Really blown away that they reworked all of these heroes so extensively and the one hero that so desperately needs a talent rework (Arthas) remains untouched, viable (ehh...kinda) but terribly boring and nonstrategic.
Good patch though, glad I just bought Illidan two days ago and didn't invest too much time, Dehaka looks sick.
On March 30 2016 02:37 Beelzebub1 wrote: Really blown away that they reworked all of these heroes so extensively and the one hero that so desperately needs a talent rework (Arthas) remains untouched, viable (ehh...kinda) but terribly boring and nonstrategic.
Good patch though, glad I just bought Illidan two days ago and didn't invest too much time, Dehaka looks sick.
Yeah Arthas is right there with Tychus on having a ton of generic talents and never seeing play. He's definitely who I want to be reworked the most because before all these other warriors he was my favorite.
Don't forget Tyrael. The only reason anyone picks him (which is rare these days) is for Sanctification and Holy Ground and that's it. Kinda sad because I actually do like his mobility and Judgment is always fun to throw on someone.
Hopefully they'll rework his trait too. Uther's works, Leoric's works, Tyrael's? Not so much since 90% of the time the enemy hero can dodge it, it won't do enough damage or the teamfight was completely lost anyway. Also feels weird that an Archangel of the High Heavens would have an suicide bomb as a trait.
I'd rather see something more themed to him where he does more damage or takes less damage depending on how he and his team are dishing out/taking damage.
Now that I think about it, they only reworked Assassins and Specialists this patch. Maybe next patch will be all Supports/Warriors. Tyrael, Arthas, Malfurion, Muradin, Anub'arak, Uther are all possible cases with generic talents/bad.
On March 30 2016 02:48 Valiver wrote: Now that I think about it, they only reworked Assassins and Specialists this patch. Maybe next patch will be all Supports/Warriors. Tyrael, Arthas, Malfurion, Muradin, Anub'arak, Uther are all possible cases with generic talents/bad.
Do we really think they will ever rid, generic talents from the Warriors? Seems like the talents are too ingrained into the role to be removed. Block, Regen Master, Amplified Healing, Stone Skin, Blood for Blood, Imposing Presence, Spell Shield, Hardened Shield, Burning Rage.
I don't see how they can remove all of these, for specific talents to the heroes them selves.
On March 30 2016 02:48 Valiver wrote: Now that I think about it, they only reworked Assassins and Specialists this patch. Maybe next patch will be all Supports/Warriors. Tyrael, Arthas, Malfurion, Muradin, Anub'arak, Uther are all possible cases with generic talents/bad.
Do we really think they will ever rid, generic talents from the Warriors? Seems like the talents are too ingrained into the role to be removed. Block, Regen Master, Amplified Healing, Stone Skin, Blood for Blood, Imposing Presence, Spell Shield, Hardened Shield, Burning Rage.
I don't see how they can remove all of these, for specific talents to the heroes them selves.
We probably could have said something similar about bolt of the storm and all the assassins that had it--- simply removing it would have made these assassins far too immobile in their states at the time. I could easily see these talents turned into specialized versions. (which many of them already are--- diablo gets a version of burning rage at 4, tyrael a version of imposing presence at 13, etc, etc)
On March 30 2016 02:48 Valiver wrote: Now that I think about it, they only reworked Assassins and Specialists this patch. Maybe next patch will be all Supports/Warriors. Tyrael, Arthas, Malfurion, Muradin, Anub'arak, Uther are all possible cases with generic talents/bad.
Really hoping this is the case but doubting it, the blues seem borderline flippant when questioned about tank reworks even though tanks are by far the worst designed characters in the game (talent tree wise not balance) maybe excluding Leoric who has multiple viable builds (maybe not at highest level but you can run W talent tree if the other team has double warrior) so he's good.
I'm glad to see any old hero rework though to be honest, tired of all of these new heroes being OP as hell while the older (and much more nostalgic/pleasing) heroes seem cast to the wayside.
But yea, heres to hoping for an Arthas/Tyrael/Anub rework, shit Anub I consider less viable as a solo tank then even Arthas.
I wonder how the win rates will change on this one; some major reworks. Tried Illidan once in an ai game, similar feel, but the talent changes are so huge. In particular, his lvl 7 block should make him very good at duelling thrall, though not quite as good at it in a larger team fight. I noticed that sweeping strikes got the damage bonus even if it only hit minions, which seems different from what the text says. In general his new talents seem crazy powerful at the early levels.
On March 30 2016 05:34 zlefin wrote: I noticed that sweeping strikes got the damage bonus even if it only hit minions, which seems different from what the text says.
The text is wrong--- this was confirmed by a bliz bluepost on reddit.
Do you think would remove block and regen master from warriors when they are both quite useful at keeping the tank in the fight for that little longer?
On March 30 2016 05:44 NKB wrote: Do you think would remove block and regen master from warriors when they are both quite useful at keeping the tank in the fight for that little longer?
I'd like to see unique versions of block/regen master on par with johanna's version of block. [or the vikings version of regen master]
As it is, whenever they upgrade a generic skill it seems something gets left behind. Currently Morales' "Advanced" Block is strictly worse than normal block. (reducing 3 attacks by 50% instead of 2 attacks by 75% means she has less burst damage prevention--- for a skill a talent tier higher than normal block)
On March 30 2016 05:44 NKB wrote: Do you think would remove block and regen master from warriors when they are both quite useful at keeping the tank in the fight for that little longer?
I'd like to see unique versions of block/regen master on par with johanna's version of block. [or the vikings version of regen master]
As it is, whenever they upgrade a generic skill it seems something gets left behind. Currently Morales' "Advanced" Block is strictly worse than normal block. (reducing 3 attacks by 50% instead of 2 attacks by 75% means she has less burst damage prevention--- for a skill a talent tier higher than normal block)
I'm having so much fun with the new Sylvanas. Literally all of the talents I take are differents, but the new playstyle is great. Can cast 18 Qs starting from lvl 13 within 3 seconds or so, insane mobility, great pushing, great dmg, good utility with ults options.
On March 30 2016 05:44 NKB wrote: Do you think would remove block and regen master from warriors when they are both quite useful at keeping the tank in the fight for that little longer?
I'd like to see unique versions of block/regen master on par with johanna's version of block. [or the vikings version of regen master]
As it is, whenever they upgrade a generic skill it seems something gets left behind. Currently Morales' "Advanced" Block is strictly worse than normal block. (reducing 3 attacks by 50% instead of 2 attacks by 75% means she has less burst damage prevention--- for a skill a talent tier higher than normal block)
Morales' version is still strictly better in 1v1.... :-)?
I don't mind some characters having a weaker than baseline version. Artanis has a weaker version in that he needs to W to get block, for example.
On March 30 2016 05:44 NKB wrote: Do you think would remove block and regen master from warriors when they are both quite useful at keeping the tank in the fight for that little longer?
I'd like to see unique versions of block/regen master on par with johanna's version of block. [or the vikings version of regen master]
As it is, whenever they upgrade a generic skill it seems something gets left behind. Currently Morales' "Advanced" Block is strictly worse than normal block. (reducing 3 attacks by 50% instead of 2 attacks by 75% means she has less burst damage prevention--- for a skill a talent tier higher than normal block)
Morales' version is still strictly better in 1v1.... :-)?
I don't mind some characters having a weaker than baseline version. Artanis has a weaker version in that he needs to W to get block, for example.
Which has a 4 second CD, making it a better version of block (which has 5sec CD)
What's strange is that we (Europe) should have everything earlier as we're 7 hours ahead of the US. Well, now the launcher successfully connects us, but the game won't work. I guess within a couple of hours we'll be able to play.
I read people had bugs on Blackhearts where the pirate would shoot the core before destroying all structures, someone noticed that ?
I tried Illidan with this build with good success: 1) Immolation 4) Friend of Foe allows a reliable escape 7) Reflexive Block great against auto attackers 10) Metamorphosis for surivability 13) Nimble Defender or Sixth Sense 16) Blades of Azzinoth 20) Demonic Form
KT still doesn't feel competitive. His problem before the patch was survival and it's worse now with no bolt and a weaker shield option. Funny that Li-Ming has both the most range and best escape of the mages.
Who thought 3D portraits with skins that cannot be turned off was a good idea? Sacrifice iconic and easily recognizable 2D portraits for... damn who is that? Is that Valla? Jaina? With all the skins their hair and face keeps changing. It's nice that they really zoomed in on the face... is that robo Anub? Robo Dehaka? Robo Leoric? Want to mouse over so perhaps their name pops up? Nope.
And yes, we get that you released some nice bar graphs that you are proud of, Blizzard, but why can't I turn off the extremely intrusive pop up every time I die? Why does this have to feel like using Internet Explorer? If I want to look at that I will hit Tab.
Yeah those 3d portraits are flat out terrible. It's so hard to see who the hero actually is. Someone in the last pick in a game yesterday was highlighting Falstad, but since it was the Storm Lord skin or whatever he had a helmet that made him look exactly like Muradin. So there we were, drafting like the last guy was picking a tank and then boom, he locks in and it's falstad. Took us by surprise to say the least.
On March 30 2016 02:37 Beelzebub1 wrote: Really blown away that they reworked all of these heroes so extensively and the one hero that so desperately needs a talent rework (Arthas) remains untouched, viable (ehh...kinda) but terribly boring and nonstrategic.
Good patch though, glad I just bought Illidan two days ago and didn't invest too much time, Dehaka looks sick.
I actually kind of like Arthas, was trying to get 15 k gold for dehakka so had to grind Arthas to 9 from like 7. Once i got the hang of him he was actually quite fun.
The main two problems he has is mana and untalented sustain. If you take every survive-ability talent hes actually quite the tank. Regen master, Rune tap, Army of the Dead, Spell Shield, Stone Skin, Hardened shield. But the problem is in most cases you need all of those to really tank well.
I kinda like the combination of Dehaka and Artanis. They complement each other remarkably well, making a very difficult front line for the enemy team to deal with. I wonder if we're going to start seeing more two bruiser fronts instead instead of the more popular solo-warrior play.
On March 31 2016 03:09 xDaunt wrote: I kinda like the combination of Dehaka and Artanis. They complement each other remarkably well, making a very difficult front line for the enemy team to deal with. I wonder if we're going to start seeing more two bruiser fronts instead instead of the more popular solo-warrior play.
I think it is more interesting tbh and depending on the combination I would love to see double off tank replace single Mura, Jo Jo, Stiches.
I actually like when I see someone like Artanis or Sonya with me playing as chen in QM now.
ive been getting warnings not to afk as Abathur in this patch, lol Blizzard please
e: yes the new drafting lobby is awful, it's cpu intensive and it's absolutely ridicilous that you can't tell some characters apart immediately, i have no idea how this idea ever got out of a designers meeting let alone the internal testing
On March 31 2016 02:27 Hier wrote: Wow, this is the worst patch for UI bar none.
Who thought 3D portraits with skins that cannot be turned off was a good idea? Sacrifice iconic and easily recognizable 2D portraits for... damn who is that? Is that Valla? Jaina? With all the skins their hair and face keeps changing. It's nice that they really zoomed in on the face... is that robo Anub? Robo Dehaka? Robo Leoric? Want to mouse over so perhaps their name pops up? Nope.
And yes, we get that you released some nice bar graphs that you are proud of, Blizzard, but why can't I turn off the extremely intrusive pop up every time I die? Why does this have to feel like using Internet Explorer? If I want to look at that I will hit Tab.
Sorry about the rant, but this is a major fail.
Completely agree. On top of this, i have noticed the loading can be a bit longer now before the heroes show up. Maybe fluke though.
On March 31 2016 03:09 xDaunt wrote: I kinda like the combination of Dehaka and Artanis. They complement each other remarkably well, making a very difficult front line for the enemy team to deal with. I wonder if we're going to start seeing more two bruiser fronts instead instead of the more popular solo-warrior play.
I think it is more interesting tbh and depending on the combination I would love to see double off tank replace single Mura, Jo Jo, Stiches.
I actually like when I see someone like Artanis or Sonya with me playing as chen in QM now.
How come people see Chen as an off tank? Is it purely because his tankiness is derived from the shield that can be interrupted?
Cause vs a light on stuns comp, he seems tank like enough to solo tank for sure.
On March 31 2016 05:25 SC2Toastie wrote: Artanis is receiving short-range Charge in his base kit.
Can I finally pick Arty in HL without being reported before the game starts?
I do it anyway. Late game Artanis can carry so hard. If you pick him on a map like Blackheart's, you can hide him for most of the game while he's still relatively weak.
Speaking of Artanis, does anyone else like Triple Strike anymore? I feel like the only time that you'd want it now is if you take Amateur Opponent at Level 1, but even then, I think that Phase Bulwark is just too damned good to give up (or even Graviton Vortex for the CD reduction on E). If anything, the best part about Charge becoming baseline is that you can almost freely take Shield Surge at 16, which is an absolutely beastly talent.
On March 31 2016 03:09 xDaunt wrote: I kinda like the combination of Dehaka and Artanis. They complement each other remarkably well, making a very difficult front line for the enemy team to deal with. I wonder if we're going to start seeing more two bruiser fronts instead instead of the more popular solo-warrior play.
I think it is more interesting tbh and depending on the combination I would love to see double off tank replace single Mura, Jo Jo, Stiches.
I actually like when I see someone like Artanis or Sonya with me playing as chen in QM now.
How come people see Chen as an off tank? Is it purely because his tankiness is derived from the shield that can be interrupted?
Cause vs a light on stuns comp, he seems tank like enough to solo tank for sure.
Because Chen doesn't really force people to attack him, so he needs some frontline support to defend the backline.
On March 31 2016 05:49 xDaunt wrote: Speaking of Artanis, does anyone else like Triple Strike anymore? I feel like the only time that you'd want it now is if you take Amateur Opponent at Level 1, but even then, I think that Phase Bulwark is just too damned good to give up. If anything, the best part about Charge becoming baseline is that you can almost freely take Shield Surge at 16, which is an absolutely beastly talent.
I end up taken the uber spellshield usually. Triple Strike nerf made it a pretty bad talent, but the tier is so crowded with sick talents.
Honestly, after last patch, Artanis is so good. He has at least 2, usually 3 useful talents on each tier.
On March 31 2016 05:49 xDaunt wrote: Speaking of Artanis, does anyone else like Triple Strike anymore? I feel like the only time that you'd want it now is if you take Amateur Opponent at Level 1, but even then, I think that Phase Bulwark is just too damned good to give up. If anything, the best part about Charge becoming baseline is that you can almost freely take Shield Surge at 16, which is an absolutely beastly talent.
I end up taken the uber spellshield usually. Triple Strike nerf made it a pretty bad talent, but the tier is so crowded with sick talents.
Honestly, after last patch, Artanis is so good. He has at least 2, usually 3 useful talents on each tier.
I agree. There aren't many talent selections that I consider to be outright bad anymore. Shield Battery, Burning Rage, Lethal Alacrity, and Titan Killer are the only real offenders at this point. I think they should tweak his E build talents to make them a little more viable, but Artanis should be in a very good place once partial-charge is made baseline.
On March 31 2016 05:49 xDaunt wrote: Speaking of Artanis, does anyone else like Triple Strike anymore? I feel like the only time that you'd want it now is if you take Amateur Opponent at Level 1, but even then, I think that Phase Bulwark is just too damned good to give up. If anything, the best part about Charge becoming baseline is that you can almost freely take Shield Surge at 16, which is an absolutely beastly talent.
I end up taken the uber spellshield usually. Triple Strike nerf made it a pretty bad talent, but the tier is so crowded with sick talents.
Honestly, after last patch, Artanis is so good. He has at least 2, usually 3 useful talents on each tier.
I agree. There aren't many talent selections that I consider to be outright bad anymore. Shield Battery, Burning Rage, Lethal Alacrity, and Titan Killer are the only real offenders at this point. I think they should tweak his E build talents to make them a little more viable, but Artanis should be in a very good place once partial-charge is made baseline.
I want to see some form of CC defense implemented. Possibly making lv 7 talent baseline on E and allowing Artanis to spec into a stun sometime in his tree. The skill is hard enough to hit to warant a stun with a talent, IMO.
On March 30 2016 21:25 karazax wrote: One thing I noticed is that the increase in time for Azmodan to build stacks seemed to have a bigger impact than expected in his power.
I think a lot of people realized how crazy of a buff that was for him. I've been abusing him in HL and actually having fun with that tub of lard since the patch. It's nice being able to get 300 stacks at 12 minutes without having to rely on actually having a team who isn't retarded.
Illidan is broken with this patch. Like he is literally too good.
especially with bans....I can first ban xul and then fp illidan which either forces one of the first picks on the other team to grab muradin and give my team the best assassins (li ming/thrall/falstad/greymane) or just pick/ban muradin with the next wave.
