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Valeera Patch General Discussion - Page 7

Forum Index > Heroes of the Storm
Post a Reply
Prev 1 5 6 7 8 9 Next All
Foxxan
Profile Joined October 2004
Sweden3427 Posts
February 01 2017 18:03 GMT
#121
Khaldor is a noob when it comes to these things. I remember when he released some videos on youtube talking about "why people prefer teamgames over 1v1 games" and then kept repeating himself over and over in the same video without adding anything new or creative.
Fanatic-Templar
Profile Joined February 2010
Canada5819 Posts
February 02 2017 03:08 GMT
#122
On February 01 2017 14:28 karazax wrote:
That would be an exceptionally unpopular decision. QM is the most popular game mode based on the numbers they gave at blizzcon and the numbers shown on hotslogs. Plus it would make leveling new heroes take forever if you could only get xp in unranked draft. Links to guides and information from inside the game or at least on the launcher would be a good first step to help players improve.


True, but for that I feel part of the problem is that Quick Match was the only mode available initially and kinda became 'normal mode'. Then again, proposing solutions that require going back in time to launch the game differently is kinda absurd, so I don't even know why I said it .
I bear this sig to commemorate the loss of the team icon that commemorated Oversky's 2008-2009 Proleague Round 1 performance.
karazax
Profile Joined May 2010
United States3737 Posts
February 02 2017 03:35 GMT
#123
Ep.134 TownHall Heroes - Jake, Dunk, JHow, and Inverum
Slydie
Profile Joined August 2013
1935 Posts
February 02 2017 11:38 GMT
#124
On February 02 2017 00:50 Thezzy wrote:
QM is played for three reasons as far as I can see:

1. You need to level a hero. (vs AI takes longer due to lower XP and Unranked won't guarantee you get to play the hero)
2. You want to play a specific hero no matter what. (trying out a build or just feeling like it)
3. You just want a quick game and go. (no drafting, just quickly into a game)


Do not forget:
4: Playing with a friend with ladder anxiety (see 8.)
5: Trying a certain combination of heroes with friends, which you probably will not get in a draft.
6: Playing with a high level friend who does not wat to risk his TL points with you.
7: Warming up for TL or HL.
8: You do not feel like losing ranking points yourself for whatever reason, ladder anxiety, tired, not on top of your heroes etc.

The list probably goes on even longer.

However, I often get frustrated by the BS compositions in QM, and I enjoy the strategy of drafting, which is an important part of the game.
Buff the siegetank
JacobShock
Profile Blog Joined April 2012
Denmark2485 Posts
February 02 2017 12:25 GMT
#125
On February 02 2017 20:38 Slydie wrote:
Show nested quote +
On February 02 2017 00:50 Thezzy wrote:
QM is played for three reasons as far as I can see:

1. You need to level a hero. (vs AI takes longer due to lower XP and Unranked won't guarantee you get to play the hero)
2. You want to play a specific hero no matter what. (trying out a build or just feeling like it)
3. You just want a quick game and go. (no drafting, just quickly into a game)


Do not forget:
4: Playing with a friend with ladder anxiety (see 8.)
5: Trying a certain combination of heroes with friends, which you probably will not get in a draft.
6: Playing with a high level friend who does not wat to risk his TL points with you.
7: Warming up for TL or HL.
8: You do not feel like losing ranking points yourself for whatever reason, ladder anxiety, tired, not on top of your heroes etc.

The list probably goes on even longer.

However, I often get frustrated by the BS compositions in QM, and I enjoy the strategy of drafting, which is an important part of the game.

Many of those examples you can play unranked. Thats what I do to warm up.
"Right on" - Morrow
Thax
Profile Joined July 2014
Belgium1060 Posts
February 02 2017 12:40 GMT
#126
On February 02 2017 20:38 Slydie wrote:
Show nested quote +
On February 02 2017 00:50 Thezzy wrote:
QM is played for three reasons as far as I can see:

1. You need to level a hero. (vs AI takes longer due to lower XP and Unranked won't guarantee you get to play the hero)
2. You want to play a specific hero no matter what. (trying out a build or just feeling like it)
3. You just want a quick game and go. (no drafting, just quickly into a game)


Do not forget:
4: Playing with a friend with ladder anxiety (see 8.)
5: Trying a certain combination of heroes with friends, which you probably will not get in a draft.
6: Playing with a high level friend who does not wat to risk his TL points with you.
7: Warming up for TL or HL.
8: You do not feel like losing ranking points yourself for whatever reason, ladder anxiety, tired, not on top of your heroes etc.

The list probably goes on even longer.

However, I often get frustrated by the BS compositions in QM, and I enjoy the strategy of drafting, which is an important part of the game.


