dancing on a hotkey is like the biggest thing for me in this patch, watch out for that dancing slappathur right next to your core boys. too bad i cant skip battle momentum on tyrande for that juicy manner mule, tho. >.<
in all seriousness, i hope tracer is borderline-op so li-ming gets some action in HL again, in my games (r1 low diamond) she's first ban like 80% of the time
having fun with Sylv und Zagara in QM atm against Tracers x3. Biggest weakness of Tracer. Someone that ambushes you from behind. Testing the new Ruleset about high level/low level hero match making. I really hate it.
Unless Tracer's bomb is meant to be a virtual blind on the target, they need to change the "STUCK" notification when her ult hits you. As this screen shot that another player took shows, it's hard to see anything your character is doing:
On April 20 2016 12:53 GeneralSnoop wrote: Forget Tracer! The big news of this patch is that you can now see the names of heroes in draft with mouseover!!!
Best patch EVER!!! (well, since the new draft UI at least....)
I also learned that color variations have names like "blue", "red", etc. Dahaka's are "variation 1", "variation 2", etc. -_-
She is seeming really cancerous :/ my issue with her is that she is very forgiving - you can be super aggressive, then just recall and blink away. Some heroes simply can't do shit against her, it forces a team to draft a lot of hard CC against her, and then it just comes down to the luck of actually hitting her. Recall even removes the hardest CC in the game - Xul's bone prison. And with HL drafts it's easy enough to ban 2 strong picks against her.
We just released a new hotfix for Heroes of the Storm in order to apply the bug fixes listed below. We also recently released a new patch that introduced several improvements for the game, and you can click here to check out those patch notes.
Bug Fixes
General
Fixed an issue that could cause the Login button to appear disabled on the Heroes of the Storm login screen despite entering proper account credentials.
Heroes and Talents
Fixed an issue that caused Tychus’ Grenade to deal more damage than intended.
Yeah Dehaka is avoid for Tracer and since Dehaka is faster then her she has to use blinks to even escape him. Lots of heroes that can simply keep everyone save from Tracer just by being around and then her ult charge is rather slow. Don't even need CCs really. Instant hits are enough. I get super frustrated on Tracer though, because I don't have alot of things that reveal cloak. Which resulted into me playing Nova again and its alot of fun. Especially if you go Tracer killer build, with remote delivery decoy, anti armor shells and tripple tap. So that Tracers know if they recall they are dead unless they find cover.
And I don't think Tracer is really forgiving, because if you make a mistake and didn't do damage, your team is in a 4v5 situation for 20ish seconds.
On April 22 2016 04:47 FeyFey wrote: Yeah Dehaka is avoid for Tracer and since Dehaka is faster then her she has to use blinks to even escape him. Lots of heroes that can simply keep everyone save from Tracer just by being around and then her ult charge is rather slow. Don't even need CCs really. Instant hits are enough. I get super frustrated on Tracer though, because I don't have alot of things that reveal cloak. Which resulted into me playing Nova again and its alot of fun. Especially if you go Tracer killer build, with remote delivery decoy, anti armor shells and tripple tap. So that Tracers know if they recall they are dead unless they find cover.
And I don't think Tracer is really forgiving, because if you make a mistake and didn't do damage, your team is in a 4v5 situation for 20ish seconds.
In a lot of ways she reminds me of an ambusher style of play. I find myself hovering at the edge of battles like I would with butcher or zeratul, ready to pounce in to secure a kill and then teleport out. She has more poke, but your poke has to be pretty reserved if the enemy team knows how to punish you at all.
Also, similar to butcher and zeratul, she is a great 1v1'r.
And yeah, sorry-- I did not specifiy that specifically I go for the speed boost on dehaka at level 1. His ability to walk faster than tracer means she can't kite him without using blink, which is a limited resource. Also, his bush teleporting means she can't effectively attack lone teammates without you emerging as a (very deadly) threat. I've killed many tracers this week by just walking by them with my area damage up and running. THEN we can talk about how his Q stun and R(Isolation) are quite deadly to tracer. I'm not 100% sure, but I suspect silence effects might stop her from reloading too?
It's also challenging to fight near a Sgt Hammer who has a proper support comp as Tracer, and Cho'Gall is very punishing and difficult to stay in range of long enough to do significant damage. Of course trusting 2 team mates to run Cho'Gall at a high level is it's own risk. Raynor can also do a lot of damage and out ranges tracer as well.
If she turns out to be too strong after another two weeks, they may need to remove or reduce the 2 free blinks after recalling talent at 7 which is a huge source of extra mobility on an already exceptionally mobile hero, or further reduce her health.
On April 22 2016 05:25 karazax wrote: or further reduce her health.
She has similar health to Valla, but also has a far superior auto attack (non stationary), 3 Vaults, and a "OMFG I FUCKED UP SO HARD LEMME RESET FOR FREE HAHAHA" button. In trade of having slightly worse ultimates.
Lol
Valla's auto does more damage. It does a ton more damage than Tracer's if you build her for it, otherwise she gets a ton more range with multishot and then they're not really comparable anymore. I think it's unfair to say her ults are only slightly better because they can change a team fight while Tracer's ults are basically just a part of her full combo. Valla doesn't get 3 vaults but she gets move speed.
Valla's auto damage is some serious constant pressure. Tracer's damage is more cooldown dependent. The only way Tracer's damage keeps up is if she's going for melee attacks when recall is on cooldown and she's low on blinks. She simply can't keep up her damage and have her outs too. Different enemy heroes will shut down Valla and Tracer. I don't think Tracer is so clearly superior.
The new QM rule definitely fucked the matchmaking from my experience (~3800 qm mmr). Most of my games had average mmr difference of ~500 and queues were longer than before. I had a couple of games with people of 700 mmr? That NEVER happened before. Qm was at it's best state before that new rule I have no idea why they screwed it up again... They should revert back or at least make it so there is less emphasis on the hero level.
Tracer thread got saved by moderator rip Dehaka thread.
Tracer will end up special ruled like Nova in QM, so no worries. Hard to judge Tracer, because her impact isn't shown that well. Not like Viking soak or Li Ming / Kael just insta killing everyone. She only clears up after a teamfight like Illidan so she gets the I got killed by spotlight from enemies. And being chased down is next to stun chained to death when it comes to frustration levels. I just need more games against her to say she is too good.
But I learned that she can easily be ganked the moment she stood too long in one place. Really successful at killing her on Dragonshire if she tries to capture a Shrine alone. Should get harder once Tracers learn how to adapt their Talents better. I am also slowly learning how to place AoEs to disengage against a Tracer. But I really hope Tracers becomes a thing in competitive, because I think she will make Malf come back.
I am strongly enjoying KT and brightwing in this patch. And with KT, it's not even necessarily related to the stuff they are nerfing--- his base kit just feels really strong when you poke with chain bomb 24/7.
unrelated quesion: Does my QM MMR influence my HL MMR? With my smurf I'm pretty much always in charge of bans despite losing games to retardedness of HL Rank 20-40s
On April 29 2016 17:28 Harris1st wrote: unrelated quesion: Does my QM MMR influence my HL MMR? With my smurf I'm pretty much always in charge of bans despite losing games to retardedness of HL Rank 20-40s
QM Rank with my smurf is about 3.3K
Nope, it doesn't. Both are individual MMRs on their own, as you can see on Hotslogs.
It's interesting how many of the pros on the show thought tracer was fine or just decent a week ago and now think she is probably OP after getting more experience with her.
On April 29 2016 17:28 Harris1st wrote: unrelated quesion: Does my QM MMR influence my HL MMR? With my smurf I'm pretty much always in charge of bans despite losing games to retardedness of HL Rank 20-40s
QM Rank with my smurf is about 3.3K
Nope, it doesn't. Both are individual MMRs on their own, as you can see on Hotslogs.
Hotslogs got nothing to do with that... My first ever HL game on my smurf I was in charge (estimated Hotslog starting MMR: 1700) -201 My second ever HL game I was in charge (estimated Hotslog starting MMR: 1499)
I cannot believe to be the highest rated player with 1499 MMR...
On April 29 2016 17:28 Harris1st wrote: unrelated quesion: Does my QM MMR influence my HL MMR? With my smurf I'm pretty much always in charge of bans despite losing games to retardedness of HL Rank 20-40s
QM Rank with my smurf is about 3.3K
Nope, it doesn't. Both are individual MMRs on their own, as you can see on Hotslogs.
Hotslogs got nothing to do with that... My first ever HL game on my smurf I was in charge (estimated Hotslog starting MMR: 1700) -201 My second ever HL game I was in charge (estimated Hotslog starting MMR: 1499)
I cannot believe to be the highest rated player with 1499 MMR...
MMR on Hotslogs isn't really well represented until you have a bunch of games. I managed to get in a game with Tychus that wasn't level 40 and had higher MMR than me(I was around 3150 at that time) and when I looked at Hotslogs I figured that he was gaining 200-400 MMR per game and played like 15 HL games in total and got ~3300 MMR.
But once you played around 100 games in each league you get solid representation of your current MMR.
And why can't you believe that you were the highest rated player with 1499 MMR? You just got into the game with other players that had low MMR at that point.
Anybody know a place where I can see some VODs (youtube :D), I've got a lot of commuting to do and would like to have some content :-), but twitch is kinda dead/paywalled and I can't really find up to date stuff on youtube (Khaldor has been spreading his content so thing that it is now 2 patches behind )
On April 29 2016 17:28 Harris1st wrote: unrelated quesion: Does my QM MMR influence my HL MMR? With my smurf I'm pretty much always in charge of bans despite losing games to retardedness of HL Rank 20-40s
QM Rank with my smurf is about 3.3K
Nope, it doesn't. Both are individual MMRs on their own, as you can see on Hotslogs.
Hotslogs got nothing to do with that... My first ever HL game on my smurf I was in charge (estimated Hotslog starting MMR: 1700) -201 My second ever HL game I was in charge (estimated Hotslog starting MMR: 1499)
I cannot believe to be the highest rated player with 1499 MMR...
MMR on Hotslogs isn't really well represented until you have a bunch of games. I managed to get in a game with Tychus that wasn't level 40 and had higher MMR than me(I was around 3150 at that time) and when I looked at Hotslogs I figured that he was gaining 200-400 MMR per game and played like 15 HL games in total and got ~3300 MMR.
But once you played around 100 games in each league you get solid representation of your current MMR.
And why can't you believe that you were the highest rated player with 1499 MMR? You just got into the game with other players that had low MMR at that point.
Hotslogs is for me like wikipedia: It sure is nice and all, but i'd never trust it 100% (Not even 90% ^_^)
And i couldn't believe it because i didn't know that it's possible to have such a low MMR... :/
On April 29 2016 17:28 Harris1st wrote: unrelated quesion: Does my QM MMR influence my HL MMR? With my smurf I'm pretty much always in charge of bans despite losing games to retardedness of HL Rank 20-40s
QM Rank with my smurf is about 3.3K
Nope, it doesn't. Both are individual MMRs on their own, as you can see on Hotslogs.
Hotslogs got nothing to do with that... My first ever HL game on my smurf I was in charge (estimated Hotslog starting MMR: 1700) -201 My second ever HL game I was in charge (estimated Hotslog starting MMR: 1499)
I cannot believe to be the highest rated player with 1499 MMR...
MMR on Hotslogs isn't really well represented until you have a bunch of games. I managed to get in a game with Tychus that wasn't level 40 and had higher MMR than me(I was around 3150 at that time) and when I looked at Hotslogs I figured that he was gaining 200-400 MMR per game and played like 15 HL games in total and got ~3300 MMR.
But once you played around 100 games in each league you get solid representation of your current MMR.
And why can't you believe that you were the highest rated player with 1499 MMR? You just got into the game with other players that had low MMR at that point.
