I feel like her new energy decay rate is the largest buff. With Maximum Charge, it all but guarantees that Endurance Training and Born in Battle will perpetually be active. Explosive Barrier additionally gives an obscene amount of burst with 125 energy.
Having played roughly 5 or 6 games I feel confident in my assessment of alarak (that's code for this is a really uninformed opinion).
I agree with @dibby that he plays like xul. If you go ham you will become lunch. I disagree however that there is an option at level 1. You always take applied force. Even with the additional distance it csn feel as though telekinesis doesnt move the target far enough. Additionally you never run out of mana. Mostly as a result of the fact that you do hang around the periphery so much so the opportunistic play style lends itself to natural mana (psychic energy? Protoss with mana still seems weird) conservation.
I've been taking pure malice at 13 but I think I want to expand the options at that tier.
Overall he is super fun, and you feel like a fucking monster when you deadly charge in hit w, hit e, if someone tries to flee bring them back with w and oops the entire other team is chilling with Charon in a boat.
However I may put him down for a while because I realized I really don't play any ranged assassins and I need to work on some.
Edit: also zarya was a fucking 180 after the patch. I dunno if she is actually overpowered but ffs she is super strong now.
Dunno if anyone else runs into this but I am attached to a lot of blizzard characters. However the flip side of the coin is I don't care at all about others. In trying to find a ranged assassin to work on literally the only one that I'm interested in playing is gul'dan, and possibly Nova. The latter however is not always a great pick and pretty much never a good first pick.
The remaining ones are:
Falstad
Chromie
Kaelthas
Jaina
Liming
Lunara
Raynor
Valla
Tracer
Ignoring if course the specialists. I think that's all of them anyway. Most are boring (ex: Raynor) or niche (chrome). Guess I gotta get back into valla.
Really wish I could trade pick orders in unranked or hl
Falstad
Chromie
Kaelthas
Jaina
Liming
Lunara
Raynor
Valla
Tracer
Would help to know a bit about how you view your playstyle. I tend to favor characters who can zone, deal damage over time, poke effectively, etc. I also like map control a lot, and tend not to play heroes who can't capture mercs effectively on their own. If you could tell me a bit about how you play, and about why Gul'dan is one of the only appealing heroes for you, I could probably help you find something you'd enjoy.
Of the ones you mentioned, though? I'd say Falstad, for sure. He's really the complete package: homey has escapes, global mobility, pokes, nukes, can zone, can initiate or disengage for his team with Gust, etc. Just a great all around hero.
From what I've noticed, people who used to play Nazeebo a lot before weren't too keen on his changes, whilst people who didn't really play or like him that much before really like his new changes.
Seems that way, anyway!
I'm super down with his changes, he feels a lot better than his old version. Still a bit sour on new Toads, but eh.
Yeah, that's kind of where I am, as well. I'm starting to come around to the changes, but I honestly don't know if he's any better or worse than he was before. He's definitely different. We'll see how it goes. I'm back-and-forth on my opinion of the Spider changes. I really enjoyed the old playstyle, where you'd just huck jars into combat and they'd score you damage. Maybe that's cheap? I dunno. It fit my playstyle really well. And because a spider cluster spawned wherever you threw the jar, you could use it to zone objectives, or to act like a limited ward. There were so many ways to use the Spiders before, and now they're exclusively for damage. I think that's a step in the wrong direction.
Needing to score a direct hit is a big adjustment, and I'm finding that Thing of the Deep is pretty much mandatory. It wasn't before, because you didn't need to land the spiders; you just had to toss them. But if you want me to actually land the shot on someone, you gotta have that extra range. Otherwise, you're really too close to the action. Like, if Zeebo's in range for Chen to jump kick him, he's dead. Every time. Because its kick into barrel roll and that's all she wrote. So yeah, I'm finding that 90% of my hits are on the enemy tanks, because they're the only ones I can safely target, even with Thing of the Deep, to be honest. And it kind of feels lackluster then, because not only are you focusing damage on the tank, you're focusing damage over time on them. And that's pretty easily mitigated.
I feel like Zeebo just swapped out one mandatory level 1 talent for another.
Here's what I think 'Zeebs needs in terms of talent adjustments:
Level 1: Lop 10% off of Thing, add it to baseline range. Thing still a useful talent but doesn't feel mandatory anymore, only take if you really need max safety now. If 10% is too much, could do like 5% or 6% (yknow, like Chromie). Lower Pandemic to 30 Heroes. 40's just a bit much, especially considering how fucking easy it is to finish Widowmakers. Widowmakers seems fine.
Level 4: They kinda all seem pretty good? Like they all have extremely similar winrates. I do like Blood Ritual over the other two but maybe that's just a playstyle thing.
Level 7: Ohhh boy. Welp, where to start? Dead Rush is fine and is the baseline for which the other two should reach. Spirit of Arachyr NEEDS to get rid of the single Hero conditional, just have it spawn an extra spider REGARDLESS, period.
