So I just played the tutorial as well as a few practice rounds. I am a filthy MOBA casual and while I enjoy DotA 2, I've always found the item system to be a bit intimidating. HotS is super, super accessible to someone like me and I can see myself sinking a LOT of time into this game.
Between this, Hearthstone, D3 and eventually Overlord, Blizzard will have me by the nuts.
I wish They put hearthstone on phones. I doubt my 6 inch phone is too small to play it..
Illidan is a blast, but he does lack in teamfight utility. If the other four can't set you up to go ham on the enemy the teamfights can be rough. Also, there are some maps he can't put his redonkulous jungling abilities to use so he loses some value there, but even then he can bounce around being a giant pain in the ass. Unfortunately he's also very much a hero that when played badly (which seems to be most PUG Illidans) can easily be nothing more than free XP for the enemy.
That said, Illidan backed up by Malfurion and LiLi is a complete and utter cock. That match was god damn infuriating.
This is why I prefer the Hunt to Metamorphosis, because you wait for both teams to engage, and then pick the poor shlub on their team who's behind the lines trying to plink (usually Valla or a ranged healer). You hunt to her, and they either disengage their front line to peel for her (and you run away while their line disintegrates) or you kill them and they have no DPS or heals.
So I just played the tutorial as well as a few practice rounds. I am a filthy MOBA casual and while I enjoy DotA 2, I've always found the item system to be a bit intimidating. HotS is super, super accessible to someone like me and I can see myself sinking a LOT of time into this game.
Between this, Hearthstone, D3 and eventually Overlord, Blizzard will have me by the nuts.
I wish They put hearthstone on phones. I doubt my 6 inch phone is too small to play it..
My samsung S3 plays it almost perfectly. The new install method from reddit was super easy.
So I just played the tutorial as well as a few practice rounds. I am a filthy MOBA casual and while I enjoy DotA 2, I've always found the item system to be a bit intimidating. HotS is super, super accessible to someone like me and I can see myself sinking a LOT of time into this game.
Between this, Hearthstone, D3 and eventually Overlord, Blizzard will have me by the nuts.
So I just played the tutorial as well as a few practice rounds. I am a filthy MOBA casual and while I enjoy DotA 2, I've always found the item system to be a bit intimidating. HotS is super, super accessible to someone like me and I can see myself sinking a LOT of time into this game.
Between this, Hearthstone, D3 and eventually Overlord, Blizzard will have me by the nuts.
I wish They put hearthstone on phones. I doubt my 6 inch phone is too small to play it..
My samsung S3 plays it almost perfectly. The new install method from reddit was super easy.
So I just played the tutorial as well as a few practice rounds. I am a filthy MOBA casual and while I enjoy DotA 2, I've always found the item system to be a bit intimidating. HotS is super, super accessible to someone like me and I can see myself sinking a LOT of time into this game.
Between this, Hearthstone, D3 and eventually Overlord, Blizzard will have me by the nuts.
I wish They put hearthstone on phones. I doubt my 6 inch phone is too small to play it..
My samsung S3 plays it almost perfectly. The new install method from reddit was super easy.
Now... about OPness... I think hammer might actually be OP.
Even in games I don't play her she comes out with highest siege and hero dmg.
She's more strategical to play than other fighters because otherwise you'll just get ganked (map awareness is crucial), but aside from that you kind of just sit happily and siege things like a filthy terran behind your depot wall.
Sgt. Hammer actually seems more mobile than most heroes when it comes to escaping, since you have a short burst of built-in Swift Storm that instantly removes you from siege mode, and knockback. I found it really hard to die in games we weren't absolutely losing, since I'd have to get 0-100'd while I was popping first aid and Zing away as soon as I could.
Additionally, she has quite a few strong options. Autoattack with range increases and +20% aspd +20% range at 20? It seems to work. Going for a bit of range, but with better knockback and the spammable fire ult for fights? Also good. Taking the global missile on large maps and using the level 20 upgrade to guarantee a fort dies and that a given lane never has minions in it? It works way too well (I've beaten a team that couldn't close by killing two lanes of forts AFK while their hammer napalm'd us).