Hotslogs is for me like wikipedia: It sure is nice and all, but i'd never trust it 100% (Not even 90% ^_^)
And i couldn't believe it because i didn't know that it's possible to have such a low MMR... :/
Well trust it or not, it is the only way of knowing any sort of MMR for now.
It's interesting how many of the pros on the show thought tracer was fine or just decent a week ago and now think she is probably OP after getting more experience with her.
This was obvious as soon as she was released. Have to wait on these pros to catch up...
On April 30 2016 00:10 SC2Toastie wrote: Anybody know a place where I can see some VODs (youtube :D), I've got a lot of commuting to do and would like to have some content :-), but twitch is kinda dead/paywalled and I can't really find up to date stuff on youtube (Khaldor has been spreading his content so thing that it is now 2 patches behind )
On April 30 2016 02:41 karazax wrote: hotslogs depends on you uploading all your games, otherwise it's going to be inaccurate.
I actually haven't upload majority of my games, like 95% of them were uploaded by one of the players from the games I've played. So you don't necessarily need to upload them but yeah all of them need to be there.
Yeah but if you don't upload them yourself then it's quite possible some wins or losses are not uploaded by someone else and it will not be 100% accurate.
On April 30 2016 04:04 karazax wrote: Yeah but if you don't upload them yourself then it's quite possible some wins or losses are not uploaded by someone else and it will not be 100% accurate.
Normally at high level HL there will always be 1 person who uploads the game.
Just played a game where all players on my team only had a couple hundred games played, each, and the opposing team all had thousands of games played. Wtf?
I really don't understand how Tracer was supposed to be "high skill ceiling". Having almost unlimited teleports is really easy to play! I think there is some confusion about different types of mobility and how difficult they are to play (at least in my opinion).
For example, the scout in TF2 is difficult to play because you have much lower health than the other classes, need to be up close to do decent damage, and your compensation is simply faster base movement and the ability to double jump. The scout cannot teleport!!! You have move in a way that is unpredictable, and continue aiming well despite jumping all around. If you mess up, you die, you cannot blink/recall/use any kind of 'burst movement' to get away.
Tracer throws all of that out the window. You have comparable health to other assassins (I think people have said here that it is the same health as valla), you don't have to aim or even studder-step, and you can engage and disengage at will. You just click on a a guy and blink around. It is impossible to predict you or make a great play with a skill shot because you literally teleport, and with the amount of charges you get and the cooldowns on blink and recall you should never really be without one.
If tracers mobility were recall on 24 second cooldown and 200% movement speed(subject to number tweaks obviously) at all times, she could be difficult to play. As of now she is the easiest hero to play. No positioning needed, cannot be taken advantage of, and pretty much only counter is point and click abilities.
I would say base movement speed is easier to play then using blinks. Just play Vikings and focus on Eric. Its way easier to dodge skill shots with him then with Tracer consistently. Especially if you are up against people with good reactions, since you go in a straight line with a Tracer blink. The thing is though, counter play is harder against blinks. Its actually easier to predict, but requires alot of specialized training to hit. While a faster moving target just needs a few adjustments from the usual.
Also this is a moba and tracer is designed to be a get in get out character. A perma speed buffed character would be a dance around and constantly hit your opponent character.
Are they just spending all of their time standing in Whirlwind? O_o I don't think I've had any problems with Sonya in a long while, maybe shes just a little out of the HL meta and people aren't prepared to handle her?
On May 01 2016 07:55 SC2John wrote: Did Sonya get better at some point? Why is she so good? O.O
I'm seriously 1v5ing people in HL on Sonya. No Hero counters her, not even Tracer. Wtf.
She keeps getting nerfed but yeah still a beast, especially in HL since teams don't give her due attention - they get stuck in 'don't focus tank' which turns into 'ignore tank' which turns into 'stand there while she beats the f**k out of you'.
Xul however is a pretty nasty counter to her if his team follows up.
Ya you gotta take Hurricane at 4 which means you miss out on extra slam splash or focused attacks, but even so a root + stun = dead Sonya up until lvl 20.
To many heroes that can't escape a Sonya are popular atm. Meta is slowly changing though and things get popular that are pretty good against her. Minus Tracer who gets one shot by a greedy build Sonya. And don't start with Blinks, you would need to constantly keep 2 blinks up to avoid that.
On May 01 2016 19:03 Larkin wrote: Ya you gotta take Hurricane at 4 which means you miss out on extra slam splash or focused attacks, but even so a root + stun = dead Sonya up until lvl 20.
I think if you're just saving your Whirlwind for the right time, a lot of players can't handle Sonya. But yeah, I think mostly has to do with the entire team sitting in the Whirlwind, which makes my life really easy. On top of that, Ferocious Healing + Nerves of Steel cover basically all of the other problems I might have with healing unless I'm stun locked.
On May 01 2016 21:49 FeyFey wrote: To many heroes that can't escape a Sonya are popular atm. Meta is slowly changing though and things get popular that are pretty good against her. Minus Tracer who gets one shot by a greedy build Sonya. And don't start with Blinks, you would need to constantly keep 2 blinks up to avoid that.
That might be it. Kael'thas is a piece of cake and a lot of tanks minus ETC are basically walking healing fountains for Sonya. As for Tracer, if you manage to hit her with the spear + Focused Attacks/Seismic Slam, you can chunk her down by half health (3/4 with Berserker). From there, she has to avoid getting anywhere near you because she will take a huge chunk of damage from another Slam and it's also really easy to juke her out and hit her with Whirlwind.
But again, that's all dependent on whether you can hit the spear. I imagine good Tracer players will juke it 90% of the time, but the plebs I'm playing against Ranks 3-6 aren't so good at dodging them.
On May 01 2016 05:52 FeyFey wrote: I would say base movement speed is easier to play then using blinks. Just play Vikings and focus on Eric. Its way easier to dodge skill shots with him then with Tracer consistently. Especially if you are up against people with good reactions, since you go in a straight line with a Tracer blink. The thing is though, counter play is harder against blinks. Its actually easier to predict, but requires alot of specialized training to hit. While a faster moving target just needs a few adjustments from the usual.
Also this is a moba and tracer is designed to be a get in get out character. A perma speed buffed character would be a dance around and constantly hit your opponent character.
I don't think that base movement speed is easier for one reason: zoning.
You can't force tracer to go anywhere, your team can't really collapse on a tracer, and it is not effective to bait or set a trap for a tracer. Every once in awhile you can get lucky or the tracer player can get overconfident and misstep, but at my rank (~3-5) I see a lot of 0-2 death tracers.
Every 20 seconds she can escape any root, and even her blinks are a free pass over Naz zombies and such. I play a lot of tassadar and you can't even use force wall to block a choke! If she has either recall or 2 blinks (which is often) she just hops to safety another way, sometimes blowing straight through a couple teamates. I won't even mention any attempts to body block
Playing Valla, Tyrael, Illidan, or any other mobility heroes against her just feels sad (admittedly I am bad with illidan vs most people, but my valla is level 18). It feels like my skills or health or damage are reduced due to my mobility, which now is completely useless since I can neither engage nor escape better than anyone else!
Why can't you Zone tracer, her good escape is bound to a position she had 3 to 4 seconds before. Her positioning is extremely important and her escape out of a root is always predictable. If you catch her from a right angle she only has 3 short blinks to escape. Yeah Tracer needs alot of effort to catch. But try catching a Zagara on her all seeing creep or a Hammer with Z ready. That takes also alot of effort too. Though Tracer is actually not worth the effort because she doesn't do what those 2 do.
Key of grabbing Tracer is to learn how man blinks someone needs to force out so you can kill her. Just like a Tracer has to learn how many blinks she has to keep in order to not die. Valla is actually good for that, even though it means you have to play Rainbow Valla.
But catching Tracers right now is rather easy, people will get better at not overcommiting against heroes that restrict the amount of blinks she can use rather heavily. They will also stop trying to sticky bomb a Zagara that obviously and maybe watch where those banelings go and think twice about pressing that recall button.
Tracers will do one thing though, they will do what their bombs do and stick around in QM, because she is like Nova and Eric, she is immune to a large bunch of heroes. And thats good, because I can kill Tracers while Noverwatch. Even if I have to take Dwarf Launch and Haymaker.
Yeah Tracer is hard to kill and does good damage and beats almost any hero at speed. But thats why she has a Flashbang as an ult and mounts up slower then other heroes. (second part might be my imagination and I just get triggered by her weird mount up luckily Blizzard implemented a work around just at the right time)
Played a few games yesterday and everyone in my team had a dash/ blink. Was so awesome
We played Tracer, Monk, Illidan, Chen and Falstad. The slightest missposition from an enemy meant he had 5 ppl dashing for him and you couldn't get away from us ^^
Tracer is just way too easy to play at plat-diamond-master level (ranks 1-10). Like Li Ming, she's very forgiving and very efficient. And she's obviously imba at this level as Hotslogs shows, even if I don't care about her at all. I mostly played vs bad Tracers and they had a huge impact on every game.
And she's OP as fuck vs block, and especially vs Murky (breaks block too quickly, kills the fish in 1 second).
On May 02 2016 21:46 Leolio wrote: Tracer is just way too easy to play at plat-diamond-master level (ranks 1-10). Like Li Ming, she's very forgiving and very efficient. And she's obviously imba at this level as Hotslogs shows, even if I don't care about her at all. I mostly played vs bad Tracers and they had a huge impact on every game.
And she's OP as fuck vs block, and especially vs Murky (breaks block too quickly, kills the fish in 1 second).
And the Egg killing bug/feature makes it impossible to play Murky nowadays
On May 02 2016 10:36 GeneralSnoop wrote: Playing Valla, Tyrael, Illidan, or any other mobility heroes against her just feels sad (admittedly I am bad with illidan vs most people, but my valla is level 18). It feels like my skills or health or damage are reduced due to my mobility, which now is completely useless since I can neither engage nor escape better than anyone else!
Zeratul with Vorpal Blades/Wormhole is the only Hero mobile enough to catch Tracer, imo. Everyone else just has to rely on good positioning and poking her out before she can get the big damage in. Illidan is horrendous against her.
On May 02 2016 21:07 Harris1st wrote: Is there such a thing as a "dash-meta" ?
Played a few games yesterday and everyone in my team had a dash/ blink. Was so awesome
We played Tracer, Monk, Illidan, Chen and Falstad. The slightest missposition from an enemy meant he had 5 ppl dashing for him and you couldn't get away from us ^^
If League of Legends has any sort of pattern to it, it means that a tank meta will necessarily follow.
We’re planning to release a new Balance Update for Heroes of the Storm on Wednesday, May 4, in order to apply a few balance changes. Read on for the complete list of changes we’ll be making with this week’s Balance Update.
Tracer
Health decreased from 1270 (+4% per level) to 1206 (+4% per level).
Health Regeneration decreased from 5.25 (+4% per level) to approximately 5.02 (+4% per level) Health per second.
Basic Attack damage reduced from 29 (+4% per level) to 27 (+4% per level).
Focus Fire (Talent)
Final shot damage bonus increased from 30% to 35% of the total magazine’s damage.
Locked and Loaded (Talent)
Damage bonus increased from 35% to 40%.
Melee (W)
Pulse Strike (Talent)
Pulse Bomb charge bonus increased from 15% to 20%.
Recall (E)
Cooldown increased from 24 to 26 seconds.
Slipstream (Talent)
Cooldown reduction decreased from 4 to 2 seconds.
Developer Comments: As we’re sure many of you have noticed, Tracer is performing just a little too well on all fronts. While we are excited to bring her to the Nexus, we understand that in the right hands, she can be an absolute terror to the enemy team. We’re lowering her Health, Basic Attack damage, and increasing Recall’s cooldown to make her less universally powerful. We’re going to be giving back some of that Basic Attack damage on her Level 16 Talent tier to further separate Sleight of Hand from the other options, which should help the choice between more Pulse Bomb charges vs. stronger Basic Attacks feel like a more meaningful decision.