Also, just a fun idea I had, you could even give it some extra utility and have it be like "If Corpse Spiders doesn't hit anything, spawn 1 Ghost Spider that does 50% damage, has 50% movespeed, and lasts 50% as long". Hello warding/zoning utility! That kinda gives it SOME of the old usage back, without being extremely overpowered, yknow? So tl;dr Corpse Spiders now spawns 1 extra spider upon landing skillshot, spawns a single weaker spider if you miss. But this won't happen and, honestly, doesn't need to happen, but it would be nice, and fun. Just a pipedream.
Toads of Hugeness needs to go back up to 100%, just straight up. Dead Rush is 100% but Toads of Hugeness is 60%? Yeah...
Level 10: Ravenous needs a buff. Nothing huge, just a small one. It lost a huge amount of damage potential now that it no longer applies Nazeebo's trait. Gary's fine, man. He's great.
Level 13: They all seem pretty good. Guardian Toads could maybe go up in duration by 1 second? Superstition is crazy good and it's hard for Guardian Toads to compete.
Level 16: Increase Soul Harvest's range and duration. That's it. Spider Colony and Ring of Poison are fantastic, Soul Harvest doesn't compete. Range is STUPIDLY TINY, and unless you're popping this in a minion wave before a fight, good luck getting all 5 stacks.
Level 20: They're all solid. Fury of the Storm is still a weird one, I'm still not really sure why that talent still exists in its current state, but we'll let that go for now.
So, tl;dr, add half of Thing's range baseline, buff Pandemic, buff Arachyr, buff Toads of Hugeness, buff Ravenous, buff Guardian Toads, buff Soul Harvest. All the weaker talents need some bumping up, cause our boy here is kinda suffering from one-build syndrome again.
Edit: ALSO, I feel like Zeebles is missing out on a good Toad talent at 16. It'd be something to really tie the Toad build together. Q build has Widowmakers/Arachyr/Spider Colony, W build has Dead Rush/Ring of Poison, E build only has Pandemic/Toads of Hugeness. Just something to kinda round that build out. And heck, if they were to add a Toad talent at 16, Toads of Hugeness wouldn't need a buff, then. BUT, this is all hypothetical long term stuff anyway. As far as short term, they just need to address his weaker talents.
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The Escape Goatincorrigible ruminantthey/themRegistered Userregular
Toads of Hugeness needs to go back up to 100%, just straight up. Dead Rush is 100% but Toads of Hugeness is 60%? Yeah...
Why do you keep comparing it like that? You don't just pick the tralent with the biggest %, you gotta take it in context. Dead Rush is doubling 25 dps for 4 second, so adding ~100 damage per zombie. Toads is 60% of like 200, for three toads you can launch twice successively, adding up to 120 damage per toad.
And then there's the fact that zombie wall just isn't a damage ability, you don't spam it. Toads will do more damage in a game from the talent because you use them way more.
And that's all ignoring these numbers total up to like less than a single autoattack which is why i keep insisting all these talent reworks are mostly impotent because very few talents actually add anything meaningful and the few that do will always have very high pick rates (range increases, base stat increases, extra cc, etc).
Dunno if anyone else runs into this but I am attached to a lot of blizzard characters. However the flip side of the coin is I don't care at all about others. In trying to find a ranged assassin to work on literally the only one that I'm interested in playing is gul'dan, and possibly Nova. The latter however is not always a great pick and pretty much never a good first pick.
Confused as to what you're asking. I don't know who you'd care about, but I do have a preference of which of those heroes is best.
Lunara. :-)
She's super fun to play. Being always mounted is awesome. She can take advantage of openings that nobody else besides like, Zeratul, can, but she doesn't have to retreat on a timer when she does it. Her hippity hop is fun, too and learning to dodge skillshots it engaging. Oh man and once you get Galloping Gait it's super fun just to fly around the battlefield being all untouchable.
Toads of Hugeness needs to go back up to 100%, just straight up. Dead Rush is 100% but Toads of Hugeness is 60%? Yeah...
Why do you keep comparing it like that? You don't just pick the tralent with the biggest %, you gotta take it in context. Dead Rush is doubling 25 dps for 4 second, so adding ~100 damage per zombie. Toads is 60% of like 200, for three toads you can launch twice successively, adding up to 120 damage per toad.
And then there's the fact that zombie wall just isn't a damage ability, you don't spam it. Toads will do more damage in a game from the talent because you use them way more.
And that's all ignoring these numbers total up to like less than a single autoattack which is why i keep insisting all these talent reworks are mostly impotent because very few talents actually add anything meaningful and the few that do will always have very high pick rates (range increases, base stat increases, extra cc, etc).
Here's the thing: I am taking it in context. And in context, Toads of Hugeness has a much lower winrate than Dead Rush.
This isn't me going like "oh well, Dead Rush is 100% so ToH should be 100% too, duh". This is me looking at the winrates, seeing that ToH isn't nearly where it should be, and thinking that the best way to change that would be to un-nerf it from 60% back to 100%.
Dead Rush was actually buffed from 50% to 100%, but ToH was nerfed from 100% to 60%, it's just kind of weird that they would do that. And now it's underperforming.