I haven't used the large missile ult since I found that napalm clears minions waves easily.
Hmmmmmm... that cool down seems ugh.... If you go right under a core and shoot it perfectly vertically will it cycle really fast and chew the core away quickly?
Also, in more defensive games (where enemies have stuns / slows), I take the talent that makes an unpassable path with knockback.
It even forces the golem boss to stop and hit it once for an extra bit of delay.
On more offensive compositions the "extra damage if you haven't been hit in 5 secs" is super nice at melting heroes.
Sgt. Hammer actually seems more mobile than most heroes when it comes to escaping, since you have a short burst of built-in Swift Storm that instantly removes you from siege mode, and knockback. I found it really hard to die in games we weren't absolutely losing, since I'd have to get 0-100'd while I was popping first aid and Zing away as soon as I could.
Additionally, she has quite a few strong options. Autoattack with range increases and +20% aspd +20% range at 20? It seems to work. Going for a bit of range, but with better knockback and the spammable fire ult for fights? Also good. Taking the global missile on large maps and using the level 20 upgrade to guarantee a fort dies and that a given lane never has minions in it? It works way too well (I've beaten a team that couldn't close by killing two lanes of forts AFK while their hammer napalm'd us).
I found the opposite. Against alot of heroes, they have a way to negate your burst of speed and then they'll just gank your ass as you pitifully try to run.
It would be more accurate if it said "Added a reconnect system."
The reconnect system did exist. And it worked. It was just incredibly, ridiculously crappy and hilariously weird.
Though from a development perspective, I do admire the sheer insanity of the kludge they came up with to get a placeholder in till the real system goes online. Just crazy.
As mentioned in our February 18 Maintenance thread, we're in the process of deploying a hotfix update for the Heroes of the Storm Closed Beta in order to fix a few bugs that arrived with our previous patch. Complete patch notes for today's hotfx have been listed below, as well as added to our February 10 Patch Notes blog.
General
The Reconnect System has received several improvements, which should help players more quickly rejoin in-progress Heroes matches from which they’ve disconnected. The Reconnect System will continue to undergo evaluation going forward, and further improvements will be implemented as necessary with future updates.
Bug Fixes
General
Fixed an issue in which players could be repeatedly prompted to reconnect to a match that had already been completed.
Fixed an issue that could cause the player to lose control of his or her Hero after reconnecting to an in-progress game multiple times.
Try Me and Training modes will no longer generate error text.
Battlegrounds
Resolved a crash that could occur while playing on the Garden of Terror Battleground.
Heroes
Brightwing’s Soothing Mist Trait will no longer stop functioning after coming under the effects of Zeratul’s Void Prison.
Fixed an issue which could allow Zeratul’s Singularity Spike to deal more damage than intended when cast multiple times using the Double Bombs Talents.
Raynor’s Adrenaline Rush Ability will no longer cleanse movement impairing effects prior to learning the Fight or Flight Talent.
Respawn waypoints set from The Lost Vikings’ tombstones onto an enemy Hero will no longer track that Hero through the Fog of War.
Spirits created by Chen’s Storm, Earth, Fire Heroic Ability will no longer fly across the Battleground after using their Triple Attack or Split Up Abilities to cross an enemy Zeratul’s Void Prison.
User Interface
Fixed an issue which allowed players to access bonus free-to-play Hero rotation slots prior to unlocking them at Player Levels 12 and 15.
Fixed an issue that could prevent a player from receiving abandonment penalties after leaving a Hero League match during Draft Mode.
Options settings will no longer be reset to default if Heroes of the Storm was installed to a filepath that contains non-English characters.
0
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
Reconnect works. I reconnected last night after I lost power for about 5 minutes.
Turned out the computer had chosen truly shitty level 1 and 4 talents for me. Thanks computer!
In case any of you wondered why the old reconnect system tried to reconnect in real time, it's because they were using the Replay system as their reconnect. Since they record replays of every game, they were piggybacking the reconnect function onto the recordings of the game. It would fast forward the game replay file and then drop you back in when the replay was caught up with the live point in the game.
