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On April 19 2016 00:57 karazax wrote: If you can get the stacks to get Convection permanent then it's good, but very risky to assume that against good competition so I generally don't risk it. I think Fel Infusion is the most reliable choice. Gives good sustain heals for laning and a 5% dmg boost so it's always useful. Mana Addict is situational if it's a high globe map.
Problem I have with Fel Infusion is that while it's nice for sustain, KT is just a really squishy hero in general, so you pretty much would prefer to be taking no damage whatsoever. If/when you do get dived, the shield might save you but the heal won't. With the 5% ability power boost though, I do take it from time to time, if I'm on a bad orb map and I'm not going for the Q build, or if the team has a low output or even no healer. (side rant: why the fuck does that even still happen in HL)
I've started trying the build that just goes all in on the trait talents; double trait can actually be pretty crazy because if you get the Living Bomb CD reduction you just machinegun spells. I do think that the Flamestrike build is nice for maps that are good for AoE poke (stuff like BoE, Shrines) but as noted Convection is really feast or famine and sometimes ends up just a dead talent. Sometimes Mana Addict is the same way if the enemy team is aggressive with zoning you off, but at least you don't have to start stacking all over again.
Regarding the other mages, I'm surprised to see Jaina drop so far in winrate on hotslogs, the more I take icy veins the more I love it. And Li-Ming still feels really good even after another round of nerfs.
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Regarding the other mages, I'm surprised to see Jaina drop so far in winrate on hotslogs, the more I take icy veins the more I love it. And Li-Ming still feels really good even after another round of nerfs.
I think that things in general are trending towards heroes that have an "oh shit button," or some type of escape/delay. There are enough assassins mage or otherwise that can be that much more slippery than their counterparts that were in the meta a while back it just gets annoying.
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There are just lots of maps where you won't end up with the shield until some time after level 16 even if you really focus on collecting them. I think best case you can get the shield around the 10 minute mark in close to ideal situations. The sustained heals from Fel Infusion let you trade favorably in lane and really adds up to a lot of healing over the course of the game. If you look at the win rate for Fel Infusion on hotslogs.com, it's 5% more than Convection and 6% more than Mana Addict over all skill levels, and even at master level it's 3% higher. But they both have a place depending on the map and opposing team comp.
My "safe" build is:
1) Fel Infusion 4) Mana Tap 7) Sunfire Enchantment or Burned Flesh 10) Phoenix 13) Pyromaniac most often, but I use all 3 16) Fury of the Sunwell 20) Master of Flames or Arcane Power
Sometimes I will do 1) fel infusion 4) Nether Wind 7) Gravity Crush 10) Phoenix 13) Pyromaniac 16) Sun King's Fury 20) Master of Flames
Great damage, but it's more risky playing a build that needs to stay in auto attack range of your target as much as possible and can have mana problems.
As far as Jaina, her over all win rate is below 50%, but her win rate with her ten most successful builds are all 55% and higher so experienced Jaina players are still having success.
Tempo Kaeyoh posted an updated KT guide for his favorite build.
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On April 19 2016 04:18 ThomasjServo wrote:Show nested quote +Regarding the other mages, I'm surprised to see Jaina drop so far in winrate on hotslogs, the more I take icy veins the more I love it. And Li-Ming still feels really good even after another round of nerfs. I think that things in general are trending towards heroes that have an "oh shit button," or some type of escape/delay. There are enough assassins mage or otherwise that can be that much more slippery than their counterparts that were in the meta a while back it just gets annoying. Mages always drop when other mages raise. Last patch Jaina had really solid winrate just because Kt sucked. Now that he's good, she's back to being a B tier replacement.
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Hm Convection is rather easy to farm, especially with the extended range now. Sometimes it needs a small lane mixup. Or if your team is good they will help you get it fast.
Jaina will always be a good pick, but she is really hard to play in every aspect and you need team mates capable of teamwork.