Trust me, this isn't some arbitrary decision I've made in my head simply because Dead Rush is 100% compared to ToH's 60%.
Or maybe 100% isn't the right number for ToH! Maybe 80% is fine! I don't know, I'm not a numbers person, but the core idea remains the same: ToH needs a buff.
Having played roughly 5 or 6 games I feel confident in my assessment of alarak (that's code for this is a really uninformed opinion).
I agree with @dibby that he plays like xul. If you go ham you will become lunch. I disagree however that there is an option at level 1. You always take applied force. Even with the additional distance it csn feel as though telekinesis doesnt move the target far enough. Additionally you never run out of mana. Mostly as a result of the fact that you do hang around the periphery so much so the opportunistic play style lends itself to natural mana (psychic energy? Protoss with mana still seems weird) conservation.
I've been taking pure malice at 13 but I think I want to expand the options at that tier.
Overall he is super fun, and you feel like a fucking monster when you deadly charge in hit w, hit e, if someone tries to flee bring them back with w and oops the entire other team is chilling with Charon in a boat.
However I may put him down for a while because I realized I really don't play any ranged assassins and I need to work on some.
Applied Force is a hit to your damage potential right off the bat and baseline W is more then enough most of the time. It's just not mandatory at all. And if you aren't ever running out of mana, especially in the early game, you probably aren't doing enough with your abilities. Especially if you aren't taking one of the mana talents.
Harass the fuck out of them in lane. E whenever they get near and when they come even closer, combo them. Or constantly be out there ganking from the bushes. Alarak's trait means you should be looking to attack enemy heroes all the time during the laning phase.
From what I've noticed, people who used to play Nazeebo a lot before weren't too keen on his changes, whilst people who didn't really play or like him that much before really like his new changes.
Seems that way, anyway!
I'm super down with his changes, he feels a lot better than his old version. Still a bit sour on new Toads, but eh.
Yeah, that's kind of where I am, as well. I'm starting to come around to the changes, but I honestly don't know if he's any better or worse than he was before. He's definitely different. We'll see how it goes. I'm back-and-forth on my opinion of the Spider changes. I really enjoyed the old playstyle, where you'd just huck jars into combat and they'd score you damage. Maybe that's cheap? I dunno. It fit my playstyle really well. And because a spider cluster spawned wherever you threw the jar, you could use it to zone objectives, or to act like a limited ward. There were so many ways to use the Spiders before, and now they're exclusively for damage. I think that's a step in the wrong direction.
Needing to score a direct hit is a big adjustment, and I'm finding that Thing of the Deep is pretty much mandatory. It wasn't before, because you didn't need to land the spiders; you just had to toss them. But if you want me to actually land the shot on someone, you gotta have that extra range. Otherwise, you're really too close to the action. Like, if Zeebo's in range for Chen to jump kick him, he's dead. Every time. Because its kick into barrel roll and that's all she wrote. So yeah, I'm finding that 90% of my hits are on the enemy tanks, because they're the only ones I can safely target, even with Thing of the Deep, to be honest. And it kind of feels lackluster then, because not only are you focusing damage on the tank, you're focusing damage over time on them. And that's pretty easily mitigated.
I feel like Zeebo just swapped out one mandatory level 1 talent for another.
Aye, I really haven't seen a difference.
I played him a ton a couple of days ago and it just didn't feel as impactful.
Getting a zombie wall is great but that's always been great.
Dunno. I chuck spiders at towers from a safe distance with thing but it again was just icing.
It also felt like warriors were the only good target and that just got healed back up.
Actually, the one thing I did in that game that I'm really proud of won it for us. We wiped the other team and started burning down the immortal. I left the other guys to do that and headed to the bot camp. Just as we capped the immortal I used dead rush to zoom over to the bot camp and do damage to them before they vanished. I capped the bot camp and then went to rejoin my team, who was under attack and one or two of them died.
Then the other team decided to rush our base and try to burn down the core before our immortal could take down the keep and get to their core. Their Sylv stayed back to defend, but we had a fight at our core and the rest of us died, taking out 2 of them in the process. So it was their Chen and someone else attacking our core. Whoever had died after the immortal capped respawned and finished one of them off at our core, and then that left just 1 trying to take down our core.....
We had taken the keep on the bot lane already so the immortal pushing top lane took down the keep with Sylv defending, and the camp plus the catapults moved in to create an unstoppable force that ended it and won the game for us.
From what I've noticed, people who used to play Nazeebo a lot before weren't too keen on his changes, whilst people who didn't really play or like him that much before really like his new changes.
Seems that way, anyway!
I'm super down with his changes, he feels a lot better than his old version. Still a bit sour on new Toads, but eh.
Yeah, that's kind of where I am, as well. I'm starting to come around to the changes, but I honestly don't know if he's any better or worse than he was before. He's definitely different. We'll see how it goes. I'm back-and-forth on my opinion of the Spider changes. I really enjoyed the old playstyle, where you'd just huck jars into combat and they'd score you damage. Maybe that's cheap? I dunno. It fit my playstyle really well. And because a spider cluster spawned wherever you threw the jar, you could use it to zone objectives, or to act like a limited ward. There were so many ways to use the Spiders before, and now they're exclusively for damage. I think that's a step in the wrong direction.