We also saw an opportunity to help improve her Talent pick rates, so we’re making minor adjustments to Pulse Strike and Slipstream.
We’ll continue to keep a close eye on her, as we believe she is similar to Illidan, where the right place from a balance perspective is more narrow than most of our other Heroes.
On May 03 2016 18:12 Harris1st wrote: btw support, who/ what is the next hero and will there be a new support any time soon?
We don't really know, we don't even know what other heroes are we getting before Gul'Dan(that will be available on August 30 when WoW Legion comes out). People were talking about Kel'Thuzad few months ago, but who knows if he will be out anytime soon, and he will probably be assassin/specialist.
The problem with supports is that 1 small balance error breaks the game. Make 1 support or 1 warrior OP and the game sucks. When Rehgar was OP I went from r5 to r12 just because I didn't want to buy him or Ming so I had fewer chances to win every game. Fortunately now we have bans.
So a support patch is really the last thing I want. I feel EVERY support is good right now, some better on some maps, or with some teams. Tyrande, Lili, BW and Rehgar feel very allaround. Khara hard counters cloak, Malf hard counters dive (Twilight Dream + roots = dead divers), Uther is great with good frontlines, Tassadar is awesome as 2nd support, Morales is OP on stationary objectives with a good frontine and hammer/raynor...
I wouldn't touch supports if I were Blizzard. IMO supports and warriors are the most balanced classes right now. I only wish we had more choice in pure solo tanks.
playing support is quite dull though, ofcourse it can be fun. But you sit back and heal for most heroes, that bloody suck.
You need to take cleanse at 7 when that tree is the most fun of them all. Need WAY more variation for the supports, also MORE utility and MORE active play for them all. They might be balanced or not but design wise they stink long way down the road!
if you want choice at level 7 on support, play Lili. She is pretty OP right now anyway, because she is strong against current try hard heroes. Just lacking a buff to her healing like Uther.
Health nerf on Tracer is evil, wonder if I can 100/0 her now on Nova without effort.
Well, it depends if snipe hits and if she has fast reaction. IMO it won't work unless the Tracer is bad or unless you hit Snipe (master) from cloak.
Foxxan: I admit I wasn't thinking about fun when playing support, just balance. But to me supports are fun, unless your teammates suck way too much. BW and Lili are pretty intense to play, Tyrande is very fun, Tassadar too. Can't speak much for the others but they can be very fun. Lost a game vs DPS Malfurion yesterday, I can tell you this guy had the more fun amongst all 10 of us.
dunno supports are very fun to play for me, but they're low impact heroes and without waveclear of play making potential you're completely reliant on your team to win games
Zenyatta could be an interesting support with heal over time, amplify damage, and high damage personal in exchange for very low health and an aoe heal ultimate that makes him invulnerable while it is going off.
On May 03 2016 23:33 Foxxan wrote: Would love to see that guy with the big shield from overwatch, could add some new dimensions to hots if done porperly i presume.
Reinhardt. I'd also put money on Reaper and Pharah making it into the game sooner rather than later.
So...hanzo or a warcraft hero? Definitely a dragon in that gif. But probably some warcraft thingy. Kind of surprised they didn't go with two overwatch heroes back-to-back
Deathwing is a popular guess, but we shall see. If they follow the model they used with Dehaka, we will get another teaser image Wednesday and confirmation of who the hero is Thursday.
On May 04 2016 02:22 MotherFox wrote: So...hanzo or a warcraft hero? Definitely a dragon in that gif. But probably some warcraft thingy. Kind of surprised they didn't go with two overwatch heroes back-to-back
Definitely not Hanzo, his dragon ultimate and overall themeing is Eastern samurai to his brothers ninja theme, that is definitely a European style dragon so my money is on a Warcraft hero
On May 04 2016 02:22 MotherFox wrote: So...hanzo or a warcraft hero? Definitely a dragon in that gif. But probably some warcraft thingy. Kind of surprised they didn't go with two overwatch heroes back-to-back
Definitely not Hanzo, his dragon ultimate and overall themeing is Eastern samurai to his brothers ninja theme, that is definitely a European style dragon so my money is on a Warcraft hero
You listen to enough of hanzo's soundbites in-game and you begin to wonder if he's just a walking offensive stereotype. Then you remember nazeebo and remind yourself that that is just how blizzard rolls.
someone mentioned somewhere something about a shield mechanic. That'd be so cool
Imagine a tank/ support who could block skillshots/ basic attacks in a small arc. Hello skill ceiling :D Could be anywhere from 10% to 100% blocked damage.
Think about a draft:
Oh you wanna take Li-ming? We'll lemme get "Blocky" to completely negate all your basic abilities
I'm kind of amazed that blizzard's return policy is so lax. After trying out Overwatch for a few nights, I decided it really wasn't a game for me and that I would move on. BUT I also read on reddit that I could get a refund, so I submitted a ticket. They just granted it and said I'm getting a full refund.
Now granted I pre-purchased in good faith thinking that I would really love the game, but I basically got early access to Tracer and Tracer to level 5 for free. #feelsGoodMan
edit-> And now that they removed overwatch from my account, tracer is still on my heroes account... o_O We'll see tomorrow if that sticks around.
Bam! Polymorph! Baa (sound that a sheep makes). Are you still curious about which new friend entered the Nexus yesterday? Today, another new friend will be coming!
Yes, the text does imply that they are 2 different heroes.
Khadgar is a mage, hm not sure exaclty which element he specialise in. I believe he has some strong fire spells, but also seen him use arcane. Iam pretty much 100% uncertain which spells would be put on him. As for chromie, i believe that is a dragon(?) Iam pretty bad myself at wow lore.
Chromie is a dragon, with female Gnome humanoid form. She is time manipulation based in her powers. The russian "spoiler" which some believe was faked, is the main reason she is considered a good possibility.
Im going to take it to mean theyre reserving the Dragonflight support to be from the Red Dragonflight... Chromie really wouldve been cool as a Tassadar-esque utility support though...
Red - support Bronze - assassin Black - warrior Blue - assassin Green - support
Green will be specialists ! You look for a spot on the map. Go to sleep and then you will be able to casts spell in that area, but only wake up on incoming damage .
Yay new Nova skin :-D I guess it means we won't have Widowmaker in the game at all, which is a shame. Tyrande's new skin is awesome too. I guess it means we won't have Hawkeye in the game. ^^
Having played Warcraft 3 a thousand years ago I always assumed that Medivh guy was the Raven Lord. Now he's just back to "Hobo-looking-crow-guy", it's really sad for him. Seems fun to play though.
Just watch both previews. I like both heroes. I like especially that they added a cast time to her Q, the mage hero.
More stuff like that please. Even on melee heroes could work tbh.. But w.e iam happy for it now atleast.
About silenced players not able to do HL. I like and dislike this change. If i ever get silenced unfair, then i will hate blizzard. Saying STFU and getting silenced is bullshit.. Anyway.
Will try to not get emotional in games. Because i really dont want to be silenced now since i do 100% HL pretty much.
Dissapointed with the amount of changes. I actually had some hope it was gonna be HOTS 2.0. Well i blame Gosugamers for that perhaps since in one of their tiny polls "You think this will be hots 2.0?".
Like more changes to generic talents. More reworks, perhaps a new gameplay change in the aerly game. One team wipe in lategame=not game over.
There are more changes, Grubby going thru a bunch of them, just too fast for me to keep up, and had to stop watching for a while so didn't catch it all.
Another Medivh talent overview from SolidJake
Grubby said Chromie is supposed to be released May 17.
On May 07 2016 01:53 karazax wrote: There are more changes, Grubby going thru a bunch of them, just too fast for me to keep up, and had to stop watching for a while so didn't catch it all.
I catched some of his stream. Mana regen talents getting reworked for example, overall not many changes imo.
On May 07 2016 01:11 ThomasjServo wrote: MInes must be bugged if what swish said was true, there was a shot of raynor damaging the bird form in between 9-10 min in his video.
Does his shield stop roots and stuns or just damage? Looked like it wasn't other status effects.
Perhaps a visual bug ? His shield is supposed to "only" stop dmg.
I'm not that hyped about "Medivh changing the whole meta", though... The changes are great,d ont get me wrong - a 1,5sec of dmg immunity every 5secs would have been an end to the stun meta w/o needing to nerf alot of heroes. Or the free scouting is a powercreeped version of Tyrandes Owl. But it's put all into 1 package again --- a package that can get banned or where if the opposing team gets Medivh, you are out of luck...
TLDR; The intent looks great, would have loved to see the love spread over multiple heroes though and not into a binary "get Medivh or dont get him" - situation.
----------------------
@Silenced players can't HL: awesome !
Now we just need the matchmaking system to stop queing us with retards that got carried to their rank and everything will be gucci
* I really like the season changes. That said, I think I'd like them to add a "new heroes are not included in heroleague for two weeks" rule, or something similar. * Yay more free gold? I'm running out of things to spend this stuff on. * I'm sad about the changes to Falstad, as I feel he is in a really good place right now aside from maybe gust still being too powerful. * I am SUPER confused about these new heroes. Bliz has previously said that coordination disruption is what ends up being broken in games, has decided to reduce the amount of cc in the game, but then adds hugely disruptive heroes like this.
On May 07 2016 01:11 ThomasjServo wrote: MInes must be bugged if what swish said was true, there was a shot of raynor damaging the bird form in between 9-10 min in his video.
Does his shield stop roots and stuns or just damage? Looked like it wasn't other status effects.
Perhaps a visual bug ? His shield is supposed to "only" stop dmg.
I'm not that hyped about "Medivh changing the whole meta", though... The changes are great,d ont get me wrong - a 1,5sec of dmg immunity every 5secs would have been an end to the stun meta w/o needing to nerf alot of heroes. Or the free scouting is a powercreeped version of Tyrandes Owl. But it's put all into 1 package again --- a package that can get banned or where if the opposing team gets Medivh, you are out of luck...
TLDR; The intent looks great, would have loved to see the love spread over multiple heroes though and not into a binary "get Medivh or dont get him" - situation.
----------------------
@Silenced players can't HL: awesome !
Now we just need the matchmaking system to stop queing us with retards that got carried to their rank and everything will be gucci
I rather like the design of him as I read it which has somewhat been reflected in professional meta lately with soft supports and a proper support. Things like Tassadar with any real healer, or Tyrande being run in combination.
Even though they are calling him a specialist, I see Medivh as the first of what I imagine will be many characters that function as supports but don't heal. To my mind, this is what I remember about playing a support in the extremely limited number of games I played in League of Legends.
I like the idea of Medivh like characters, more than I like what I've seen right now and I am personally hoping for more.
Chromie [D] Timewalker - Trait You've traveled into the future, and as such, will learn your talents 1 level earlier than your teammates!
[Q] Sand Blast (20 mana, 3 sec CD) After 1 second, fire a missile that deals damage to the first enemy Hero hit.
Chromie has pathetic auto attacks so keep in mind the 3 second cool down. This ability can be talented and is your main source of damage.
The one second wind up is hard to master at first, but once you get the hang of it hitting enemies feels natural and responsive. A good Chromie is an absolute terror while a Chromie with poor aim is very easy to dodge.
This ability does NOT hit structures or minions. So Chromies PvE game is weak. However, this does make it easier to hit enemy heroes behind structures and minion waves.
[W] Dragon's Breath (70 mana, 14 sec CD) Fire a blast into the air that lands after 1.5 seconds, dealing damage to enemies in an area. Enemies cannot see where the blast will land.