I can imagine their only replay-save feature is based on the file being compiled as you play.
Meaning, you HAVE to play through the entire game for the replay file to work.
Meaning, to rejoin, you HAVE to go through that really dumb system to rejoin a game.
Replay files are small because all they are, are just commands that the compiler can run through to recreate a game.
So, don't build the replay file from live actual game data, and just send it back to the client at the completion of a game.
That way, to rejoin, the only thing the user needs is a current game state snapshot and voila, start from there, now!
Obviously, it might be more complicated than that but yeah.... =P
Zeratul scouts ahead, Void Prisons the team while they're out of position.
I unleash the Spirit on Nazeebo as the Prison's going down.
Uther rushes in and stuns everyone with Divine Storm.
ETC Powerslides in and throws up a Mosh Pit.
Meanwhile, Valla's back there just not giving a fuck and unloading on everyone.
We won so many games like that this morning. Just over and over and over.
Preorders for the heroes figures is up at BigBadToyStore. At least for nova/illidan. The individual nova preorder is sold out already, unsurprisingly enough.
We need more people in that Heroes of the Wang channel. I can count on 1 finger the number of times I've grouped up with someone in there. Until it gets a bit more populated, a good place to meet up with other players is MFPT, which is MFPallytime's channel. I've met the majority of the folks I play regularly with in there, and Pallytime's around most nights asking for people to play with. So there's always that.
Zeratul scouts ahead, Void Prisons the team while they're out of position.
I unleash the Spirit on Nazeebo as the Prison's going down.
Uther rushes in and stuns everyone with Divine Storm.
ETC Powerslides in and throws up a Mosh Pit.
Meanwhile, Valla's back there just not giving a fuck and unloading on everyone.
We won so many games like that this morning. Just over and over and over.
The potential for Wombo Combos in this game is awesome.
You can mix in and out quite a few heroes, too:
Gazlowe for Grav-O-Bomb
Nova for Precision Strike
Sonya for Leap
TLV for Longboat Raid!
Thrall for Earthquake (keep them from running out of the epicenter of PAIN)
etcetera
etcetera
My friends and I have won so many great teamfights building solid teams around lining up murder-skills.
@milk ducks what time are you in the channel? I tend to find people in there frequently, although they may be in games or an existing party at the time. I haven't had to play the game solo or with a group from outside of there is a long time.
One thing I'm not liking about some of the stun ults in this game is that they ignore the talent that cuts down on stuns and cool downs.
Some builds sacrifice some really useful talents to be able to tank or survive better but void prison, maw, mosh pit, etc., make them completely useless.
Zeratul scouts ahead, Void Prisons the team while they're out of position.
I unleash the Spirit on Nazeebo as the Prison's going down.
Uther rushes in and stuns everyone with Divine Storm.
ETC Powerslides in and throws up a Mosh Pit.
Meanwhile, Valla's back there just not giving a fuck and unloading on everyone.
We won so many games like that this morning. Just over and over and over.
The potential for Wombo Combos in this game is awesome.
You can mix in and out quite a few heroes, too:
Gazlowe for Grav-O-Bomb
Nova for Precision Strike
Sonya for Leap
TLV for Longboat Raid!
Thrall for Earthquake (keep them from running out of the epicenter of PAIN)
etcetera
etcetera
My friends and I have won so many great teamfights building solid teams around lining up murder-skills.
Thrall with Earthquake and Diablo with Lightning Breath is pretty legit. Try it out sometime.
I just watched him juggle Olaf and Baleog to split-tank a hard camp at level 8, all while harassing in a lane with Erik which ultimately led to a teamfight (that his team won).
Later he kept bouncing between all 3 in a team fight to time their auto attacks on priority targets.
I just watched him juggle Olaf and Baleog to split-tank a hard camp at level 8, all while harassing in a lane with Erik which ultimately led to a teamfight (that his team won).
Later he kept bouncing between all 3 in a team fight to time their auto attacks on priority targets.