Needing to score a direct hit is a big adjustment, and I'm finding that Thing of the Deep is pretty much mandatory. It wasn't before, because you didn't need to land the spiders; you just had to toss them. But if you want me to actually land the shot on someone, you gotta have that extra range. Otherwise, you're really too close to the action. Like, if Zeebo's in range for Chen to jump kick him, he's dead. Every time. Because its kick into barrel roll and that's all she wrote. So yeah, I'm finding that 90% of my hits are on the enemy tanks, because they're the only ones I can safely target, even with Thing of the Deep, to be honest. And it kind of feels lackluster then, because not only are you focusing damage on the tank, you're focusing damage over time on them. And that's pretty easily mitigated.
I feel like Zeebo just swapped out one mandatory level 1 talent for another.
Here's what I think 'Zeebs needs in terms of talent adjustments:
Level 1: Lop 10% off of Thing, add it to baseline range. Thing still a useful talent but doesn't feel mandatory anymore, only take if you really need max safety now. If 10% is too much, could do like 5% or 6% (yknow, like Chromie). Lower Pandemic to 30 Heroes. 40's just a bit much, especially considering how fucking easy it is to finish Widowmakers. Widowmakers seems fine.
Level 4: They kinda all seem pretty good? Like they all have extremely similar winrates. I do like Blood Ritual over the other two but maybe that's just a playstyle thing.
Level 7: Ohhh boy. Welp, where to start? Dead Rush is fine and is the baseline for which the other two should reach. Spirit of Arachyr NEEDS to get rid of the single Hero conditional, just have it spawn an extra spider REGARDLESS, period.
Also, just a fun idea I had, you could even give it some extra utility and have it be like "If Corpse Spiders doesn't hit anything, spawn 1 Ghost Spider that does 50% damage, has 50% movespeed, and lasts 50% as long". Hello warding/zoning utility! That kinda gives it SOME of the old usage back, without being extremely overpowered, yknow? So tl;dr Corpse Spiders now spawns 1 extra spider upon landing skillshot, spawns a single weaker spider if you miss. But this won't happen and, honestly, doesn't need to happen, but it would be nice, and fun. Just a pipedream.
Toads of Hugeness needs to go back up to 100%, just straight up. Dead Rush is 100% but Toads of Hugeness is 60%? Yeah...
Level 10: Ravenous needs a buff. Nothing huge, just a small one. It lost a huge amount of damage potential now that it no longer applies Nazeebo's trait. Gary's fine, man. He's great.
Level 13: They all seem pretty good. Guardian Toads could maybe go up in duration by 1 second? Superstition is crazy good and it's hard for Guardian Toads to compete.
Level 16: Increase Soul Harvest's range and duration. That's it. Spider Colony and Ring of Poison are fantastic, Soul Harvest doesn't compete. Range is STUPIDLY TINY, and unless you're popping this in a minion wave before a fight, good luck getting all 5 stacks.
Level 20: They're all solid. Fury of the Storm is still a weird one, I'm still not really sure why that talent still exists in its current state, but we'll let that go for now.
So, tl;dr, add half of Thing's range baseline, buff Pandemic, buff Arachyr, buff Toads of Hugeness, buff Ravenous, buff Guardian Toads, buff Soul Harvest. All the weaker talents need some bumping up, cause our boy here is kinda suffering from one-build syndrome again.
Edit: ALSO, I feel like Zeebles is missing out on a good Toad talent at 16. It'd be something to really tie the Toad build together. Q build has Widowmakers/Arachyr/Spider Colony, W build has Dead Rush/Ring of Poison, E build only has Pandemic/Toads of Hugeness. Just something to kinda round that build out. And heck, if they were to add a Toad talent at 16, Toads of Hugeness wouldn't need a buff, then. BUT, this is all hypothetical long term stuff anyway. As far as short term, they just need to address his weaker talents.
Spirit of Arachyr is definitely feels like a let down and needs a buff or a change or something. I don't know, it might actually be good DPS in some cases but it feels like it has 0 impact and the conditional on it seems pointless.
Toads of Hugeness I think you are focusing on the wrong thing with. You were nailing it in your edit at the bottom I think. It might actually be fine. Or it might not. But the main issue with it imo is that Toad build sucks. And it mostly sucks because after Toads of Hugeness .... what else is there? Both other builds get a big power spike at 16, Toads gets nothing. Given Toads of Hugeness wants you to be in the back of a fight, Spirit Harvest is actually the worst pick and Ring of Poison is fine on it's own but still none of them are supporting the toad talents you've already taken. Toads of Hugeness' problem imo is that it's a dead end.
Guardian Toads competes with Superstition because sometimes the other team has autoattackers. You going against a Tracer/Valla pair, Superstition is a death sentence. And Ice Block is not always a good answer. Guardian Toads might need a duration buff but it's already decent for giving you constant damage reduction when you get jumped.
Spirit Harvest just, yeah, I don't even understand it. When does Naz wanna be in melee range?
