hrm. thinking more about the overdrive changes. it's a huge nerf to nova's burst ability, combined with losing the mana from path of the wizard.
she doesn't get overdrive until level 16, and it means she can't get overdrive and crippling shot at the same time, which is really one of the primary ways to actually kill someone without dying. and now the only good talent on level 13 is rewind as spell shield, advanced cloaking and holo drone are all kinda bad imo. this also means nova has a good chance of ending up with 7 buttons to push with envenom rewind and overdrive which is kinda too many.
hopefully after these changes blizzard increases nova's burst or autoattack damage particularly at low levels, as currently she was already a liability until ults and even post-overdrive has trouble killing most heroes 1v1 unless they're wounded.
in general kind of disappointed with this as nova was becoming one of my favorite characters to play, and i think she's already underwhelming compared to the raw power of Valla, Falstad or Zeratul.
He was already barely being played from the last nerf.
People were -still- probably complaining about him. I agree, though, Murky in this patch cycle has been dealable, yknow? Still not necessarily fun to play against, but he had much less of an impact. This is just overkill.
BW nerfs are shitty but needed I guess . At least Hammer wasn't touched and the Arthas change is meaningless so most of the toons I play haven't changed much though I plan on playing a lot of Rehgar now anyway.
BW nerfs are shitty but needed I guess . At least Hammer wasn't touched and the Arthas change is meaningless so most of the toons I play haven't changed much though I plan on playing a lot of Rehgar now anyway.
Just realized it's been two patches in a row and Illidan still hasn't gotten the attention he needs. Yeah, he got some utility/defensive buffs, but that's not what he really needs, I think. They'll help, but his damage is still low and they need to do something about that.
Just realized it's been two patches in a row and Illidan still hasn't gotten the attention he needs. Yeah, he got some utility/defensive buffs, but that's not what he really needs, I think. They'll help, but his damage is still low and they need to do something about that.
illidan is probably really hard since if you make his damage higher they have to nerf the crap out of his mobility and pursuit. if he had zeratul's autoattacks/ability damage with his pursuit he'd be probably the best assassin in the game.
Blizzard made a post explaining their Murky changes.
Hey everyone!
Today’s Rehgar patch contains some pretty heavy-handed changes to everyone’s favorite Murloc. I just wanted to drop in here and let you know about the State of the Murky, and what’s going on with him.
Upon looking at what Murky was, and what he was doing, we saw two defining characteristics: Respawning endlessly and backdooring. With those two mechanics, it was pretty clear after releasing him that the two simply could not live in harmony, so one had to go. Backdooring is pretty broad and generic, and can be put on many kits if we want to bring it back in the future (in a much more controlled environment.) We think that respawning endlessly is the more endearing and unique flavor hit that Murky captures well.
As a result, we are eliminating Murky’s backdoor playstyle entirely.
This means you should now see Murky players that are engaged with both teams and participating in team fights. He should be lending what little (albeit continual) power he can muster to distracting, disabling, and zoning your opponents with his Pufferfish, only to turn invulnerable when they decide he is worth their time.
However, in order to do this, we had to make some pretty drastic changes to Pufferfish, March of the Murlocs, and their associated talents. Here are some of the more specific changes targeted at removing this backdoor playstyle:
Pufferfish no longer does 4x damage to Structures, starts with 3 HP, has a slightly larger area, deals more damage, and has a longer cooldown.
Pufferfish cast range reduced from 10 to 7.
March of the Murlocs now does half-damage to Structures, and the slow amount on Heroes has been buffed back to pre-patch levels.
Talents:
Pufferfish School (2 Charges of Pufferfish) has been cut.
Out with a Bang (Upon dying, leave behind a Pufferfish) has been cut.
Demolitionist (Basic Attacks destroy Ammunition) has been cut.
Beneath Contempt (Minions and Structures ignore Murky after using Safety Bubble) has been cut.
Wrath of Cod (Pufferfish does 4x damage to non-Structures as well) now doubles the damage of Pufferfish to Minions, Mercenaries, and Heroes.
That’s quite a few changes to consider while you’re playing with and against Murky in future matches. Our hope with the Pufferfish changes is to make the fish more of a moment, and cause Murky players to use this in-lane against Minions or Heroes, as well as against Mercenaries when helping teammates capture them.