Except 5, all those points are perfectly applicable to unranked draft, and basically what I use that mode for.
Slydie
Profile Joined August 2013
1935 Posts
February 02 2017 13:08 GMT
#127
On February 02 2017 21:40 Thax wrote:
Show nested quote +
On February 02 2017 20:38 Slydie wrote:
On February 02 2017 00:50 Thezzy wrote:
QM is played for three reasons as far as I can see:

1. You need to level a hero. (vs AI takes longer due to lower XP and Unranked won't guarantee you get to play the hero)
2. You want to play a specific hero no matter what. (trying out a build or just feeling like it)
3. You just want a quick game and go. (no drafting, just quickly into a game)


Do not forget:
4: Playing with a friend with ladder anxiety (see 8.)
5: Trying a certain combination of heroes with friends, which you probably will not get in a draft.
6: Playing with a high level friend who does not wat to risk his TL points with you.
7: Warming up for TL or HL.
8: You do not feel like losing ranking points yourself for whatever reason, ladder anxiety, tired, not on top of your heroes etc.

The list probably goes on even longer.

However, I often get frustrated by the BS compositions in QM, and I enjoy the strategy of drafting, which is an important part of the game.


Except 5, all those points are perfectly applicable to unranked draft, and basically what I use that mode for.


Yes. However, some actually feel more preasure when drafting, it takes more time, and you can get forced into a role you do not want.

My friend plays at least 90% vs AI, so even QM is a stretch for him some times...
Buff the siegetank
Leolio
Profile Joined April 2012
France633 Posts
February 02 2017 15:27 GMT
#128
I have friends like that too. They play a lot of AI, sometimes QM, but they're willing to TL as 5 with me and my friends who like ranked. The problem is their level is around silver HL, ours is low diamond HL so it doesn't work well.

The only remedy is GO FUCKING QUEUE FOR A MORE STRESSFUL MODE UNTIL YOU'VE BEAT YOUR FEAR.

If you only want to play AI, go QM. If you only want to QM go UD / TL (TL if you're 3). If you mostly play UD, go fucking play HL.

Me too, when I started, I enjoyed the occasionnal difficult AI game or QM afternoon. Fortunately I beat the fear of the ladder and now I don't want to do anything else than ranked.
ThomasjServo
Profile Blog Joined May 2012
15244 Posts
Last Edited: 2017-02-02 17:00:04
February 02 2017 16:59 GMT
#129
My buddies and I have a thing we call the Zen of Quick Match, which is just learning to enjoy the hand you're dealt. Sometimes you bop, sometimes you get bopped.
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
Last Edited: 2017-02-02 19:16:11
February 02 2017 19:07 GMT
#130
On February 03 2017 01:59 ThomasjServo wrote:
My buddies and I have a thing we call the Zen of Quick Match, which is just learning to enjoy the hand you're dealt. Sometimes you bop, sometimes you get bopped.


I'm fine being given a hard composition to fight and will always try to eek out a victory no matter what, I absolutely loathe players who AFK in spawn for whatever reason. But it just feels very frustrating and annoying when you get a worthless composition against a great one and you know after 2-3 minutes of play that your teammates won't be able to help close the gap. Some of them then instantly go GG and just sit at spawn, effectively guaranteeing the loss.

Frustrating as it gets, even if I got 5 Morales' against 5 Nova's (can't happen I know) I would keep trying till the end, the opponent can still screw up or get overconfident. There have been victories against compositions that should've been a complete loss from the start, but then I remember that we're not playing against top level masters and that we're not top level masters ourselves and that strange victories do happen.

In one game before certain QM improvements I wanted to play a last game before going off to bed so I figured a quick QM game would be just fine. Hadn't played Abathur in a while and felt like it so why not. Ended up getting Morales, Nova, Murky, Brightwing and myself as Abathur on BHB. Against KT, Greymane, Thrall, Uther and Valla. The entire team (myself included) LOL'ed over it at the start of the game. It was so bad it was actually funny and luckily my team felt the same way. We ended up having an amazingly silly and funny game where we had the epic moment of Brightwing being the only hero left alive at one point and their Greymane was low. Ultimate Evolution just came off cooldown so I just copied Brightwing and actually killed their Greymane with it. The whole team cheered like crazy. We actually got a whole kill. We managed to stretch the game to 22 minutes before we lost and they had to get a boss to do it. On BHB. Shame on them! Sadly however, 99% of such games end up with the team raging and crying like mad, flaming everyone and sitting in spawn, making the entire experience miserable.