And Fury of the Storm is actually better I think then many give it credit for. It's a good pushing talent and actually also boosts your AAs in teamfights too. The bigger problem for it here is that with the 200% increase on your trait damage, Vile Infection is just better at that exact same thing. You push WAY harder with Vile Infection then with Fury. So it's only real niche is if you need to push on a map where you've not farmed up your 150 stacks and think you probably never will. Which honestly, may be why it's there. It's the noob escape hatch for if you want to push, since neither Ult will help you on that front. But if you aren't good enough yet to make use of Vile Infection, there's still an option there for you.
Toads of Hugeness needs to go back up to 100%, just straight up. Dead Rush is 100% but Toads of Hugeness is 60%? Yeah...
Why do you keep comparing it like that? You don't just pick the tralent with the biggest %, you gotta take it in context. Dead Rush is doubling 25 dps for 4 second, so adding ~100 damage per zombie. Toads is 60% of like 200, for three toads you can launch twice successively, adding up to 120 damage per toad.
And then there's the fact that zombie wall just isn't a damage ability, you don't spam it. Toads will do more damage in a game from the talent because you use them way more.
And that's all ignoring these numbers total up to like less than a single autoattack which is why i keep insisting all these talent reworks are mostly impotent because very few talents actually add anything meaningful and the few that do will always have very high pick rates (range increases, base stat increases, extra cc, etc).
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The Escape Goatincorrigible ruminantthey/themRegistered Userregular
Toads of Hugeness needs to go back up to 100%, just straight up. Dead Rush is 100% but Toads of Hugeness is 60%? Yeah...
Why do you keep comparing it like that? You don't just pick the tralent with the biggest %, you gotta take it in context. Dead Rush is doubling 25 dps for 4 second, so adding ~100 damage per zombie. Toads is 60% of like 200, for three toads you can launch twice successively, adding up to 120 damage per toad.
And then there's the fact that zombie wall just isn't a damage ability, you don't spam it. Toads will do more damage in a game from the talent because you use them way more.
And that's all ignoring these numbers total up to like less than a single autoattack which is why i keep insisting all these talent reworks are mostly impotent because very few talents actually add anything meaningful and the few that do will always have very high pick rates (range increases, base stat increases, extra cc, etc).
Here's the thing: I am taking it in context. And in context, Toads of Hugeness has a much lower winrate than Dead Rush.
This isn't me going like "oh well, Dead Rush is 100% so ToH should be 100% too, duh". This is me looking at the winrates, seeing that ToH isn't nearly where it should be, and thinking that the best way to change that would be to un-nerf it from 60% back to 100%.
Dead Rush was actually buffed from 50% to 100%, but ToH was nerfed from 100% to 60%, it's just kind of weird that they would do that. And now it's underperforming.
Trust me, this isn't some arbitrary decision I've made in my head simply because Dead Rush is 100% compared to ToH's 60%.
Or maybe 100% isn't the right number for ToH! Maybe 80% is fine! I don't know, I'm not a numbers person, but the core idea remains the same: ToH needs a buff.
I'm still really specious it has anything to do with the talent. I think it's more along the discussion we had earlier with LiLi's talents where all the talents don't add much and it just so happens people who are better at LiLi picked serpent talents. This seems even more likely in Naz's case, where both of the talents seem incredibly underwhelming any which way you slice it. It might just be indicative that people who can land zombie wall (and thus are more likely to be good nazeebos) take the wall talent, leading to its higher winrate.
Because I really don't see the +/- of an auto's worth of damage on an ability typically only casted once a teamfight really mattering that match.
@milk ducks I think unfortunately I am going to go with kael. I am way more comfortable with heroes that have a way to control things (in this case a stun)
@Supagoat the reason I said unfortunately for Jael is because I can't stand kael from a lore perspective which is really a silly reason to not play him. But it is the double edged sword. I play a shit ton of anub'arak because I love the character, even when he was awful. Ive played a lot of lunara but she is kinda boring and I am indifferent to her as far as lore goes so no attachment there. Other than dryads are a pain in the ass in WC3, albeit a little underpowered I think.
@shryke I will try to more consciously observe how much I am spamming things but the games I have played so far he doesn't seem to have mana issues. The mana reduction seems superfluous but we will see as time goes on.
Yeah, I would bet the energy decay is where they hit her. I think her damage is pretty good right now but judging from playing with/against her and from what most people are saying, it seems like it's now super easy to keep high energy all the time, which removes most of the skill from the character and overvalues some talents (at 1 and 16 specifically).
I think there's a fine line in the decay tweaking they have to try to hit. If it's too fast (like on release) it's way too hard to get high energy and doesn't feel worthwhile since you fall out of it fast. If it's too slow you can stay in it too long and it doesn't matter.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Been trying to watch anything during lunch and most of these "adults" have the personality of a 14 year old.
Hahaha did anyone see the end of the game there? Core went from 100->0 in like half a second with double nukes and one or two abilities. Grubby and Trikslyr were both stunned for a bit.
Been trying to watch anything during lunch and most of these "adults" have the personality of a 14 year old.