I just watched him juggle Olaf and Baleog to split-tank a hard camp at level 8, all while harassing in a lane with Erik which ultimately led to a teamfight (that his team won).
Later he kept bouncing between all 3 in a team fight to time their auto attacks on priority targets.
Ugh. My micro is awful.
To be fair he's played micro intensive games at a professional level for a decade and a half.
Just finished a game with a Hammer who refused to siege because "then I can't move and they just all jump on me!"
On a bright note, surprised how much I like Illidan. I am usually awful with melee, especially fragile ones, but my AP burst tactics of hit and run actually make me play him a lot better than what I was expecting. I made a few stupid dives, but once I figured out hunt, it was pretty great to be wherever the team needed me.
Just finished a game with a Hammer who refused to siege because "then I can't move and they just all jump on me!"
On a bright note, surprised how much I like Illidan. I am usually awful with melee, especially fragile ones, but my AP burst tactics of hit and run actually make me play him a lot better than what I was expecting. I made a few stupid dives, but once I figured out hunt, it was pretty great to be wherever the team needed me.
That actually is a legitimate approach to Hammer. Some builds don't take any talents that boost siege mode in favor of more flexibility with mines and such. Battle tank Hammer is harder to pull off due to some of its core talents being long gone but is still viable when you're on the ball with poking and flanking.
. . . many players aren't.
I still prefer it to Hammer players that siege mode at awful times though.
Siege mode is rarely necessary in team fights. It can scare players away with the very visible circle radius, but that's not usually what you want to happen. Either the team fight will move out of your range where you can't help, or it will move closer to you at which point siege mode does nothing but make you more vulnerable. Plus when you're staying that far away you can't use your other skills to add damage.
Took Raynor for a spin in co-op to unlock talents.
Turns out his Bribe lookalike has a display bug and the button may or may not remove stacks when you use it. The stacks in the buff list work properly at least.
Sgt. Hammer actually seems more mobile than most heroes when it comes to escaping, since you have a short burst of built-in Swift Storm that instantly removes you from siege mode, and knockback. I found it really hard to die in games we weren't absolutely losing, since I'd have to get 0-100'd while I was popping first aid and Zing away as soon as I could.
Additionally, she has quite a few strong options. Autoattack with range increases and +20% aspd +20% range at 20? It seems to work. Going for a bit of range, but with better knockback and the spammable fire ult for fights? Also good. Taking the global missile on large maps and using the level 20 upgrade to guarantee a fort dies and that a given lane never has minions in it? It works way too well (I've beaten a team that couldn't close by killing two lanes of forts AFK while their hammer napalm'd us).
I found the opposite. Against alot of heroes, they have a way to negate your burst of speed and then they'll just gank your ass as you pitifully try to run.
Stitches in particular just shuts you down.
Stitches doesn't have any way to negate your burst of speed. I mean, I guess he has slows attached, but they're less than the boost you get from your Z, and you can probably knock him back before he goes for a gorge about half the time if he hooks you.
If you mean Stitches hooking you as you dash away, just dodge it.
EDIT: Re siege mode. Siege mode adds additional damage against the majority of map objectives and allows you to zone out many maps that don't have objectives you need to hit. It's not amazing in general teamfights, but in objective based fights (e.g. Cursed Hollow or Sky Temple) having a much larger zone of control is ridiculous.
You are less mobile in siege mode, but only somewhat; you can still Z to quickly move in if necessary (it's risky), and leaving siege mode isn't particularly long. Sure, you can't chase at that point if the fight already left, but few specialists can if people just try to walk away.
Posts
This is why I prefer the Hunt to Metamorphosis, because you wait for both teams to engage, and then pick the poor shlub on their team who's behind the lines trying to plink (usually Valla or a ranged healer). You hunt to her, and they either disengage their front line to peel for her (and you run away while their line disintegrates) or you kill them and they have no DPS or heals.
My samsung S3 plays it almost perfectly. The new install method from reddit was super easy.
Witty signature comment goes here...
wra
/leave General Chat
/join Heroes of the Wang
Guess who ended up having to sit and watch some metrics for the next 5 and half hours (and counting!)!