However, we do not think we’re quite finished with Murky just yet. We are, as I type this, still experimenting with more changes (Slime, we’re looking at you!) to see if we can round out his playstyle some more now that he has less going on in general.
With this Rehgar patch, please keep giving us feedback on how Murky feels. Let us know what you do and don’t like about these changes, and tell us your thoughts on our current direction for the Murloc. We can’t thank all of you enough for all the feedback you’ve shared (we are listening, and reading, and lurking!) You’re helping us shape Heroes into the best game it can be!
Just realized it's been two patches in a row and Illidan still hasn't gotten the attention he needs. Yeah, he got some utility/defensive buffs, but that's not what he really needs, I think. They'll help, but his damage is still low and they need to do something about that.
One might say that he's not prepared.
...okay, that was a stretch, sue me.
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i think slime needs some help if they are going to try and push the team fight murky thing. however they also will need to closely examine the XP given by killing him. he is (obviously) really fragile, if he is just a liability every time he gets anywhere near an opposing player that's also treading dangerous ground
If they remove that 1/4 EXP for killing Murky while his egg is up, then they've done basically exactly what I was hoping with Murky. That blizzard post really reassured me, it mimicked what I thought from a while ago (Murky can't be both quick to rez and also really good at sieging).
This, plus the bonus gold to let us try out artifacts and seeming open to feedback makes today about as good as the past few days were bad
They need to buff the baseline core ability of his evasion. His damage is a little low, but if he can stay in the fight a little longer, I think he can recoup some of that. As it stands now, he basically will flip in, get a couple auto attacks, and then dash out before he gets focus fired and squished.
They need to make evasion last 2.5seconds. While active, it needs to give a baseline of like 15% ability damage reduction, and like 25% auto attack damage reduction, in addition to whatever it already does and whatever it can be talented to do.
Oh. Right. I never play him because he's awful, so I forgot exactly what it did. I knew it was 1.5s, however, which is much too short. That's why I say it needs to be 2.5s. So he can actually get some use out of it.
i think making evasion last longer is actually really potentially dangerous, due to the fact that illidan lowers his cooldowns through attacking
you could wind up in a situation where the % of time he's immune is way higher than is healthy
illidan's problem is that despite being incredibly mobile, he has hilariously no sticking power. his W gives you an auto-attack buff that you only get to use for about one attack, with how much time you spend trying to catch the enemy
i'd like to see illidan get some sort of way to either dodge or cleanse CC, or have reduced durations, or something, because he can barely catch people while he isn't CCed, much less when he is
We remain hard at work performing maintenance and applying the latest Technical Alpha patch. We're now estimating that the service will be brought back online at approximately 12:00 p.m. PDT tomorrow (Thursday, July 24).
We remain hard at work performing maintenance and applying the latest Technical Alpha patch. We're now estimating that the service will be brought back online at approximately 12:00 p.m. PDT tomorrow (Thursday, July 24).
oh well, so much for staying up and playing a few games tonight.
We remain hard at work performing maintenance and applying the latest Technical Alpha patch. We're now estimating that the service will be brought back online at approximately 12:00 p.m. PDT tomorrow (Thursday, July 24).
oh well, so much for staying up and playing a few games tonight.
Yeah, when the estimate was 10pm PST, I could have stayed up and bought my artifacts and played 1 game without feeling it tomorrow. 12am PST is a whole different story. Now I won't be able to play until after work tomorrow, and work is going to be miserable because all I'm going to be thinking about is Heroes. Edit: I'm on central time, so it's a 2 hour difference.
At the current rate of release either the game is going to launch with a ridiculously small number of heroes, or we won't see this released until 2020. Has Blizzard given any indication of how many heroes they think they need before the game is 'complete'?
I know they won't have the 100+ other games have at launch, and that's probably a decent decision given the market they are aiming for, but it does feel like they could do with at least double the current number of heroes.
Smite was releasing 2-3 characters a month in beta.
With HotS...well...I think "Rehgar Month" would be more accurate.
well, it is an alpha on blizzard time, but they haven't even finished nailing down how the game works or finished making maps, so that takes up a lot of programmer and artist time. I imagine by then for smite they were primarily focused on final polish and creating characters. blizzard will never product content as fast as other studios like that, but i wouldn't be surprised to see the hero rate tick up a bit eventually.