On March 31 2016 06:20 Foxxan wrote: blizzard said they will add base-kit charge?
There was a dev balance discussion forum on reddit today here
Regarding Artanis:
What is the team's vision for Artanis? The last round of updates seemed targeted at making him a stronger tank, but the community seems to think of him as more of a Sonya, who is purely focused on frontliner damage. How do you guys feel about the results of his last round of changes and what's the plan going forward?
[–]BlizzNeyman:
Thanks for the question Trainzebra!
We've always viewed Artanis as somewhat of a hybrid, who is a capable of withstanding a lot of punishment as long as he is aggressive. His Trait is probably his defining feature, and we think it's what makes him special. In the big picture, he should slightly less damaging than someone like Sonya, but when the right situations arrives he is a lot harder to kill.
The most recent changes to his Talents were primarily to help create more diverse options by buffing the ones with lower pick and win rates. It so happened that a lot of his less picked Talents were tankier options (since that's not how the majority of players were playing Artanis). While it wasn't designed to directly buff the Hero (he was sitting at around a 47% win rate at the time), we thought that doing a few small changes would create less "traps" for the Hero, and create a better experience overall.
Going forward, we are planning to make part of Zealot Charge baseline for Artanis (it will have reduced range). We think that this was a fun part of the kit, and helped really bring it all together. This should provide big buff to the Hero, while at the same time helping his Talent diversity overall (now that Zealot Charge won't be a must pick).
On March 31 2016 05:49 xDaunt wrote: Speaking of Artanis, does anyone else like Triple Strike anymore? I feel like the only time that you'd want it now is if you take Amateur Opponent at Level 1, but even then, I think that Phase Bulwark is just too damned good to give up (or even Graviton Vortex for the CD reduction on E). If anything, the best part about Charge becoming baseline is that you can almost freely take Shield Surge at 16, which is an absolutely beastly talent.
...lol i don't play Artanis, but while procrastinating, I actually ran some numbers on excel to mimic a long fight dmg numbers for double vs Triple strike. After having just read a build that didn't use triple strike.
Anyway, In a fight where Artanis landed every auto attack and used his "W" on when it was off cool down. If that fight were to last 804 seconds, my calculation said that triple would net you roughly 8300 more dmg over the 804 second duration.
Btw if you estimate to Burning rage to add half an auto attack per second, it did aprox 32k more dmg over a 804 second long fight than triple strike.
I also was trying to figure out away to mimic the shield proc ability without doing as much work. So what i did is not nearly as reliable, due to sample. And My model wasn't precise enough to break down time beyond seconds. But it the shield seemed to proc at very similar times between Double strike and Triple now.
Point being that longer cool down penalty hurt Triple strike both offensively and defensively. If your gut tells you that you're getting more value out of the other talents, you likely are.
On March 31 2016 06:29 Perseverance wrote: Illidan is broken with this patch. Like he is literally too good.
especially with bans....I can first ban xul and then fp illidan which either forces one of the first picks on the other team to grab muradin and give my team the best assassins (li ming/thrall/falstad/greymane) or just pick/ban muradin with the next wave.
its pretty dumb tbh.
I disagree. He is stronger than he used to be and could even have multiple viable builds but he is still very vulnerable to CC.
On March 31 2016 06:29 Perseverance wrote: Illidan is broken with this patch. Like he is literally too good.
especially with bans....I can first ban xul and then fp illidan which either forces one of the first picks on the other team to grab muradin and give my team the best assassins (li ming/thrall/falstad/greymane) or just pick/ban muradin with the next wave.
its pretty dumb tbh.
I disagree. He is stronger than he used to be and could even have multiple viable builds but he is still very vulnerable to CC.
I am guessing you don't play at the MMR where cleanse is regularly used properly. There is a reason he is seeing a lot of bans in high MMR games.
So infinite chain bomb just totally won my team a game. Noob Kelthas, was only level 6 on him before tonight, never felt very talented at mages either not my style.
Team was KT (Me), Abby, Tyrande, Etc, Dehakka, Vs Muradin, Lili, Lunara, Rexar, Zagara.
On The 2 lane maps with the immortals, not punishers.
Btw infinite chain bomb super effective vs Rexxar. lol
Edit: Yeah watched the replay Rex and mishia just keep playing Hot potato with the bomb.
On March 31 2016 06:29 Perseverance wrote: Illidan is broken with this patch. Like he is literally too good.
especially with bans....I can first ban xul and then fp illidan which either forces one of the first picks on the other team to grab muradin and give my team the best assassins (li ming/thrall/falstad/greymane) or just pick/ban muradin with the next wave.
its pretty dumb tbh.
Agreed, if it wasnt for the bans, we would be back into the illidan meta we had last summer. Luckily we (read I) do have bans.
Spent the night playing around with Tychus in quickmatch, and this is what I came up with:
1: Dash ---- I can really feel the movement speed from this talent, and the enlarged dashes are very nice that you get eventually. 4: Master Assassin --- A 30% eventual attack speed buff is really good--- unless you don't eventually get it. But even in my HL games I think it's pretty common to get 10 takedowns over the course of a game. Honestly all the other options at this level look really bad in comparison, since they don't increase his burst. 7: Relentless Soldier Though I'm open to others. Quarterback for more channeling disruption, concussion grenade if I need more peel. 10: Drakken Laser Drill. I think Tychus does enough dps now that putting him in an odin isn't ideal. However, I will go Odin if it's a map where I need to defend from long range, like tomb of the spider queen or battlefield of eternity. Master Assassin DOES work on the Odin, and seeing it fire at a 1.3 attacks per second rate is pretty nifty. As was the case before, the Laser Drill is like a defensive zoning tool and Odin is a tool to project power. 13: Spray 'n' Pray I like the idea of neosteel, but I think spray 'n' pray still gives more in return in general. That's the stuff! heals for a surprising amount of health, and is a viable option depending on your healer situation. 16: Armor Piercing Rounds 50% bonus damage on a really high damage ability? yes please. 20: Sizzlin' Attacks Because my emphasis here is autoattacks due to Master Assassin. I actually need to try Bob and Weave--- it might be just hands down amazing with Dash.
So basically the goal of the build is to get a 2.5% giantkiller at around 5 attacks per second. Spray 'n' Pray gives more AOE effect, and Armor Piercing Rounds gives you quite a lot of burst spell damage. Dash works well for making sure you can chase, but it also works in conjunction with overkill both for kiting away and chasing with overkill. Overall it worked extremely well in QM, I'll probably give it a try in heroleague tomorrow. This build completely didn't work until I started incorporating dash into it--- the only weird thing is you have to hunt for globes really hard levels 1-4, because starting at 4 you want to race for kills, which is a quest somewhat at odds with collecting globes.
Feels like dehaka isnt a good hero(?) Doesnt work as solo tank. Maybe can work as offtank.
His talents seem very lackluster to me. Also his E with a 20sec cooldown feels rather bad to. Maybe he is very draft depondent or something, and iam missing some key things. His Q with 15 sec cooldown+"casttime" is very hard to hit a hero with especially in 5v5 tf's?
And if you want to reduce the cooldown of it you miss the W damage part and also the CC reduction on 13 gets alot less value.
Would like to hear other ppls experience with him.
Damn I manage to get alot of mana issues with Sylvanas now, its awesome ! The sustained damage you can put out is insane. Plus on later levels you don't need years anymore to clean a camp. That level 1 though ... Still they basically made the build i went for standard and made it so you can adapt to your enemy even more. Not sure she is good in comp though. But a Queen of QM now for sure.
On the other hand. Had an Illidan almost dead on my team. Went to take the temple, emerged with full health. Blizzard please! Make the extra health leech hero only.
On March 31 2016 20:06 Foxxan wrote: Feels like dehaka isnt a good hero(?) Doesnt work as solo tank. Maybe can work as offtank.
His talents seem very lackluster to me. Also his E with a 20sec cooldown feels rather bad to. Maybe he is very draft depondent or something, and iam missing some key things. His Q with 15 sec cooldown+"casttime" is very hard to hit a hero with especially in 5v5 tf's?
And if you want to reduce the cooldown of it you miss the W damage part and also the CC reduction on 13 gets alot less value.
Would like to hear other ppls experience with him.
Bkb said Dehaka was very good for solo Q but would be situational in competitive.
On March 31 2016 20:47 Foxxan wrote: who is bkb? And when you say competetive, do you mean team league?
Player who used to be on Virtus Pro, liquipedia has him as teamless.This was on a community show called Town Hall Heroes last night. He basically was saying with good coordination Dehaka was really strong but not draftable in every case.
BKB is trying out with Team Liquid last I heard, main warrior player. If I remember correctly BKB's build is:
1) Primal Aggression 4) Hero Stalker 7) Symbiosis 10) he uses both, I think Adaptation is hard to get value from 13) Whirling Dervish unless other team has no CC 16) Elongated Tongue 20) Hardened Shield or Apex Predator
Has anyone seen Zagara go for Nydus in game now? I tried it out while grinding out dailies but the channel time to get into a nydus is long and interruptible.
Nydus has always been a great underestimated heroic. The problem is 1 good Maw can win a game. But we recently used it vs a Cho Gall team and they cried. And it was the old version. I'm sure it's viable on big, push oriented, maps.
Really love the new draft system, but I didn't see any Dehaka yet.
On March 31 2016 21:40 ThomasjServo wrote: Has anyone seen Zagara go for Nydus in game now? I tried it out while grinding out dailies but the channel time to get into a nydus is long and interruptible.
Faye from Cognitive was using it the other day and liked it. Useful with a battle momentum build for spamming abilities and split pushing and quickly refilling mana, but you can't rely on nydus as an escape once you are engaged on. You have to push and anticipate the rotation and leave before it gets there so it takes really good mini map awareness of where all the opponents are. Chu8 also tried it on the PTR with success using a baneling spam build, but PTR is such a random experience in skill level and comps that it's hard to judge anything by success there. I haven't had a chance to try it myself yet.
Has to be, otherwise you would just destroy forts with abathur together, once you hit level 10. You exit instantly though its awesome. Don't remove a creep tumor in your retreat pass. Guess you will have to get past a full health Zagara on your retreat. Qued as Dehaka, BW, Zagara. I split pushed like mad and the moment they split up they got ganked and died. That team combination is insane on Dragonshire. Got both shrines and DK by myself after a team fight where both sides had to disengange.
Long story short, Nydus is still the same. But you don't need a Nydus in your hall of the storm anymore and you can now gank with it really easly. Balanced it out by making it like a B if you enter a Nydus. So you really need a good map awareness if you need a Nydus to escape.
I hope split pushing won't become a thing, because if it does they will remove Battle Momentum from Zagara, which makes Nydus extremely strong.
Banelings >.>. Tough Roaches are the thing to get. With Battle Momentum camps can't kill your roaches fast enough and they drain tower Ammo like crazy.
I suppose I'm thinking about the channel to enter the wrong way. In terms of maps I'd have to imagine good maps for falstad=best maps for Zagara to take nydus as well would they not?
On March 31 2016 22:14 FeyFey wrote: Has to be, otherwise you would just destroy forts with abathur together, once you hit level 10. You exit instantly though its awesome. Don't remove a creep tumor in your retreat pass. Guess you will have to get past a full health Zagara on your retreat. Qued as Dehaka, BW, Zagara. I split pushed like mad and the moment they split up they got ganked and died. That team combination is insane on Dragonshire. Got both shrines and DK by myself after a team fight where both sides had to disengange.
Long story short, Nydus is still the same. But you don't need a Nydus in your hall of the storm anymore and you can now gank with it really easly. Balanced it out by making it like a B if you enter a Nydus. So you really need a good map awareness if you need a Nydus to escape.
I hope split pushing won't become a thing, because if it does they will remove Battle Momentum from Zagara, which makes Nydus extremely strong.
Banelings >.>. Tough Roaches are the thing to get. With Battle Momentum camps can't kill your roaches fast enough and they drain tower Ammo like crazy.
Did nydus even get significantly buffed? Healing like you are in the back of your base is really just a quality of life improvement since you don't automatically put one in base every time, and you don't have to juggle getting in and out as much.
On April 01 2016 01:22 MotherFox wrote: Did nydus even get significantly buffed? Healing like you are in the back of your base is really just a quality of life improvement since you don't automatically put one in base every time, and you don't have to juggle getting in and out as much.
You heal like hall, and some QOL changes to the worm. It's faster.
He skipped Uther and Lili, too. Speaking of which I suspect that Lili may see more use with all of these auto-attackers showing up again. I actually wanted to pick her in a game for that very reason a couple of days ago, but couldn't because she's only Level 4 on my account.
Very early, but so far Tychus and KT are lowest win rates over all with the new patch. I would buy Illidan if you like melee assassins and wait on Tychus.
What happens when Pyroblast hits a Lunara with Greater Spell Shield and Shield Dust
On April 01 2016 01:50 karazax wrote: Very early, but so far Tychus and KT are lowest win rates over all with the new patch. I would buy Illidan if you like melee assassins and wait on Tychus.
Honestly I wouldn't draw any conclusions until we are a week or two into the patch. Currently the numbers show Sgt Hammer with a 2nd highest winrate, and I expect there to be some major adjustment there. Not to mention that people are still figuring out how to play these heroes. (I've seen numerous KTs ask why their chain bomb isn't spreading, because they skipped the patch notes and didn't realize it doesn't spread to minions anymore)
That said, I do think KT and Jaina got hit really hard with no bolt of the storm. Now they are much later draft candidates than they were before IMO.
On April 01 2016 01:46 NKB wrote: With new patch worth getting tychus and illidan now? Only ever managed to play a couple of games when they were on the f2p rotation.
Illidan is definitely worth taking, he is a lot better than before in my opinion.
Tychus is alright. KT is decent. Sylv is good. Gaz is Gaz.
The pettiness of HL players even at rank 1 is so ridiculous. Didn't get the hero you wanted because of a ban? Trollpick. Has happened multiple times today.
Also, silenced players flat out shouldn't be allowed to play HL. Silenced player sitting last pick on a Butcher pre-pick, obviously can't respond to us, so we have to shape our team around him. Gets to his pick, insta locks in Azmodan, we get rekt.
On March 31 2016 22:14 FeyFey wrote: Has to be, otherwise you would just destroy forts with abathur together, once you hit level 10. You exit instantly though its awesome. Don't remove a creep tumor in your retreat pass. Guess you will have to get past a full health Zagara on your retreat. Qued as Dehaka, BW, Zagara. I split pushed like mad and the moment they split up they got ganked and died. That team combination is insane on Dragonshire. Got both shrines and DK by myself after a team fight where both sides had to disengange.
Long story short, Nydus is still the same. But you don't need a Nydus in your hall of the storm anymore and you can now gank with it really easly. Balanced it out by making it like a B if you enter a Nydus. So you really need a good map awareness if you need a Nydus to escape.
I hope split pushing won't become a thing, because if it does they will remove Battle Momentum from Zagara, which makes Nydus extremely strong.
Banelings >.>. Tough Roaches are the thing to get. With Battle Momentum camps can't kill your roaches fast enough and they drain tower Ammo like crazy.
What build do you liek to use?
I like the build that fits the team and map the best. Zagara's talents don't change her, just improve an aspect of hers. So even my Nydus build, that I experiment with if my team can work on their own and doesn't need Maw and if its a big map, has many variation except 1) Corpse Feeders 7) Battle Momentum 10) Nydus 20) Bolt Talent on level 4 dictates the rest of the build to some extent. My fave is 4) Tumor Clutch 13) Muta 16) Metabolic Boost Mostly because its really rare that I can use 16) Metabolic Boost, especially since taking Endless Creep is rarely an option.
On April 01 2016 01:50 karazax wrote: Very early, but so far Tychus and KT are lowest win rates over all with the new patch. I would buy Illidan if you like melee assassins and wait on Tychus.
Honestly I wouldn't draw any conclusions until we are a week or two into the patch. Currently the numbers show Sgt Hammer with a 2nd highest winrate, and I expect there to be some major adjustment there. Not to mention that people are still figuring out how to play these heroes. (I've seen numerous KTs ask why their chain bomb isn't spreading, because they skipped the patch notes and didn't realize it doesn't spread to minions anymore)
That said, I do think KT and Jaina got hit really hard with no bolt of the storm. Now they are much later draft candidates than they were before IMO.
Sure, but people are trying to figure out Illidan too and his win rate has increased at most levels. Tychus and KT have low win rates at all levels with 11,500 and 6,000+ games played, while Sgt Hammer's results are only over 1,600 games. Plus Li-Ming bans make it safer to play Sgt Hammer.