Guess who has therefore been playing HotS for the past few hours!
3DS Friend Code: 3110-5393-4113
Steam profile
Got a link?
Here ya go!
http://forums.penny-arcade.com/discussion/comment/31807471#Comment_31807471
Now... about OPness... I think hammer might actually be OP.
Even in games I don't play her she comes out with highest siege and hero dmg.
She's more strategical to play than other fighters because otherwise you'll just get ganked (map awareness is crucial), but aside from that you kind of just sit happily and siege things like a filthy terran behind your depot wall.
Witty signature comment goes here...
wra
Additionally, she has quite a few strong options. Autoattack with range increases and +20% aspd +20% range at 20? It seems to work. Going for a bit of range, but with better knockback and the spammable fire ult for fights? Also good. Taking the global missile on large maps and using the level 20 upgrade to guarantee a fort dies and that a given lane never has minions in it? It works way too well (I've beaten a team that couldn't close by killing two lanes of forts AFK while their hammer napalm'd us).
Hmmmmmm... that cool down seems ugh.... If you go right under a core and shoot it perfectly vertically will it cycle really fast and chew the core away quickly?
Also, in more defensive games (where enemies have stuns / slows), I take the talent that makes an unpassable path with knockback.
It even forces the golem boss to stop and hit it once for an extra bit of delay.
On more offensive compositions the "extra damage if you haven't been hit in 5 secs" is super nice at melting heroes.
Witty signature comment goes here...
wra
I found the opposite. Against alot of heroes, they have a way to negate your burst of speed and then they'll just gank your ass as you pitifully try to run.
Stitches in particular just shuts you down.
Oooh.... Any details on that? The reconnect system is one of the biggest annoyances with the game for me
The reconnect system did exist. And it worked. It was just incredibly, ridiculously crappy and hilariously weird.
Though from a development perspective, I do admire the sheer insanity of the kludge they came up with to get a placeholder in till the real system goes online. Just crazy.
Streaming 8PST on weeknights
General
The Reconnect System has received several improvements, which should help players more quickly rejoin in-progress Heroes matches from which they’ve disconnected. The Reconnect System will continue to undergo evaluation going forward, and further improvements will be implemented as necessary with future updates.
Bug Fixes
General
Fixed an issue in which players could be repeatedly prompted to reconnect to a match that had already been completed.
Fixed an issue that could cause the player to lose control of his or her Hero after reconnecting to an in-progress game multiple times.
Try Me and Training modes will no longer generate error text.
Battlegrounds
Resolved a crash that could occur while playing on the Garden of Terror Battleground.
Heroes
Brightwing’s Soothing Mist Trait will no longer stop functioning after coming under the effects of Zeratul’s Void Prison.
Fixed an issue which could allow Zeratul’s Singularity Spike to deal more damage than intended when cast multiple times using the Double Bombs Talents.
Raynor’s Adrenaline Rush Ability will no longer cleanse movement impairing effects prior to learning the Fight or Flight Talent.
Respawn waypoints set from The Lost Vikings’ tombstones onto an enemy Hero will no longer track that Hero through the Fog of War.
Spirits created by Chen’s Storm, Earth, Fire Heroic Ability will no longer fly across the Battleground after using their Triple Attack or Split Up Abilities to cross an enemy Zeratul’s Void Prison.
User Interface
Fixed an issue which allowed players to access bonus free-to-play Hero rotation slots prior to unlocking them at Player Levels 12 and 15.
Fixed an issue that could prevent a player from receiving abandonment penalties after leaving a Hero League match during Draft Mode.
Options settings will no longer be reset to default if Heroes of the Storm was installed to a filepath that contains non-English characters.
Turned out the computer had chosen truly shitty level 1 and 4 talents for me. Thanks computer!
Yes, it's completely ridiculous.
I can imagine their only replay-save feature is based on the file being compiled as you play.
Meaning, you HAVE to play through the entire game for the replay file to work.
Meaning, to rejoin, you HAVE to go through that really dumb system to rejoin a game.
Replay files are small because all they are, are just commands that the compiler can run through to recreate a game.