Yeah, I don't think volume of heroes or roster size is their concern right now. We know they've got tons of heroes in the wings right now. Given that they announced Chen, Sylvannas, and Kael'thas at PAX East back in March, and given that Anub'arak has shown up multiple times in promotional material, we can only assume that they have a whole host of characters to release once they get into beta, and balance and quantity becomes their bigger concern.
Right now they're still hammering out core game features and mechanics, and they just got the international community involved, so they need to test the server infrastructure and all that.
The weird thing is we internationals are all on the USA servers anyways, so they aren't getting much testing from us for their euro server structure. Makes sense at the moment mind you given the player numbers and the need to have folks constantly playing games.
I was curious how Giant Killer matched up against the 15% health boost from the Amethyst artifact, so I ran some numbers.
This is based off of Raynor trying to kill Stitches at level 20 using just his autoattack. If I'm reading the wiki right, Raynor would have 289 base damage and Stitches would have 6260 base health.
Standard fight: 21.6 hits to kill
just Giant Killer: 16.3 hits to kill
just Amethyst: 24.9 hits to kill
GK and Amethyst: 18.1 hits to kill
Do we have any idea what the gold cost of Rehgar will be? I'm trying to figure out my free 75K budget.
I know I want to buy Brightwing. Despite the small nerf, she is still fun to play. That's 10K. I had just recently dropped another 10K to buy Stitches, so I'm assuming I basically have 0 gold on my account before the gift.
If we assume either 4K or 7K, that leaves me with around 58K or so to spend on Artifacts.
I don't think they've announced it yet. I fully expected Zagara to be 10K, but I'm pretty sure she was 7K. Doesn't seem like they're going with a "new heroes = 10K, period" pricing system, so that's a good thing.
Hard to gauge how much to save to buy them, though. :P
Well I'm at work right now anyway. I'm just trying to figure out a rough theorycrafted game-plan so I don't waste a lot of time on the store tonight when I get home. I'd like to just buy a few artifacts and then jump into some games.
It looks like there was an update to the Battle.Net client, but the Heroes patch still isn't in yet. My prediction is that it will show up on the ass end of when the servers are supposed to come up, and Blizzard will tack on another couple of hours to the maintenance window just for good measure. Not necessarily in that order.
For the artifacts I saw somewhere it is 77k to max all of them. I don't have the other numbers to verify it (specifically how many distinct artifacts there are).
guess all my free gold +some is going to that.
is there any way that this is going to be reasonable(assuming that removing it entirely isn't an option) I mentioned making them free a couple pages ago, what if within player/hero levels it capped the artifact level so if you just started a hero you would be paired against only certain artifact levels as well? That feels overly complex, but would allow for someone with level 1 nova with level 1 artifacts to not get blown out by maxed out opposing nova or other similar situation.
I want to give this a shot but it is demoralizing thinking about this system. Just seems frustrating (for many reasons) rather than fun.
I plan to buy at least a couple artifacts for each slot to test them out. I'm mostly curious about the following:
Primal Ruby vs Skyfire Emerald on Assassins
Nexus Sapphire vs Bold Amethyst on Warriors
Alexstraza's Scale vs Blood Orb for healing (The Coin is a must for healer supports, though)
I'll probably get Wirt's Leg for more teamfight oriented heroes, but I like the idea of Riding Crop on some specialists.
Patch is now downloadable. I'm getting it at 2MB/s but I'm tempted to get the $10 Boots of H'rakan that boost download speeds by 2%, up to 15% when fully upgraded.
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she doesn't get overdrive until level 16, and it means she can't get overdrive and crippling shot at the same time, which is really one of the primary ways to actually kill someone without dying. and now the only good talent on level 13 is rewind as spell shield, advanced cloaking and holo drone are all kinda bad imo. this also means nova has a good chance of ending up with 7 buttons to push with envenom rewind and overdrive which is kinda too many.
hopefully after these changes blizzard increases nova's burst or autoattack damage particularly at low levels, as currently she was already a liability until ults and even post-overdrive has trouble killing most heroes 1v1 unless they're wounded.
in general kind of disappointed with this as nova was becoming one of my favorite characters to play, and i think she's already underwhelming compared to the raw power of Valla, Falstad or Zeratul.
People were -still- probably complaining about him. I agree, though, Murky in this patch cycle has been dealable, yknow? Still not necessarily fun to play against, but he had much less of an impact. This is just overkill.