KT wasn't played pre-patch because he was hard to keep alive and now he has even less defensive options. Tychus problem is that he does fast low damage auto attacks with a relatively short range so he can't stutter step without losing tons of dps. Given the opportunity to just stand still he can do great damage, but that's rarely safe. Both may increase in win rate with practice, but I suspect that both will stay at or below their already low pre-patch win rates in a week.
I'm not saying never buy them, just that if you have doubts wait a week or so and see how they are doing then.
I don't think Illidan was changed in terms of his overall purpose and style as much as KT and Tychus were, though. Really the biggest change is that The Hunt is preferred over Metamorphasis now----and of course some talent changes are there--- but it's not like the way you approach fights is fundamentally different for him. Tychus has to be drafted in an entirely different way now, and KT definitely has significant style changes that people have to work through.
That isn't to say Tychus or KT aren't weak, but I think there is a definite learning curve for them on par with a new hero because the talent changes were so transformative for their kits.
edit-> Also, if I look at Tychus's stats for the last seven days(current build) and master/diamond checked, his old talent trees come up. It looks like hotlogs is a little bugged right now?
Hopefully someone does find a build that improves Tychus and Kael'Thas win rates. I just can't recommend buying them today based on early results and the general negative first impressions of many pro players for both heroes. If you waited this long, might as well wait another week or so and see how they work out.
Just realized you can now map attack move to left click in game which is a nice change.
Game was over in 13:20 with me doing 39k damage, top in the game.
Man oh man the Withering Barrage/Remorseless combination is sick. Each Q counts as an ability, so you time your basic attacks just after each Q and you do an obscene amount of damage post 16 - around 100 with a Q and around 200 with the remorseless basic attack. At such a quick speed you can utterly destroy, well, anything. Great for structures, bosses, and heroes 1v1.
Gonna try out a few more different styles with her including a mind control based one. But yeah, impressive.
Can a good Jaina explain why her win rate went from mediocre to top tier after what some described as a nerf? According to hotslogs, the new Ice Block + Ice Barrier combo is really strong, but her winrate is high with everything.
Also, it seems like my boy Nazeebo is back, even at Diamond+. The Gargantuan buff seems nice, and I think he's strong on Infernal Shrines, and pretty good on Cursed and Garden. Wall of Zombies is really annoying for Shrine fights, and he can stall the Curse forever.
I'm glad it's not all about Zagara anymore, even though I really like her, and she owns on BHB and Dragon.
I like that more specialisations are relevant. Xul, sylvanas now to and zagara. Nazeebo feels fine to me when the player knows how to play him. The nazeebo's in my games doesnt even use th garganuan but can still do amazing.
According to bakery, nazeeboo's numbers are good, why he isnt used is because his damage is random.
I think Jaina is winning because some matchups you don't need iceblock, so you don't miss not having it until 20. That plus Li-Ming is often banned and Jaina was more likely to be drafted against Ming than on the same team. The other factor is that Kael'Thas is seeing lots of play with a poor win rate, again often pitted opposite Jaina. And of course it's only ~2 days worth of data.
The other thing to consider is that most people think she got nerfed. Therefore the average player is avoiding her and only comfortable or experienced jaina players are playing her. It's just conjecture but that's my guess.
According to bakery, nazeeboo's numbers are good, why he isnt used is because his damage is random.
Not only this, but his damage is very spread out and over time except for a full hit with toads or a dominating ravenous. A good Naz in a good team can be pretty sick - zombie wall is a great pick tool, spiders damage stacks up, toads are solid, and both heroics are viable. But rarely will there be a situation in which a team is either good for Naz or the Naz is good for the team
I also think he is affected by the issue that other specialists are simply better. It doesn't mean he's bad, just that others do what he can do but better. Would you rather have Xul's root or zombie wall? Would you rather have Gargantuan or Devouring Maw?
That and his trait only boosts himself, compared to Sylv or Zagara for example which can provide pushing power/vision for the whole team.
The only Jaina I encountered in HL still played like the old yolo Jaina and fed our team. A Lot. Hotslogs data on the 5 reworked heroes still include old talents, it's normal. It'll take 1 week to clear, like it did with Nova after her rework.
On April 01 2016 16:44 Leolio wrote: The only Jaina I encountered in HL still played like the old yolo Jaina and fed our team. A Lot. Hotslogs data on the 5 reworked heroes still include old talents, it's normal. It'll take 1 week to clear, like it did with Nova after her rework.
Set it to "Last 7 days (Current Patch)" in the date selector and you won't have old talents.
BTW I thought of something, it's really nice when they release a new hero and we don't cry all day long how much OP he is and how the game is Pay2Win. Even though there are bans now and it wouldn't be a problem anymore. Right now all heroes seem viable, except maybe Gazlowe.
So, i remember someone was talking about AA Valla build with vigorous strike + tempered by discipline. I was playing around with her with tempered by discipline but manticore instead. lvl 21 max hatred stacks and you can solo the core (fully outhealing the damage) without vigorous strikes. Thats pretty sick.
I played a hybrid build with: 1.composite arrows -> 2.manticore -> 3.searing attacks -> 4.RoV -> 5. tempered by discipline -> 6.BfB -> 7.nexus frenzy
Very far from what i would usually play on HL but it worked quite well.
Always the same, Assassin omg op they kill me, even if they are not to good like Butcher. Tanks/Healers wow they suck. Unless something happens like Greymane who requires alot of decisionmaking that people don't have on the first day, or Leoric who pushed lanes better then most specialists.
Gazlow works pretty well. My team had to disengange I put down a turret and slow the whole enemy team. Targeting turrets is super strong.
As for Jaina people called it a nerf, but Ice Barrier got moved to 13 which is in most cases better then Iceblock. And now you can Combine Ice Barrier talents with the 16 Cone talents. And then you can even get a buffed improved Ice Block on 20. I love it, but I have to mention that i rarely got Iceblock on 13, because of the Icy Veins + Ice Barrier Combo. Now nothing can harm you, just before 20 you have to watch out if a spell caster sets eyes on you and keep em slowed so they can't get in a good positioning for hitting you. But I really have to learn how to use Ice Barrier better now, with Icy Veins it was never a problem.
On April 01 2016 16:44 Leolio wrote: The only Jaina I encountered in HL still played like the old yolo Jaina and fed our team. A Lot. Hotslogs data on the 5 reworked heroes still include old talents, it's normal. It'll take 1 week to clear, like it did with Nova after her rework.
The kind of Jaina you pray is on the other team that seems incapable of seeing a zeratul shimmer. XD
On April 01 2016 23:09 ShoCkeyy wrote: Thoughts on the hot key changes? Anybody using them?
I think it's more for people that use the on-release smartcast, which in my opinion is an abomination anyways since it's the worst of both worlds. Some skills were bugged with on-release, so this is one way to fix them.
On April 01 2016 23:09 ShoCkeyy wrote: Thoughts on the hot key changes? Anybody using them?
Had to manually edit the hotkey files, but managed to get my old LoL hotkeys back! :D
Smart Cast on QWER, D, 12345 Normal Cast on Shift+QWER, Shift+D, Shift+12345
I really like the option of having smart cast defaulted, with the option to audible into Normal cast if the situation calls for it. So good once you get used to it. It's like on-release, but so much better.
On April 01 2016 20:25 Superbanana wrote: So, i remember someone was talking about AA Valla build with vigorous strike + tempered by discipline. I was playing around with her with tempered by discipline but manticore instead. lvl 21 max hatred stacks and you can solo the core (fully outhealing the damage) without vigorous strikes. Thats pretty sick.
I played a hybrid build with: 1.composite arrows -> 2.manticore -> 3.searing attacks -> 4.RoV -> 5. tempered by discipline -> 6.BfB -> 7.nexus frenzy
Very far from what i would usually play on HL but it worked quite well.
Yeah that was me in the Xul thread. I've been playing it some more and so far so good. I'll have to try out Manticore. In theory it might give more healing than Vigorous strikes since it adds 20% more AA damage (60% / 3) versus 15% more healing. Not sure how it will work if you switch targets a lot though.
Not sure why you would want Composite Arrows rather than Rancor though. The attack speed is so good.
I'm currently 3-0 with Tychus on the new patch. And not just winning. Top damage. (Except in that game where there was a Xul on my team, then I got second.)
I haven't fully nailed down a build yet though... he is nothing like the old Tychus. Overkill is now a finisher and grenade seems to be the initiator whereas before it was the opposite. Style-wise I've been playing as close support for my tank or as a peel for our squishies.
So far: Level 1: Press the advantage feels noticeably weaker than either resistant or Dash L4: In The Rhythm felt super weak compared to The Bigger They Are and Master Assassin (which is my favourite). 7:All three felt good to me. 10: Haven't done Odin yet. Laser is even better than before though. 13:That's the stuff lets you WRECK anyone 1v1 except illidan. Neosteel coating is fantastic for team fights against spell heavy comps. Sadly Spray&Pray used to be one of my favourite talents. I haven't wanted to pick it. 16:Haven't done Titan Grenade yet, but the other two are both fantastic. 20:Need to try Bob&Weave which looks very interesting. But sizzling attacks and focusing diodes are just so damn good.
The one caveat to all this: Every game had a dehaka...and thats fresh meat for me.
Been playing KT for the first time since the last nerf, and I'm not really impressed. The lvl 16 and 20 living bomb talents feel pretty lackluster. Sure, you can do plenty of damage with the increased aa, but that requires you to be standing in their face, and after stun got nerfed, shield got gutted, and blink straight up removed I'd rather not be a front-liner.
As for spreading bomb talent, well, the bomb itself doesn't seem to do much damage, it doesn't interact at all with minions (minions can spread to heroes but not heros to minions or minions to minions, so to actually get any use the enemy heros themselves have to be clumped for an extended time) and people are pretty used to spreading by now. Honestly, all of his lvl 20 talents feel disappointing. I've been using Arcane Power, and it just feels ok. In contrast I'm actually liking the lvl 20 iceblock on Jaina, you can use it a lot more flexibly with the lower CD, and can now take icy veins with it too (barrier is not reliable or long enough to be useful imo)
Maybe with more practice using the Flamestrike build instead and/or Pyro I'll change my mind on KT (or even trying some funky E build) but as of now he just feels awkward.
Liquid Cris often uses this Valla build: 1) composite arrows 4) Manticore 7) Searing Attacks 10) Rain of Vengeance 13) Frost Shot 16) Executioner 20) Bolt of the Storm
Gives you safe poke and good auto damage, and frost shot combos with executioner. Bolt is usually needed on most Valla builds to play safe, despite how tempting Nexus Frenzy is. He goes over the current popular pro meta Valla builds in his guide.
This Rank 1 Kael'Thas survival guide mirrors what I have found so far on KT. Can be OP in damage if you have opponents who don't spread out on a regular basis, but you are kind of counting on your opponent to play poorly to be effective.
Playing some Lunara during free rotation has made me competent how awesome this game could have been if alll hereos were balanced around (a) faster movement speed and (b) longer cast range on abilities. With Lunara it feels like you have some much potential to avoid taking damage which makes for an interesting skill cap.
On April 01 2016 16:44 Leolio wrote: The only Jaina I encountered in HL still played like the old yolo Jaina and fed our team. A Lot. Hotslogs data on the 5 reworked heroes still include old talents, it's normal. It'll take 1 week to clear, like it did with Nova after her rework.
The kind of Jaina you pray is on the other team that seems incapable of seeing a zeratul shimmer. XD
To be fair, without Ice Block I more than ever feel Jaina is completely outclassed by a number of heroes that are safer and deal similar damage. Jaina's niche is all in her burst, but without Ice Block, she is SO risky to play. You are essentially a one-trick pony betting on getting your one trick to work 6 times in a game.
had an Illidan today on me as Jaina post 13. He slowly died while trying to break my ice barrier. To be fair though he tried to max dps on me and didn't dodge anything. Tryed to rely on evasion I guess, which doesn't help anymore to dodge Jaina burst, atleast with Icelance. Fight took like 30 seconds and was super fun. He made alot of mistakes though, like letting me lure him into a minion wave for super insane shields.
Really love to play Jaina atm, because no one takes chill effects into consideration when drafting. And I love my Wintermute on 20. New Ice block is insane too. Zoning power it provides is insane. No whoops had to use my iceblock/bolt, now I can't do jack for 60 seconds. Now its oh my Blizzard is ready again and Iceblock too, time to push them away further.
After some more games with Discipline Valla it still looks pretty solid. Made a math error with Manticore, it doesn't add a flat 20% healing with Tempered by Discipline since that talents grant 30% healing per AA, so Manticore adds 20% to that, making it 36%. Which is quite a bit less than the additional healing from Vigorous Strikes. At level 20 with Vigorous Strikes and maxed Discipline stacks you get 80 health per shot from Discipline and 40 health from Vigorous strikes, for a total of 120 per shot and 180 per shot with Searing Attacks. And with maxed Hatred stacks and Nexus Frenzy, Valla attacks fast.
Any drawn out fight or 1v1 with a Hero that is not a Thrall or Butcher you should be able to outlast most threats. Stuns/blinds do hurt a lot and enough focus fire will bring you down, but I think that will always be the case with Valla.
Being able to solo bosses, mercs and the core is very nice and many opponents don't expect Valla to have so much self sustain. Being at half health but with maxed Discipline stacks can trick a lot of opponents into thinking you're an easy kill. The other nice benefit is that every single moment you are not being attacked means you are healing yourself. I've had more than a few fights where I got pushed down to low health but managed to stay alive and heal (sometimes nearly to full) myself whilst still dishing out the hurt.
On April 03 2016 00:51 FeyFey wrote: Really love to play Jaina atm, because no one takes chill effects into consideration when drafting. And I love my Wintermute on 20. New Ice block is insane too. Zoning power it provides is insane. No whoops had to use my iceblock/bolt, now I can't do jack for 60 seconds. Now its oh my Blizzard is ready again and Iceblock too, time to push them away further.
Yeah wintermute is especially crazy now that icy veins has less competition on that talent tier; I really liked the combination when going frostbolt build prepatch and it seems just as good now (although obviously really greedy; you are gonna need some good tanks/peel)
Tracer spotlight looks fun, they really kept her close to her overwatch version skills wise. Makes me want Reinhardt in Heroes asap xD.
hmm I dropped Iceblock for Icy Veins all day since I had Ice Barrier on 16, but Ice Barrier being on 13 is a decision for me, so it got harder for me to go full greed now.
While Kael'Thas has continued to have low win rates over all across all skill levels over a ton of games this week, the most successful builds at diamond MMR and lower are Flamestrike oriented:
1) Mana Addict is most popular followed by Convection, though Fel Infusion actually has a slightly higher win rate than either. Convection has the lowest win rate. 4) Mana Tap allows for significant mana regen, 7) Burned Flesh. Great when it hits, but does rely on opponents bunching up. 10) Phoenix 13) Fission Bomb 16) Fury of the Sunwell 20) Master of Flames
If your opponents stay clumped up and can't dive you then you do great poke and zoning. If your team can't keep you safe and your opponents spread out then the effectiveness is rather low, but at the moment it seems to be the best KT can muster. Auto Attack KT has lots of damage potential, but generally too risky and there are plenty of other safer auto attack heroes out there to pick instead.
Illidan is indeed too strong. I'll start using him again in HL this week.
Another thing bothers me a lot. Xul + Rehgar is really too strong too. You'll have a 3 man front line, no risks, insane DPS at 10, insane heal. I always win with it, and always lose to it. In both cases I'm ETC. ^^
I like how everyone says its 60 dollar, because most just want the extra stuff not the game.
Dunno about Illidan ... I guess he is strong now, because they buffed him to a level where he is not an instant loss if people pick direct counters to him. So I think its fine. Maybe its just me because I love playing every hero that is super good against him. Makes drafting more fun, just imagine a world where you have to check for counters and team synergy in order to win in the draft. It would be a few horrible months, but at some point rank 1 will finally be free of people that just yolo.
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.
On April 04 2016 23:35 FeyFey wrote: I like how everyone says its 60 dollar, because most just want the extra stuff not the game.
I don't think the extra stuff is all that significant. At least, it wasn't really a factor in me preordering the game--- that has more to do with the fact that I spend so much time on blizzard games I don't spend entertainment dollars anywhere else for the most part.
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.
god-tier on Dragon Shire, viable secondary tank on other maps
On April 04 2016 23:35 FeyFey wrote: I like how everyone says its 60 dollar, because most just want the extra stuff not the game.
I don't think the extra stuff is all that significant. At least, it wasn't really a factor in me preordering the game--- that has more to do with the fact that I spend so much time on blizzard games I don't spend entertainment dollars anywhere else for the most part.
On April 04 2016 23:35 FeyFey wrote: I like how everyone says its 60 dollar, because most just want the extra stuff not the game.
I don't think the extra stuff is all that significant. At least, it wasn't really a factor in me preordering the game--- that has more to do with the fact that I spend so much time on blizzard games I don't spend entertainment dollars anywhere else for the most part.