So, don't build the replay file from live actual game data, and just send it back to the client at the completion of a game.
That way, to rejoin, the only thing the user needs is a current game state snapshot and voila, start from there, now!
Obviously, it might be more complicated than that but yeah.... =P
Witty signature comment goes here...
wra
I unleash the Spirit on Nazeebo as the Prison's going down.
Uther rushes in and stuns everyone with Divine Storm.
ETC Powerslides in and throws up a Mosh Pit.
Meanwhile, Valla's back there just not giving a fuck and unloading on everyone.
We won so many games like that this morning. Just over and over and over.
Every single time we initiated, it was like:
http://www.reactiongifs.com/wp-content/uploads/2013/07/laughter.gif
WoWtcg and general gaming podcast
WoWtcg and gaming website
The potential for Wombo Combos in this game is awesome.
You can mix in and out quite a few heroes, too:
Gazlowe for Grav-O-Bomb
Nova for Precision Strike
Sonya for Leap
TLV for Longboat Raid!
Thrall for Earthquake (keep them from running out of the epicenter of PAIN)
etcetera
etcetera
My friends and I have won so many great teamfights building solid teams around lining up murder-skills.
XBL: InvaderJims
Bnet: Pudgestomp#11153
WoWtcg and general gaming podcast
WoWtcg and gaming website
Some builds sacrifice some really useful talents to be able to tank or survive better but void prison, maw, mosh pit, etc., make them completely useless.
Witty signature comment goes here...
wra
I don't regret not exploiting that one bit. Nope, not at all.
XBL: InvaderJims
Bnet: Pudgestomp#11153
Thrall with Earthquake and Diablo with Lightning Breath is pretty legit. Try it out sometime.
Battle.net Tag: Dibby#1582
I just watched him juggle Olaf and Baleog to split-tank a hard camp at level 8, all while harassing in a lane with Erik which ultimately led to a teamfight (that his team won).
Later he kept bouncing between all 3 in a team fight to time their auto attacks on priority targets.
Ugh. My micro is awful.
XBL: InvaderJims
Bnet: Pudgestomp#11153
it's grubby, tho!
Hardly seems worth it...
Witty signature comment goes here...
wra
To be fair he's played micro intensive games at a professional level for a decade and a half.
On a bright note, surprised how much I like Illidan. I am usually awful with melee, especially fragile ones, but my AP burst tactics of hit and run actually make me play him a lot better than what I was expecting. I made a few stupid dives, but once I figured out hunt, it was pretty great to be wherever the team needed me.
Wait, does it really? How much do they need to nerf that ult?
3DS Friend Code: 3110-5393-4113
Steam profile
That actually is a legitimate approach to Hammer. Some builds don't take any talents that boost siege mode in favor of more flexibility with mines and such. Battle tank Hammer is harder to pull off due to some of its core talents being long gone but is still viable when you're on the ball with poking and flanking.
. . . many players aren't.
I still prefer it to Hammer players that siege mode at awful times though.
Steam Profile
3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
Turns out his Bribe lookalike has a display bug and the button may or may not remove stacks when you use it. The stacks in the buff list work properly at least.
Stitches doesn't have any way to negate your burst of speed. I mean, I guess he has slows attached, but they're less than the boost you get from your Z, and you can probably knock him back before he goes for a gorge about half the time if he hooks you.
If you mean Stitches hooking you as you dash away, just dodge it.
EDIT: Re siege mode. Siege mode adds additional damage against the majority of map objectives and allows you to zone out many maps that don't have objectives you need to hit. It's not amazing in general teamfights, but in objective based fights (e.g. Cursed Hollow or Sky Temple) having a much larger zone of control is ridiculous.
You are less mobile in siege mode, but only somewhat; you can still Z to quickly move in if necessary (it's risky), and leaving siege mode isn't particularly long. Sure, you can't chase at that point if the fight already left, but few specialists can if people just try to walk away.
Falstad got turned into a plant by the Terror.
It didn't wear off visually.
Flying piranha plant throwing hammers and shooting lightning.