match history.
On August 27 2015 03:53 [Phantom] wrote:They use a third party webpage to manage the drafts. Which funnily enough is one of the complains I have put in a blog I'm releasing one of these days 
I thought it odd, but I suppose the honor system works for the competitive scene, strange that they didn't make some variation for the custom games you could enable.
Makes me curious if they ever would impliment the tournament system they say is coming back for LotV.
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I have a couple questions regarding experience:
1. Whats the experience range (AOE) that you can be from a dying creep to earn EXP? 2. How much EXP does each of the corresponding Merc camps give your team? (Bruiser, Siege, Boss) 3. When the camp pushes to your enemy and they kill them, does their team gain the same amount of EXP as your team for killing them?
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On August 27 2015 08:37 Frazzlehoon wrote: I have a couple questions regarding experience:
1. Whats the experience range (AOE) that you can be from a dying creep to earn EXP? 2. How much EXP does each of the corresponding Merc camps give your team? (Bruiser, Siege, Boss) 3. When the camp pushes to your enemy and they kill them, does their team gain the same amount of EXP as your team for killing them?
The experience range is the same as your vision range.
Capping a Giants camp will always give 150xp Capping a Knights camp will always give 450xp Capping a Golem camp will always give 565xp Whichever team got the first hit on the merc camp will get experience for the cap if they are within exp range. If the team that first hit the camp is not within range when it is capped, the exp goes to whatever team capped it.
In addition to the exp for capping a camp, exp is also rewarded for killing the individual mercs, which scales according to this chart: ![[image loading]](http://i.imgur.com/KqMqvyo.jpg)
This experience is the same whether the mercs are neutral or hostile. These values are very small. For perspective, a single minion is worth more than a single siege giant at any level.
So yes, the opposing team does get some exp for killing your mercenaries, but the amount they get is negligible compared to the amount you get when you cap the camp.
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what are tank class weaknesses as far as counters? ive versed a few that took forever to die while playing a melee sin hero
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On August 27 2015 11:09 A_Scarecrow wrote: what are tank class weaknesses as far as counters? ive versed a few that took forever to die while playing a melee sin hero
The whole point of a tank is that they take forever to die, their primary job is to absorb damage so the squishier heroes on their team don't die. That said, one possible way to eliminate tanks more quickly is by using abilities/taking talents that deal damage based on a percentage of the target's health rather than on a static number.
For example, Leoric's (W), the hand grabby life leach tether thing, deals damage (assuming you stay within range for the entire duration of the spell) equal to 25% of the target's total health. So against a 400 health murky, you're only going to be doing 100 damage, but against a 8000 health Johanna, that'll come to 2000 damage, which is a TON. Attacks like this are really good at taking out a tank's health quickly.
Another great example of a % total health damage effect is the talent Giant Killer, which adds 1.5% of the target's total hp in damage to your auto attack. A number of heroes can take this talent or a variation of it, and it can work wonders to melt a tank more quickly than would otherwise be possible.
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On August 27 2015 12:58 im a roc wrote:Show nested quote +On August 27 2015 11:09 A_Scarecrow wrote: what are tank class weaknesses as far as counters? ive versed a few that took forever to die while playing a melee sin hero The whole point of a tank is that they take forever to die, their primary job is to absorb damage so the squishier heroes on their team don't die. That said, one possible way to eliminate tanks more quickly is by using abilities/taking talents that deal damage based on a percentage of the target's health rather than on a static number. For example, Leoric's (W), the hand grabby life leach tether thing, deals damage (assuming you stay within range for the entire duration of the spell) equal to 25% of the target's total health. So against a 400 health murky, you're only going to be doing 100 damage, but against a 8000 health Johanna, that'll come to 2000 damage, which is a TON. Attacks like this are really good at taking out a tank's health quickly. Another great example of a % total health damage effect is the talent Giant Killer, which adds 1.5% of the target's total hp in damage to your auto attack. A number of heroes can take this talent or a variation of it, and it can work wonders to melt a tank more quickly than would otherwise be possible. thanks for the answer i havnt played mobas since dota 1 when i was competing in some clan wars with friends and i that was barely 1 month of game play(nearly 10 years ago now). im a full sc2 player but i need something less stressful to play as a break from sc2, been playing this for 3-4 days and still sorting stuff out like mechanics and comps. its been fun and so far havnt lost all that much but i want to learn more so i can help my teams out more and understand what counters what.
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On August 27 2015 14:49 A_Scarecrow wrote:Show nested quote +On August 27 2015 12:58 im a roc wrote:On August 27 2015 11:09 A_Scarecrow wrote: what are tank class weaknesses as far as counters? ive versed a few that took forever to die while playing a melee sin hero The whole point of a tank is that they take forever to die, their primary job is to absorb damage so the squishier heroes on their team don't die. That said, one possible way to eliminate tanks more quickly is by using abilities/taking talents that deal damage based on a percentage of the target's health rather than on a static number. For example, Leoric's (W), the hand grabby life leach tether thing, deals damage (assuming you stay within range for the entire duration of the spell) equal to 25% of the target's total health. So against a 400 health murky, you're only going to be doing 100 damage, but against a 8000 health Johanna, that'll come to 2000 damage, which is a TON. Attacks like this are really good at taking out a tank's health quickly. Another great example of a % total health damage effect is the talent Giant Killer, which adds 1.5% of the target's total hp in damage to your auto attack. A number of heroes can take this talent or a variation of it, and it can work wonders to melt a tank more quickly than would otherwise be possible. thanks for the answer i havnt played mobas since dota 1 when i was competing in some clan wars with friends and i that was barely 1 month of game play(nearly 10 years ago now). im a full sc2 player but i need something less stressful to play as a break from sc2, been playing this for 3-4 days and still sorting stuff out like mechanics and comps. its been fun and so far havnt lost all that much but i want to learn more so i can help my teams out more and understand what counters what.
Makes perfect sense to me, and thats awesome that you're thinking about it like this after just a couple days. I came from SC2 too, much for the same reason.
If it helps you, the way I learned the game was to get every hero to level 5 off of free rotations before I made many purchases or did much ranked. If you do that you'll have a handle on every hero in the game and you'll be in good shape to start to dig into the subtler strategies and synergies that can make a team really good.
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I agree, always level up free heroes to level 5, you'll earn gold AND hero knowledge. And prioritize your quests while doing it, you should have 3 quests active at the end of the day, or you won't receive new ones. Also, buy the cheaper heroes first. They're all solid picks and you'll need 10 heroes to play in ranked so buying all the cheapest helps. At 2000 you have: Warriors: ETC and Muradin great solid and easy to play. Assassins: Raynor, same remarks. And Valla, insane DPS with good escapes (and an auto aiming lvl 10 ulti) so not that hard to play. Healers: Lili, ultra easy to play, and Malfurion, harder but way more interesting (powerful too).
About specialists, they start at 4000 with Gazlowe, not the greatest imo but quite fun to play. At 7000 you have the powerhouse Zagara. I cannot recommend her enough.
Also, heroes's prices drop frequently, I bought Brightwing 2 weeks ago at 10000 and he's now at 7000. So, buying the cheapest ones first helps preventing this kind of loss. I'd have gladly waited 2 weeks and kept my 3000 gold had I knew. Oh, and new heroes are released at 15000 but drop at 10000 automatically after 15 days.
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