General Discussion Dehaka Patch - Page 8
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wongfeihung
United States763 Posts
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Thezzy
Netherlands2117 Posts
On April 05 2016 05:33 SpiriTx13 wrote: Tracer Abilities: (Trait) (D) Reload Tracer is able to execute Basic Attacks while in motion. Activate to reload all Ammo over 0.75 seconds. This trait activates automatically when player ammo reaches 0. Basic Attacks consume Ammo and add pulse bomb charges. You can attack 10 times over 1.25 seconds, draining Ammo with every shot. Reload sets your Ammo to full. (Q) Blink Quickly dash toward target location. Includes 3 charges. 6 second cooldown per charge (W) Melee Deal damage to an enemy, prioritizing the nearest enemy Hero. Hitting non-Heroes grants 5 Pulse Bomb charges. Hitting Heroes grants 10 Pulse Bomb charges. 8 second cooldown (E) Recall Returns player to the position they were 3 seconds ago. Also refills Ammo and cleanses negative status effects. Comes with 1 second of invulnerability while it casts 24 second cooldown (R) Pulse Bomb Attaches a bomb to the first target hit, dealing damage in an area, or 2x damage to the primary target. Dealing damage charges this ability Costs 100 charges to cast Holds maximum of 100 charges Pulse Bomb is available to cast from level 1. Instead of a second heroic, at level 10, Tracer can pick talents to modify Pulse Bomb in the following ways: Sticky Bomb: Increase the radius by 50%, and enemies hit are slowed by 60% for 3 seconds Quantum Spike: Pulse Bomb no longer does damage in an area, but deals additional damage to a single target equal to 15% of their Maximum Health Pulse Rounds: The range of Pulse Bomb is doubled, and Basic Attacks versus Heroes give 50% more charges to Pulse Bomb Talents: Level 4 Parting Gift: Recall leaves behind 3 bombs that deal 250 damage each to different targets. Is That a Health Pack?!: Increases Regeneration Globe and Healing Fountain healing by 100%. Untouchable: Takedowns increase your Basic Attack damage by 2% up to 30%. These bonuses are lost on death. Level 7 Jumper: Increases Blink’s charges by 1. Bullet Time: Basic Attacks lower the cooldown of Blink by 0.1 seconds. Spatial Echo: Using Recall grants 2 charges of Blink. Level 10 (Heroic Upgrades) Sticky Bomb: Increases Pulse Bomb’s radius by 50% and enemies hit are slowed by 60% for 3 seconds. Quantum Spike: Pulse Bomb deals an additional 10% of the primary target’s maximum Health. Pulse Rounds: Increases Pulse Bomb’s range and charge rate from Basic Attacks against Heroes by 100%. Level 13 Bullet Spray: Increases Melee’s radius by 50%, and causes it to damage all enemies in range. Ricochet: Your Basic Attacks have a 50% chance to hit another nearby enemy, prioritizing Heroes. Leeching Rounds: Your Basic Attacks against Heroes heal you for 20% of their damage dealt. Level 16 Sleight of Hand: Reduces Reload time by 50%. This equals 20% more damage per second. Focus Fire: If an entire ammo magazine is unloaded on an enemy, the last bullet will deal 90 bonus damage. This is equal to 30% of the total magazine. Locked and Loaded: Reactivate Reload within the last 50% of its cast time to increase your Basic Attack damage by 35% for that magazine. Level 20 Get Stuffed!: Reduces Melee’s cooldown by 3 seconds. Hitting an enemy with Melee who is stuck with a Pulse Bomb causes the bomb to instantly explode and knocks the target away from you. Total Recall: Recall also heals you equal to the amount of Health lost during that time. Composition B: If you successfully stick a Pulse bomb to an enemy Hero, you also drop another one at their feet that deals 50% damage and explodes slightly earlier. Assuming she will get balanced, she looks to be a ton of fun. CC is likely to be her bane, especially roots and stuns. | ||
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Ramiz1989
12124 Posts
On April 05 2016 00:07 ETisME wrote: I play on kr server and I haven't seen Dehaka at all. How's everyone experience with it? Too weak too strong? From my less than ten encounter, the burrow felt completely rubbish and only one spell that really excel in team fight. Haven't played too many games against him but he definitely seemed like a quite good Warrior to me, it is just that most of the people have no clue how to play him. Using Dark Swarm to be able to go through their Warriors and then using Drag on their ranged assassins/supports when they don't expect it at all is amazing, also the same way you go through their first line and use Isolation on their support, it is completely gamebreaking as that healer is pretty much out of the game for 6 seconds. His trait is also incredibly powerful and a lot stronger than what other heroes have as similar traits. Muradin's trait look like a joke compared to his, even if you have Stoneform from level 16. | ||
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Leolio
France633 Posts
Dark Swarm is the opposite, even. People will move through you and get to your backline. Burrow is the same (except that you have a tiny talented stun when exiting stasis). I think no other warrior is less teamfriendly. So, he'll always be a secondary warrior, or in very agressive compositions (if you have Rehgar and Xul, who cares about your backline). I guess the "hey-I-just-crapped-on-your-head" ultimate can save your backline, but it's a waste if it doesn't go on the healer or the warrior. | ||
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Foxxan
Sweden3427 Posts
The main point of him is his "z" skill imo. Maps such as dragon shire, cursed hollow to an extent and maybe some more can work out great for him. Also the synergy of him+falstad+BW is very deadly, especially at the map dragon shire. This will most likely become a new strat on that map i think. | ||