My frustration is honestly more that it shouldn't be *that* hard to make QM a little smarter in matching general composition.
Just a few basic tags such as Frontline and AA vs Burst or not getting Tassadar as your only Support when you have no AA heroes or not being stuck with 5 melee against Raynor and Chromie would make the worst of it go away.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
Valiver
Profile Blog Joined February 2011
Caldeum1977 Posts
February 03 2017 18:26 GMT
#131
Writer
Zambrah
Profile Blog Joined June 2011
United States7393 Posts
February 03 2017 18:27 GMT
#132
I seriously didnt see that coming but Im excited for it, I look forward to seeing how he stacks up with Brightwing
Incremental change is the Democrat version of Trickle Down economics.
karazax
Profile Joined May 2010
United States3737 Posts
Last Edited: 2017-02-03 19:10:42
February 03 2017 18:53 GMT
#133
Lucio Skills and Talents



Trait

Wall Ride (D)

When moving alongside impassable terrain, Lúcio can walk through other units, and his Movement Speed is increased by 20%. This effect stacks with other Movement Speed bonuses.

Basic Abilities
  • Soundwave (Q)

    Deal damage to enemies in a cone-shaped area and knock them back.

  • Crossfade (W)

    Play one of two tracks that passively provide allied Heroes with either a Speed Boost or a Healing Boost in a large radius around you. Activate Crossfade to swap tracks.
    • Healing Boost: Restore a small amount of Health every second to Lúcio and nearby allied Heroes.

    • Speed Boost: Increase the Movement Speed of Lúcio and nearby allied Heroes by 15%.

  • Amp It Up (E)

    Raise Lúcio’s Crossfade track volume for 3 seconds, amping Speed Boost to 45% increased Movement Speed, and significantly increasing the Healing rate of Healing Boost.

Heroic Abilities
  • Sound Barrier (R)

    After 1 second, Lúcio and nearby allied Heroes gain a massive Shield that rapidly decays over the next 6 seconds.

  • Reverse Amp (R)

    Blast Lúcio’s Crossfade track at enemy Heroes for 4 seconds, causing Healing Boost to inflict damage every second, and Speed Boost to Slow Movement Speed by 45%.

    Passive: Increase Amp It Up’s duration to 4 seconds.

Talents
Level 1
  • [W] We Move Together
    Increase the passive movement speed bonus of Speed Boost to 20% (from 15%).
  • [E] Maximum Tempo
    Quest: Kill 5 enemy Heroes while Speed Boost is active. Reward: Increase Amped Speed Boost to 60%.
  • [Trait] Accelerando
    Increase the Movement Speed bonus of Wall Ride from 20% to 40% over 4 seconds, and maintain that speed as long as you maintain the Wall Riding movement speed bonus.
  • [Trait] Slip
    Increase the Movement Speed bonus of Wall Ride to 70% for 1 second when near or passing through an enemy Hero.

Level 4
  • [Q] Subwoofer
    Increase the knockback of Soundwave by up to 50%, based on how close to you they are.
  • [Q] Off the Wall
    If you hit an enemy Hero while you have the Wall Riding Movement Speed bonus, reduce the cooldown by 3 seconds.
  • [Q] Chase the Bass
    Quest: After hitting 20 enemy Heroes with Soundwave, increase the arc by 50% and the range by 20%.

Level 7
  • [W] Block Party
    Quest: Support allies with your aura for a total of 8 minutes (supporting multiple allies rewards more time). Reward: Increase its radius by 25%.
  • [E] Loudspeaker
    If your aura is currently affecting 2 or more allies when you cast Amp It Up, increase its radius by 50% for the duration.
  • [Active] Boombox
    Place a permanent killable ward on the ground that gives nearby allies your Crossfade and Amp It Up auras (auras do not stack). 20 second cooldown. Max 1.

Level 10
  • [R1] Sound Barrier
    After a 1 second delay, grant yourself and all nearby allied Heroes an X point shield that decays to 0 over 6 seconds.
  • [R2] Reverse Amp
    If your current Crossfade track is Speed Boost, slow nearby enemy Heroes by 40% for 3 seconds. If your current Crossfade track is Healing Boost, damage nearby enemy Heroes for X damage per second for 3 seconds.

Level 13
  • [W] Beat Mixing
    Gain a permanent x point shield 1.5 seconds after switching tracks. Switching tracks also immediately clears any current shield from this talent.
  • [Trait] Can't Stop, Won't Stop
    You cannot be slowed or rooted while you have the Wall Riding Movement Speed bonus.
  • [Trait] Hard Style
    Gain 25 Armor while you have the Wall Riding movement speed boost, reducing damage by 25%.
  • Back in the Mix
    Heal yourself for x after exiting from an enemy Stun, Silence, or Stasis. This effect cannot happen more than once every 10 seconds.