Hahaha did anyone see the end of the game there? Core went from 100->0 in like half a second with double nukes and one or two abilities. Grubby and Trikslyr were both stunned for a bit.
That was crazy. Medivh portal past the wall, smash keep, gg. I was surprised how quickly that core melted.
It wasn't the specialists' fault as much as Dignitas completely getting over-confident.
They were so, SO far ahead it was nuts.
Then for some reason they decide to fight 4v5 on top lane when bottom is completely open and the objective is open.
But no, let's just try and fight for some reason and let the enemy get another 100% zerg wave.
So, you guys may remember @Dibby mentioning this guy Frontsquats that we played against a while back. Dude sent Dibby a friend request because he's chat-muted and its the only way he could communicate, right? He got shitty with us because of our "bullshit pre-made comp", called us "faggots" and then unfriended Dibs before he could even reply. So, check it out! ROUND TWO MOTHERFUCKER. Homey shows up in our game today, and he's the same asshole he was last time; fucking b-stepping around lanes and all that shit. He loses the match against us, again, and I immediately get a friend request from him when the game's finished. Dibby and I start cracking up because we know exactly what's about to happen, and he does not disappoint.
Never change, Frontsquats. You glorious fucking prick.
We’re thrilled to announce that our very own Samwise Didier, Art Director for Heroes of the Storm, will be firing up a camera next week and settling in on Facebook Live to draw a hero right before your very eyes! Not just any hero, though. He’s going to reveal the very next hero who will be stepping foot in the Nexus.
Ducks was Nova and I was Azmodan. We had a string of rough games and we were like "aw fuck it, let's just roll with the shit we wanna play."
We queued in and our comp is Nova/Azmo/Lunara/Valla/Zeratul. Okay!
Their comp is... Kerrigan/Thrall/Valla/Tychus/Nazeebo. OOF.
And we had a bit of a rough start. Things weren't looking great. But then midgame rolled around. I'd been pushing out lanes all game. We finally get things rolling in our favor and we're winning teamfights consistently. One single Dunk is all it takes from me to sway teamfights in our favor.
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I agree with @dibby that he plays like xul. If you go ham you will become lunch. I disagree however that there is an option at level 1. You always take applied force. Even with the additional distance it csn feel as though telekinesis doesnt move the target far enough. Additionally you never run out of mana. Mostly as a result of the fact that you do hang around the periphery so much so the opportunistic play style lends itself to natural mana (psychic energy? Protoss with mana still seems weird) conservation.
I've been taking pure malice at 13 but I think I want to expand the options at that tier.
Overall he is super fun, and you feel like a fucking monster when you deadly charge in hit w, hit e, if someone tries to flee bring them back with w and oops the entire other team is chilling with Charon in a boat.
However I may put him down for a while because I realized I really don't play any ranged assassins and I need to work on some.
Edit: also zarya was a fucking 180 after the patch. I dunno if she is actually overpowered but ffs she is super strong now.
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We we're up by 4 levels because I ganked the shit out if their lanes! :biggrin:
Sadly, I only had time for one game last night and so I didn't get to play nearly as much as I would have liked. Hoping to remedy that this weekend.
The remaining ones are:
Falstad
Chromie
Kaelthas
Jaina
Liming
Lunara
Raynor
Valla
Tracer
Ignoring if course the specialists. I think that's all of them anyway. Most are boring (ex: Raynor) or niche (chrome). Guess I gotta get back into valla.
Really wish I could trade pick orders in unranked or hl
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Would help to know a bit about how you view your playstyle. I tend to favor characters who can zone, deal damage over time, poke effectively, etc. I also like map control a lot, and tend not to play heroes who can't capture mercs effectively on their own. If you could tell me a bit about how you play, and about why Gul'dan is one of the only appealing heroes for you, I could probably help you find something you'd enjoy.
Of the ones you mentioned, though? I'd say Falstad, for sure. He's really the complete package: homey has escapes, global mobility, pokes, nukes, can zone, can initiate or disengage for his team with Gust, etc. Just a great all around hero.
Here's what I think 'Zeebs needs in terms of talent adjustments:
Level 1: Lop 10% off of Thing, add it to baseline range. Thing still a useful talent but doesn't feel mandatory anymore, only take if you really need max safety now. If 10% is too much, could do like 5% or 6% (yknow, like Chromie). Lower Pandemic to 30 Heroes. 40's just a bit much, especially considering how fucking easy it is to finish Widowmakers. Widowmakers seems fine.
Level 4: They kinda all seem pretty good? Like they all have extremely similar winrates. I do like Blood Ritual over the other two but maybe that's just a playstyle thing.
Level 7: Ohhh boy. Welp, where to start? Dead Rush is fine and is the baseline for which the other two should reach. Spirit of Arachyr NEEDS to get rid of the single Hero conditional, just have it spawn an extra spider REGARDLESS, period.