The mind games from this ability are insane. It's so powerful that enemies cannot see where the blast will land, as in the middle of a teamfight squishy heroes simply don't know they are in danger until they take mass damage
Dragon's Breath talents are very powerful and it's possible to play Chromie based upon this ability.
You can't spam this without careful consideration. It is a large part of Chromie's burst damage and has a long cool down
[E] Time Trap (50 mana, 18 sec CD) Place a Time Trap that arms and Stealths after 2 seconds. The first enemy Hero to touch it will be put into Stasis for 2 seconds. Only 1 trap can exist at once.
Time Trap is a powerful defensive tool for Chromie that can also be used to trick opponents into putting them selves out of position. The stealth component of this ability is vital, allowing Chromie to linger around a particular area knowing she is safe from enemy ganks.
The enemy, however, isn't aware of the trap, meaning Chromie can just as easily use this tool offensively instead.
Sometimes it felt like I was playing Kerrigan with Chromie due to the combo nature of her abilities. All of them can be chained together for lock down and damage and it all starts with Time Trap.
(R) Slowing Sands (4 mana/sec, 5 sec CD) Place a sand vortex that greatly slows enemies inside it. The longer it is active the more it slows, up to 50% after 5 seconds.
Because Chromie gets her heroics 1 level early, Slowing Sands is actually incredibly powerful. It's low cool down allows Chromie to control large ammounts of space and single handedly win objectives for her team by making it impossible for the enemy to engage efficiently.
I can't stress enough how powerful it is to have access to slowing sands in level 9 vs. 9 scenario. On maps like Blackhearts, Sky Temple, or Cursed Hallow it essentially gives you a free objective advantage as the enemy can't afford to fight you through Slowing Sands.
The mana drain per second is not very noticeable and I never had problems going out of mana spamming this ability.
(R)Temporal Loop (60 mana, 70 sec CD) Choose an enemy Hero. After 3 seconds, they will teleport back to the location where you cast Temporal Loop on them.
Temporal Loop will be responsible for a lot of cool plays and WTF moments. You can Temporal Loop a target and have time to drop a Time Trap right where they will land, stunning them immediately.
This heroic is best used to punish a hero out of position. It also single handedly counters a poking Zeratul harder than you can even imagine.
You can can this on someone who is about to Hearthstone or otherwise warp somewhere, teleporting them back to their original position. Most effective on heroes like Falstad, Dehaka, Brightwing, and Abathur.
This actually makes playing Brightwing extremely difficult, as there are repeated opportunities to keep her from teleporting away or to a teammates rescue.
There may be more stuff coming, lots of streamers haven't done any videos or anything, I wouldn't be surprised if they gave them a different set of reveals, otherwise the ones who stream at night will just be rehashing same stuff. We shall see.
Missed them ? He actually was the poster linking them... :D
@karazax : Thanks for the links AND especially for the written down version for all the ppl at work/phone or who prefer to read up talents over watching
@thread: Someone already mentioned that the globe collection talents will be redone, in details: (these will change for all heroes that got them)
- Mana reg still +0,1 per globe, stops after a certain amount of globes picked up. Grants +100 Max mana then.
- Regen master still +x per glove, when you get 30 of them, also get +500 max health.
- Seasoned Marksmen is +0.2 dmg per minion now (so a slight buff from 6 to 5 needed for 1 point of AA-dmg). When you reach 40 bonus dmg, you also get a talent (Increses att speed by 30% for 6 secs, 60sec CD)
Didn't like the quest talents before (playing Hots, not WoW), but I can get behind the subtle effects the changes might bring... -you can stop being a ghlobe wh*** when you hit the max amount around lvl16-20ish -you get a small power spike inbetween 16 and 20 which could even out the current power curve abit -stuff like seasoned marksmen adds abit of added micro/decision making now.
@globe change I think i like the life regen ones but not the mana ones. +100 mana? Why? What good does it do and besides, Will run out of mana on uther now unless they change things on him WHICH they should either way imo.
The lifen regen which gives +500hp is a nice one. Tanks should feel more like tanks in some situations. Such as tyrande+diablo combo for example. Muradin can get one shotted which shouldnt happen(?) Now this wont change that for him since he dont have regen master.
So that are things i want to change furhter which doesnt seem to be the case. If you as a tank want to be more tanky, that should be possible but it really aint atm.
The positive thing is, now you stop look for globes. Which is nice. As uther you look for globes throughout the game, even at 20 unless you have 45+ which in an average game you never get.
On May 07 2016 15:58 MotherFox wrote: I don't get the difference between rank 5 and rank 1 being only 500 gold. Seems like there should be something special and exclusive for rank 1.
I dunno, but I'm rank 3, so I'm just gonna not play until the reset lol.
On May 07 2016 15:58 MotherFox wrote: I don't get the difference between rank 5 and rank 1 being only 500 gold. Seems like there should be something special and exclusive for rank 1.
I dunno, but I'm rank 3, so I'm just gonna not play until the reset lol.
It is based on maximum rank obtained during the entire preseason. [So, for instance, my only way to improve is to get rank 1, since I did achieve rank 5 at one point]
My idea was for something like what you described. If you're interested in the possibilities of a time based hero you can check it out. Chromies temporal loop and time trap are the very similar to my hero's relocate and time save.
What do you guys make of playing Tracer around her melee attack? Something like this was what I was thinking creating a big focus on.
The level is set at 20 in the calculator.
The idea to my mind is to just get the ult up as fast as possible through out the game. Level 4 I'm wishy washy on, but nothing else fits really well so I figure reduce the need to back as much.
On May 09 2016 07:24 MotherFox wrote: I heard that her level 13 melee ability only grants CD reduction on her ult for 1 of the targets, even if multiple are in the area.
That is indeed true. It takes the highest value you caught.
I've been playing a lot of Falstad since the Tracer patch, and it is interesting to see how nerf announcements change things. Falstad went from a choice I could be confident to get in 99% of games because he wouldn't be banned or picked, and since the news of his nerfs his he has been firstpicked or banned in a large number of my games. The worst part IMO is people are picking him who really have no clue how to best use mighty gust, so I'm seeing tons of lame gusts which simply push enemy teams away who might have engaged in a moment, but the gust didn't really do much other than delay them a few seconds.
Anyway, that's my musings on rank 8 meta.
As for the specific changes:
* Epic mount change is...uh...OK I guess. It seems weird to be nerfing this when dehaka's apex predator is so good in comparison. I'm not sure what exactly a 20 sec to 25 sec CD change will accomplish, though. * Power throw's removal is OK I guess, but it means that level 4 is no longer a meaningful choice, I think. Either players will be comfortable with flow rider, or they will just go for one of the survivability talents. * Level 16 has been wrecked, hopefully there is more news than this-- else we only have 2 talent choices at that tier. * Hopefully they are replacing overdrive with something. I think having the overdrive+hamerang+hinterlands+re-activate BOOMerang combo as a potential thing is a nice thing to on falstad. * Hammertime being removed was an obvious move ever since Bliz said they wanted to remove unnecessary stuns from the game. Unfortunately it was a pretty major power component of both of Falstad's builds, as it allowed him to be a firstpick since he could deal with a variety of things.
My biggest fear is that this was an exhaustive list of changes to Falstad. I think Bliz might be trying to promote a lightning strike build, but I fear they don't understand why the lightning strike build is such trash right now. [the damage is all back-loaded]
On May 09 2016 21:54 Foxxan wrote: Flow rider(the one that reduces basic abilities cooldown?) Is not at 4 anymore, its at 13.
That's not listed in the link above
I guess we'll have to wait for comprehensive patch notes for further comment. I'm still disappointed he's being touched at all, though--- I thought Falstad was in a really good place from a pickrate/winrate perspective.
On May 09 2016 22:49 Harris1st wrote: Blizz's priorities... changing Falstad 6 times in 6 weeks and nobody really needs it and leave Heroes like Arthas and Anub unchanged forever...
I'm sorry but this is just dumb
Also: Yeay, 2 more Heroes who fuck up the game. They should probably change prices for new release Heroes to 30 bucks or sth. Maximum profit
pretty ironic rant considering that arthas and anub reworks are coming with this patch
On May 09 2016 22:49 Harris1st wrote: Blizz's priorities... changing Falstad 6 times in 6 weeks and nobody really needs it and leave Heroes like Arthas and Anub unchanged forever...
I'm sorry but this is just dumb
Also: Yeay, 2 more Heroes who fuck up the game. They should probably change prices for new release Heroes to 30 bucks or sth. Maximum profit
pretty ironic rant considering that arthas and anub reworks are coming with this patch
I think there are plenty of heroes that could use some love in addition to arthas/anub. Tyreal is a notable example, but I think there are plenty of heroes who need re-jiggerings more than Falstad:
* Valla (lacks the strong build diversity she used to have) * Kerrigan * Tyrael * Jaina (kind of lack-lust compared to other mages IMO) * Leoric
While 3 of the 5 I can think of off the top of my head are assassins, I think supports and tanks in general need buffs.
Valla is in a "there are too many heroes who are better at what I do" spot. Same for Tyrael, and arguably same for Kerrigan (Greymane, Illidan, Thrall are way better).
Honestly Jaina is a monster on Sky Temple and Shrines so I'm not worried about her. She relies on the map and on the fact that the frontline will protect her even more than before. Yolo Jaina is dead, that's a good thing.
I don't really understand the problem with Leoric. He's good at everything (except CC maybe). Probably because the meta switched to 1 hard sustain tank. Which he can be late game, but without CC why would the other team bother hitting him anyway ?
TBH I like the current meta. Once they remove silenced players, HL will be paradize (maybe not ^^).
On May 09 2016 22:49 Harris1st wrote: Blizz's priorities... changing Falstad 6 times in 6 weeks and nobody really needs it and leave Heroes like Arthas and Anub unchanged forever...
I'm sorry but this is just dumb
Also: Yeay, 2 more Heroes who fuck up the game. They should probably change prices for new release Heroes to 30 bucks or sth. Maximum profit
pretty ironic rant considering that arthas and anub reworks are coming with this patch
and how long did that take? Guessing since their release and how many tweaks/ reworks / whatever did Falstad get in the meantime?
Your post pissed me off a bit here, cause clearly everyone knows what i meant...
On May 09 2016 23:11 MotherFox wrote: I think there are plenty of heroes that could use some love in addition to arthas/anub. Tyreal is a notable example, but I think there are plenty of heroes who need re-jiggerings more than Falstad:
* Valla (lacks the strong build diversity she used to have) * Kerrigan * Tyrael * Jaina (kind of lack-lust compared to other mages IMO) * Leoric
While 3 of the 5 I can think of off the top of my head are assassins, I think supports and tanks in general need buffs.
Valla is still a beast on some map objectives like BoE Kerrigan... i really like her but she is so much risk / little reward if feel. Should give her some more defensive/ survival talents maybe ? Tyrael, dunno, i like him. Asian scene likes him too. Just EU/ NA Jaina is ok IMO Leoric can be awesome in his very unique style
Valla is still pretty good option if your first choice gets banned out. Tyrael could use some talent diversity, but he is tier one for Asian pro teams. He is pretty much the definition of high skill hero who can be dominant in the right hands, but is well below average for less skilled players. He also shines in coordinated teams, and much less in random hero league situations. regarding Jaina:
Leoric didn't carry over great with the scaling changes, but I think he is better than most people think.
Rexxar is supposed to be getting a further update in the future, but C9 was quite effective with him already.
Kerrigan is another really high skill cap hero and only played at pro level on Tomb and shrines where her quick ravage one shotting minions can be extra effective. Could use some work to be viable in more situations.