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Good luck to Jaina once Tracer comes out.
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Jaina should have a really easy time against her (compared to other mages) thanks to cone of cold, rapid fire ice lance and Ice Barrier. Tracer has to get close for her damage. Jaina blows up everything that gets to close. And the slows should force Tracer to waste more Blinks, which puts her at risk. I am not sure which Ult to pick though. Water Elemental might be a good pick to chase down Tracer. Ring of Frost can do some nice work against Recall, but you have to force a Recall somehow, so you have no follow up to the Ring. I guess it will depend on Traces talent choices and how Tracer Blink will work.
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Caldeum1977 Posts
Water Elemental is hands down better than RoF purely in terms of how to make Tracer miserable. But unless Jaina can actually burst tracer with a single CoC + a few WE hits or a FB, she will lose every time to Tracer. She's like a complete counter. Kael'thas will be in about the same boat imo, but I have a feeling Pyro will 1shot her anyway.
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On April 19 2016 15:51 Valiver wrote: Water Elemental is hands down better than RoF purely in terms of how to make Tracer miserable. But unless Jaina can actually burst tracer with a single CoC + a few WE hits or a FB, she will lose every time to Tracer. She's like a complete counter. Kael'thas will be in about the same boat imo, but I have a feeling Pyro will 1shot her anyway. You can blink out of pyro
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On April 16 2016 16:02 Ej_ wrote:Show nested quote +On April 16 2016 14:28 ETisME wrote: Someone else mentioned a really good counter to Tracer on reddit : brightwing Pretty much a direct hard counter for the team. reddit assumes BW is a counter to everything they can't deal with because of polymorph then it turns out BW can't do anything outside of poly and Z and she sucks I don't know, I feel like tracer with her exceptional low health should be pretty easy prey for bw (not alone of cause)
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On April 19 2016 15:51 Valiver wrote: Water Elemental is hands down better than RoF purely in terms of how to make Tracer miserable. But unless Jaina can actually burst tracer with a single CoC + a few WE hits or a FB, she will lose every time to Tracer. She's like a complete counter. Kael'thas will be in about the same boat imo, but I have a feeling Pyro will 1shot her anyway.
On April 19 2016 17:59 Ej_ wrote:Show nested quote +On April 19 2016 15:51 Valiver wrote: Water Elemental is hands down better than RoF purely in terms of how to make Tracer miserable. But unless Jaina can actually burst tracer with a single CoC + a few WE hits or a FB, she will lose every time to Tracer. She's like a complete counter. Kael'thas will be in about the same boat imo, but I have a feeling Pyro will 1shot her anyway. You can blink out of pyro Tracer is invulnerable for 1 second while she is using Recall.
But if he is somehow able to stun her and have Gravity Crush talent together with Sun King's Fury, she could die in a stun. Since Flamestrike doesn't get damage increase from Verdant Sphere anymore, and Living Bomb can't be cast twice on the same target, you can use Verdant Sphere on a stun and try to burst her down in 1,5 seconds, she will probably have close to Li-Ming's HP so it isn't so far fetched.
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Yeah the skill of a Tracer player will be in avoiding those stun shots. Xul's unavoidable root could help lock her down. I really thought there would be a new patch today with Tracer, but didn't see any notice that battlenet was down for maintenance so I guess not.
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Can't wait to see tracer in every game tonight
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On April 19 2016 15:51 Valiver wrote: Water Elemental is hands down better than RoF purely in terms of how to make Tracer miserable. But unless Jaina can actually burst tracer with a single CoC + a few WE hits or a FB, she will lose every time to Tracer. She's like a complete counter. Kael'thas will be in about the same boat imo, but I have a feeling Pyro will 1shot her anyway.
I am waiting to see how the blink works exactly, if it works Overwatch esque I am pretty confident to hit tracer enough with icicles and keep my shield up while kiting her. Then again why should I ever be solo as Jaina, when there is a Flanker on the enemy team. The only problem will be her ult, atleast until 20. But I guess I will try Veins first, unless Tracer will go for Blink refill after recall.