Also, just a fun idea I had, you could even give it some extra utility and have it be like "If Corpse Spiders doesn't hit anything, spawn 1 Ghost Spider that does 50% damage, has 50% movespeed, and lasts 50% as long". Hello warding/zoning utility! That kinda gives it SOME of the old usage back, without being extremely overpowered, yknow? So tl;dr Corpse Spiders now spawns 1 extra spider upon landing skillshot, spawns a single weaker spider if you miss. But this won't happen and, honestly, doesn't need to happen, but it would be nice, and fun. Just a pipedream.
Toads of Hugeness needs to go back up to 100%, just straight up. Dead Rush is 100% but Toads of Hugeness is 60%? Yeah...
Level 10: Ravenous needs a buff. Nothing huge, just a small one. It lost a huge amount of damage potential now that it no longer applies Nazeebo's trait. Gary's fine, man. He's great.
Level 13: They all seem pretty good. Guardian Toads could maybe go up in duration by 1 second? Superstition is crazy good and it's hard for Guardian Toads to compete.
Level 16: Increase Soul Harvest's range and duration. That's it. Spider Colony and Ring of Poison are fantastic, Soul Harvest doesn't compete. Range is STUPIDLY TINY, and unless you're popping this in a minion wave before a fight, good luck getting all 5 stacks.
Level 20: They're all solid. Fury of the Storm is still a weird one, I'm still not really sure why that talent still exists in its current state, but we'll let that go for now.
So, tl;dr, add half of Thing's range baseline, buff Pandemic, buff Arachyr, buff Toads of Hugeness, buff Ravenous, buff Guardian Toads, buff Soul Harvest. All the weaker talents need some bumping up, cause our boy here is kinda suffering from one-build syndrome again.
Edit: ALSO, I feel like Zeebles is missing out on a good Toad talent at 16. It'd be something to really tie the Toad build together. Q build has Widowmakers/Arachyr/Spider Colony, W build has Dead Rush/Ring of Poison, E build only has Pandemic/Toads of Hugeness. Just something to kinda round that build out. And heck, if they were to add a Toad talent at 16, Toads of Hugeness wouldn't need a buff, then. BUT, this is all hypothetical long term stuff anyway. As far as short term, they just need to address his weaker talents.
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Why do you keep comparing it like that? You don't just pick the tralent with the biggest %, you gotta take it in context. Dead Rush is doubling 25 dps for 4 second, so adding ~100 damage per zombie. Toads is 60% of like 200, for three toads you can launch twice successively, adding up to 120 damage per toad.
And then there's the fact that zombie wall just isn't a damage ability, you don't spam it. Toads will do more damage in a game from the talent because you use them way more.
And that's all ignoring these numbers total up to like less than a single autoattack which is why i keep insisting all these talent reworks are mostly impotent because very few talents actually add anything meaningful and the few that do will always have very high pick rates (range increases, base stat increases, extra cc, etc).
Confused as to what you're asking. I don't know who you'd care about, but I do have a preference of which of those heroes is best.
Lunara. :-)
She's super fun to play. Being always mounted is awesome. She can take advantage of openings that nobody else besides like, Zeratul, can, but she doesn't have to retreat on a timer when she does it. Her hippity hop is fun, too and learning to dodge skillshots it engaging. Oh man and once you get Galloping Gait it's super fun just to fly around the battlefield being all untouchable.
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Here's the thing: I am taking it in context. And in context, Toads of Hugeness has a much lower winrate than Dead Rush.
This isn't me going like "oh well, Dead Rush is 100% so ToH should be 100% too, duh". This is me looking at the winrates, seeing that ToH isn't nearly where it should be, and thinking that the best way to change that would be to un-nerf it from 60% back to 100%.
Dead Rush was actually buffed from 50% to 100%, but ToH was nerfed from 100% to 60%, it's just kind of weird that they would do that. And now it's underperforming.
Trust me, this isn't some arbitrary decision I've made in my head simply because Dead Rush is 100% compared to ToH's 60%.
Or maybe 100% isn't the right number for ToH! Maybe 80% is fine! I don't know, I'm not a numbers person, but the core idea remains the same: ToH needs a buff.
Battle.net Tag: Dibby#1582
Applied Force is a hit to your damage potential right off the bat and baseline W is more then enough most of the time. It's just not mandatory at all. And if you aren't ever running out of mana, especially in the early game, you probably aren't doing enough with your abilities. Especially if you aren't taking one of the mana talents.
Harass the fuck out of them in lane. E whenever they get near and when they come even closer, combo them. Or constantly be out there ganking from the bushes. Alarak's trait means you should be looking to attack enemy heroes all the time during the laning phase.
Aye, I really haven't seen a difference.
I played him a ton a couple of days ago and it just didn't feel as impactful.
Getting a zombie wall is great but that's always been great.
Dunno. I chuck spiders at towers from a safe distance with thing but it again was just icing.
It also felt like warriors were the only good target and that just got healed back up.
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Then the other team decided to rush our base and try to burn down the core before our immortal could take down the keep and get to their core. Their Sylv stayed back to defend, but we had a fight at our core and the rest of us died, taking out 2 of them in the process. So it was their Chen and someone else attacking our core. Whoever had died after the immortal capped respawned and finished one of them off at our core, and then that left just 1 trying to take down our core.....