On April 04 2016 23:35 FeyFey wrote: ... just imagine a world where you have to check for counters and team synergy in order to win in the draft. It would be a few horrible months, but at some point rank 1 will finally be free of people that just yolo.
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.
On April 02 2016 04:43 TheUnderking wrote: I'm currently 3-0 with Tychus on the new patch. And not just winning. Top damage. (Except in that game where there was a Xul on my team, then I got second.)
I haven't fully nailed down a build yet though... he is nothing like the old Tychus. Overkill is now a finisher and grenade seems to be the initiator whereas before it was the opposite. Style-wise I've been playing as close support for my tank or as a peel for our squishies.
So far: Level 1: Press the advantage feels noticeably weaker than either resistant or Dash L4: In The Rhythm felt super weak compared to The Bigger They Are and Master Assassin (which is my favourite). 7:All three felt good to me. 10: Haven't done Odin yet. Laser is even better than before though. 13:That's the stuff lets you WRECK anyone 1v1 except illidan. Neosteel coating is fantastic for team fights against spell heavy comps. Sadly Spray&Pray used to be one of my favourite talents. I haven't wanted to pick it. 16:Haven't done Titan Grenade yet, but the other two are both fantastic. 20:Need to try Bob&Weave which looks very interesting. But sizzling attacks and focusing diodes are just so damn good.
The one caveat to all this: Every game had a dehaka...and thats fresh meat for me.
Lol interestingly we appear to be opposites.
L1: I like Dash, and Combat tactician. Dash is probably better, but on maps where globes are hard to come by, i like CT. Being because of how fast Tychus autos anyway, you can refresh your dash in like a seconds time. Didnt "feel" the resistance in ONE the game i used it.
L4: Master Assassin, Intrigued by Both the increasing uptime talent, and The bigger they are, but haven't tried them yet.
L 7: Actually like the grenade as a finisher, so i get the range here.
L10: Lazer better, Thor is a fun gimmick, ..suppose could be used for poke for tributes / channeling shrines.
L13: healing with your D. ..yeah i said it. ..I prefer the ability to heal my self. .. supposed if you trusted your support could go with "How spell shield should be"
L16: Always Titan grenade. 5 extra percent to secure kills on retreating enemys? Yes. The other overkill talents i have a justifying the pick due to i picked them at lower levels before, tychus's rework. Suppose if you picked the Q range increase at 13, you could pick lead rain.
L20 have only gone for Bob and Weave, .. you're so mobile with Dash. And very mobile with combat Tact as you'll almost always have 3 dashes at your disposal, also if and illidan were to catch you, a couple seconds for autos and you'll have a couple more.
On April 02 2016 04:43 TheUnderking wrote: I'm currently 3-0 with Tychus on the new patch. And not just winning. Top damage. (Except in that game where there was a Xul on my team, then I got second.)
I haven't fully nailed down a build yet though... he is nothing like the old Tychus. Overkill is now a finisher and grenade seems to be the initiator whereas before it was the opposite. Style-wise I've been playing as close support for my tank or as a peel for our squishies.
So far: Level 1: Press the advantage feels noticeably weaker than either resistant or Dash L4: In The Rhythm felt super weak compared to The Bigger They Are and Master Assassin (which is my favourite). 7:All three felt good to me. 10: Haven't done Odin yet. Laser is even better than before though. 13:That's the stuff lets you WRECK anyone 1v1 except illidan. Neosteel coating is fantastic for team fights against spell heavy comps. Sadly Spray&Pray used to be one of my favourite talents. I haven't wanted to pick it. 16:Haven't done Titan Grenade yet, but the other two are both fantastic. 20:Need to try Bob&Weave which looks very interesting. But sizzling attacks and focusing diodes are just so damn good.
The one caveat to all this: Every game had a dehaka...and thats fresh meat for me.
Lol interestingly we appear to be opposites.
L1: I like Dash, and Combat tactician. Dash is probably better, but on maps where globes are hard to come by, i like CT. Being because of how fast Tychus autos anyway, you can refresh your dash in like a seconds time. Didnt "feel" the resistance in ONE the game i used it.
L4: Master Assassin, Intrigued by Both the increasing uptime talent, and The bigger they are, but haven't tried them yet.
L 7: Actually like the grenade as a finisher, so i get the range here.
L10: Lazer better, Thor is a fun gimmick, ..suppose could be used for poke for tributes / channeling shrines.
L13: healing with your D. ..yeah i said it. ..I prefer the ability to heal my self. .. supposed if you trusted your support could go with "How spell shield should be"
L16: Always Titan grenade. 5 extra percent to secure kills on retreating enemys? Yes. The other overkill talents i have a justifying the pick due to i picked them at lower levels before, tychus's rework. Suppose if you picked the Q range increase at 13, you could pick lead rain.
L20 have only gone for Bob and Weave, .. you're so mobile with Dash. And very mobile with combat Tact as you'll almost always have 3 dashes at your disposal, also if and illidan were to catch you, a couple seconds for autos and you'll have a couple more.
,
It's very cool how in general our talent picks are the same even though it sounds like we play him much differently. Major difference being that you take the grenade talents and B&W at 20. I haven't done B&W yet. but one of my friends did... it looks pretty darn good but I love me that laser range.
I'll definitely check out combat tactician. I've been a globe monger far too often lately.
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.
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.
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.
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.
From my exprience he seems to really lack the utility to tank/offtank good. 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.
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.
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.
Dehaka is a bullet sponge, that stands in your way and if you get to close you will be pulled into the enemy. Sounds familiar? Jep we have another Johanna even the release comments are rather similar lol. I think Johanna is better 70% of the time, but the other 30% Dehaka is amazing.
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.
I've been spamming a bunch of Dehaka games in quick match.
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.
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.
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.
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.
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.
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.
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.
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?
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.
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.
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.
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.
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.
Lazer Gazlowe plays like a ranged character, shooting lazers from inside bushes or the back lines and then destroying one of his own turrets with Break it Down to drastically reduce the cool down on the next lazer shot.
Played with a Dehaka yesterday, I was ETC, the guy was supposed to be our top player. He proceeds to die 4 times the 5 - 6 first minutes because he tried to go BW mode (soak, back, tp in the fight) or Leoric mode (die, tp in the fight, die). I had more work protecting him than peeling for the backline. And then the magic happened. He stopped dying at all and became a friggin' monster. Pulling them, soaking damage like crazy, crapping on fasltad head and so. I really enjoyed being the tank with a Dehaka on my side. But I can't imagine him protecting anyone, ever. He's a great off tank for sure. And people aren't used to play vs him at all.
Check MVP_Rich's stream VOD for yesterday (4/6/2016) and you can see several gazlowe games. He has also been playing quite a bit of Dehaka and dominating with him.
yeah dehaka turns immortal later in the game with the right talents. You can take the carbot heroes ep 9 "teamfight" and replace Johanna with Dehaka, just that Dehaka actually pulls Diablo along with him. (I miss haunted mines so much because the merc timing was so important) I start to really like Dehaka, especially once I learned how to body block with the character you are pulling lol. Most hilarious thing when a Dehaka comes out of the bushes and grabs an enemy who stayed around to make sure everyone escapes, just to have him form a wall with you that blocks his low health team mates.
His playstyle makes even sense lorewise. Whimp at the beginning that needs to feed of the even weaker by soaking rather effectively, lategame a beast. That being said he is a free kill before 10 if you notice he used his Z. So Hammer rule applies to him.
On April 08 2016 00:57 FeyFey wrote: yeah dehaka turns immortal later in the game with the right talents. You can take the carbot heroes ep 9 "teamfight" and replace Johanna with Dehaka, just that Dehaka actually pulls Diablo along with him. (I miss haunted mines so much because the merc timing was so important) I start to really like Dehaka, especially once I learned how to body block with the character you are pulling lol. Most hilarious thing when a Dehaka comes out of the bushes and grabs an enemy who stayed around to make sure everyone escapes, just to have him form a wall with you that blocks his low health team mates.
His playstyle makes even sense lorewise. Whimp at the beginning that needs to feed of the even weaker by soaking rather effectively, lategame a beast. That being said he is a free kill before 10 if you notice he used his Z. So Hammer rule applies to him.
That being don't siege without your oh shit button?
On April 07 2016 16:35 Leolio wrote: Played with a Dehaka yesterday, I was ETC, the guy was supposed to be our top player. He proceeds to die 4 times the 5 - 6 first minutes because he tried to go BW mode (soak, back, tp in the fight) or Leoric mode (die, tp in the fight, die). I had more work protecting him than peeling for the backline. And then the magic happened. He stopped dying at all and became a friggin' monster. Pulling them, soaking damage like crazy, crapping on fasltad head and so. I really enjoyed being the tank with a Dehaka on my side. But I can't imagine him protecting anyone, ever. He's a great off tank for sure. And people aren't used to play vs him at all.
Is this in QM or HL? I have gotten very good results in QM with Dehaka, but am hesitant to draft him for HL for fear the comp doesn't turn out right. (Or I just draft him in the wrong situation.)
On April 07 2016 22:45 karazax wrote: Check MVP_Rich's stream VOD for yesterday (4/6/2016) and you can see several gazlowe games. He has also been playing quite a bit of Dehaka and dominating with him.
On April 07 2016 16:35 Leolio wrote: Played with a Dehaka yesterday, I was ETC, the guy was supposed to be our top player. He proceeds to die 4 times the 5 - 6 first minutes because he tried to go BW mode (soak, back, tp in the fight) or Leoric mode (die, tp in the fight, die). I had more work protecting him than peeling for the backline. And then the magic happened. He stopped dying at all and became a friggin' monster. Pulling them, soaking damage like crazy, crapping on fasltad head and so. I really enjoyed being the tank with a Dehaka on my side. But I can't imagine him protecting anyone, ever. He's a great off tank for sure. And people aren't used to play vs him at all.
Is this in QM or HL? I have gotten very good results in QM with Dehaka, but am hesitant to draft him for HL for fear the comp doesn't turn out right. (Or I just draft him in the wrong situation.)
Who do you think he pairs best with yourself? Off hand, and I haven't been able to/interested in playing a ton since he came out but I'd assume you'd want to be popping into lanes with someone who can really take advantage of drag.
On April 07 2016 16:35 Leolio wrote: Played with a Dehaka yesterday, I was ETC, the guy was supposed to be our top player. He proceeds to die 4 times the 5 - 6 first minutes because he tried to go BW mode (soak, back, tp in the fight) or Leoric mode (die, tp in the fight, die). I had more work protecting him than peeling for the backline. And then the magic happened. He stopped dying at all and became a friggin' monster. Pulling them, soaking damage like crazy, crapping on fasltad head and so. I really enjoyed being the tank with a Dehaka on my side. But I can't imagine him protecting anyone, ever. He's a great off tank for sure. And people aren't used to play vs him at all.
Is this in QM or HL? I have gotten very good results in QM with Dehaka, but am hesitant to draft him for HL for fear the comp doesn't turn out right. (Or I just draft him in the wrong situation.)
Who do you think he pairs best with yourself? Off hand, and I haven't been able to/interested in playing a ton since he came out but I'd assume you'd want to be popping into lanes with someone who can really take advantage of drag.
edit-> (My build is enhanced agility / increased-essence-collection / symbiosis/ isolation / whirling dervish / elongated tongue / (contagion, apex predator, or hardened shield, as needed...but usually hardened shield or contagion.)
IMO I think he does best with large maps and teams which are comfortable splitting up, to take full advantage of his ganking potential. You also kind of want a map where you can be in lane a lot OR an enemy team comp where you will get kills a lot.
So I guess I like him...
Against vikings or murky
on dragon shire, sun temple, and infernal shrines. Tomb of the Spider Queen is OK due to heavy minion exposure, battlefield of eternity might be the worst?
In stun chain teams, as his single stun is very long if you can land it.
In general, I think most people are not patient enough with his stun. If you can land it and your team is around, it usually secures a kill. If you are autoattacking the person it is really hard to miss it.
I've seen some really fun Dehaka/Falstad stuff, have Dehaka pop in, Falstad shortly after and try to just nail someone into the dirt.
I played against a Dehaka/Falstad/Brightwing/Zeratul/Thrall and it was kind of gnarly. Never knew when you'd be mauled by 3+ heroes. Probably not a great comp against competent players, but it seemed pretty fun to play (less fun to play against.)
On April 07 2016 22:45 karazax wrote: Check MVP_Rich's stream VOD for yesterday (4/6/2016) and you can see several gazlowe games. He has also been playing quite a bit of Dehaka and dominating with him.
cant get the vod to work
Don't know why, I just tried it again right now and it is working for me.
Yeah he was top damage in at least one of the games, some sick Z moves during combat either to escape, flank or chase someone down. Haven't watched the whole replay, was watching during down time at work and got interrupted a few times and VOD restarted on me so hope to watch more later.
Often he drags someone with tongue, then W moves thru them with increased move speed to body block any retreat. Was playing with a Malf and would drag opponents into root a lot too.
On April 08 2016 05:35 karazax wrote: Yeah he was top damage in at least one of the games, some sick Z moves during combat either to escape, flank or chase someone down. Haven't watched the whole replay, was watching during down time at work and got interrupted a few times and VOD restarted on me so hope to watch more later.
Often he drags someone with tongue, then W moves thru them with increased move speed to body block any retreat. Was playing with a Malf and would drag opponents into root a lot too.
Yeah there seems to be this key moment right at the end of the drag where you need to about-face and start moving into the person. If you are moving away from them at the end of the drag they get away, if you have stopped and started to auto attack them then they won't.
I think the only quality of life change I really would want on the character is to have the speed of his tongue on drag more uniform. Currently it zips out then slows down for the last little bit. This effectively makes it a shorter range skillshot than it really should be, since the massive slowdown at the last tongue flick is easy to walk out of.
So is KT bugged now? I just played a HL game where KT said there was a bug that required you to die and I thought it was BS, but I saw him use a spell on a chest and it looked as though living bomb dropped all the chest's health.
HL BS or no?
NVM, sorting though the WoW bugged stuff, apparently his aa's are living bombs
Apparently the bug is that if you activate verdant spheres and then die, your chain bomb can be cast as if you have verdant spheres on until you activate verdant sphere again.
edit-> Tested it in a bot game. This is a very silly bug that basically stops the game from being a game. KT can cast living bomb on every single minion in a minion wave in less than a second now, not to mention painting the enemy team. (or keeping a constant chain bomb on the enemy team's tank)
It isn't a talent I have seen other pro streamers even try. With symbiosis you can have it up almost constantly in team fights so maybe it is under valued by others.
This XP event is insane. I looked up and realized I had 17,000 gold today, probably just due to getting a bunch of characters to level 9 over the weekend.
On April 11 2016 12:19 MotherFox wrote: This XP event is insane. I looked up and realized I had 17,000 gold today, probably just due to getting a bunch of characters to level 9 over the weekend.
I wanted to avoid bug abusing KTs at all costs, so I couldn't take advantage of it
Wanted to level the heroes on my smurf to be able to go ranked with it, but now I'll have to do it the hard way.
wow Sylv Mind Control gives you jump scares on Nova. Heard the sound got the borders and everything, was like wtf where was she ... realized she got my decoy.
On April 11 2016 12:20 MotherFox wrote: FYI KT is now disabled in heroleague play. Good for blizzard on jumping on that fix--- I actually had someone try to abuse it in one of my games.
On April 11 2016 12:20 MotherFox wrote: FYI KT is now disabled in heroleague play. Good for blizzard on jumping on that fix--- I actually had someone try to abuse it in one of my games.
If only they also banned him in QM -_-
I'm surprised they didn't. Seems like a no brainer. AI games only for KT until resolved.
On April 11 2016 12:19 MotherFox wrote: This XP event is insane. I looked up and realized I had 17,000 gold today, probably just due to getting a bunch of characters to level 9 over the weekend.
I wanted to avoid bug abusing KTs at all costs, so I couldn't take advantage of it
Wanted to level the heroes on my smurf to be able to go ranked with it, but now I'll have to do it the hard way.
On April 11 2016 12:19 MotherFox wrote: This XP event is insane. I looked up and realized I had 17,000 gold today, probably just due to getting a bunch of characters to level 9 over the weekend.
I wanted to avoid bug abusing KTs at all costs, so I couldn't take advantage of it
Wanted to level the heroes on my smurf to be able to go ranked with it, but now I'll have to do it the hard way.
xp event is for several weeks.
I thought it was only during HotD. Good to know that I was wrong.
Now they just need to remove KT from QM and I'll play as many games as I can fit into my empty schedule
On April 07 2016 22:45 karazax wrote: Check MVP_Rich's stream VOD for yesterday (4/6/2016) and you can see several gazlowe games. He has also been playing quite a bit of Dehaka and dominating with him.
cant get the vod to work
Don't know why, I just tried it again right now and it is working for me.