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Harris1st
Germany7142 Posts
While you can peel with Dehaka you'll have a hard time disrupt the enemy DD's and an even harder time protecting your squishes. It's a niche warrior with the likes of Leoric, Anub, Arthas,... i feel | ||
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Swisslink
2954 Posts
I'd even go as far as to say: the more diverse the lineups are depending on the map that's being played, the better. | ||
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Kotreb
Croatia1392 Posts
On April 06 2016 01:26 Swisslink wrote: Which is a good thing, imo. I really like the fact that some heroes are mostly viable on specific maps while being... rather bad on others. With a diverse mappool, it is, in my opinion, absolutely not necessary that every hero can or should be used on every map. I'd even go as far as to say: the more diverse the lineups are depending on the map that's being played, the better. Eh, i don't quite agree. For me it would be too boring to watcha game, a certain map comes along (eg: dragon) and you know instantly what the picks are gonna be. Takes the fun out of the game for me. | ||
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FeyFey
Germany10114 Posts
Even surpasses my Muradin Tank numbers. And you get hilarious moments, when they think they can ignore you and you suddenly grab their healer and pull him out of position. He needs alot of team coordination to work, so natural he is used so little. I wish his robo skin would be in pink or purple though :/ . Also a fan of heroes that only work under certain conditions, like map, enemy comp or your own comp. But we also need Heroes that do well everywhere, because of how the drafting phase works. Can't take specialized heroes at the beginning or the enemy team will murder you. Unless you fake them out with an abathur or the likes. | ||
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karazax
United States3737 Posts
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Thetan
240 Posts
I feel like the biggest thing w/ Dehaka is getting the most out of his Z - using it to set up flanks for teamfights, or being aggressive about hearthing and Z'ing back into the fight at full health. Being able to flank feel super important for him - his range is short enough that just running straight at the enemy team isn't going to get you anywhere. He's also fine vs a single diver like Illidan. Isolation punishes anyone who's going to deep. He doesn't have the AOE cc/disruption to deal with more than one person at a time though. | ||
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MotherFox
United States1529 Posts
On April 05 2016 17:58 Leolio wrote: The main issue with Dehaka, is that he clearly has no "protect your allies" talents. No reliable stuns or slows... So, if the opponent has the best dive and he's solo tank, you're going to have a hard time protecting your squishies. Dark Swarm is the opposite, even. People will move through you and get to your backline. Burrow is the same (except that you have a tiny talented stun when exiting stasis). I think no other warrior is less teamfriendly. So, he'll always be a secondary warrior, or in very agressive compositions (if you have Rehgar and Xul, who cares about your backline). I guess the "hey-I-just-crapped-on-your-head" ultimate can save your backline, but it's a waste if it doesn't go on the healer or the warrior. His drag stun is pretty reliable in my experience. In a lot of ways he is very similar to muradin: * 1.5-1.75 second stun at short range * increased move speed and walks-through people, which is similar to jumping * 50-stack Trait is about as powerful as avatar(maybe more powerful?), but on a much shorter cooldown. He lacks a mount and slow with reverb, but makes up for it with more damage and a global presence. As far as isolation targets go, I think isolation is best when used on damage or the healer. (same as sylv's arrow). If someone like thrall dives the backline and you isolation him, thrall should just be dead. Then again, all these facts might be why muradin has a worse winrate than dahaka overall, with both winrates being pretty low. As I maintained when the nerf came down, avatar losing stuns removed a ton of muradin's stopping power and thus the utility of his overall kit. | ||
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Cyanocyst
2222 Posts
On April 05 2016 13:20 wongfeihung wrote: Gazlowe is so much more useful with Hyperfocus Coils at level 7. I remember suggesting this change in a quickmatch a couple months back; it just makes so much sense. I'm certainly biased since he's my most played hero, but I feel like he's definitely a solid hero when you build him for Lazor. I don't think a full Lazer build will ever be optimal, because what Gaz does the best is zoning, and his turrets and bombs provide a lot more zoning than the Lazer. Especially on maps where you need to channel towers or tributes, even killing skeletons. That said the level 7 speed talent feels the best due to it means he actually gets full use of his 3 abilities. Lazer without the 7 talent has zero reliability. Its amazing at picking off weakened fleeing enemies. I've been going mana talents 1 and 4, Lazer at 7 (unless the map or opposing comp needs the slow), Turrets at 13 and 16. Though i have to say picking up the 16 Lazer dmg talent feels great too. | ||
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MotherFox
United States1529 Posts