So yeah, for Tyrael and Valla I was definitely harping on build diversity problem, not balance per-se
Personally I think Jaina and Kerrigan are too weak for what they are. I do draft Jaina on occassion, but only once KT, Li-ming, and Falstad are all drafted or banned. (Well, AND when I'm certain that Valla wouldn't be a safer option for massive damage dealing. [Or I want some area wombo to go with zag and/or etc]
On a side note Srey released his Hero League Tier list a few days ago for those interested (the Tracer tier one was based on prior to the patch last week).
Jaina's Ring of frost and Blizzard simply win games. Like ETC's Mosh or Zag's Maw. It's rare when Valla, Raynor or KT win a game on one ultimate and/or one spell. That's why she's still viable, even more with KT banned more and more. But not being a mage player, if I must do it, I'll prefer KT because he's simply better. But Jaina has that "win game on 1 ability" factor.
On May 10 2016 00:49 Leolio wrote: Thanks karazax, very interesting read.
Jaina's Ring of frost and Blizzard simply win games. Like ETC's Mosh or Zag's Maw. It's rare when Valla, Raynor or KT win a game on one ultimate and/or one spell. That's why she's still viable, even more with KT banned more and more. But not being a mage player, if I must do it, I'll prefer KT because he's simply better. But Jaina has that "win game on 1 ability" factor.
The problem of KT vs Jaina is that they are too directly comparable. Even with ring in mind the full-combo burst of KT vs Jaina is in the same ball park, except KT is more likely to be able to 100-0 an enemy in 3 seconds flat. Also, KT has that hard stun on up to three enemies--- that gives KT much more flexibility and also makes him a better duelist. Jaina used to be able to out duel KT with iceblock at level 13, but now has to wait for level 20. That's rough.
Who is Srey? Anyway, he thinks supports dont usually do as much as dps heroes, meaning, he believe they have less impact. Might be right here, not sure how to look at it. Their healing output is rather low compared to 1assassin hero? Also if we look at kharazim, highest healing in the game i believe(?), he has least utility.
Anyway, agree with hte falstad change. In that, so unnecessary to change him frequently. Instead look at other heroes that need changing. Especially supports and tank build variety and strength/weakness of builds more....
So much more fun if u need to think what to take instead of auto and also if u can choose what to specialise in.
Valla is extremely versatile and has a ton of valid talents to choose from, there are very few which I consider picks you should almost never take. Hungering / Multishot / AA / Hybrid builds all work on her if you know when and how to use them correctly.
(This is coming from someone who hasn't lost a single game with Valla in the last 2 months, even if I haven't been picking her a ton.)
On May 10 2016 02:02 Cephiro wrote: Valla is extremely versatile and has a ton of valid talents to choose from, there are very few which I consider picks you should almost never take. Hungering / Multishot / AA / Hybrid builds all work on her if you know when and how to use them correctly.
(This is coming from someone who hasn't lost a single game with Valla in the last 2 months, even if I haven't been picking her a ton.)
I think this was more true before her recent change. Currently the only popular build on hotslogs at the diamond/master level is the autoattack build, and that tends to be the build I draft her for too.
On May 10 2016 01:37 Foxxan wrote: Who is Srey? Anyway, he thinks supports dont usually do as much as dps heroes, meaning, he believe they have less impact. Might be right here, not sure how to look at it. Their healing output is rather low compared to 1assassin hero? Also if we look at kharazim, highest healing in the game i believe(?), he has least utility.
Srey is a former Tempo Storm player, and has regularly been top of the NA hotslogs MMR listings and leaderboards. He has done a bunch of quality guides for the game and while he hasn't had much success as a pro player, he is an accomplished hero league player so his insights there are worth reading. He believes it is just harder to carry on supports because you still rely on your team so much to do anything.
Well thats true, supports don't carry. They do their job or everything falls apart. I really like it that way, because I don't like to be under pressure to make something happen. But making up for the mistakes of others is something I am rather comfortable with. Its just the job that will rarely get you any recognition.
Yep supports are definitely valuable and often the unrecognized MVP, but they can be harder to rank up with because of how dependent they are on their team.
As for Valla, Liquid Cris did a pretty good guide on the most popular current pro builds:
That was kind of what I was talking about with valla. Before the changes you defaulted to the multishot build, the puncturing arrow/repeat was a strong option as well, and the autoattack build was greedy as all get out(but never used). Now we default to autoattack(with a few multishot talents sprinkled in), use the full multishot on occasion, and the puncturing arrow build when you need a strong duelist. However, the autoattack build is even more dominant than the old multishot build was, IMO.
Chromie looks like a ton of fun, I wonder how the dragon is at wave clear. I weep for the early lane phases where she is roaming and just tees up a bunch of stuns off the time trap.
Wow, they really nerfed Falstad. It really didn't become clear to me until I put together his talents at each level and saw the damage nerf to secret weapon.
* Secret weapon builds now have to stay in for an autoattack longer and have less up-front burst damage. * Mage builds have less safety due to the removal of power throw. * At ALL talent levels they have inserted an option of "Do you want to mage, autoattack, or jungle?". (ie- you can no longer sacrifice some damage for more sustain) * All builds suffer from the removal of the hammerang option at 16.
Developer comments might have well been "we've really been struggling to strike a balance between mage and autoattack falstad styles, so we decided to change him so only dedicated falstad players will ever want to play him, and they probably should be picking a different ranged assassin instead."
I can't say I like this patch. Making LiLi more like other supports by removing herbal cleanse and inserting a vanilla cleanse is just further making support choices boring IMO. I would have preferred a cleanse effect on herbal which actually does what cleanse is supposed to do[provide unstoppable for a short period]
Meanwhile removing berserk just seems completely arbitrary. I guess seasoned marksmen takes its place to some extent, though?
e: seems like Diablo can combo again, Gall's bugs also have been fixed. I think Conjurer's Pursuit got nerfed big time. That talent really was getting its fullest value with 30+ globes. Reanimation also looks weaker in its current version.
The battle momentum nerf is hugely impactful to almost all heroes who had battle momentum, too. And they were generally not heroes that were overtuned.
On May 10 2016 04:40 ThomasjServo wrote: I guess we'll see if Falstad hangs on, shame because he was far and away the assassin I play most in HL.
Here's to hoping that the buff to seasoned marksman is so amaze-balls that it makes him OP. But then, wouldn't it just make all the seasoned marksmen assassins OP? =\
edit-> Also, amusing to see that kerrigan has been nerfed. (Battle momentum hurts her pretty hard IMO)
Agree on the cleanse to lili, TERRIBLe boring design. I really really want to like supports but for each day i kinda dislike them more and more. Dont get me wrong, being support can be fun but mostly its the same build, same gamestyle..
Anyway.. Really happy they looked at MURADIn this patch. Shows that they really want to have some diversity after all..
But Blizz if you read this, Please take a second look at supports.
Being a tank will be so much more fun after this patch comes along. Anub'arak, Arthas, Muradin, johanna and stitches.
On May 10 2016 04:40 ThomasjServo wrote: I guess we'll see if Falstad hangs on, shame because he was far and away the assassin I play most in HL.
Here's to hoping that the buff to seasoned marksman is so amaze-balls that it makes him OP. But then, wouldn't it just make all the seasoned marksmen assassins OP? =\
edit-> Also, amusing to see that kerrigan has been nerfed. (Battle momentum hurts her pretty hard IMO)
I could see a slight tweak to boomerang, but other than that super ok with where he was, time will tell though. We'll see if fly and gusts' utility wins out over the nerfs elsewhere.
All in all I think that changes range from bad to random as far as the characters who weren't reworked go. The Kerrigan CD reduction on ults? Ok, well that isn't half her issue and the same with so many other things.
On May 10 2016 04:40 ThomasjServo wrote: I guess we'll see if Falstad hangs on, shame because he was far and away the assassin I play most in HL.
Here's to hoping that the buff to seasoned marksman is so amaze-balls that it makes him OP. But then, wouldn't it just make all the seasoned marksmen assassins OP? =\
edit-> Also, amusing to see that kerrigan has been nerfed. (Battle momentum hurts her pretty hard IMO)
I could see a slight tweak to boomerang, but other than that super ok with where he was, time will tell though. We'll see if fly and gusts' utility wins out over the nerfs elsewhere.
All in all I think that changes range from bad to random as far as the characters who weren't reworked go. The Kerrigan CD reduction on ults? Ok, well that isn't half her issue and the same with so many other things.
I need to mull it over, still mourning Falstad.
The thing is that Falstad already could fly in and gust. If Bliz reduces his kill power or ability to lay down damage safely, then bliz is 100% going to hurt his winrates. When Bliz makes all of his talent tiers "where do you get damage?" and "where do you get sustain?", well now he also has no ability to adapt his damage/sustain/mobility to the draft.
As far as the Muradin changes, I'm unsure if this is a buff or a nerf. Stoneform was an autopick because it simply was really that good, but nerfing it isn't really the answer since muradin already had a very mediocre winrate.
But they buffed his thunder clup talent at 7, making him more tanky that way. Or maybe its the tier 4.
I actually think its the tier 7, which synergise with the "cooldown reduction" thunderclap talent at tier 4. So this way, we have new talents to pick. Which is really NICE!!!! TY BLIZZ
On May 10 2016 05:11 Foxxan wrote: But they buffed his thunder clup talent at 7, making him more tanky that way. Or maybe its the tier 4.
I actually think its the tier 7, which synergise with the "cooldown reduction" thunderclap talent at tier 4. So this way, we have new talents to pick. Which is really NICE!!!! TY BLIZZ
The healing static is level 13, so it is competing with burning rage and thunderstrike. Admittedly, it provides an interesting interaction with avatar. All the same, I still think this is an overall nerf to his kit.
Ah. Alright. Ye you are right, didnt think about the interaction with avatar, but dont forget the interaction with the crowd control talent at 4 also. And while the ptr didnt say anything about muradins battle momentum, it might be 0.75 reduction so kinda nice interaction here.
On May 10 2016 05:23 Foxxan wrote: Ah. Alright. Ye you are right, didnt think about the interaction with avatar, but dont forget the interaction with the crowd control talent at 4 also. And while the ptr didnt say anything about muradins battle momentum, it might be 0.75 reduction so kinda nice interaction here.
I could see that, though sacrificing piercing bolt when you anticipate being within thunderclap distance of 2-3 enemies regularly is kind of tough.
when are we getting another support? 8 or 9 releases since morales? it doesnt have to be a healer, tyrande and tassadar are so unique, why not more of that?
On May 10 2016 05:51 snailz wrote: when are we getting another support? 8 or 9 releases since morales? it doesnt have to be a healer, tyrande and tassadar are so unique, why not more of that?
I'm guessing that at release medivh would have been a support, but now support means "high number dedicated healer who also has to take cleanse at level 7"
On May 10 2016 05:51 snailz wrote: when are we getting another support? 8 or 9 releases since morales? it doesnt have to be a healer, tyrande and tassadar are so unique, why not more of that?
Medivh will be coming, just dont mind is official classification of Specialist.
On May 10 2016 05:51 snailz wrote: when are we getting another support? 8 or 9 releases since morales? it doesnt have to be a healer, tyrande and tassadar are so unique, why not more of that?
Medivh will be coming, just dont mind is official classification of Specialist.
But to be a support support, you kind of have to have at least one heal. He is absolutely a support in a lot of ways, but the shield where you don't take damage for sure can't be the only thing.
Anub'arak looks overbuffed, think he will be too strong with burrow build but we'll see.
Arthas changes look very sweet, i have a feeling Q build will be dominant but curious to find out. Lots of interesting talents at least.
Falstad seems to revert to AA build again with this change. Initial feeling is that they have failed again to make aa build and mage build balanced (and making something else an option too).
Muradin changes are sweet, slight nerf overall but some new options introduced potentially.