Rich has changed his build since then, seems to favor: 1) Enhanced Agility 4) Hero Stalker 7) Symbiosis 10) Isolation 13) Whirling Dervish or Ferocious Stalker depending on enemy CC 16) Elongated Tongue or Rapid Regeneration 20) Apex Predator or Hardened Shield
On April 11 2016 12:19 MotherFox wrote: This XP event is insane. I looked up and realized I had 17,000 gold today, probably just due to getting a bunch of characters to level 9 over the weekend.
I wanted to avoid bug abusing KTs at all costs, so I couldn't take advantage of it
Wanted to level the heroes on my smurf to be able to go ranked with it, but now I'll have to do it the hard way.
xp event is for several weeks.
I thought it was only during HotD. Good to know that I was wrong.
Now they just need to remove KT from QM and I'll play as many games as I can fit into my empty schedule
FWIW all weekend I only saw one KT abusing the bug, and it was in QM. Unfortunately he was on my team and he was convinced the bug was good enough to let him 1v5, so he went in alone every fight all game and we lost hard due to his feeding.
I find it amusing that Water Dragon was once touted as Lili's highest win-rate skill (despite lower pick rates) but is getting a massive buff.
Also, not sure how I feel about KT's +50% buff to Flamestrike, is he really that bad now? Emerald Wind and Twilight Nightmare buffs look really interesting to me. Passive buff to healing but gain some utility versus active spike to healing with no utility (well Blink Heal has movement tricks attached).
Its not really a 50% buff, since the damage increase from verdant goes away. It will mostly make him more consistent in damage and you won't have to D your flamestrike all the time. And flamestrike seems to be the build atm.
For the new patch, i like it. Though dissapointed with the heroic changes for etc, lili and bw. Like the passive healing but still it has a to long cooldown to really impact.
On April 12 2016 07:56 ThomasjServo wrote: I hope hope hope lili makes it into the meta proper.
She's a decent counter to Illidan but just... one stun and her heroic is done, and she can't heal through anything else. She has a place in HL but not competitive.
Does anyone other than Stitches have dampen magic? If not I don't know why they wouldn't list the change under him, but I find myself unable to remember any other moisteners-of-magic.
On April 12 2016 12:43 MotherFox wrote: Does anyone other than Stitches have dampen magic? If not I don't know why they wouldn't list the change under him, but I find myself unable to remember any other moisteners-of-magic.
On April 12 2016 12:43 MotherFox wrote: Does anyone other than Stitches have dampen magic? If not I don't know why they wouldn't list the change under him, but I find myself unable to remember any other moisteners-of-magic.
I guess they're gonna add it to Anub/Arthas in the next patch.
On April 12 2016 12:43 MotherFox wrote: Does anyone other than Stitches have dampen magic? If not I don't know why they wouldn't list the change under him, but I find myself unable to remember any other moisteners-of-magic.
I guess they're gonna add it to Anub/Arthas in the next patch.
hopefully with a whole mess of health, and a complete rework for arthas.
On April 12 2016 06:31 xDaunt wrote: WHERE ARE MY ARTANIS CHANGES?!
Suppression pulse now does +50% dmg ?
--------
@patch: Interesting changed, eager to test that stuff. Some things were expected (Gust of Wind nerf), others seem unneccessary... like the ridiculous "tack a 2nd effect" or "+50% dmg to lesser-used ultimates" buffs ...... Johannas falling sword is now hitting for 7xx on lvl 10 o.0 That's close to hinterland blast levels of dmg...
On April 12 2016 06:23 Larkin wrote: We must be getting pretty close to the next hero reveal, right? Wonder who it is?
It's tracer
Yup, that's been common knowledge for weeks now! I wonder if they'll reveal another Overwatch character or whoever is after Tracer.
Tracer is officially coming in May, at least Blizz is selling it that way so that buying Overwatch actually grants any benefit (get Tracer earlier !!!!111eleven)
No new hero for April ? Would have been nice to have a new hero reveal by now... (but i guess that would slow the tracer butt hype train)
On April 12 2016 22:00 FeyFey wrote: what should be reworked for Arthas? :o
Army of the dead at least, and ditch generic talents for him. I like his base kit, but he needs to be sharpened up some.
I think ads or summon's as ults are underwhelming in general with the exception of maybe gargantuan; Ultralisk, Army of the Dead, whatever Azmodan's is called, and what possession was are uninspired.
On April 12 2016 14:43 Ej_ wrote: "BW is still a shit hero, but now she's a shit hero with 2 heroics." - what that patchnote said
I admit it made me laugh. ;-) BW's not bad at all. Just won an HL game with her (even if I got disconnected 5 whole minutes early game). But you need sustained damage, and preferably 2 warriors. If you can provide free heals for a long time, you'll outheal the opponent. The bigger the map, the stronger your "use mana / health, TP in again full as if the fight only started + shield on some guy".
On April 12 2016 06:23 Larkin wrote: We must be getting pretty close to the next hero reveal, right? Wonder who it is?
It's tracer
Yup, that's been common knowledge for weeks now! I wonder if they'll reveal another Overwatch character or whoever is after Tracer.
Tracer is officially coming in May, at least Blizz is selling it that way so that buying Overwatch actually grants any benefit (get Tracer earlier !!!!111eleven)
No new hero for April ? Would have been nice to have a new hero reveal by now... (but i guess that would slow the tracer butt hype train)
Tracer is coming next week if you preordered the $60 version of Overwatch, otherwise she will be available for sale the following week. I kind of expect the warrior buff patch to come with her release.
On April 12 2016 22:00 FeyFey wrote: what should be reworked for Arthas? :o
Army of the dead at least, and ditch generic talents for him. I like his base kit, but he needs to be sharpened up some.
I think ads or summon's as ults are underwhelming in general with the exception of maybe gargantuan; Ultralisk, Army of the Dead, whatever Azmodan's is called, and what possession was are uninspired.
I have to disagree to the generalisation here:
Tychus Lazer is pretty good and almost always underrated as a target priority Abathurs (now buffed) monstrosity can be a real pain in the ass i believe (like 1 has to go back and deal with it, meanwhile the others can engage 4,hat v 4 or something along those lines)
On April 12 2016 22:00 FeyFey wrote: what should be reworked for Arthas? :o
Army of the dead at least, and ditch generic talents for him. I like his base kit, but he needs to be sharpened up some.
I think ads or summon's as ults are underwhelming in general with the exception of maybe gargantuan; Ultralisk, Army of the Dead, whatever Azmodan's is called, and what possession was are uninspired.
I have to disagree to the generalisation here:
Tychus Lazer is pretty good and almost always underrated as a target priority Abathurs (now buffed) monstrosity can be a real pain in the ass i believe (like 1 has to go back and deal with it, meanwhile the others can engage 4,hat v 4 or something along those lines)
I forgot about abathur and about the laser for Tychus. I would argue though that monstrosity is different in that adds value in XP, the laser has potential but I guess I don't really see it as the same thing though it is in the same category.
My broader point I suppose is that in any case where one of the two ults is/was a summon you seldom if ever see that as the preferred ultimate though it can go either way for Arthas. I think that is indication that they could use some attention from Blizzard.
I think that Frostmourne Hungers needs some attention too.
If we look at kerrigan. She has a summon and a damage heroic.
She is forced to take the damaged heroic because its her best survival she has and her kit's survival is really low. So in this case, its not that the ultralisk is bad per se.
On April 12 2016 23:55 Foxxan wrote: If we look at kerrigan. She has a summon and a damage heroic.
She is forced to take the damaged heroic because its her best survival she has and her kit's survival is really low. So in this case, its not that the ultralisk is bad per se.
I mean is there a situation where Ultralisk would be the better choice? I'm honestly asking. I take it in beginner ai games if I have to play a SC assassin.
On April 13 2016 00:23 ThomasjServo wrote: I mean is there a situation where Ultralisk would be the better choice? I'm honestly asking. I take it in beginner ai games if I have to play a SC assassin.
Not right now, no. But not because the ultralisk cant work, evne tho we never see it we cant know for sure if it would be useful or not.. Point is, kerrigan needs survival 100% or else she just dies.
Could see ultralisk being used if kerrigan didnt have these huge survival issues. 1. Can hunt a squishy while kerrigan targets another hero, making it so the squishy needs to move away. 2. Can split soak at lvl 20(with the talent upgrade) 3. Deal extra damage to primary target(?) 4. Body block. And also "body block" versus spells.
On April 13 2016 00:23 ThomasjServo wrote: I mean is there a situation where Ultralisk would be the better choice? I'm honestly asking. I take it in beginner ai games if I have to play a SC assassin.
Not right now, no. But not because the ultralisk cant work, evne tho we never see it we cant know for sure if it would be useful or not.. Point is, kerrigan needs survival 100% or else she just dies.
Could see ultralisk being used if kerrigan didnt have these huge survival issues. 1. Can hunt a squishy while kerrigan targets another hero, making it so the squishy needs to move away. 2. Can split soak at lvl 20(with the talent upgrade) 3. Deal extra damage to primary target(?) 4. Body block. And also "body block" versus spells.
Kinda like Misha without a handicapped main hero ?
On April 13 2016 00:23 ThomasjServo wrote: I mean is there a situation where Ultralisk would be the better choice? I'm honestly asking. I take it in beginner ai games if I have to play a SC assassin.
Not right now, no. But not because the ultralisk cant work, evne tho we never see it we cant know for sure if it would be useful or not.. Point is, kerrigan needs survival 100% or else she just dies.
Could see ultralisk being used if kerrigan didnt have these huge survival issues. 1. Can hunt a squishy while kerrigan targets another hero, making it so the squishy needs to move away. 2. Can split soak at lvl 20(with the talent upgrade) 3. Deal extra damage to primary target(?) 4. Body block. And also "body block" versus spells.
Kinda like Misha without a handicapped main hero ?
On April 13 2016 07:32 ThomasjServo wrote: What is with the uptick in nazeebo play on hotslogs? He has the highest win rate right now, what did I miss?
My interpretation is that with bans it is possible to draft some heroes much more safely than before.
On April 13 2016 07:32 ThomasjServo wrote: What is with the uptick in nazeebo play on hotslogs? He has the highest win rate right now, what did I miss?
Imho he has always been good. I haven't been playing him a lot lately cause everybody used to cry when they see a Naz pick, but as long as I remember, I was always top damage dealer or close with him. Also, the longer the game, the OPier he is, ending up with close HP amount to a Muradin or alike, with infinite mana...
The one think he really lacks is decent AI for Gargantuan, cause as of now I find it impossible to kite while Gargantuan is there. Maybe add control like Raynor's banshees... (maybe it is already the case and I'm just stupid/blind?).
On April 13 2016 07:32 ThomasjServo wrote: What is with the uptick in nazeebo play on hotslogs? He has the highest win rate right now, what did I miss?
Imho he has always been good. I haven't been playing him a lot lately cause everybody used to cry when they see a Naz pick, but as long as I remember, I was always top damage dealer or close with him. Also, the longer the game, the OPier he is, ending up with close HP amount to a Muradin or alike, with infinite mana...
The one think he really lacks is decent AI for Gargantuan, cause as of now I find it impossible to kite while Gargantuan is there. Maybe add control like Raynor's banshees... (maybe it is already the case and I'm just stupid/blind?).
Fair enough, I suppose he could do well against a xul too considering their kits are similar ish, but he benefits from Xuls trait too.
On April 13 2016 07:32 ThomasjServo wrote: What is with the uptick in nazeebo play on hotslogs? He has the highest win rate right now, what did I miss?
My interpretation is that with bans it is possible to draft some heroes much more safely than before.
I can see that too.
I just popped onto HotsLogs and was surprised to see him at the top. Two nights ago we played against a Naz every game too, it was strangeness.
I don't think skeletons count as Minion for Nazeebo's trait. You sure about that ?
edit: ingame description says "enemy", so yes, he actually feeds on Xul's trait. That's great. But for Dehaka, it's enemy minion or hero, so it doesn't work. Not Illidan's unending hatred either. Are there others ?
It means that every time living bomb explodes it will transfer to a hero in range who doesn't have it, where normally only the initial target's living bomb explosion spreads it. So if you cast it on say Leoric, and it explodes and hits Xul, then when Xul's explodes, if Leoric is still in range he will spread it again and they will keep spreading it until no one is in range or everyone in range already has living bomb.
Happy Birthday DPB probably tomorrow but HBD regardless.
Thank you! I just noticed the icon now haha. In 12.5 hours, it'll be my birthday in my timezone
P.S. We need to play more Heroes together!
For sure, my buddy panda and I have been playing a lot more diablo 3 of late for reasons I'm not entirely sure of, but next time we're doing Hero League I'll hit you up with an invite if you want to pop out of your training mode fun :p
Happy Birthday DPB probably tomorrow but HBD regardless.
Thank you! I just noticed the icon now haha. In 12.5 hours, it'll be my birthday in my timezone
P.S. We need to play more Heroes together!
For sure, my buddy panda and I have been playing a lot more diablo 3 of late for reasons I'm not entirely sure of, but next time we're doing Hero League I'll hit you up with an invite if you want to pop out of your training mode fun :p
Haha I've finished leveling everyone, so now I'm back in HL/ QM when I have time I've also been playing Path of Exile, similar to your recent D3 interest.
Hey guys, anyone play a lot of Dehakka? Almost have him to 9. Noticed that the build i've been going for is quite different from most of the guides on Hots logs/ heroesfire. And thought id share what i've been doing, and see how it compares to people playing him here.
For most maps, like Tomb, Cursed, Garden, Dragon, Towers, Shrines. Ive been going 1 Lane clear, 4 Extra minion essence, 7 Globe Essence, 10 Isolation, 13, Relentless Ws, 16 Drag range, 20 Brushstalker.
The Idea being lane sustain. With all the essence talents by 7 you can gather essence at a rate of 31 per minion wave. Which is a significant heal. Makes it so if you ever get low, you can retreat to lane briefly and collect essence quite quickly and get back in the fight.
I really haven't been doing much of the bright wing thing. Using hearth and jumps to create lane sustain. I save my jumps for ganks.
On Battlefield of Eternity. Given how team fight heavy it is, i swap the 4 essence talent for take downs, and W CD reduction.
On April 14 2016 01:35 Cyanocyst wrote: Hey guys, anyone play a lot of Dehakka? Almost have him to 9. Noticed that the build i've been going for is quite different from most of the guides on Hots logs/ heroesfire. And thought id share what i've been doing, and see how it compares to people playing him here.
For most maps, like Tomb, Cursed, Garden, Dragon, Towers, Shrines. Ive been going 1 Lane clear, 4 Extra minion essence, 7 Globe Essence, 10 Isolation, 13, Relentless Ws, 16 Drag range, 20 Brushstalker.
The Idea being lane sustain. With all the essence talents by 7 you can gather essence at a rate of 31 per minion wave. Which is a significant heal. Makes it so if you ever get low, you can retreat to lane briefly and collect essence quite quickly and get back in the fight.
I really haven't been doing much of the bright wing thing. Using hearth and jumps to create lane sustain. I save my jumps for ganks.
On Battlefield of Eternity. Given how team fight heavy it is, i swap the 4 essence talent for take downs, and W CD reduction.
How have you guys been playing him?
I was tempted by the extra minion essence, but it seems like it falls off in returns as the game moves out of lane and to objectives.
On April 13 2016 22:51 karazax wrote: It means that every time living bomb explodes it will transfer to a hero in range who doesn't have it, where normally only the initial target's living bomb explosion spreads it. So if you cast it on say Leoric, and it explodes and hits Xul, then when Xul's explodes, if Leoric is still in range he will spread it again and they will keep spreading it until no one is in range or everyone in range already has living bomb.
I like the globe essence on 7, since it allows me to stack essences back up way faster after a team fight. But people start to understand that with dehaka you have to choose your team fights wisely. Maybe I have to try Isolation more often, I like the other one way though.
I just picked up Dehaka. I get the feeling that I'm going to have a lot of fun with him. His kit is tailor made for my rotational play. He's definitely going to be a top 5 newbstomper hero in the right hands.
Flamestrike damage is now empowered by default, with Verdant Spheres only increasing the radius now. Illidan got some sustain nerf which I guess was needed since he was quite hard to kill.
Muradin's Haymaker now deals full 100% damage to all targets hit by the Hero you whack. That's quite big I think since it deals good damage and you can get two charges of it if you get the lvl 20 talent.
Many of the less used Heroics got a damage upgrade, though I doubt most of them will get picked just for their damage. Often the utility or CC element of an Heroic is the deciding factor in picking a Heroic. Stage Dive and Falling Sword doing more damage won't make Mosh Pit or Blessed Shield any less good.