We had taken the keep on the bot lane already so the immortal pushing top lane took down the keep with Sylv defending, and the camp plus the catapults moved in to create an unstoppable force that ended it and won the game for us.
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Spirit of Arachyr is definitely feels like a let down and needs a buff or a change or something. I don't know, it might actually be good DPS in some cases but it feels like it has 0 impact and the conditional on it seems pointless.
Toads of Hugeness I think you are focusing on the wrong thing with. You were nailing it in your edit at the bottom I think. It might actually be fine. Or it might not. But the main issue with it imo is that Toad build sucks. And it mostly sucks because after Toads of Hugeness .... what else is there? Both other builds get a big power spike at 16, Toads gets nothing. Given Toads of Hugeness wants you to be in the back of a fight, Spirit Harvest is actually the worst pick and Ring of Poison is fine on it's own but still none of them are supporting the toad talents you've already taken. Toads of Hugeness' problem imo is that it's a dead end.
Guardian Toads competes with Superstition because sometimes the other team has autoattackers. You going against a Tracer/Valla pair, Superstition is a death sentence. And Ice Block is not always a good answer. Guardian Toads might need a duration buff but it's already decent for giving you constant damage reduction when you get jumped.
Spirit Harvest just, yeah, I don't even understand it. When does Naz wanna be in melee range?
And Fury of the Storm is actually better I think then many give it credit for. It's a good pushing talent and actually also boosts your AAs in teamfights too. The bigger problem for it here is that with the 200% increase on your trait damage, Vile Infection is just better at that exact same thing. You push WAY harder with Vile Infection then with Fury. So it's only real niche is if you need to push on a map where you've not farmed up your 150 stacks and think you probably never will. Which honestly, may be why it's there. It's the noob escape hatch for if you want to push, since neither Ult will help you on that front. But if you aren't good enough yet to make use of Vile Infection, there's still an option there for you.
????
I'm still really specious it has anything to do with the talent. I think it's more along the discussion we had earlier with LiLi's talents where all the talents don't add much and it just so happens people who are better at LiLi picked serpent talents. This seems even more likely in Naz's case, where both of the talents seem incredibly underwhelming any which way you slice it. It might just be indicative that people who can land zombie wall (and thus are more likely to be good nazeebos) take the wall talent, leading to its higher winrate.
Because I really don't see the +/- of an auto's worth of damage on an ability typically only casted once a teamfight really mattering that match.
@Supagoat the reason I said unfortunately for Jael is because I can't stand kael from a lore perspective which is really a silly reason to not play him. But it is the double edged sword. I play a shit ton of anub'arak because I love the character, even when he was awful. Ive played a lot of lunara but she is kinda boring and I am indifferent to her as far as lore goes so no attachment there. Other than dryads are a pain in the ass in WC3, albeit a little underpowered I think.
@shryke I will try to more consciously observe how much I am spamming things but the games I have played so far he doesn't seem to have mana issues. The mana reduction seems superfluous but we will see as time goes on.
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Super fun to play her now. Feels much better but the energy decay is probably too slow.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Should be fun to watch! Keep in mind, this is a legit tourney and NOT show matches.
And it's on Warhead Junction.
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Been trying to watch anything during lunch and most of these "adults" have the personality of a 14 year old.
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Hahaha did anyone see the end of the game there? Core went from 100->0 in like half a second with double nukes and one or two abilities. Grubby and Trikslyr were both stunned for a bit.
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That was crazy. Medivh portal past the wall, smash keep, gg. I was surprised how quickly that core melted.
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It was def a lot stronger than I thought.
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You can finish that quest super quickly by taking tower damage.
He's done it ~2ish minutes into the game.
Only thing is to watch out for any ganks that won't let you get away, but even that early in the game it's not the end of the world.
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THE AGE OF THE SPECIALIST COMETH!!!!!!!!!!!!!!!!
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it's like they forgot how to play
just way too overconfident
sigh.....
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remember kids, don't mess around with specialists, or this could be you
They were so, SO far ahead it was nuts.
Then for some reason they decide to fight 4v5 on top lane when bottom is completely open and the objective is open.
But no, let's just try and fight for some reason and let the enemy get another 100% zerg wave.
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Never change, Frontsquats. You glorious fucking prick.
GET HYPE YOU FILTHY PERVERTS!
BUT HE COULDN'T CAUSE HE WAS TOO FLUSTERED
"w/ dib"
LOL
Ducks was Nova and I was Azmodan. We had a string of rough games and we were like "aw fuck it, let's just roll with the shit we wanna play."
We queued in and our comp is Nova/Azmo/Lunara/Valla/Zeratul. Okay!
Their comp is... Kerrigan/Thrall/Valla/Tychus/Nazeebo. OOF.
And we had a bit of a rough start. Things weren't looking great. But then midgame rolled around. I'd been pushing out lanes all game. We finally get things rolling in our favor and we're winning teamfights consistently. One single Dunk is all it takes from me to sway teamfights in our favor.
Lo and behold...
We win.
ezgame ezlife
Battle.net Tag: Dibby#1582