Heroes Large General Thread - Page 450
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Tenks
United States3104 Posts
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karazax
United States3737 Posts
A number of Hero Abilities were not intended to completely Stun enemy targets. In these cases, Stuns have been converted to Dazes, which act similarly, but will no longer interrupt Abilities that can be channeled while the Hero is moving. •For example: Dazing Valla will not stop her from channeling Strafe. •The following abilities will now Daze, rather than Stun, enemy Heroes: •Brightwing -- Emerald Wind (R) •Chen -- Wandering Keg (R) •Johanna -- Condemn (W) •Diablo -- Shadow Charge (Q) •E.T.C. -- Face Melt (W) •Falstad -- Mighty Gust (R) •Kerrigan -- Primal Grasp (E) •Raynor -- Penetrating Round (Q) •Sgt. Hammer -- Concussive Blast (W) •Thrall -- Sundering (R) •Tychus -- Frag Grenade (W) Blood for Blood is pretty much just a healing talent now with the slow removed. Damage reduced from 15% to 10% but healing increased to 200% They also have a designer patch notes discussion article up here | ||
Wuster
1974 Posts
On June 24 2015 04:16 Tenks wrote: Notes http://us.battle.net/heroes/en/blog/19803324 Still reading but they went ahead with this change Also Tychus seems to be getting +1 range on his basic. That is actually quite huge. One of his major downsides was being a point blank ranged assassin which is why Q build was really the only viable build for him. Illidan losing unstoppable on W already hurt, but that was easily worked around since you generally used Q to engage anyways. Losing it on Q is going to be a pretty big nerf imo. I'm a little surprised how cavalier they are about changing all these systems. After all people point to all the ability changes as to why Diablo disappeared from competitive, but him losing unstoppable was just as big a factor (coincidentally was also when Kael was released and having one of the easiest interrupts to land if he saw Diablo coming). But maybe it's for the best, intuitively you would expect stuns/knockbacks to work as a counter to seeing these abilities coming so in the long run it'll keep their goal of things being easy to comprehend. Just in the meantime, these are big balance changes. | ||
fruity.
England1711 Posts
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FreeZEternal
Korea (South)3396 Posts
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[Phantom]
Mexico2170 Posts
The map is haunted mines 2.0 Its everything maines is suppoused to be, but better, and since the immortal push the lane with most buildings in it, instead of just 11 lane, and always spawns in the middle of the map is way less snowbally. Im a bit worried about sylvanas on this map too but its cool so far. The change they do at 50% is pretty cool since it forces a team fight, and it looks whoever wins that teamfight will get the immortal. The map still seems kinda snowbally since only 1 team gets the immortal, and that means more exp wich means an easier time getting the next immortal. The camps are cool, the art is amazing as expected. Also, it seems noobs follow me on ptr too... First an ally raynor body blocks me to death, 3 seconds later nova cast triple tap on malfurion, kaelthas tries to block it and dies with the first two shots, then the third kills malfurion.... lol. | ||
FeyFey
Germany10114 Posts
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Tenks
United States3104 Posts
The stats are a cancer in this game in general. Damage Taken is just the cancer spreading. | ||
sM.Zik
Canada2543 Posts
On June 24 2015 04:58 Odoakar wrote: I've been playing the game for a few days now doing QM, my first moba and the game's really awesome. One thing that bothers me is that I feel the game is very snowbally and it's hard making a comeback if you are 2 lvls behind, the lead of dominant team just grows as the game goes on. I've been on both sides, and I rarely played an even match so far. Id say HoTS is actually the moba where comebacks happen the most often and easily. All it takes is one good team fight past lvl 20 to comeback, no matter how far you were behind. Remember that. | ||
Roe
Canada6002 Posts
On June 24 2015 06:41 sM.Zik wrote: Id say HoTS is actually the moba where comebacks happen the most often and easily. All it takes is one good team fight past lvl 20 to comeback, no matter how far you were behind. Remember that. This just happened to me today. Dragon Shire, we were behind all game dying all over the place, but somehow we managed to even out the levels at the very end. They made a poor engagement right at the nexus (avoiding taking the dragon), dying, while we take the dragon and head straight for the enemy nexus to win. | ||
Stratos_speAr
United States6959 Posts
On June 24 2015 06:41 sM.Zik wrote: Id say HoTS is actually the moba where comebacks happen the most often and easily. All it takes is one good team fight past lvl 20 to comeback, no matter how far you were behind. Remember that. Yea I've had FAR more comebacks in HotS than any other MOBA. Not only will one good team fight close a 2-3 level gap very quickly, but if you're behind on towers/keeps, then just picking off a few towers/keeps really quickly can close that gap like it's nothing. | ||
Chairman Ray
United States11903 Posts
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zlefin
United States7689 Posts
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Big G
Italy835 Posts
On June 24 2015 04:58 Odoakar wrote: I've been playing the game for a few days now doing QM, my first moba and the game's really awesome. One thing that bothers me is that I feel the game is very snowbally and it's hard making a comeback if you are 2 lvls behind, the lead of dominant team just grows as the game goes on. I've been on both sides, and I rarely played an even match so far. Well the problem is that most people in random QM just clash mindlessly against each other all game long. Instead you have to play a bit differently when you're behind: split and soak xp, avoid team fights as much as possible, retreat to your structures when needed. Most of all, be patient! Level 12 vs level 14 is much worse than lv13 vs lv15 because of the talent advantage. | ||
DarkPlasmaBall
United States43558 Posts
On June 24 2015 04:32 karazax wrote: Hero Progression •Several Hero Level rewards have been slightly altered: •Hero Level 9 -- A new 750 Gold reward has been added. •This Gold reward will also be retroactively granted to players for each Hero that reached level 9 prior to today’s patch. •Hero Level 15 -- Reward reduced from 1,250 to 1,000 Gold •Hero Level 20 -- Reward reduced from 2,500 to 2,000 Gold •Players will not lose any Gold that had already been earned by reaching Hero Levels 15 or 20 prior to today’s patch. Thank god, especially the retroactive allowance for the heroes already at/ past level 9. Getting the 750 gold earlier is a lot nicer, because getting to level 15 or 20 would take forever. | ||
RouaF
France4120 Posts
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RouaF
France4120 Posts
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Immersion_
United Kingdom794 Posts
I love playing bright wing, is emerald wind a must pick? The other ult is so much fun so I find it hard to try emerald wind. I haven't played QM for ages but I believe the mmr is separate for it? My current hero pool feels a Bit stale but games tend to suck in QM, does that get better if you play and win lots there or does everyone just move to hero league? By the way if anyone wants to play some games I'm Sybarite#2581, rank 11 and mmr is low 2000s. I thought I was a bit better than that but hey I'm sensible most of the time at least. | ||
synapse
China13814 Posts
On June 24 2015 07:49 zlefin wrote: It's pretty easy to make a game comeback friendly; just like hots, tweak the xp (and gold) mechanic to give a lot less to leaders and a lot more to people behind. they did this in dota and everyone hated it; eventually toned down the effect so much that it's barely stronger than it was before the effect was introduced. | ||
FreeZEternal
Korea (South)3396 Posts
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