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http://us.battle.net/heroes/en/forum/topic/13508681363
XBL: InvaderJims
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illidan is probably really hard since if you make his damage higher they have to nerf the crap out of his mobility and pursuit. if he had zeratul's autoattacks/ability damage with his pursuit he'd be probably the best assassin in the game.
edit: oh dear jesus
https://www.youtube.com/watch?feature=player_embedded&v=7PlfokJFpE8
ban big top gazlowe forever.
One might say that he's not prepared.
...okay, that was a stretch, sue me.
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This, plus the bonus gold to let us try out artifacts and seeming open to feedback makes today about as good as the past few days were bad
Hi5 blizzard
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They need to make evasion last 2.5seconds. While active, it needs to give a baseline of like 15% ability damage reduction, and like 25% auto attack damage reduction, in addition to whatever it already does and whatever it can be talented to do.
you could wind up in a situation where the % of time he's immune is way higher than is healthy
illidan's problem is that despite being incredibly mobile, he has hilariously no sticking power. his W gives you an auto-attack buff that you only get to use for about one attack, with how much time you spend trying to catch the enemy
i'd like to see illidan get some sort of way to either dodge or cleanse CC, or have reduced durations, or something, because he can barely catch people while he isn't CCed, much less when he is
oh well, so much for staying up and playing a few games tonight.
Yeah, when the estimate was 10pm PST, I could have stayed up and bought my artifacts and played 1 game without feeling it tomorrow. 12am PST is a whole different story. Now I won't be able to play until after work tomorrow, and work is going to be miserable because all I'm going to be thinking about is Heroes. Edit: I'm on central time, so it's a 2 hour difference.
There's never been a patch Blizzard couldn't delay for a ridiculous amount of time.
I know they won't have the 100+ other games have at launch, and that's probably a decent decision given the market they are aiming for, but it does feel like they could do with at least double the current number of heroes.
With HotS...well...I think "Rehgar Month" would be more accurate.
well, it is an alpha on blizzard time, but they haven't even finished nailing down how the game works or finished making maps, so that takes up a lot of programmer and artist time. I imagine by then for smite they were primarily focused on final polish and creating characters. blizzard will never product content as fast as other studios like that, but i wouldn't be surprised to see the hero rate tick up a bit eventually.
Right now they're still hammering out core game features and mechanics, and they just got the international community involved, so they need to test the server infrastructure and all that.
This is based off of Raynor trying to kill Stitches at level 20 using just his autoattack. If I'm reading the wiki right, Raynor would have 289 base damage and Stitches would have 6260 base health.
Standard fight: 21.6 hits to kill
just Giant Killer: 16.3 hits to kill
just Amethyst: 24.9 hits to kill
GK and Amethyst: 18.1 hits to kill
I know I want to buy Brightwing. Despite the small nerf, she is still fun to play. That's 10K. I had just recently dropped another 10K to buy Stitches, so I'm assuming I basically have 0 gold on my account before the gift.
If we assume either 4K or 7K, that leaves me with around 58K or so to spend on Artifacts.
Hard to gauge how much to save to buy them, though. :P
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It looks like there was an update to the Battle.Net client, but the Heroes patch still isn't in yet. My prediction is that it will show up on the ass end of when the servers are supposed to come up, and Blizzard will tack on another couple of hours to the maintenance window just for good measure. Not necessarily in that order.
guess all my free gold +some is going to that.
is there any way that this is going to be reasonable(assuming that removing it entirely isn't an option) I mentioned making them free a couple pages ago, what if within player/hero levels it capped the artifact level so if you just started a hero you would be paired against only certain artifact levels as well? That feels overly complex, but would allow for someone with level 1 nova with level 1 artifacts to not get blown out by maxed out opposing nova or other similar situation.
I want to give this a shot but it is demoralizing thinking about this system. Just seems frustrating (for many reasons) rather than fun.
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Primal Ruby vs Skyfire Emerald on Assassins
Nexus Sapphire vs Bold Amethyst on Warriors
Alexstraza's Scale vs Blood Orb for healing (The Coin is a must for healer supports, though)
I'll probably get Wirt's Leg for more teamfight oriented heroes, but I like the idea of Riding Crop on some specialists.
XBL: InvaderJims
Bnet: Pudgestomp#11153
WoWtcg and general gaming podcast
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scaling health could be minor or huge
Is the game actually playable, someone on gay said the maintanence was extended to 6:30pm pacific time?