Some of the neutral talent changes I'm not so sure about. Battle momentum seems gutted for most heroes, reducing the ultimate was more important than the extra 0.25 seconds for most. The quest talents i don't know if i like yet. I like the fact that they will be picked on less maps now but on the maps you can get them they feel too good. At least for seasoned marksman and regen master. Conj pursuit not so much. Executioner change seems a bit wonky, but should buff the talent. Had rather seen a slight damage buff on it than this.
The other tiny tweaks are all fine, although the johanna D one felt so random and unneeded.
On May 10 2016 06:48 Markwerf wrote: Executioner change seems a bit wonky, but should buff the talent. Had rather seen a slight damage buff on it than this.
The other tiny tweaks are all fine, although the johanna D one felt so random and unneeded.
I think Executioner will be even better for Valla now. With 8 sec CD of Multishot and 2 sec duration of the slow, she can get the buff out for quite a while just by herself.
I think that the CD on Chromie's slowing sands, and maybe the cast range/mana cost will be changed, It is pretty insane how little it costs to keep up and how far out you can put it.
My go to build for Muradin has always been Battle Momentum @7 and Give 'Em the Axe @16. I'm not really sure how it works now, 0.75s cooldown reduction and the Axe change might be enough to keep the AA bonus for several seconds, chaining Stormbolt and Thunderclap.
On the other hand, that build loses a bit of burst (from 75% bonus to 60%) and the ult cooldown reduction. I'm pretty sure it's a nerf overall.
On May 10 2016 05:51 snailz wrote: when are we getting another support? 8 or 9 releases since morales? it doesnt have to be a healer, tyrande and tassadar are so unique, why not more of that?
Medivh will be coming, just dont mind is official classification of Specialist.
But to be a support support, you kind of have to have at least one heal. He is absolutely a support in a lot of ways, but the shield where you don't take damage for sure can't be the only thing.
I'm looking forward to a new one as well
ive watched kendricswissh video from PTR after whining for supports, and saw what they did with medivh. i forgot how long the CD for no-dmg thingie is, but yeah, i could see him working out that way, makes sense. i wouldnt mind if they toned down his wave clear (btw that Q looked pretty strong tbh) a bit for reduced cd on no-dmg spell, even if they have to make the duration of the effect smaller (is it 1,5 secs now? 2s? seemed long)
On May 10 2016 09:37 Big G wrote: My go to build for Muradin has always been Battle Momentum @7 and Give 'Em the Axe @16. I'm not really sure how it works now, 0.75s cooldown reduction and the Axe change might be enough to keep the AA bonus for several seconds, chaining Stormbolt and Thunderclap.
On the other hand, that build loses a bit of burst (from 75% bonus to 60%) and the ult cooldown reduction. I'm pretty sure it's a nerf overall.
whyyyyyyy though, stoneform is amazing and even mandatory on Muradin solo tank
On May 10 2016 05:51 snailz wrote: when are we getting another support? 8 or 9 releases since morales? it doesnt have to be a healer, tyrande and tassadar are so unique, why not more of that?
Medivh will be coming, just dont mind is official classification of Specialist.
But to be a support support, you kind of have to have at least one heal. He is absolutely a support in a lot of ways, but the shield where you don't take damage for sure can't be the only thing.
I'm looking forward to a new one as well
Well, snailz explicitly said it does not need to be a healer ...
On May 10 2016 09:37 Big G wrote: My go to build for Muradin has always been Battle Momentum @7 and Give 'Em the Axe @16. I'm not really sure how it works now, 0.75s cooldown reduction and the Axe change might be enough to keep the AA bonus for several seconds, chaining Stormbolt and Thunderclap.
On the other hand, that build loses a bit of burst (from 75% bonus to 60%) and the ult cooldown reduction. I'm pretty sure it's a nerf overall.
whyyyyyyy though, stoneform is amazing and even mandatory on Muradin solo tank
Hardened Shield @20
You're more squishy between 16 and 20 but you hit waaay harder (IIRC exactly like Thrall).
Really feels like a nice patch, but slightly nerfing Mura and slightly buffing Johanna right now when they are the 2 best solo tank in terms of pure tankyness and CC, seems like it'll unbalance things a little. TBH Muradin deserved the axe a long time ago so it's good he finally gets it. Too easy to play, and too strong at all levels of play, in all teams, versus all teams.
The buff to wells is a really welcome change. I love what they do about high MMR players. I was kinda complaining about it yesterday, a 4k MMR guy who got 2 really bad 2k MMR guys and utterly lost vs us. Now he'll have more chance to win, sure, but the game will be balanced. Nazeebo drops from 10k to 4k, it's a good news as there was really no reason he was more expansive than Zag.
It's good they nerfed Rehgar a little, I was waiting for that. He was still too rewarding and too easy to play. Good with all teams, and tier 1 with 2 or 3 other front line heroes. God tier with Xul. I think they should have axed Tyrande's DPS build more than battle momentum, but she's indeed too strong right now.
tyrande was fkin gutted last big patch, nerfs all across the board, and she went from 3 extremely different and viable builds to one. i really dont understand why would anyone want to touch her again. untill starfall and other underused ults buffs, i wasnt seeing tyrande in HL at all. even now u kinda gotta take second support / healer
On May 10 2016 19:53 snailz wrote: tyrande was fkin gutted last big patch, nerfs all across the board, and she went from 3 extremely different and viable builds to one. i really dont understand why would anyone want to touch her again. untill starfall and other underused ults buffs, i wasnt seeing tyrande in HL at all. even now u kinda gotta take second support / healer
tyrande solo is fine
probably wont be without battle momentum shadowstalk
wow some battle momentum changes are evil (especially Zagara). Though you did get it on Muradin to reduce avatar cooldown. But what the dwarf, with this new give em the axe you can keep your 60% extra damage up all the time. (if your enemies can't evade you that is)
And wow Blizzard you sacrifice a little pandas uniqueness, just so one of your new heroes can work. Way to make me hate Medivh even more. But seriously Herbal brew and the self cure at 7 where the 2 skills that made Lili superb against CC comps. Now Lili is just a not as good Morales >.> .
Tyrande solo is great of course. Heal + utility or owls work, Starfall works too. That's 3 build for me, but I smurf around rank 5. But yeah, without battle momentum for her ultimate I'm not sure how this'll work out. Anyway she was the dominant support so it's ok to nerf her. Anub' seems OP as fuck.
On May 10 2016 19:53 snailz wrote: tyrande was fkin gutted last big patch, nerfs all across the board, and she went from 3 extremely different and viable builds to one. i really dont understand why would anyone want to touch her again. untill starfall and other underused ults buffs, i wasnt seeing tyrande in HL at all. even now u kinda gotta take second support / healer
tyrande solo is fine
probably wont be without battle momentum shadowstalk
i agree completely. thats why i said "kinda" ^_^ reason why i brought it up is that in 9/10 of my games when i want to go solo tyrande my team rages. rank 1 EU, but low MMR
It's not that easy though since the cleanse change you kind of have to go standard support against multi stun teams. Tyrande is an "all-in" support, if they have Uther or 2 supports you will have a hard time bursting them and you can't play any kind of sustain wars.
But it's not impossible, at the right time against certain heroes and with proper composition Tyrande is still viable as solo support.
On May 10 2016 23:15 Ramiz1989 wrote: Anub definitely seems a lot stronger, but I think that new Arthas will outshine him in a lot of aspects.
I like that they increased the damage on Anub's talent though, now you can actually play him as Bruiser, he was doing pathetic damage before.
Can't wait to try him. Actually before the patch was able to get decent dmg numbers by focusing on his Aoe output. Would build, regen master, AA cleave, Aoe Dmg with Shield, Locus Swarm, Burning Rage, Epicenter, Rewind.
Looks like that build was messed up by the placement of shield dmg on 13.
On May 10 2016 23:15 Ramiz1989 wrote: Anub definitely seems a lot stronger, but I think that new Arthas will outshine him in a lot of aspects.
I like that they increased the damage on Anub's talent though, now you can actually play him as Bruiser, he was doing pathetic damage before.
Can't wait to try him. Actually before the patch was able to get decent dmg numbers by focusing on his Aoe output. Would build, regen master, AA cleave, Aoe Dmg with Shield, Locus Swarm, Burning Rage, Epicenter, Rewind.
Looks like that build was messed up by the placement of shield dmg on 13.
Anub is great now and buffed a little too much imo although outshined by Arthas who was buffed to OP even more.
Burrow build on Anub is really strong now.
Beatle talents not that interesting now imo, not buffed that much.
Build imo is:
1: flex 4: underking 7: chitonous plating 10: usually locust unless great cocoon target 13: utricating spines (or bed of barbs if you impale at 1) 16: epicenter 20: flex
underking is just so damn good now, diving onto targets is finally hurting. And with epicenter you can have CD down to 4 or 8 seconds easily.
On May 10 2016 23:15 Ramiz1989 wrote: Anub definitely seems a lot stronger, but I think that new Arthas will outshine him in a lot of aspects.
I like that they increased the damage on Anub's talent though, now you can actually play him as Bruiser, he was doing pathetic damage before.
Can't wait to try him. Actually before the patch was able to get decent dmg numbers by focusing on his Aoe output. Would build, regen master, AA cleave, Aoe Dmg with Shield, Locus Swarm, Burning Rage, Epicenter, Rewind.
Looks like that build was messed up by the placement of shield dmg on 13.
Anub is great now and buffed a little too much imo although outshined by Arthas who was buffed to OP even more.
Burrow build on Anub is really strong now.
Beatle talents not that interesting now imo, not buffed that much.
Build imo is:
1: flex 4: underking 7: chitonous plating 10: usually locust unless great cocoon target 13: utricating spines (or bed of barbs if you impale at 1) 16: epicenter 20: flex
underking is just so damn good now, diving onto targets is finally hurting. And with epicenter you can have CD down to 4 or 8 seconds easily.
Thats great to hear, yeah I felt like the Burrow Build was going to be favored, just due to thats what Anub does best. His Greatest strength was good initiate with out an ult.
Jaina was fine before the last changes to remove bolt and Ice Block. I mean they could work in some more talent diversity I suppose, but it's hard to say what they could do that would be better than just reverting those changes without doing some extensive reworking.
"MVP Black players don't have better individual skills than other pro teams. There is no real difference of individual skills between pro players"
"It's 90% drafting, some shotcalling and a bit of synergy I guess".
"When I watch Rich play, I tell myself "ok so he practiced that". One hour of practice and I could do that".
"There was this thread on reddit about some "crazy Falstad play". Wow there was 4 enemies and he used his ability to escape, so crazy !" (sarcastic tone)
Seems like a pretty silly comment. MVP_Black may not be miles ahead mechanically. HOTS by it's design is more difficult to dominate as an individual, but watch Rich in hero league streams and you can't say it's just because he is on a great team with great shot calling and drafting that he is dominant. Arthelon might be able to replicate some of Rich's plays with some practice, but replicating something in practice and replicating it in competitive games isn't the same thing and you still need to put in that hour or more of practice. Certainly other games have higher skill ceilings and some heroes have fairly low skill ceilings, but you aren't swapping any pro player for Rich and getting the same results for each team (even if both pros who were being swapped could fluently speak the other's language).
"MVP Black players don't have better individual skills than other pro teams. There is no real difference of individual skills between pro players"
"It's 90% drafting, some shotcalling and a bit of synergy I guess".
"When I watch Rich play, I tell myself "ok so he practiced that". One hour of practice and I could do that".
"There was this thread on reddit about some "crazy Falstad play". Wow there was 4 enemies and he used his ability to escape, so crazy !" (sarcastic tone)
Seems like a pretty silly comment. MVP_Black may not be miles ahead mechanically. HOTS by it's design is more difficult to dominate as an individual, but watch Rich in hero league streams and you can't say it's just because he is on a great team with great shot calling and drafting that he is dominant. Arthelon might be able to replicate some of Rich's plays with some practice, but replicating something in practice and replicating it in competitive games isn't the same thing and you still need to put in that hour or more of practice. Certainly other games have higher skill ceilings and some heroes have fairly low skill ceilings, but you aren't swapping any pro player for Rich and getting the same results for each team (even if both pros who were being swapped could fluently speak the other's language).