Tychus changes aren't in the right direction. Blizzard still seems to somehow think Tychus can play the role of a tank killing turret. But what happens to Tychus when he stands still? He dies. Hard. Higher health doesn't save him from a quick focus by the enemy team. He cannot just stand still and plow away at the enemy team. He'll get interrupted or focused and end up not contributing as much as a Raynor or Valla would who can kite and remain mobile whilst applying their damage. Tychus' trait should be baseline at 1% and activating it should allow him to attack on the move, facing his target, similar to how Overkill works. Overkill also needs to have his AA work in tandem with it, not against it. Overkill damage should be related to his AA damage. Higher AA damage, higher Overkill damage.
Li-Ming nerf is warranted I suppose, 30 seconds instead of 20 is still short enough for every teamfight and her trait reset isn't affected by it.
Not sure about KT though, since it still feels like he has to get unsafely close to dish out his damage. Whereas Jaina can poke and slow with Frost Bolt and Li-Ming has good range and an escape, KT has neither other than Gravity Lapse. He'll still die quite easily.
Gust change was needed. Such a massive playmaker on a 40 second cooldown was so strong. It could make nearly any play and cancel an enemy team play. Should help make it so that Gust is a bit less of a get-out-of-jail free card.
On April 14 2016 04:14 Thezzy wrote: Also, the mana regen addition on Nightmare for Malfurion. The fuck? Why would a mana regen buff make me give up Tranquility? Make no sense.
I mean having a healer that pretty much never has to go back and can give mana to is appealing. I think it would be pretty tempting if you got to heal teammates in the silence area of the Twilight Dream spell for some amount. Not ancestral, not palm, but give me something to compensate for losing all them heals
I've never really had major mana issues with Malfurion other than the early game. And in the teamfight itself, the mana regen has zero effect.
*Maybe* in very long engagements on say Battlefield of Eternity it *might* have some value but even then, I'd rather have Tranquility in a teamfight and have to hearth every once a while rather than not have it.
you can go for a rather greedy heal build with it. But you still get Tranq if you don't have 2 supports. Just to good that you can spam skills while Tranq is up.
Playing Mura for now though. Its so freaking awesome to slam tanks into fleeing squishies and kill them. But people will figure out way to fast that you have to avoid having a team mate directly betweeen you and Muradin.
Got 154 this month in HL which is the first time I drop in rankings since I got in the leaderboards 3 months ago. That mean they use MMR at the time of posting the thread (so april 13 in this case) and NOT the one at the end of the month, cause I was much higher mmr march 31 but then I went on a 8 losing streak. Also, I went from 51 in TL to unranked while going 2-0 for the month, so they probably added a minimum of games played for TL too.
It's early, but KT feels viable in the right comps after the buffs. It's only 2 days, but with over 11,000 games across all levels of play it's still a decent sample size and a 53.8% win rate. Also saw some play and bans in the NA qualifier.
tempo kaeyoh used this build against C9 in two games:
hey thats my build when there is no healer. The extra Range of Flamestrike makes Kael super save and if you commit to an attack your escape will be through flames. Master of flames is the nightmare of every melee comp. It makes it impossible for you to concentrate on a target and forces you to stay split constantly. And its just adds to this there is no escape from Kael. My post level 20 fights as Kael that ended in a win, usually ended in a win by a large margin, while the enemy could barely stand after they won a fight.
According to that KT rank 1 guide, several of those talents listen above is bad. Not sure i completely agree with his logic on it though, and personally i like several of the above ones.
Yeah there is a matter of opinion, and of course what is best in coordinated pro games is not always the same in uncoordinated hero league games. I suspect both builds can be successful depending on your play style and team comp.
Just remember once, a guy says in draft "game is lost" I respond "stfu". Iam worthy of a silence now if i get reported.
Truly, the system feels like shit. Its pretty sweet beeing silent though, i dont like writing anyway. Anyway, i write it in this thread to see what other people feel about it.
On April 15 2016 17:42 Foxxan wrote: Just remember once, a guy says in draft "game is lost" I respond "stfu". Iam worthy of a silence now if i get reported. Truly, the system feels like shit. Its pretty sweet beeing silent though, i dont like writing anyway. Anyway, i write it in this thread to see what other people feel about it.
Usually when I face someone like that, i reply : 1 - Game is never lost, we are not pro and there's no draft lose at this level. (I'm low rank 1) 2 - If you don't have the mindset to put a fight and do your best, don't play, or play AI.
On April 15 2016 17:42 Foxxan wrote: Just remember once, a guy says in draft "game is lost" I respond "stfu". Iam worthy of a silence now if i get reported. Truly, the system feels like shit. Its pretty sweet beeing silent though, i dont like writing anyway. Anyway, i write it in this thread to see what other people feel about it.
Usually when I face someone like that, i reply : 1 - Game is never lost, we are not pro and there's no draft lose at this level. (I'm low rank 1) 2 - If you don't have the mindset to put a fight and do your best, don't play, or play AI.
First two picks take Lunara & Illidan. I suggest we use Tassadar plus second support to boost the Illidan, so I pick Tassadar and other pick takes Li Li, though we don't lock in and ask whether the last pick can take tank. Last pick doesn't respond, so time runs out and we lock in. Last pick stays AFK, time runs out and he locks in Kerrigan.
7-8 minutes in the enemies tend to stand still, most likely typing some angry stuff at their teammates, run into us and spin in circles without doing anything and their Zeratul suicides trying to solo a keep. That was a rank 1-3 match, not rank 40 yolo bronze.
No game is lost at the draft. You can always hope that your opponents screw it up and more often than not it will actually happen.
What i wanted to know was what people feel about beeing worthy of a silence for writing "stfu" to someone. You two above, you feel i was worthy of a silence in this case?
On April 15 2016 19:34 Foxxan wrote: What i wanted to know was what people feel about beeing worthy of a silence for writing "stfu" to someone. You two above, you feel i was worthy of a silence in this case?
Depends on the context. It's certainly not the best way to defuse a situation and tends to increase arguing instead of reducing it, so it's most certainly negative and annoying. Personally, I wouldn't report for just that, but if a person is constantly negative then it might be the one thing that tips the balance in favor of reporting.
Since you don't get silenced from just one game, it can't be the only reason why you got silenced.
On April 15 2016 19:34 Foxxan wrote: What i wanted to know was what people feel about beeing worthy of a silence for writing "stfu" to someone. You two above, you feel i was worthy of a silence in this case?
I would hazard to guess that it wasn't your first run in with the reporting system but that is pure speculation.
Personally I've come to find people that expect or act like they expect the team to build around them more annoying. I had a guy in HL last night that was 4th pick and shows Murky and said legitimately, "I shouldn't have to heal I showed first." That was more obnoxious to me personally
Its my fourth silence, this forth time i decided to mail blizzard about it to investigate it cuz i have really behaved nicely this time i had thought. And the words that came up was "stfu" "shut the fuck up" "bitch"
Bitch is a ugly word so yes, i agree with that. I think ive said it once only this forth time. But other than that i have responded with "stfu" or "shut the fuck up" to people that say something negative.
And i havent written it alot either. Seriously, maybe total 4times if i remember correctly, maybe even less actually. I know for a fact people have reported me when they got mad at me, and not for beeing toxic or rude in chat.
Such as "you ruined this game" or very early "gg" calls, "its lost" etc. The respond i have had is "stfu".
Trying to think that i might have forgotten how i have behaved. The response i got from blizzard was only those words, and it didnt say how many times either so i guess it said those words once each time maybe(?)
The biggest negative part about this is that silenced people is kindalooked down upon.
I'd recommend replying "just play" instead when someone says gg, or you ruined the game, or whatever, or just don't reply at all. We all get in situations where you want to say stfu, and will say it to ourselves, but it's not likely to help your current situation, and not likely to get the person you are addressing to actually shut up. I don't think stfu is report worthy on it's own, but if you are finding that Blizzard thinks it is worth silencing, then the benefit of self venting can't be worth the penalty. Less typing and more playing, and mute people who are getting on your nerves.
I don't get this 100% Muradin. Is he anyhow OP? I believe that last HotS event showed a winrate below 50% for Muradin while being picked a lot. So, what is the reason for this pick as of now? Is it the fact that Muradin has some basics but always useful spells whatever the situation?
On April 15 2016 20:13 Foxxan wrote: Its my fourth silence, this forth time i decided to mail blizzard about it to investigate it cuz i have really behaved nicely this time i had thought. And the words that came up was "stfu" "shut the fuck up" "bitch"
Bitch is a ugly word so yes, i agree with that. I think ive said it once only this forth time. But other than that i have responded with "stfu" or "shut the fuck up" to people that say something negative.
And i havent written it alot either. Seriously, maybe total 4times if i remember correctly, maybe even less actually. I know for a fact people have reported me when they got mad at me, and not for beeing toxic or rude in chat.
Such as "you ruined this game" or very early "gg" calls, "its lost" etc. The respond i have had is "stfu".
Trying to think that i might have forgotten how i have behaved. The response i got from blizzard was only those words, and it didnt say how many times either so i guess it said those words once each time maybe(?)
The biggest negative part about this is that silenced people is kindalooked down upon.
Try to avoid words from your list, or add a "please" before or after. Worked well for me so far. Obviously we all get more or less mad sometimes when playing, but try to remain as nice as possible, it actually helps a lot. Just adding the word "please" changes totally -imho- the ton of the sentence.
Regarding the early "gg" or "it's lost", i just reply "No, it is not", or my previous point 2. I seriously don't get how people can say that a game is lost while there is so much space for comeback in this game. Did they never had any comeback at all?
On April 15 2016 21:08 karazax wrote: I'd recommend replying "just play" instead when someone says gg, or you ruined the game, or whatever, or just don't reply at all. We all get in situations where you want to say stfu, and will say it to ourselves, but it's not likely to help your current situation, and not likely to get the person you are addressing to actually shut up. I don't think stfu is report worthy on it's own, but if you are finding that Blizzard thinks it is worth silencing, then the benefit of self venting can't be worth the penalty. Less typing and more playing, and mute people who are getting on your nerves.
I can't count how many times i yelled at my screen but i'd never write something like that. Basically my only response to toxicity is : "Shut up and start playing pls" or "Typing is losing"
And yes, muted ppl are looked down upon and i feel rightfully so. IMO 95% of ppl that are muted are retards and shouldn't be allowed to play HL. Fact ^^
On April 15 2016 21:35 SChlafmann wrote: I don't get this 100% Muradin. Is he anyhow OP? I believe that last HotS event showed a winrate below 50% for Muradin while being picked a lot. So, what is the reason for this pick as of now? Is it the fact that Muradin has some basics but always useful spells whatever the situation?
Overall Muradin just fits in most every comp with stun, good engage or escape, and sustain and most warrior players really comfortable on him. Certainly not OP though, but most NA warriors not great on Tyrael. Dehaka saw lots of success as solo tank though. Muradin is a comfort pick for many of the NA warriors, but NA tends to over value him, which was a problem for them at worlds when China and Korea could wait to pick warriors last and be quite happy with Tyrael if Muradin and ETC are banned out.
On April 15 2016 21:35 SChlafmann wrote: I don't get this 100% Muradin. Is he anyhow OP? I believe that last HotS event showed a winrate below 50% for Muradin while being picked a lot. So, what is the reason for this pick as of now? Is it the fact that Muradin has some basics but always useful spells whatever the situation?
Overall Muradin just fits in most every comp with stun, good engage or escape, and sustain and most warrior players really comfortable on him. Certainly not OP though, but most NA warriors not great on Tyrael. Dehaka saw lots of success as solo tank though. Muradin is a comfort pick for many of the NA warriors, but NA tends to over value him, which was a problem for them at worlds when China and Korea could wait to pick warriors last and be quite happy with Tyrael if Muradin and ETC are banned out.
On April 15 2016 21:35 SChlafmann wrote: I don't get this 100% Muradin. Is he anyhow OP? I believe that last HotS event showed a winrate below 50% for Muradin while being picked a lot. So, what is the reason for this pick as of now? Is it the fact that Muradin has some basics but always useful spells whatever the situation?
Overall Muradin just fits in most every comp with stun, good engage or escape, and sustain and most warrior players really comfortable on him. Certainly not OP though, but most NA warriors not great on Tyrael. Dehaka saw lots of success as solo tank though. Muradin is a comfort pick for many of the NA warriors, but NA tends to over value him, which was a problem for them at worlds when China and Korea could wait to pick warriors last and be quite happy with Tyrael if Muradin and ETC are banned out.
The Butcher's prices will be reduced to 8.49 EUR - 6.49 GBP and 7,000 gold.
Do you think that playing solo tyrael or other off tanks in KR is more a reflection of a lower risk, lower reward style of play on the server?
they don't play low risk, low reward, most of them just don't engage like shit (or get picked off randomly walking on the map) like many western teams do. Tyrael is popular in KR and CN because they have much better teamfighting
Tyrael is arguably higher risk as he has lower life total and takes more skill to pressure the opposing back line without getting blown up. Muradin is much more likely to survive getting focused if caught in a bad position. Bakery said that they dismissed Tyrael at worlds because in their scrims they found he was getting blown up too easily, where the Chinese and Koreans developed a style and skill level where they were able to avoid that problem. During worlds the NA and EU warriors were not going to be able to master that style and reach that skill level without considerably more practice with the hero.
Tyrael plays more like a support warrior with the speed buffs, slows, shields and sanctuary, along with skillful holy ground placement zoning. Some good general tips for Tyrael play here.
On April 16 2016 02:10 Valiver wrote: She looks crazy strong (and annoying). Also in the spotlights don't they usually point out weaknesses too? Cause they didn't do that this time lol.
"Tracer's weakness is the first ban, use it wisely in ranked games to negate her advantages!"
except Lunara that does her damage over poison. But yeah Raynor/Hammer will be fun against her. Nothing she can do. Luckily there are stuns that don't need to be aimed lol. And she is a farming hero like Dehaka, so she has to prepare her Ult for a team fight, or she is basically just autoattacks. Curious how her ult build up works. And if Blizzard is Blizzard and gave her an instant waveclear talent x3. Will be fun to learn her recall position and then just blow her up. It should be way easier then in Overwatch.
This whole direction is so stupid... her mobility negates all skill shots and any abilities with a timed activation. No longer do you have to expect certain abilities from opponents and play around them, you can just fix whatever mistake you made instantly... several times, it appears, in succession. Her health needs to be like 1000 and damage 10-20 at level 20 for her to be remotely balanced.
she doesn't heal after recalling until level 20 if talented and it has a 24 second cooldown.
(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 – Tracer’s only Heroic!
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:
[R1] Sticky Bomb: Increase the radius by 50%, and enemies hit are slowed by 60% for 3 seconds
[R1] 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
[R1] Pulse Rounds: The range of Pulse Bomb is doubled, and Basic Attacks versus Heroes give 50% more charges to Pulse Bomb
On April 16 2016 03:05 Hier wrote: This whole direction is so stupid... her mobility negates all skill shots and any abilities with a timed activation. No longer do you have to expect certain abilities from opponents and play around them, you can just fix whatever mistake you made instantly... several times, it appears, in succession. Her health needs to be like 1000 and damage 10-20 at level 20 for her to be remotely balanced.
She provides zero crowd control however. Her blink is short range so you'll need to use multiple charges to get out of trouble, I doubt she'll have much sustain and the Recall is going to be wonky at times depending on where you were.
Not to mention the fact she can't do anything whilst stunned (dunno if she Recall whilst stunned). Add to that a low health bar and likely zero sustain, she won't be able to duel AA heroes like Raynor or Valla since her AA damage seems to be lower than that of other assassins.
She'll be annoying as hell for sure, but I still think she can get blown up very easily. Sure she can dodge a skillshot. Given her fragility she has to. Repeatedly.
Too early to really tell either way. Will have to wait until she's released and played properly for a week or two.
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
doesn't show for me, but maybe thats my pc. Flamestrike build is awesome though.
BW is pretty strong if you have a self sustain tank and one burst melee assassin as your frontline. Can't blind pick her, otherwise you end up with a Thrall BW pairing or something silly or Illidan, these two negate their abilities perfectly. Kerrigan is rawr with BW though.
But BW might be bad against Tracre, since Tracer can poke around you and deal damage over time you can't outheal with your passive. Depending on how fast her skill cooldown is. Then again Tracer has no Mana, so she is probably a good support mana drain, so rotating around and having BW in the middle might be the answer lol. Can even help against Pulsebomb later on. And is immune to getting hit by it, since she has the same blink as tracer as long as a friendly is there.
But Tracer seems more of an independent pick, nothing you build your team around. So you just draft against the other 4, who are rather restricted in their picks because of Tracer. So you can ban out waveclear heroes and pick em yourself and go either for a bursty comp with BW. Or you go Johanna and blind Tracer everytime she tries to empty her clip and go for a poke comp. All just theories though.