And I like Jaina because even direct conters can be blown up as long as you can get close to them and hit all your skill shots.
To bad Tracer taunt won't be a butt pose lol. But I am curious how the bot will work, because if the bot will use Blink to dodge skill shots. Then Tracer will be the best char for rage quitters lol.
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Patch Notes
Tracer Pre-Release
Tracer, Agent of Overwatch, is now available to players who pre-purchased a digital copy of Overwatch: Origins Edition via Battle.net! Read below for a brief overview of her Abilities.
- Tracer will become available for purchase from the in-game Shop for all players starting Tuesday, April 26.
Trait
- Reload (D)
- Your Basic Attacks can be fired while moving, and each shot costs ammo.
After attacking 10 times, you will automatically Reload your ammo over 0.75 seconds. You can activate Reload to manually replenish your ammo at any time.
Basic Abilities
- Blink (Q)
- Dash a short distance. Stores up to 3 charges. 6 second charge cooldown.
- Melee (W)
- Deal damage to an enemy at close range, prioritizing Heroes.
- Generates 5% of your Pulse Bomb charge when striking an enemy, and 10% when striking an enemy Hero.
- Recall (E)
- Bound backward in time, returning to the position you were in 3 seconds ago, instantly reloading your ammo, and removing all negative status effects.
Heroic Abilities
- Pulse Bomb (R)
- Lob a short-range bomb that will adhere to the terrain or the first enemy it hits. The bomb explodes after 1.5 seconds, damaging heavy damage to an enemy caught at the center of the blast, and half-damage to enemies nearby.
System Changes
Matchmaking
- Quick Match
- The matchmaking system will now account for each player’s Hero level in order to better define match quality and calculate win probabilities more accurately when attempting to create Quick Match games.
- As a result, players should now be matched with and against players of slightly lower skill when playing a Hero for the first time, and slightly higher skill when playing Heroes with which they have extensive experience.
- This will result in a higher percentage of evenly-matched games, in which each team has a 45% - 55% probability of victory, and should encourage more players to try out a greater variety of Heroes in Quick Match games.
- Additionally, this change will have minimal impact on Quick Match queue times, except for those at the extreme ends of the MMR spectrum.
User Interface
Draft Lobby
- Hovering the cursor over another player’s portrait after they have picked a Hero in the draft lobby will now display a tooltip that lists the name of the selected Hero Skin.
- The tooltip will also indicate the Hero’s role, and whether they use ranged or melee Basic Attacks.
- A warning icon will now appear on players’ Hero portraits in the draft lobby when pre-selecting a Hero that they are unable to lock-in.
- This icon will also be visible to all teammates in order to better indicate when a player is unable to lock-in the Hero they’ve pre-selected.
- Heroes that have already been picked or banned, do not meet Ranked Play’s level 5 requirement, or are otherwise ineligible for selection by that player will cause this icon to appear.
In-Game UI
- Score Screen
- A “Mute Player Pings” button has been added to the in-game Score Screen (TAB) to the left of the “Mute Player Chat" button.
- Additionally, “Mute Pings” and “Mute All” options have been added to the player context menu, accessed by clicking the Cog button to the right of the “Mute Player Chat” button.
- Blocking a player will now automatically mute that player’s in-game pings so long as they remain on the Blocked Communication list.
Hotkeys
- Hotkey settings have been added for the “/Taunt” and “/Dance” chat commands, which can now be used to issue these emotes at the press of a single button.
- The “/Taunt” and “/Dance” hotkey settings default to Numpad 1 and 2, respectively, and can be found under the Hero Management header on the Advanced Hotkeys settings pane.
- The Hold Position Hotkey (Default: H) now also functions as a Hold Fire command.