I think it would be a lot sillier of a comment if he had posted this opinion on reddit himself. Instead, it's just a few statements he made in the middle of a stream, which is kind of hard to assess the seriousness of. (Especially when he goes on to say he doesn't find the game fun and that he's been waiting for two years for the game to become something he feels is a good game)
On the positive side of things, it sounds like he's really enjoying playing for C9 right now.
Oh I wish there would be no individual skill involved in this game. It would be so much more chill if you only had to make sure team coordinations works fine.
On May 12 2016 05:53 FeyFey wrote: Oh I wish there would be no individual skill involved in this game. It would be so much more chill if you only had to make sure team coordinations works fine.
I think he is making a statement about skill differences between pro players, not in the general masses.
There isn't really much mechanical skill. The difference at the top is that really good players have superior tactical knowledge and are thus able to optimally leverage their heroes' capabilities and potential. This allows them to be far more aggressive (and succeed at it) than the rest of us.
On May 12 2016 05:57 xDaunt wrote: There isn't really much mechanical skill. The difference at the top is that really good players have superior tactical knowledge and are thus able to optimally leverage their heroes' capabilities and potential. This allows them to be far more aggressive (and succeed at it) than the rest of us.
Still you see large differences in mechanical skill amongst the top teams imo. MVPblack is winning much more on mechanics I think then people make it out to be. You see questionable strategic moves from them quite often but they just win 4v5s and that sort of stuff by sheer great mechanics. When i watch them compared to EU or NA games the amount of missed skillshots is quite a bit less.
"Skill" is such a nebulous term in a moba though. Knowledge, foresight and conviction play such a huge role in making you good at the game. If you don't value/enjoy expressing those factors in a game than a moba probably isn't for you.
Arthelon is definitely talking about pro players, and I presume he is talking about the top pro teams and not the "pro" teams that never place top 4 ever. Still there is certainly mechanical skill level differences between Bakery and Merryday's Kharazim and the average pro support playing that hero. There are differences in Glaurung's Zeratul and the average pro player's Zeratul. Bakery commented that the western teams at Spring World Championship couldn't currently play Tyrael to the level the Chinese and Korean teams did, and it would take several months before they likely would. Tyrael section is several minutes, but goes in depth on the issues leading to western teams not learning him to the level of the Asian teams:
Make sure you hear Grubby ask how teams should learn Tyrael for pro play. HOTS isn't the most mechanically demanding game by any stretch, but unless you are hitting 100% of your skill shots and dodging 100% of the dodge-able skill shots and always have perfect positioning and perfect timing on when to use your abilities you can't say there is zero room for mechanical improvement or that every pro player does it at the same level.
Certainly every game isn't 90% determined by draft as we have casters giving consensus that one team won the draft and then the other team wins the game all the time. Teams want more talented players, and players who have toxic reputations sometimes get another chance because of their talent, see Rich and Erho. It's very fair to say that individual skill plays less of a role in why pro teams win HOTS games compared to other games, but it's not accurate to say every pro player is at the same skill level.
On May 12 2016 05:53 FeyFey wrote: Oh I wish there would be no individual skill involved in this game. It would be so much more chill if you only had to make sure team coordinations works fine.
I think he is making a statement about skill differences between pro players, not in the general masses.
So he is saying that people who scrim against each other, because they are at the top and the best opponents to train against are fairly even in skill level. Fascinating !
Don't mind me, I just get silly when people state the obvious when talking about "skill".
But he should be careful. Things like this can easily turn you into a blame the team person, as a result you feel less inclined to work on yourself and instead of just getting mad at your own mistakes you get mad at your teams mistakes. Which in heroes is 4 times more likely to happen.
On May 12 2016 05:53 FeyFey wrote: Oh I wish there would be no individual skill involved in this game. It would be so much more chill if you only had to make sure team coordinations works fine.
I think he is making a statement about skill differences between pro players, not in the general masses.
So he is saying that people who scrim against each other, because they are at the top and the best opponents to train against are fairly even in skill level. Fascinating !
Don't mind me, I just get silly when people state the obvious when talking about "skill".
But he should be careful. Things like this can easily turn you into a blame the team person, as a result you feel less inclined to work on yourself and instead of just getting mad at your own mistakes you get mad at your teams mistakes. Which in heroes is 4 times more likely to happen.
Specifically he was claiming that pro matches are decided by the draft, shot calling, and playstyle synergies--- not raw mechanical skill.
"MVP Black players don't have better individual skills than other pro teams. There is no real difference of individual skills between pro players"
"It's 90% drafting, some shotcalling and a bit of synergy I guess".
"When I watch Rich play, I tell myself "ok so he practiced that". One hour of practice and I could do that".
"There was this thread on reddit about some "crazy Falstad play". Wow there was 4 enemies and he used his ability to escape, so crazy !" (sarcastic tone)
Seems like a pretty silly comment. MVP_Black may not be miles ahead mechanically. HOTS by it's design is more difficult to dominate as an individual, but watch Rich in hero league streams and you can't say it's just because he is on a great team with great shot calling and drafting that he is dominant. Arthelon might be able to replicate some of Rich's plays with some practice, but replicating something in practice and replicating it in competitive games isn't the same thing and you still need to put in that hour or more of practice. Certainly other games have higher skill ceilings and some heroes have fairly low skill ceilings, but you aren't swapping any pro player for Rich and getting the same results for each team (even if both pros who were being swapped could fluently speak the other's language).
Yeah, no one in the world is on Rich level. I've always been a proponent that shotcalling and drafting were by far the most distinguishing skills in Heroes of the Storm, but every time I watch Rich play, he wins a lot of fights by just being mechanically better than the other team.
EDIT: I also find it a bit funny that he says this while playing Abathur, which he is pretty terrible at. Fan is like 5 tiers above him when it comes to playing Abathur.
"MVP Black players don't have better individual skills than other pro teams. There is no real difference of individual skills between pro players"
"It's 90% drafting, some shotcalling and a bit of synergy I guess".
"When I watch Rich play, I tell myself "ok so he practiced that". One hour of practice and I could do that".
"There was this thread on reddit about some "crazy Falstad play". Wow there was 4 enemies and he used his ability to escape, so crazy !" (sarcastic tone)
Seems like a pretty silly comment. MVP_Black may not be miles ahead mechanically. HOTS by it's design is more difficult to dominate as an individual, but watch Rich in hero league streams and you can't say it's just because he is on a great team with great shot calling and drafting that he is dominant. Arthelon might be able to replicate some of Rich's plays with some practice, but replicating something in practice and replicating it in competitive games isn't the same thing and you still need to put in that hour or more of practice. Certainly other games have higher skill ceilings and some heroes have fairly low skill ceilings, but you aren't swapping any pro player for Rich and getting the same results for each team (even if both pros who were being swapped could fluently speak the other's language).
Yeah, no one in the world is on Rich level. I've always been a proponent that shotcalling and drafting were by far the most distinguishing skills in Heroes of the Storm, but every time I watch Rich play, he wins a lot of fights by just being mechanically better than the other team.
EDIT: I also find it a bit funny that he says this while playing Abathur, which he is pretty terrible at. Fan is like 5 tiers above him when it comes to playing Abathur.
There is so much wrong with his comments that you don't know where to start... He wants to tell me that there is no difference between Dunktrain and Merryday? Like their understanding of positioning, shotcalling, healing the right targets, understanding how much damage can the target take, movement... is worlds apart. Not to show disrespect to Dunktrain, I like the guy but he can't be compared to Merrday, pretty much no other support player can. Same could be said about Sake or Rich and even Sign... KyoCha's isn't necessarily better than other players but his strength isn't individual skill but versatility when it come to heroes, he can play everything and I think that he is a pro player with most different heroes played in pro games. It is hilarious hearing something like that from Arthelon, it sounds more like a complex than anything else. If he seriously thinks that he is quite delusional.
Guy that opened that thread on reddit also asked him about laning and if Rich isn't better than the rest how come he almost always wins a lane? To what Arthelon responded with "there is no laning in hots" yeah of course, sounds like a classical butthurt guy giving half-assed answers.
To be honest, I think Arth is just a salty kinda guy. He said he doesn't enjoy the game much, and clearly he was bummed about losing the final + C9's other slip ups leading to the whole "C9 aren't on top of NA/the world anymore". A natural competitor's response isn't "all those guys are better than us" it's "they're not better, they just got lucky" or whatever.
So yes, his comments are stupid, but I think born out of salt and frustration rather than sincere belief. The "draft decides 90% of games" etc is exactly the kind of rhetoric that comes from someone who is on tilt.
"MVP Black players don't have better individual skills than other pro teams. There is no real difference of individual skills between pro players"
"It's 90% drafting, some shotcalling and a bit of synergy I guess".
"When I watch Rich play, I tell myself "ok so he practiced that". One hour of practice and I could do that".
"There was this thread on reddit about some "crazy Falstad play". Wow there was 4 enemies and he used his ability to escape, so crazy !" (sarcastic tone)
Seems like a pretty silly comment. MVP_Black may not be miles ahead mechanically. HOTS by it's design is more difficult to dominate as an individual, but watch Rich in hero league streams and you can't say it's just because he is on a great team with great shot calling and drafting that he is dominant. Arthelon might be able to replicate some of Rich's plays with some practice, but replicating something in practice and replicating it in competitive games isn't the same thing and you still need to put in that hour or more of practice. Certainly other games have higher skill ceilings and some heroes have fairly low skill ceilings, but you aren't swapping any pro player for Rich and getting the same results for each team (even if both pros who were being swapped could fluently speak the other's language).
Yeah, no one in the world is on Rich level. I've always been a proponent that shotcalling and drafting were by far the most distinguishing skills in Heroes of the Storm, but every time I watch Rich play, he wins a lot of fights by just being mechanically better than the other team.
EDIT: I also find it a bit funny that he says this while playing Abathur, which he is pretty terrible at. Fan is like 5 tiers above him when it comes to playing Abathur.
Heh, he was commenting on bombard strain vs assault strain on the stream, so he was clearly just experimenting
I think a part of the problem with this entire discussion is we don't have a definition of "mechanics". Does knowing when you can dive into a fight mechanics? Or is it just the literal ability to press combinations of keys rapidly and "out-micro" an opponent?
Typically when I hear mechanics I think of a strong macro game in starcraft, but that doesn't really apply in heroes. If mechanics includes our general term of "gamesense" (knowing when you can dive with illidan, how to be greedy, etc), then it is both a much more difficult thing to define, but clearly there is some difference at the pro level.
"MVP Black players don't have better individual skills than other pro teams. There is no real difference of individual skills between pro players"
"It's 90% drafting, some shotcalling and a bit of synergy I guess".
"When I watch Rich play, I tell myself "ok so he practiced that". One hour of practice and I could do that".
"There was this thread on reddit about some "crazy Falstad play". Wow there was 4 enemies and he used his ability to escape, so crazy !" (sarcastic tone)
Seems like a pretty silly comment. MVP_Black may not be miles ahead mechanically. HOTS by it's design is more difficult to dominate as an individual, but watch Rich in hero league streams and you can't say it's just because he is on a great team with great shot calling and drafting that he is dominant. Arthelon might be able to replicate some of Rich's plays with some practice, but replicating something in practice and replicating it in competitive games isn't the same thing and you still need to put in that hour or more of practice. Certainly other games have higher skill ceilings and some heroes have fairly low skill ceilings, but you aren't swapping any pro player for Rich and getting the same results for each team (even if both pros who were being swapped could fluently speak the other's language).