Tracer looks like a hero with a really high skill ceiling = should be really entertaining to watch/ play
For people who think that she can't be countered, I think 2 points are important: 1. Her recall cooldown is 24 seconds. That's not super fast, especially if she's trying to retreat. 2. All of the video's clips are basically 1v1 (there's no ganking or coming from different directions); she might be able to blink/ recall from one altercation, but I'm sure with smart positioning, she could get picked off by a second hero. She probably doesn't have much hp anyway.
Pulse Strike: Increases Melee’s Pulse Bomb charges from 10% to 15% against Heroes.
Slipstream: Reduces Recall’s cooldown by 4 seconds and increases the amount of time Recalled by 1 second.
Tracer Rounds: Your Basic Attacks reveal enemies for 4 seconds.
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.
Seems like she'll have a lot of talent diversity and ability to adapt to composition. Seems promising though I wish they didn't give her gathering power basically on 4. Seems lazy .
On April 17 2016 11:06 Larkin wrote: Christ, she looks good. That level 1 talent is a lol fuck you to Zera/Nova.
Cloak doesn't kick in until after 3s of not taking damage, so it's not that strong of a talent. The bigger part of it is not being able to hide in bushes to deter her poke AA.
On April 17 2016 14:46 sM.Zik wrote: Tracer looks op... but also exactly my like my playstyle (ranged dmg and mobility) so i'm excited!
She probably has shit health though. It'll require a ton of skill to use her properly or she should be nerfed bigtime till she does. That much mobility and get out of jail free potential should not be as easy as Li Ming turned out to be.
On April 18 2016 20:53 Foxxan wrote: Tyrandes damage with the none-heal ult feels insane.
With battle momentum gets to feeling like phoenix in the good old days too. It'll get tuned down some in a patch or two I think.
I actually had a tyrade build her q heal for everything except trueshot aura and out healed Uther while taking starfall. It was super interesting to see.
I suspect the patch tomorrow with Tracer will have the warrior reworks for Artanis, Arthas and Anub'arak. Will be interesting to see what else gets added or changed. Butcher price drop is only thing confirmed so far.
I actually had a tyrade build her q heal for everything except trueshot aura and out healed Uther while taking starfall. It was super interesting to see.
I think uther is the lowest healing number healer out there now.
I actually had a tyrade build her q heal for everything except trueshot aura and out healed Uther while taking starfall. It was super interesting to see.
I think uther is the lowest healing number healer out there now.
True, probably the only one she could compete with realistically. They are both kind of swiss army knife healers. Maybe Lili, who knows
Ofc it helps that Leoric entombed al lot of ppl ^^ End it makes you play reeeeally careful, which is a good thing
EDIT: Does the image show? Or how does that work?
I can click through to it. My feeling on convection is it is mostly good if opponents don't dodge it or you have a team that can force them not to. So it's hard to claim it's good when for all we know rehgar and sonya decided to charge in as a group of 2 and never dodge convection strikes ever
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.
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.
Yeah, I have noticed that an enemy KT going convection turns into a little game of "can we kill him once every 3-5 minutes?"
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.
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.
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.
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.
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.
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.
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 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 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)
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 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.
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.
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.
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.
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.
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.
On April 20 2016 00:02 ThomasjServo wrote: This is a great example of an unnecessary quest talent.
What? The cocktail? I'm kind of glad they changed it. It felt like you basically didn't have a cocktail unless you took that talent. With the necessity of the talent removed, if greymane's winrate goes down they can make other adjustments while keeping the flavor of his kit there.
Basically, when taking incendiary elixer at 7 before he turned a little too much into a generic area damage caster. This change preserves what is supposed to be special about his kit in terms of raw game mechanics, and if it doesn't work out bliz can change later.
In other news, can't wait to play with tracer every game tonight! [after playing over the weekend I am also super pumped about overwatch, but i'm not really sure where to express this excitement on the TL forums.]
On April 20 2016 00:02 ThomasjServo wrote: This is a great example of an unnecessary quest talent.
What? The cocktail? I'm kind of glad they changed it. It felt like you basically didn't have a cocktail unless you took that talent. With the necessity of the talent removed, if greymane's winrate goes down they can make other adjustments while keeping the flavor of his kit there.
Basically, when taking incendiary elixer at 7 before he turned a little too much into a generic area damage caster. This change preserves what is supposed to be special about his kit in terms of raw game mechanics, and if it doesn't work out bliz can change later.
In other news, can't wait to play with tracer every game tonight! [after playing over the weekend I am also super pumped about overwatch, but i'm not really sure where to express this excitement on the TL forums.]
Fair points, I just don't want every character to have a quest talent.
On April 20 2016 01:02 Foxxan wrote: Just tried tracer, i dont know, first feeling is she feels boring.
She looked less imbalanced than I previously thought. Not a Li Ming off the cuff.
Unless her damage is off the charts, I doubt she'd ever be in release li-ming territory. Li-ming had disruption, insane burst, and could do it all from a screen away. The range also let her burn down early game buildings in no time flat, so she was kind of a threat on many levels.
On April 20 2016 01:02 Foxxan wrote: Just tried tracer, i dont know, first feeling is she feels boring.
She looked less imbalanced than I previously thought. Not a Li Ming off the cuff.
Unless her damage is off the charts, I doubt she'd ever be in release li-ming territory. Li-ming had disruption, insane burst, and could do it all from a screen away. The range also let her burn down early game buildings in no time flat, so she was kind of a threat on many levels.
The streams of her in try mode with Arthas at least made it seem like she was pretty combo dependent, there is some cool stuff with a reload talent, but kit wise nothing seems obviously Ess of Johan.
On April 20 2016 01:02 Foxxan wrote: Just tried tracer, i dont know, first feeling is she feels boring.
She looked less imbalanced than I previously thought. Not a Li Ming off the cuff.
Unless her damage is off the charts, I doubt she'd ever be in release li-ming territory. Li-ming had disruption, insane burst, and could do it all from a screen away. The range also let her burn down early game buildings in no time flat, so she was kind of a threat on many levels.
The streams of her in try mode with Arthas at least made it seem like she was pretty combo dependent, there is some cool stuff with a reload talent, but kit wise nothing seems obviously Ess of Johan.
I do want to see her with stim drone on though.
Try mode is tricky. In try mode full-damage monk at release seemed like it could 100-0 an arthas in no time flat, but for some reason in-game it didn't work out that way very often.
On April 20 2016 01:02 Foxxan wrote: Just tried tracer, i dont know, first feeling is she feels boring.
She looked less imbalanced than I previously thought. Not a Li Ming off the cuff.
Unless her damage is off the charts, I doubt she'd ever be in release li-ming territory. Li-ming had disruption, insane burst, and could do it all from a screen away. The range also let her burn down early game buildings in no time flat, so she was kind of a threat on many levels.
The streams of her in try mode with Arthas at least made it seem like she was pretty combo dependent, there is some cool stuff with a reload talent, but kit wise nothing seems obviously Ess of Johan.
I do want to see her with stim drone on though.
Try mode is tricky. In try mode full-damage monk at release seemed like it could 100-0 an arthas in no time flat, but for some reason in-game it didn't work out that way very often.
Agree, context is needed. I think she'll be not be lunara though.
Whenever Blizzard mentions "abysmally low health pool" it always ends up higher than Valla's. This time, "Tracer has no hp" means that she has 5 less than Valla at lvl20. Hooray!
On April 20 2016 03:10 MotherFox wrote: I am not seeing this issue on my side.
It doesn't happen always and I don't know how to replicate it. Last time I tried it went from 217 (standard) to 495 for no apparent reason in the same session.
That was for 4 consecutive attacks, so no Frostmourne Hungers.
i had one session where he was dealing almost 1000 aa and 900ish with Mortal Coil (untalented)
Based on one entire game against Tracer while playing Butcher, I can conclude that she literally impossible to kill and extremely frustrating to play against as melee.
On April 20 2016 03:23 Ctesias wrote: Based on one entire game against Tracer while playing Butcher, I can conclude that she literally impossible to kill and extremely frustrating to play against as melee.
Can you interrupt Tracer's reload with stuns/knockbacks to effectively lower her AA damage? I won't be able to play hots for possibly a few days so am curious. If you can that'll be an extra level of finesse to playing against her.
Lots of people streaming her on twitch, watching McInyre play some. She dies really easy, but crazy chase, and easy to body block while constantly auto attacking. But she takes one poke damage spell from most heroes and is close to half life.
Also there is an undocumented Tychus change to his grenade ability. They do now damage over time additionally after the initial explosion damage. This damage seems to be 50% of the initial explosion damage over 5 damage ticks (10% / tick).
On April 20 2016 04:00 FeyFey wrote: Tracer is easier to control then I thought, still really hard to play and her blink can't go through walls just as i hoped.
The spotlight seemed to indicate as much when she dodged force wall, but good to know.
in the spotlight she blinked around it using 3 blinks heh, also blinked arounds roots instead through them. Just got 3 bombs in a single fight though lol.
LOL I accidently hit E on my mount I was like 3 years away from the team fight.
Kay Uther blocked my Pulse bomb with divine shield, grays out your pulse bomb, but you just gotta charge it new. Also Rip Murky. Puffer Fish just vanishes against Tracer.
Just finished the obligatory "first game no one knows how to play against the new hero so she is totally broken definitely" game. Danced around enemy team all game, got 2x li-ming's hero damage O_O Locked & Loaded on 16 is really silly, since it's super easy to proc it every time once you are used to it. It's almost like playing gall, where you just need to acclimate yourself to randomly hitting a button during fights b/c cho threw a bomb.
edit-> Just checked the MMR of everyone in the game. Jesus, the tracers were each 2500-2700 MMR, everyone else in the game was below 1800. No wonder it was so easy.
On April 20 2016 04:43 MotherFox wrote: edit-> Just checked the MMR of everyone in the game. Jesus, the tracers were each 2500-2700 MMR, everyone else in the game was below 1800. No wonder it was so easy.
that's because new quick match change places you against lower MMR if you are playing a hero you never played before. But it's supposed to be placing you against "slightly" lower mmr.
The why is obvious, but c'mon. a flat minimum level would suffice for QM if they really want to make adjustments or w/e based on your level with the hero.
Just ensure you've played an AI game with the toon and that is it or something. You could do it in try mode even.
Actually if you are higher level with a hero you play against stronger opponents. So my level 16 heroes I play when I want to have fun are now matched against really really good players. So I have to actually take serious talents.
On April 20 2016 04:43 MotherFox wrote: edit-> Just checked the MMR of everyone in the game. Jesus, the tracers were each 2500-2700 MMR, everyone else in the game was below 1800. No wonder it was so easy.
that's because new quick match change places you against lower MMR if you are playing a hero you never played before. But it's supposed to be placing you against "slightly" lower mmr.
losing team had lower character levels overall, and their hotslogs mmr average was like 400 under ours. I suspect this is just "new character day matchmaking"
I had some abysmal teammates today and the compositions sucked balls as well. Three times no stun or CC of any real kind on my team vs double/triple stun & CC on the enemy team. You can guess how that went.
Tracer is fun to play. Blinking around and kiting all day is so much fun and when you combine Blink with Recall you can escape almost any situation. Her damage isn't very high but it is constant so I was usually topping the damage charts though most of it would have been poke damage. Li-Ming and a few other heroes with high burst damage are a good counter since they can just force Tracer to fall back or risk dying to the next burst. Squishy as all hell. Really squishy.
Things to learn is how to use Recall properly when you get engaged at a bad angle and landing the Pulse Bomb consistently. Such a short range. I always get Pulse Rounds at 10 for the faster recharge and additional range.
Also, I heard her attack speed is locked and cannot be boosted. Is this true?
Now if I could only get a team where we actually have some CC on OUR side for once, I might actually win a game today.
Also, to all solo queue Gazlowe players out there. I hate you with a passion. Stop ruining games for four other people by only joining every other teamfight, if you even join them at all. Sigh. He can work with a team built around him. Not in solo queue.
Yeah Tracer is nice and alot to learn with and against her. Still think she is a situational pick though. OOMG you can disable pings from people now Awesome
On April 20 2016 06:40 MotherFox wrote: A bluepost appeared on reddit to say they were looking into whether the tychus change was intended or not.
hahahaha, I mean it isn't game breaking. It certainly doesn't put him over the edge of imbalance.
I suspect the issue would be the same as melting point had--- when ranged assassins have good wave clear they get a little too versatile.
Is that the main concern though? I dunno, I flipped through the list of assassins and plenty have good wave clear, not every one of course, but many were respectable I thought it would more about what the dot can do to a hero.
On April 20 2016 06:40 MotherFox wrote: A bluepost appeared on reddit to say they were looking into whether the tychus change was intended or not.
hahahaha, I mean it isn't game breaking. It certainly doesn't put him over the edge of imbalance.
I suspect the issue would be the same as melting point had--- when ranged assassins have good wave clear they get a little too versatile.
Is that the main concern though? I dunno, I flipped through the list of assassins and plenty have good wave clear, not every one of course, but many were respectable I thought it would more about what the dot can do to a hero.
They've(Blizzard) been dialing back the number of assassins that have great waveclear for a while. (and by great, I mean the sylv-style use an ability or two and walk away half second kind of great). That's what tychus used to be with melting point, and it's why it was taken away.
edit-> I think the current list is jaina/lunara/greymane(with cocktail build)/valla(w build)). Even then maybe only jaina and lunara are truely "walk up, use an ability, instantly mount and leave" style waveclear
There is something very wrong with quickmatch. Last game I got a pair of 130 and 530 MMR players on our team. Our average MMR was still 120 over the enemy team, and it was a stomp in the same way.
These games are making me think tracer is completely OP, but it's mainly because I can out 1v1 any player on the enemy team. That's making every game extremely one-sided, since after about 12 minutes I just start rolling kill after kill.
On April 20 2016 04:55 FeyFey wrote: Found the ultimate conter to Tracer. Malf just Moonfires her to death, nothing she can do.
Patchnotes said, hero level will be taken into account. So low level heroes of you will get easier opponents. So yeah. I hate that change btw.
i just played with malf against her twice. (with swagfurion build with slow instead of dmg @16)
Malf is great against her!!! Poke her all day. Keep her slowed %66 of the time. She doesn't want to blink for %25 slow but she cannot roam freely. At 20 it became extremely funny! Blink Twilight absolutely WRECKS her!! I guess i killed her 6 times tonight with combo.
Btw she is old Tychus with moving fire + extreme mobility.
On April 20 2016 06:40 MotherFox wrote: A bluepost appeared on reddit to say they were looking into whether the tychus change was intended or not.
hahahaha, I mean it isn't game breaking. It certainly doesn't put him over the edge of imbalance.
I suspect the issue would be the same as melting point had--- when ranged assassins have good wave clear they get a little too versatile.
Is that the main concern though? I dunno, I flipped through the list of assassins and plenty have good wave clear, not every one of course, but many were respectable I thought it would more about what the dot can do to a hero.
They've(Blizzard) been dialing back the number of assassins that have great waveclear for a while. (and by great, I mean the sylv-style use an ability or two and walk away half second kind of great). That's what tychus used to be with melting point, and it's why it was taken away.
edit-> I think the current list is jaina/lunara/greymane(with cocktail build)/valla(w build)). Even then maybe only jaina and lunara are truely "walk up, use an ability, instantly mount and leave" style waveclear
I agree, I was just curious as to whether or not that was really the issue with the nade. Sorry I missed your party invite I was being domestic and making dinner.
On April 20 2016 06:40 MotherFox wrote: A bluepost appeared on reddit to say they were looking into whether the tychus change was intended or not.
hahahaha, I mean it isn't game breaking. It certainly doesn't put him over the edge of imbalance.
I suspect the issue would be the same as melting point had--- when ranged assassins have good wave clear they get a little too versatile.
Is that the main concern though? I dunno, I flipped through the list of assassins and plenty have good wave clear, not every one of course, but many were respectable I thought it would more about what the dot can do to a hero.
They've(Blizzard) been dialing back the number of assassins that have great waveclear for a while. (and by great, I mean the sylv-style use an ability or two and walk away half second kind of great). That's what tychus used to be with melting point, and it's why it was taken away.
edit-> I think the current list is jaina/lunara/greymane(with cocktail build)/valla(w build)). Even then maybe only jaina and lunara are truely "walk up, use an ability, instantly mount and leave" style waveclear
I agree, I was just curious as to whether or not that was really the issue with the nade. Sorry I missed your party invite I was being domestic and making dinner.
I'm watching Grubby play as Tracer, and while it's supposedly fun to micro/ dodge everything, she doesn't seem terribly strong (and certainly not broken/ OP).