- Issuing a Hold Fire command (H) will now immediately stop the Hero from using Basic Attacks, cancel the current movement command, and prevent the Hero from acquiring a new target until another order is issued.
Shop
Bundles
- New Bundles have been added, and will remain available for purchase until Tuesday, May 10!
- Elven Fates Bundle
- Ultimate Elven Fates Bundle
Price Reductions
- The Butcher’s prices have been reduced to $8.49 USD and 7,000 Gold.
Mounts
- The 2016 Spring Champion’s Mount has been added in honor of MVP Black, the 2016 Spring Global Champions.
- The Championship Banner’s third Mount Variation has been decorated with maroon and gold in honor of Real Dream Team’s Heroes of the Dorm 2016 victory.
Skins
- Master Tracer
- Impressed by Real Dream Team’s Heroes of the Dorm 2016 victory, Azmodunk has donned a maroon and gold uniform as his third Skin Variation.
Battlegrounds
Infernal Shrines
- Punisher
- Punisher starting Health has been increased, and scaling Health has been reduced to compensate.
- Frozen Punisher
- Delay between ice trap spawn and detonation decreased from 2.5 to 2 seconds.
- Root duration while frozen decreased from 2 to 1.5 seconds.
Developer Comments: Although we are very happy with the current tuning of Infernal Shrines, we have been noticing a tendency to under-value the first couple of Punishers. In order to help incentivize players into valuing them, we have boosted their starting Health and decreased their early scaling values to compensate. While early event Punishers should be a bit stronger, any event past the 15-minute mark should be identical to those from the previous patch.
Frozen Punishers are great at zoning enemy teams but we felt they were a bit too easy to avoid without preliminary team initiation. These changes should increase the frequency in which players get rooted, while feeling a little less punishing when this occurs.
Towers of Doom
- Events in which three Altars spawn at once will now only occur twice per game, during the first and fifth Altar events.
Developer Comments: We wanted to remove the triple Altar spawns when they are more likely to be game ending events. We still feel that triple Altar events offer interesting gameplay moments that ask teams to fight over 3 locations at the same time, but we don’t feel it’s a good experience when a team's Core Health is low and they don’t think they can contest the Altars to prevent a loss.
Heroes
Assassin Greymane
- Gilnean Cocktail(Q) (D)
- Incendiary Elixir (Talent) has been redesigned as a Quest Talent that reads as follows:
- Every time you damage an enemy Hero with the splash damage from Gilnean Cocktail, increase the impact damage by 2 and the splash damage by 6 (stacks up to 20 times). Once you’ve hit 20 Heroes, also reduce Gilnean Cocktail’s cooldown by 2 seconds.
Developer Comments: The idea behind Gilnean Cocktail is that it can do a lot of damage, but the downside is that the primary target takes a lot less. It’s designed to be a poking tool to kill the backline. The old version of Incendiary Elixir completely blew out that concept, and instead made the ability a simple area of effect nuke that wasn’t special anymore. We’ve replaced it with this new Incendiary Elixir that rewards players who can show mastery of this skill shot’s unique aspects, while preserving the skill cap of the ability.
Warrior Artanis
- Health reduced from 2335 (+4% per level) to 2245 (+4% per level).
- Health Regeneration reduced from approximately 4.86 (+4% per level) to 4.67 (+4% per level).
- Twin Blades (W)
- Artanis’ next Basic Attack now also causes him to charge forward a short distance, equal to approximately half the distance provided by the previous iteration of the Zealot Charge Talent.
- Zealot Charge (Talent)
- Now increases charge distance by 100%.
Developer Comments: Artanis’ survivability directly scales with how much uptime he has, which made a Talent like Zealot Charge incredibly powerful. The effect brought his entire kit together so well, that we’ve decided to provide part of its former benefit into baseline Twin Blades. Whereas sometimes we feel the need to cut Talents to fill a hole in a Hero’s kit, in this case we think that this is a hole that Artanis’ should be able to partially circumvent from the start. Since this is a substantial increase in his power at the start of the game, we’ve decided to revert the Health increase that Artanis received recently.