On April 06 2016 06:18 Cyanocyst wrote: I don't think a full Lazer build will ever be optimal, because what Gaz does the best is zoning, and his turrets and bombs provide a lot more zoning than the Lazer. Especially on maps where you need to channel towers or tributes, even killing skeletons. That said the level 7 speed talent feels the best due to it means he actually gets full use of his 3 abilities. Lazer without the 7 talent has zero reliability. Its amazing at picking off weakened fleeing enemies. I've been going mana talents 1 and 4, Lazer at 7 (unless the map or opposing comp needs the slow), Turrets at 13 and 16. Though i have to say picking up the 16 Lazer dmg talent feels great too. Honestly I've been playing gaz all week and I just stopped using the laser altogether unless I need more damage for clear a wave or merc camp while I'm alone. The self-stun on it just got me killed too much. | ||
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Thezzy
Netherlands2117 Posts
![]() The game bugged a little at the score screen. I was team blue Valla. We actually did somehow win that. Nearly constantly at least one teammate was down. With Lunara going for the leaping strike and them having Xul for lockdown, Aba who went for Symbiote build and can jump on anyone to assist and a Zeratul + Li Ming to round it out, it was a massive slugfest. However, we had the better siege. Although Sylvanas got caught out a lot, our mercs were doing more damage than theirs and they were losing structures faster than we were. This started to force them back to defend their core once they starting losing keeps and that's where it fell apart for them because they started to split. Not that my team wasn't doing that constantly (59 deaths total!) and I myself painfully found out how easily you die even next to your towers, but they were splitting in the late game at lvl 25+. We eventually caught out Lunara thanks to lvl 20 Mind Control (holy shit that is strong!) and nearly got Xul forcing him back. I got the Dragon Knight soon after and with only one keep remaining and the lanes already pushing the core fell very fast to the Dragon Knight at level 27. Despite the massive death count on our team, we didn't even lose a keep. Things I noticed from this game: Tanks and Supports are a very nice thing to have. Very nice. I really missed them that game. So did Valla. Who died 10 times which is like a record high for me. Amazing what a slugfest Heroes becomes when there no tanks or healers. Level 20 Mind Control is amazingly strong. Every single time Sylvanas Mind Controlled someone, they died horribly and instantly. Xul can dish out a lot of hurt on his own. Getting Bone Prisoned and then having him use Skeletal Mages on top of it can kill you fast. Surprising though that both Xuls went for Skeletal Mages. I would've gone Poison Nova since there is nothing the enemy team can do to migitate the massive poison damage. Playing against good Abathur in games like this is just not fair. You cannot win any duel. There are mines in all the wrong places (for you) and every single time you think you can take an engagement, in comes the Abathur hat spitting at you. Cloning Xul for the Bone Prison is just evil too. Despite all our deaths and the level 27 both teams got with the massive kill counts, we somehow won with 3 keeps at full health. I was worrysome about Sylvanas in teamfights and we did lose most of them, but in the end the lack of structures meant my Dragon Knight got to walk straight to the core whereas theirs had to burn through our structures one at a time. Stuns/CC are everything since everything blows up so fast. Just getting stunned once is a death sentence. Rain of Vengeance did a lot of work in this game. A lot. Lunara suiciding to get me with Leaping Strike worked out better for her than I thought it would. Still a suicide (twice straight into our forts) but she did burn through all my health very fast. Being able to self heal with Vigorous Strikes and Tempered by Discipline is so nice in a game with no supports. Camps could be solo'ed easily when it was safe to do so and I rarely had to go back for health. Added some good sustain to fights as well. Ended up with more self heal than our Illidan. Heh. | ||
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Larkin
United Kingdom7161 Posts
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ThomasjServo
15244 Posts
On April 07 2016 01:26 Larkin wrote: So Blizz are doing all heroes free this weekend with a week of bonus xp. Yay. First taste is always free for a lot of toons. This will be an interesting weekend. | ||
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MotherFox
United States1529 Posts
On April 07 2016 01:43 ThomasjServo wrote: First taste is always free for a lot of toons. This will be an interesting weekend. My working theory is that if everyone else gets access to free heroes, then people who own all the heroes are entitled to get early access to heroes in development. Am I right? ![]() | ||
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wongfeihung
United States763 Posts
On April 06 2016 06:26 MotherFox wrote: Honestly I've been playing gaz all week and I just stopped using the laser altogether unless I need more damage for clear a wave or merc camp while I'm alone. The self-stun on it just got me killed too much. I'm inclined to say that you're probably using Lazor wrong if it's the reason you're dying. | ||
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MotherFox
United States1529 Posts
On April 07 2016 02:49 wongfeihung wrote: I'm inclined to say that you're probably using Lazor wrong if it's the reason you're dying. My point is that if the teamfight is going on at all it's pretty dangerous to start using it since it basically announces to the enemy team "hey I'm going to just stand still for a while". If the teamfight is going well enough that you can do that, your deth lazer probably isn't going to change things much. | ||
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