Level 16
  • [Q] Heliotropics
    Soundwave also Blinds enemies for 2.5 seconds.
  • [E] Rejuvenescencia
    While Amp It Up is active, Crossfade’s Healing Boost heals for an additional 3% of the target’s maximum health per second.
  • [W] Bring it Together
    If your aura is currently affecting 2 or more allies when you cast Amp It Up, Crossfade’s Healing Boost is increased by 40% for the duration.
  • [E] Up the Frequency
    Amp It Up’s mana cost is reduced to 80 from 100, and dealing Basic Attack damage to enemy Heroes reduces the cooldown of Amp It Up by 0.35 seconds.

Level 20
  • [R1] Bossa Nova
    Reduce the cooldown of Sound Barrier to 30 seconds, but the shield now decays over 4 seconds (from 6).
  • [R2] Nonstop Remix
    The duration of Reverse Amp is paused while it effects 2 or more enemy Heroes.
  • [E] Encore
    Using Crossfade while Amp It Up is active resets the duration of Amp It Up back to its max duration. This can only occur once per cast.
  • [E] Synaesthesia Auditiva
    Casting Amp It Up removes all Stun, Slow, and Root effects from nearby allies, and all Slow and Root effects on Lúcio.
Aceace
Profile Joined June 2011
Turkey1305 Posts
February 03 2017 19:02 GMT
#134
Casting Amp It Up removes all Stun, Slow, and Root effects from nearby allies, and all Slow and Root effects on Lúcio.

A huge aoe cleanse? WHAT THE???
Dün dündür, bugün bugündür. (Yesterday was yesterday, today is today)
ThomasjServo
Profile Blog Joined May 2012
15244 Posts
Last Edited: 2017-02-03 19:17:09
February 03 2017 19:14 GMT
#135
On February 04 2017 04:02 Aceace wrote:
Casting Amp It Up removes all Stun, Slow, and Root effects from nearby allies, and all Slow and Root effects on Lúcio.

A huge aoe cleanse? WHAT THE???


Gotta keep upping the bar. I'm just hoping it is one of 3 supports to come out in a row.
ChaosOS
Profile Joined February 2016
United States68 Posts
February 03 2017 19:17 GMT
#136
It's a level 20 talent, I'm actually not sure how crazy that will be given that it doesn't provide continued unstoppable (No pre-cleanse) and many AOE ccs will also disable Lucio. Only exception is if say your whole team gets rooted by something like Malfurion
Vindicare605
Profile Blog Joined August 2011
United States16121 Posts
February 03 2017 19:32 GMT
#137
Wow those talents. Lucio is gonna offer some insane team mobility. Seems like an instant pick in pro play.
aka: KTVindicare the Geeky Bartender
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
Last Edited: 2017-02-03 20:15:27
February 03 2017 20:15 GMT
#138
On February 04 2017 04:02 Aceace wrote:
Casting Amp It Up removes all Stun, Slow, and Root effects from nearby allies, and all Slow and Root effects on Lúcio.

A huge aoe cleanse? WHAT THE???


simply removing effects is not a cleanse. for instance, this would be worthless against a mosh (as worded in your quote)

this is one of the reasons that lunara's level 20 cleanse-lite is so useless.
Don't Panic
Aceace
Profile Joined June 2011
Turkey1305 Posts
Last Edited: 2017-02-03 22:20:41
February 03 2017 22:18 GMT
#139
Yeah. Cleanse was wrong wording.

But his W looks like a really big aoe. This talent basicly removes every single followup from game. I mean... If i remove 2 guy from RoF root i am completely happy. Or malf roots, stuns... You can almost guarantee to get a lot of value from it.

Also he looks like a utility-support. You don't expect Lunara to remove effect from her teammates. She is there to deal damage. If we compare Lucio to existing supports, no one has that big removal effect. Its basicly saying "'You want WOMBOCOMBO?' Nope it won't happen in this match".
Dün dündür, bugün bugündür. (Yesterday was yesterday, today is today)
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
February 03 2017 22:45 GMT
#140
On February 04 2017 07:18 Aceace wrote:
Yeah. Cleanse was wrong wording.

But his W looks like a really big aoe. This talent basicly removes every single followup from game. I mean... If i remove 2 guy from RoF root i am completely happy. Or malf roots, stuns... You can almost guarantee to get a lot of value from it.

Also he looks like a utility-support. You don't expect Lunara to remove effect from her teammates. She is there to deal damage. If we compare Lucio to existing supports, no one has that big removal effect. Its basicly saying "'You want WOMBOCOMBO?' Nope it won't happen in this match".


The reason these kinds of abilities tend to be useless is in the details. If you can't precleanse, you have to do it after the effect. What if it was a ring of frost into apoc? Well, the delay between being rooted by ring and getting cleansed is probably still long enough for the apoc to hit unfortunately. Unless it protects for a period of 1 second, even if it removes the current cc, it likely won't be able to free the person in time for them to dodge the followup cc/damage.
Don't Panic
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