Yeah, no one in the world is on Rich level. I've always been a proponent that shotcalling and drafting were by far the most distinguishing skills in Heroes of the Storm, but every time I watch Rich play, he wins a lot of fights by just being mechanically better than the other team.
EDIT: I also find it a bit funny that he says this while playing Abathur, which he is pretty terrible at. Fan is like 5 tiers above him when it comes to playing Abathur.
Heh, he was commenting on bombard strain vs assault strain on the stream, so he was clearly just experimenting
I think a part of the problem with this entire discussion is we don't have a definition of "mechanics". Does knowing when you can dive into a fight mechanics? Or is it just the literal ability to press combinations of keys rapidly and "out-micro" an opponent?
Typically when I hear mechanics I think of a strong macro game in starcraft, but that doesn't really apply in heroes. If mechanics includes our general term of "gamesense" (knowing when you can dive with illidan, how to be greedy, etc), then it is both a much more difficult thing to define, but clearly there is some difference at the pro level.
My two cents on this. Mechanics is your ability to play the game as efficiently as possible. This translates into precisely and quickly and precisely positioning your char/units, accurately hitting your abilities/spells, quickly splitting/dodging away from harmful effects/abilities, accurately stutter-stepping, focus firing and stutter stepping focusing.
Knowing how far you can dive to get a kill is mostly a matter of experience, knowing the damage output of your hero relative to the enemy hero and how much you can dish out before retaliation.
"MVP Black players don't have better individual skills than other pro teams. There is no real difference of individual skills between pro players"
"It's 90% drafting, some shotcalling and a bit of synergy I guess".
"When I watch Rich play, I tell myself "ok so he practiced that". One hour of practice and I could do that".
"There was this thread on reddit about some "crazy Falstad play". Wow there was 4 enemies and he used his ability to escape, so crazy !" (sarcastic tone)
Seems like a pretty silly comment. MVP_Black may not be miles ahead mechanically. HOTS by it's design is more difficult to dominate as an individual, but watch Rich in hero league streams and you can't say it's just because he is on a great team with great shot calling and drafting that he is dominant. Arthelon might be able to replicate some of Rich's plays with some practice, but replicating something in practice and replicating it in competitive games isn't the same thing and you still need to put in that hour or more of practice. Certainly other games have higher skill ceilings and some heroes have fairly low skill ceilings, but you aren't swapping any pro player for Rich and getting the same results for each team (even if both pros who were being swapped could fluently speak the other's language).
Yeah, no one in the world is on Rich level. I've always been a proponent that shotcalling and drafting were by far the most distinguishing skills in Heroes of the Storm, but every time I watch Rich play, he wins a lot of fights by just being mechanically better than the other team.
EDIT: I also find it a bit funny that he says this while playing Abathur, which he is pretty terrible at. Fan is like 5 tiers above him when it comes to playing Abathur.
Heh, he was commenting on bombard strain vs assault strain on the stream, so he was clearly just experimenting
I think a part of the problem with this entire discussion is we don't have a definition of "mechanics". Does knowing when you can dive into a fight mechanics? Or is it just the literal ability to press combinations of keys rapidly and "out-micro" an opponent?
Typically when I hear mechanics I think of a strong macro game in starcraft, but that doesn't really apply in heroes. If mechanics includes our general term of "gamesense" (knowing when you can dive with illidan, how to be greedy, etc), then it is both a much more difficult thing to define, but clearly there is some difference at the pro level.
My two cents on this. Mechanics is your ability to play the game as efficiently as possible. This translates into precisely and quickly and precisely positioning your char/units, accurately hitting your abilities/spells, quickly splitting/dodging away from harmful effects/abilities, accurately stutter-stepping, focus firing and stutter stepping focusing.
Knowing how far you can dive to get a kill is mostly a matter of experience, knowing the damage output of your hero relative to the enemy hero and how much you can dish out before retaliation.
And I think there is a fine line in mechanical skill that separates players. I noticed this in the DH finals, BoE, with Zuna on Kael'thas. It seemed like he didn't miss a gravity lapse.
Say an ability has an 8 second cooldown. That means every 8 seconds you could theoretically hit an opponent and do damage/stun/whatever. Putting yourself in a position to make the absolute best use of this is one thing. Actually hitting every single one - or as close to as possible - to ensure that everything is useful, everything has value - that's where real skill lies imo. Anyone can pick up Kael and do a shit load of damage with him. A very select few can hit every single E, position every single Q perfectly, use phoenix perfectly, and so on.
There is some grey area on what mechanics encompass, but even at the most basic level of moving your character and hitting skill shots with correct timing, every pro is not at the same level. Positioning is part of mechanics. Body blocking is mechanics. Dodging skill shots is mechanics. Timing your abilities to sync with your team, or to focus the right target the instant they are out of position. Every pro isn't at the same level on those areas. Sure another pro might be able to duplicate Rich's individual moves some of the time with practice, but Rich pulls them off almost all of the time with precise timing during pro games. Pro players lose games all the time just to missing skill shots, poor positioning, or not dodging a critical skill shot by the other team. Even simple mechanical and decision making errors can cost teams a game. iDream basically seals C9's loss in game 5 vs Naventic with his terrible positioning on Sylvanas:
I don't think that had anything to do with shot calling or the draft. At least one of the "equally skilled" warrior players from NA or EU should be on MVP_Sign's level with Tyrael by now if the mechanics were so simple that an hour of practice would get them there. Maybe by the summer championship they will be.
On May 13 2016 02:32 karazax wrote: There is some grey area on what mechanics encompass, but even at the most basic level of moving your character and hitting skill shots with correct timing, every pro is not at the same level. Positioning is part of mechanics. Body blocking is mechanics. Dodging skill shots is mechanics. Timing your abilities to sync with your team, or to focus the right target the instant they are out of position. Every pro isn't at the same level on those areas. Sure another pro might be able to duplicate Rich's individual moves some of the time with practice, but Rich pulls them off almost all of the time with precise timing during pro games. Pro players lose games all the time just to missing skill shots, poor positioning, or not dodging a critical skill shot by the other team. Even simple mechanical and decision making errors can cost teams a game. iDream basically seals C9's loss in game 5 vs Naventic with his terrible positioning on Sylvanas: http://www.youtube.com/watch?v=UaS6-I8ZZnM&t=31m0s I don't think that had anything to do with shot calling or the draft. At least one of the "equally skilled" warrior players from NA or EU should be on MVP_Sign's level with Tyrael by now if the mechanics were so simple that an hour of practice would get them there. Maybe by the summer championship they will be.
This. I think it's incredibly silly when these pro's call the draft so important compared to the mechanics and the play. The drafts are extremely predictable and go the same way very often, teams really aren't making the big difference there. Mechanics and teamwork decide the outcome most of the time.
I think its more productive to separate decision making and mechanics.
For instance, mechanics would be maintaining the maximum range of your AA and spells to poke, but decision making would be positioning yourself well so you're not in a position to get dived and destroyed.
Landing and dodging skillshots quickly and optimally is mechanics, but when to land these skillshots would be decision making.
I dunno, thats kind of how I tend to think about mechanics and decision making and I get the vibe thats how Arthelon is using it.
Stun durations reduced on a dozen of heroes. Without something in return on the stronger heroes (Xul, Mura, Diablo?) and something in return but still a nerf for Uther, Brightwing, Gazlowe and Sonya. Especially the Leap nerf on Sonya is a joke, that ult was finally rivalling Wrath a little bit on some maps. Now they reduce stun duration by 0.25s but wait, they give 12 extra damage (24 at level 20) in return!
Even more weird, perhaps the best stun heroes E.T.C. and Tyrande completely dodge the bullet who were already looking to be the top tank and top support with the upcoming changes. ETC for example was already top 3 tank but Johanna and Muradin got nerfed a fair bit (perhaps Arthas & Anub can compete for top tank though). Tyrande was also top 3 support already but Rehgar got totem nerf and Uther&Tassa got hit by conj. pursuit nerf and now stun nerf for uther..
The idea behind reducing stuns seems fine but the compensation buff for some heroes is a joke. And Illidan, Sonya and Thrall all benefit from lesser stuns in the game by the way while they were already doing really well. Good idea for this patch but some blunders in execution of it imo overlooking some effects. I can certainly understand why they chose to do this, especially with Chromie coming out whose skill of predicting where heroes will be becomes too trivial if there are long stuns all over the place. But they have a good idea with poor implementation too often :<
Small hp buffs to Tyrael, Chen and Leoric are nice though. And the nudge down on PTR Arthas and Kael are good as well. (although I think they hit the wrong talent for Arthas).
On May 13 2016 07:06 Markwerf wrote: O boy, weird changes just came in.
Stun durations reduced on a dozen of heroes. Without something in return on the stronger heroes (Xul, Mura, Diablo?) and something in return but still a nerf for Uther, Brightwing, Gazlowe and Sonya. Especially the Leap nerf on Sonya is a joke, that ult was finally rivalling Wrath a little bit on some maps. Now they reduce stun duration by 0.25s but wait, they give 12 extra damage (24 at level 20) in return!
Even more weird, perhaps the best stun heroes E.T.C. and Tyrande completely dodge the bullet who were already looking to be the top tank and top support with the upcoming changes. ETC for example was already top 3 tank but Johanna and Muradin got nerfed a fair bit (perhaps Arthas & Anub can compete for top tank though). Tyrande was also top 3 support already but Rehgar got totem nerf and Uther&Tassa got hit by conj. pursuit nerf and now stun nerf for uther..
The idea behind reducing stuns seems fine but the compensation buff for some heroes is a joke. And Illidan, Sonya and Thrall all benefit from lesser stuns in the game by the way while they were already doing really well. Good idea for this patch but some blunders in execution of it imo overlooking some effects. I can certainly understand why they chose to do this, especially with Chromie coming out whose skill of predicting where heroes will be becomes too trivial if there are long stuns all over the place. But they have a good idea with poor implementation too often :<
Small hp buffs to Tyrael, Chen and Leoric are nice though. And the nudge down on PTR Arthas and Kael are good as well. (although I think they hit the wrong talent for Arthas).
TO BE FAIR, these aren't official changes. Granted, I'm not sure if there's anything that Blizzard put in the PTR that didn't eventually make it to live, but I think it's probably too early to say that these changes make no sense.
I'm all for reducing stuns across the board, but some of these are pretty brutal like Sonya/Uther. Meanwhile, like you said, Tyrande/ETC somehow (??) got through. No idea if they will eventually get the same treatment, though, if Blizzard is nerfing stuns across the board. If not, I just think that emphasizes their roles as stunners and produces more distinct roles across the board.
I found it via google by luck. Anyway i like this change. It shows me that the way they implemented these stuns in the first place is a flawed design.
Should be heroes 2.0 tbh, where they redesing alot of heroes(nothing big or anything). For example, muradins Q stun is his main ability. Now they nerf it. Like, i dont know it just feels wrong in the way that its his main ability.
Still i like all stun nerfs, it should not be about stun->stun->dead. So redesign some heroes... But will never happen!
will take to long to get good with her to change up things soon. So won't affect the Meta. Unless you mean HL Meta, which is every new assassin is op and every new support/tank is meh.
The changes to Arthas & Anub, and all the stun nerfs, plus nerf on KT will be more meta changing than Chromie I think. Chromie kind of feels like lesser Li Ming on first impression from PTR.
On May 17 2016 06:24 FeyFey wrote: will take to long to get good with her to change up things soon. So won't affect the Meta. Unless you mean HL Meta, which is every new assassin is op and every new support/tank is meh.
I'm talking bout dem balance changes, yo. Falstad is going to be completely different. Anub and Arthas are suddenly legit. Stun lock is suddenly less impactful.