June 30 Patch General Discussion - Page 7
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xDaunt
United States17988 Posts
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Tenks
United States3104 Posts
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Gon
United States19 Posts
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Tenks
United States3104 Posts
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DarkPlasmaBall
United States43827 Posts
On July 08 2015 04:51 Tenks wrote: I'm also a bit torn on what to do for the first Immortal. It pops when you are like level 4. For the most part everyone abandons lanes and fights the Immortals. But I feel like there may be some value in possibly trying to send 3 to safely chip down some of the enemy Immortal while you have 2 people in lane soaking. You'll lose the first Immortal but it seems to only kill like 2 towers and a gate anyways. I'd say having a 1.5 level lead from waves would be worth it. Why bother sending any to the middle then, if you're considering laning/ soaking for an early level lead? Is the enemy immortal weaker if you take out some of its health during the middle battle (yet still lose)? I was under the impression that the immortal's power was binary (either you have one at its standard spawning power, or you completely lose it), like a dragon knight, rather than like the haunted mines' golems that are proportional/ split in some way (based on number of skulls). 3 people can't possibly kill an immortal faster than 5, so wouldn't you just be wasting firepower that could push lanes harder and faster? | ||
MotherFox
United States1529 Posts
On July 08 2015 05:33 DarkPlasmaBall wrote: Why bother sending any to the middle then, if you're considering laning/ soaking for an early level lead? Is the enemy immortal weaker if you take out some of its health during the middle battle (yet still lose)? I was under the impression that the immortal's power was binary (either you have one at its standard spawning power, or you completely lose it), like a dragon knight, rather than like the haunted mines' golems that are proportional/ split in some way (based on number of skulls). 3 people can't possibly kill an immortal faster than 5, so wouldn't you just be wasting firepower that could push lanes harder and faster? Hum... I was under the impression that damage done the enemy immortal transferred over if the other team killed yours first. | ||
DarkPlasmaBall
United States43827 Posts
On July 08 2015 05:34 MotherFox wrote: Hum... I was under the impression that damage done the enemy immortal transferred over if the other team killed yours first. If that's the case, then I 100% agree with Tenks's approach of 1-3-1 for the first immortal. I guess it's just hard for me to gauge such a thing. | ||
Tenks
United States3104 Posts
On July 08 2015 05:33 DarkPlasmaBall wrote: Why bother sending any to the middle then, if you're considering laning/ soaking for an early level lead? Is the enemy immortal weaker if you take out some of its health during the middle battle (yet still lose)? I was under the impression that the immortal's power was binary (either you have one at its standard spawning power, or you completely lose it), like a dragon knight, rather than like the haunted mines' golems that are proportional/ split in some way (based on number of skulls). 3 people can't possibly kill an immortal faster than 5, so wouldn't you just be wasting firepower that could push lanes harder and faster? AFAIK the Immortal is not binary. I believe the shields it gains is a direct reflection of the amount of HP remaining. Since it is most dangerous when it is ranged (shielded) if you manage to chip off some of it's HP it is less push you are required to deal with once it spawns. | ||
MotherFox
United States1529 Posts
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Tenks
United States3104 Posts
On July 08 2015 05:38 MotherFox wrote: The real danger of sending three is if the enemy team does a 4-1 split, with 1 person attacking their immortal and 4 coming over to gank your 3 while they are sitting under an enemy immortal... Yeah the strategy seems somewhat dependent upon their spawning locations as well. Like if the enemy spawns on your side of the map (possibly even the North and South positions) 1-3-1 may work. If it spawns on your enemy's side you may need to just 5man ball at the objective. I don't *think* there is a pattern to their initial spawn locations but possibly I haven't taken great note on them either | ||
fruity.
England1711 Posts
Fighting by your immortal is indeed the key. When they're up you need to DEFEND first, then when you have 5 up or killed 1-2 of the enemy, then push their immortal. And do not be scared to pull back to the safety of your immortal quickly. edit: The key is to stay alive, and make sure your immortal doesn't take a lot of damage. Poke. edit 2: And when you get the immortal it's always nice to send 1 to the other lane for exp, as it dies fast the first few times. Just don't overstay your welcome and all get camps as soon as possible after. | ||
DarkPlasmaBall
United States43827 Posts
On July 08 2015 05:36 Tenks wrote: AFAIK the Immortal is not binary. I believe the shields it gains is a direct reflection of the amount of HP remaining. Since it is most dangerous when it is ranged (shielded) if you manage to chip off some of it's HP it is less push you are required to deal with once it spawns. Ah, okay then ![]() On July 08 2015 05:57 fruity. wrote: Love it, the back and forth of the team fights in the middle over the immortal is a concept that should be applauded. I definitely think it's a breath of fresh air, as it's essentially an arena that everyone agrees to brawl in from time to time, rather than heavily relying on guerrilla tactics. | ||
MotherFox
United States1529 Posts
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Ghostcom
Denmark4781 Posts
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RouaF
France4120 Posts
Overall I really like this map, usually I dislike new maps when they are released (hated sky temple and still hate spider queen) but this one is really fun. Non stop action in the middle, pretty cool concept with the immortals fighting and new mercs (yay). I'm just surprised the immortals aren't dealing any damage to each other, I thought they would slowly take each other out to avoid stalemates. | ||
Tenks
United States3104 Posts
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Larkin
United Kingdom7161 Posts
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Tenks
United States3104 Posts
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yotis
Czech Republic652 Posts
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DarkPlasmaBall
United States43827 Posts
On July 09 2015 00:02 Larkin wrote: Why would Blizzard put Blackheart's Bay back into rotation when obviously everyone hates it and doesn't want to play it? We wanted Dragon Shire and Garden of Terror etc back in rotation, not Bay ;; BB is my favorite map and DS and GoT are my two least favorites. | ||
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