Bug Fixes
General
- Corrected several typos and tooltip errors across several aspects of the game.
- Issuing a “/dance” chat command while a Hero is moving will now properly pause the Hero’s movement, play the dance animation, and then resume the movement command.
Art
- Crimson Count Arthas’ Health bar will now appear much closer to his Hero model while in bat form.
Battlegrounds
- Side Gate Health is now consistent across Tomb of the Spider Queen.
- Fixed an issue in which a Punisher that leaps to a Hero as that Hero activates Hearthstone could cause it to leap to the opposing Hall of Storms.
- Fixed an issue in which the Reset Talents button in Try Mode would not remove existing stacks of Dehaka’s Essence or Nova’s Snipe Master.
- Re-issuing an attack order on a Structure in the Fog of War will no longer cause Basic Attack animations to repeat without applying damage.
Heroes and Talents
- Stacks of Block granted by Artanis’ Reactive Parry and Cho’s Blazing Bulwark Talents now properly reduce incoming damage from enemy Basic Attacks by 50%.
- Dehaka’s Brushstalker will no longer be placed on cooldown if the target location is blocked by other units.
- The graphic effects for Dehaka’s Isolation will no longer visually persist on the Battleground if it deals the killing blow to one of Nova’s Holo Decoys.
- Gall can now properly cast Runic Blast while channeling Shadow Bolt Volley.
- Illidan’s Betrayer’s Thirst Trait will no longer provide cooldown reduction for Basic Attacks that miss due to Blind or Evasion effects.
- Sylvanas’ Mind Control will now properly cancel Abilities that are being channeled by the target, such as E.T.C.’s Mosh Pit and Li Li’s Jug of 1,000 Cups.
- Fixed an issue that could cause Mind Contol’s graphic effects to persist until death when two Sylvanas players simultaneously cast Mind Control on one another.
- Fixed an issue that could remove Mind Control’s graphic effects when cast on another Sylvanas that was already using Mind Control on an enemy Hero.
- Fixed a rare issue that could permanently prevent the player from issuing further commands to Lt. Morales if she was killed after casting Medivac Dropship before loading into the Medivac.
- Players will no longer occasionally become locked out of issuing further commands to their Hero after being hit by Muradin’s Haymaker with the Grand Slam Talent.
- Tychus’ Overkill will now be properly interrupted upon activating Hearthstone.
Sound
- Fixed an issue with sound channel limitation that was causing certain sounds not to play.
Illidan’s voiceover for The Hunt is no longer audible for players who are not near the target. Hero voiceover that instructs others to visit a Healing Fountain will now play less frequently.
User Interface
- The list of requirements on the Ranked Play screen now state that Cho’gall does not count toward the 14 Hero minimum.
- Fixed an issue that could cause players to unintentionally disconnect from draft lobbies under certain circumstances.
- Heroes that have not reached level 5 or higher will no longer appear available for selection during ranked drafts.
- Fixed an issue causing Hero portraits in Draft Lobbies to display the selected Hero’s default Skin, even if a non-default Skin had been selected for that Hero during a previous game.
- Fixed an issue that prevented Favorite Heroes from appearing properly during Quick Match Hero Selection and in draft lobbies.
- Rapidly switching among Skins after selecting a Hero in a draft lobby will no longer cause that Hero’s voiceover to play excessively.
- Fixed an issue that could cause Death Recaps to visually persist on-screen for Observers.
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This is a great example of an unnecessary quest talent.
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Sylvanas’ Mind Control will now properly cancel Abilities that are being channeled by the target, such as E.T.C.’s Mosh Pit and Li Li’s Jug of 1,000 Cups.
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I doubt that there are going to be many instances where Artanis takes Charge at 16 anymore. Getting 50% of it at baseline solves a ton of his early game problems.
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