On April 20 2016 06:40 MotherFox wrote: A bluepost appeared on reddit to say they were looking into whether the tychus change was intended or not.
hahahaha, I mean it isn't game breaking. It certainly doesn't put him over the edge of imbalance.
I suspect the issue would be the same as melting point had--- when ranged assassins have good wave clear they get a little too versatile.
Is that the main concern though? I dunno, I flipped through the list of assassins and plenty have good wave clear, not every one of course, but many were respectable I thought it would more about what the dot can do to a hero.
They've(Blizzard) been dialing back the number of assassins that have great waveclear for a while. (and by great, I mean the sylv-style use an ability or two and walk away half second kind of great). That's what tychus used to be with melting point, and it's why it was taken away.
edit-> I think the current list is jaina/lunara/greymane(with cocktail build)/valla(w build)). Even then maybe only jaina and lunara are truely "walk up, use an ability, instantly mount and leave" style waveclear
I agree, I was just curious as to whether or not that was really the issue with the nade. Sorry I missed your party invite I was being domestic and making dinner.
food is for the weak!
Blame my fiancee and her ceaseless need to eat lest I get in trouble.
On April 20 2016 12:29 DarkPlasmaBall wrote: Trikslyr is playing with C9Sheth, and a few games ago with ShawnSimon. Is Sheth from TL/ SC2 playing on C9 or something?
Yeah. I don't think he's playing on C9 (might be a scrim partner?) but he is playing Heroes.
Unintended Tychus change is interesting. It's too much of a buff, Tych is already hitting 55% with a 11 percent point raise now, but it would be cool if they kept a toned down version or something. It does go to show i think that many heroes are potentially a simple numerical buff away from crap to overpowered. Of course this is a buff of an ability by 50% but so many heroes could be fixed I think by just applying a few simple buffs.
Remove this grenade buff but just up his ability damage by 10% and we see Tych in a good spot. (just toning down this unintended grenade buff would still force tychus into a grenade build every time, the Q and W talents do need to be balanced).
playing on my smurf and need to lvl Tyrael again. OMG that guy is fun to play with. Completely forgot how good he is (or maybe never knew). With a full tank build i feel invincible while still doing some soft CC and shielding and with an offensive/ aggressive build you can do quite some damage (almost sonya level)
And ofc fucking ppl over with Holy Ground always makes me smile and completely turning a teamfight with sancti makes you forget why you just raged so hard ^^
Fun fact: With Amp healing at 4, Angelic Absorption at 13 and Salvation at 16 you can stand in pretty much anything and will be healed to full again lol
On April 20 2016 04:55 FeyFey wrote: Found the ultimate conter to Tracer. Malf just Moonfires her to death, nothing she can do.
Patchnotes said, hero level will be taken into account. So low level heroes of you will get easier opponents. So yeah. I hate that change btw.
Ranged instant poke like moonfire or chain lightning is good against tracer but really is not an ultimate counter. She has 1270 hp at level 1, only 5% less than nova and the same as valla. Those heroes typically don't have sustain either and don't really suffer from the poke either as long as you don't go sololaning with them against something like thrall. Tracer is very easily healed up by the support and her damage is just great, 99% sure she is OP and will be needing a nerf in about 3 weeks (they won't do anything earlier given the way tracer is released).
Also you can even get the sustain talent at 4 if poke really is a problem, which it can be in the barren support empty land that is QM. But in HL with the right comp she is godly. Then again I expect her to get a large share of bans, just because it's an irritating hero to face.
I was playing mostly QM with Friend last night and Tracer was in every game, and every single one of them was feeding like crazy.
It's a typical trap with these highly mobile heroes, people think that they are a lot more mobile in fights than they actually are. Seeing Tracer using 3 blinks and charging into 5 enemies only to get stunned and blown up instantly, or using 3 blinks then recalling and getting back into the fight INSTANTLY without having blinks off cooldown is cringe worthy. I mean, what the fuck did you think will happen?
On April 20 2016 18:31 Foxxan wrote: KT is one of my favorite heroes right now. Seeing tempo storm rank him "S" doesnt feel good. Nerf incoming?
I suspect he will be nerfed at some point unless the win rate shifts over the next week or two. He is above the win rate he was at the last time he was a first pick/first ban tier 1 and got nerfed, though most people still pick or ban Li Ming and Illidan over him. Bugged Tychus is at a similar win rate, though with significantly less games played.
On April 20 2016 21:04 Ramiz1989 wrote: I was playing mostly QM with Friend last night and Tracer was in every game, and every single one of them was feeding like crazy.
It's a typical trap with these highly mobile heroes, people think that they are a lot more mobile in fights than they actually are. Seeing Tracer using 3 blinks and charging into 5 enemies only to get stunned and blown up instantly, or using 3 blinks then recalling and getting back into the fight INSTANTLY without having blinks off cooldown is cringe worthy. I mean, what the fuck did you think will happen?
Alright, I just played against a couple Tracers in QM, and she is just annoying enough in moderately capable hands (not mine) to be ban-ish worthy imo.
It should be noted that in both cases our Tracer fed like she was a cafeteria worker.
Tracer thread lost to Dehaka just like in heroes ! Love the Teamfight ones. First one still more legendary though. But its not over, level 20 Chogall is still out there lol.
So maybe the support patch is next week. Hopefully it is, i really want a "major" one for the supports. Way more build diversity and probably more important, more skill while playing them.
Their utility should matter, maybe even alot so its utility+healing, 65/35% or something. No support should really be a healbot, but i might be dreaming if blizzard will change that.
Anyway, hopefully they make it more reactfull to. Thats when its as most fun to play support imo, when you really need to pay attention to every teammate and who to choose to heal and such.
Maybe add more healing power to all supports+more impactful talents.
Iam having the most fun with playing a support when i dont take cleanse but instead take the healing talent at that tier. Uther=the better accuracy, the more healing. Reghar=The more you use ghostwolf, the more healing. BW=well she dont use cleanse really, she uses the shield and its rewarding, especially when it comes off cooldown in long teamfights. Kharazim, morales, malfurion needs added stuff, something like the one above.
Well, i need to say something more here. For example, if we look at uther, something that would fit him would be to have a "new" talent that you target your teammate with and when that teammate does an autoattack against an enemy that teammate gets healed. Should be skillful to use it, so perhaps the faster that teammate does the autoattack, the more healing it is.
I'm really curious what they'll do with Cleanse. Cleanse keeps fhe abundant stuns in check, which makes it mandatory on supports to run, except for the few who can't (BW/Tass/BW IIRC) putting them in a worse spot artificially.
On April 24 2016 17:36 Zambrah wrote: Illidan isn't nearly as good now right? Where do you think he stands in comparison to Xul/Li Ming?
EDIT: As far as being ban worthy is concerned
Li Ming isn't as good as before after the nerfs, I mean she is still good but not godlike.
Illidan is top ban priority in my opinion, he is back to being one of the best melee assassins together with Thrall and is a lot stronger than before. If enemy builds right composition around Illidan, you will have a very tough time.
I definitely expect Tyrael and Arthas to have major talents reworks in next patch, Anub could be on the same boat, but maybe he just needs buffs as he already has talent diversity(at least compared to Arthas and Tyrael). Kerrigan needs a bit of better scaling, Butcher needs buffs(probably few talent reworks).
Blizzard have said somewhere that anub wont get any major rework at all, its in line with what they did with stitches.
I agree that illidan is ban worthy, but mostly because your own team many times build a crap draft against him, meaning, they suck at adapting. Especially if the MM is fucked up and give you low mmr shit noobs.
For cleanse, its in a really bad spot. First its mandatory, second the tier its mandatory on has the most variation of all tiers.
Yeah part of me thinks they should just make cleanse base line for all supports at level 1.
Mcintyre released a new hero league tier list if you want some more insight in a pro player's perspective, though personally I think Tracer is tier 1 in that you need to build a team around beating her rather than building a team to make her successful.
The VOD's are on the page I linked, look at the top right and there is a section that says CHAT, and right next to it is a section titled VoD, click on that and all his VoD are there. I believe this is the direct link to the VOD
Verdant Spheres (Trait) (D) Mana Addict (Talent) Regeneration Globes required to complete the Quest have been reduced from 25 to 20. Fel Infusion (Talent) Bonus Ability Power decreased from 5% to 4%. Flame Strike (Q) Convection (Talent) Bonus damage on Quest completion increased from 150 to 175. Living Bomb (W) Sun King’s Fury (Talent) Bonus damage decreased from 190 (+4% per level) to 171 (+4% per level). Developer Comments: Fel Infusion is doing a little bit too much, too well compared to other Talents on its tier for how low-risk it is, so we’re giving it a slight nerf and buffing the others. Mana Addict should feel more consistently achievable in an average game, and Convection’s reward is now more worth the risk of taking the talent.
We’re a little uncomfortable with how much single-target burst damage Kael’thas is able to put out with Sun King’s Fury, so we’re toning it down. He threw a fit about it, but we’re sure he’ll manage to find some other way to be a little too powerful. He always does. Return THE BUTCHER
Enraged (Talent) Cooldown reduced from 30 to 25 seconds. Hamstring (Q) Chop Meat (Talent) Bonus damage to Minions and Mercenaries increased from 50% to 100%. Butcher’s Brand (W) Insatiable Blade (Talent) Bonus Healing from Basic Attacks increased from 25% to 50%. Ruthless Onslaught (E) Cooldown reduced from 20 to 15 seconds. Mana cost from 75 to 55. Unrelenting Pursuit (Talent) Cooldown reduction decreased from 40% to 33%. Furnace Blast (R) Cooldown reduced from 90 to 80 seconds. Damage increased from 456 (+4% per level) to 500 (+4% per level). Developer Comments: There are a lot of ways for enemy teams to shut down our favorite meat-cleaving demon friend. We want to give him some more opportunities to engage enemies by reducing the cooldown of Ruthless Onslaught, which we feel is appropriate since he puts himself at risk when diving opponents. While taking a look, we saw an opportunity to buff up some of his weaker Talents, which should make him feel more compelling to play. Return
SPECIALIST NAZEEBO
Gargantuan (R) Basic Attack damage reduced from 274 (+4% per level) to 219 (+4% per level). Stomp damage increased from 151 (+4% per level) to 181 (+4% per level). Developer Comments: We streamlined Gargantuan’s damage a few patches ago to no longer deal bonus damage to non-player targets. In the process, he ended up clobbering enemy Heroes a bit harder than we liked. We’re lowering his base attack damage to bring it more in line, and buffing Stomp damage to make activating this ability more impactful.
WARRIOR REXXAR
Basic Attack range increased by 22%. Health increased from 1643 (+4% per level) to 1725 (+4% per level). Health regeneration increased from 3.42 (+4% per level) to 3.59 (+4% per level) per second. Throwing Axes (Talent) removed. Misha (Trait) Leash range increased by approximately 12.5%. Misha Charge! (W) Cooldown reduced from 12 to 10 seconds. Aspect of the Beast (Talent) Cooldown reduction earned from Misha’s Basic Attacks reduced from 2 to 1.5 second. Developer Comments: We’re currently looking at doing a larger pass on Rexxar in the future, but wanted to give him some love in the meantime to help make him more rewarding to play. It should now be easier to stick Misha to targets with her increased Leash range, and Rexxar should be able to both zone and survive against enemies better with increases to his Health and to his Basic Attack range. We’re listening to your feedback on him, and are looking forward to bringing out something more substantial in the future.
Seems like reasonable nerfs for KT & Nazeebo, buffs for Butcher and Rexxar. I suspect Rexxar is still going to be too weak for the amount of work required compared to other warriors.
I think the next major buff to butcher I want is to change his hearthing animation so it doesn't look like he just goes into a bush and starts slow-clapping his job well done.
On April 26 2016 05:24 MotherFox wrote: I think the next major buff to butcher I want is to change his hearthing animation so it doesn't look like he just goes into a bush and starts slow-clapping his job well done.
When we talk about animations, he definitely needs post-charge animation changed. When he headbutts the opponent it looks like he stuns himself for 0,5 seconds, and you have to cancel that animation by doing Butcher's Brand or Hamstring so you can instantly auto-attack, in both cases you are wasting a spell just so you could auto-attack normally.
Charge buffs are good, Furnace Blast buff is also good. Insatiable blade is very underrated talent and I think that people will only begin to use it now but it was quite solid even before the buffs if you need to stay more in battle. Mid to late game you will be healing like 1000-1200+HP(~1/4 of your HP) in a strike, that's really a lot. Enrage and Chop Meat "buffs" are almost non-existent.
well, increasing from 75% to 125% is now a 2/3 increase to an already insane healing rate. For all the talents they buffed, I think they are disfavored because they don't provide more burst damage and that's what people value the butcher for.
Chop Meat should be redesigned, I don't see the point of that talent because it is in the same tier as other 3 talents that are a lot more useful in any situation, you don't need waveclear as Butcher at all, and you kill Mercs fast enough. If you want to lane as Butcher you will always use Victuals because it is too good.
Enrage should be nerfed number wise(50% cc reduction, 20% attack speed for example) but needs to be an active ability, not passive, so you could turn it on the moment you charge in. Right now the numbers on it doesn't matter because it activates once you are below half HP and you will be dead in few seconds afterwards unless people are stupid enough to man-fight you.
On April 26 2016 12:14 MotherFox wrote: well, increasing from 75% to 125% is now a 2/3 increase to an already insane healing rate. For all the talents they buffed, I think they are disfavored because they don't provide more burst damage and that's what people value the butcher for.
It's also something he doesn't need.
The Butcher demolishes shit if he can attack. "If" is the issue, not "demolish".
On April 26 2016 12:14 MotherFox wrote: well, increasing from 75% to 125% is now a 2/3 increase to an already insane healing rate. For all the talents they buffed, I think they are disfavored because they don't provide more burst damage and that's what people value the butcher for.
It's also something he doesn't need.
The Butcher demolishes shit if he can attack. "If" is the issue, not "demolish".
Yes but there are many instances where he can attack because of the Lamb to the Slaughter, but can't survive because of the enemy burst.
On April 26 2016 19:05 Harris1st wrote: Enraged is an insane 1v1 talent, thing is at 16 you are not 1v1ing and with Abbatoir and Blood Frenzy you have 35% AS permanently...
He is insane 1v1 hero even without Enrage if people just stand there and try to kill you, but they won't... and Enrage probably won't help you with that.
Main issue with Butcher remains engagement. He has nothing to really stick to a target and his E is announced and can be dodged by many abilities by using them at the last second. And even then, you can walk way back before he hits you so that he has to dive way too deep to get you. His 1v1 if he can just slug it out is unmatched (think he'll whack even Illidan with ease) but that just never happens. Illidan by comparison can stick to his target forever so he can always attack, whereas the Butcher has little to really chase. If they do give him better engagement, they might have to reduce his damage though.
On April 27 2016 02:50 MotherFox wrote: The slow on his slam plus the 30% move speed on brand at level 13 makes him have plenty of engage, IMO.
His engagement isn't a problem, but chasing is. Slow on Hamstring isn't that great since it decays really fast, and unless you are already in melee range of the target, you will be able to hit it maybe one after Hamstring. Movement speed buff is great when you are 1v1 or maybe 1v2, but in team fight it will most of the time be used for disengaging, if you chase too deep you are just dead, Butcher's Brand and Enrage won't really save you.
Another talent that people really underestimate is Crippling Slam at level 16(which is quite obvious, people think that Blood Frenzy is a must), and the more I play the Butcher, the more I like it. On paper Blood Frenzy is the best talent here, and even Enrage has its uses from time to time, both talents also help Butcher solo Mercs and Bosses really fast... but, in team fights your attack speed doesn't matter if you can't catch people. It helps to stick to the isolated target after the charge, 50% slow for 2,5 seconds, while cooldown is 3-4 seconds(depending on the level 1 talent) is pretty damn good, as well for utility and poke if you have Flail Axe from level 4.
People really really suck vs tracer. I have seen the "imba" card now a few times when they are completely clueless.
I think tychus might be a good hero vs her. At 13, he gets the 50% reduced ability taken, very nice vs her ult, while his Q deals good damage. Kt seems atleast okay vs her with auto attack build. Valla with a Q build might have potential? Other than that, iam not sure which heroes are good vs her. Sonya seems to be banned now twice while picking tracer.
On April 27 2016 05:29 Foxxan wrote: People really really suck vs tracer. I have seen the "imba" card now a few times when they are completely clueless.
The issue is that Reddit is whining so extremely hard that I expect Blizzard to nerf just to shut them up. Any nerf beyond Spatial Echo would be something I greatly dislike, for now.
I won't be convinced until I see her wreck in comps that can handle her, rather than clueless people focussing all their skillshots on her and chasing her with 3 man mid teamfight.