Butcher seems pretty ridiculous. His initiation, ganking, and cc are superb. On top of all that, he's topped nearly every game for hero damage. In fact I've only seen good Kaels or Jainas outdamage him.
Having sunk a lot of hours into LoL and original DotA(WC3), those games feel more like a scripted dance. You do the same thing every time. It's a routine. It's almost choreographed. The pros do it better, but even in novice games, it's just sloppy choreography. Every match is the same thing, and there's basically just 1 winning team comp, with a few interchangeable heroes. You've got your tank, support, AD Carry, Jungler, and usually another DPS.
The beautiful thing about Heroes is that every match is much more organic. Team comps are wildly different. Some use two tanks, some use two healers, some use 5 specialists. Every match produces a unique experience, and it's much less predictable. The semi-random nature of the objectives and all of that means that there's no choreography.
Holy god did the meta scripting kill LoL. I used to love that game as the casual DotA alternative until the Twitch tournament hive mind took over. We are now in a bizarro dimension where DotA 2 is more casual and forgiving than LoL.
So many MOBAs start sucking once they make a serious push to be taken seriously by the competitive tournament scene. Awesomenauts used to be my favorite casual choice until they changed it to appeal to competitive pros, by making it so early kills "mattered" more and now everyone just plays boring safe laning for 10 minutes because the snowballing from an early death is way too crazy now.
I decided to learn Falstad, because I'm pretty decent at Valla, but she's popular in HL so I need an option if she's picked (Nova is not an option for me. Jaina has been my dps alternative, but I'm not amazing at her, and my background is adc in LoL, specifically caster-ish adc, so Falstad seems good). What do you guys think of his ult options? In theory the wind ult should be great for getting a melee assassin off you; in practice it's so big that I'd be extremely worried about disrupting any AoE damage the rest of my team as set up. The laser ult is fine, but considering how narrow it is and how long the delay is, it kind of seems like it doesn't do enough damage to be worth it...is one ult considered better than the other?
I decided to learn Falstad, because I'm pretty decent at Valla, but she's popular in HL so I need an option if she's picked (Nova is not an option for me. Jaina has been my dps alternative, but I'm not amazing at her, and my background is adc in LoL, specifically caster-ish adc, so Falstad seems good). What do you guys think of his ult options? In theory the wind ult should be great for getting a melee assassin off you; in practice it's so big that I'd be extremely worried about disrupting any AoE damage the rest of my team as set up. The laser ult is fine, but considering how narrow it is and how long the delay is, it kind of seems like it doesn't do enough damage to be worth it...is one ult considered better than the other?
The laser is his most popular ult. It does a decent amount late game, especially with overdrive up and gathering power stacks. The range also makes it good for picking ppl off if your team can't secure the kill. I've seen the wind ult used exactly once, and found it very lackluster. It can be used to disrupt stationary channels from really far away, but that's about the extent of its teamfight usage imo. You could maybe try to get behind the enemy and use it to push them into your team, but this is likely to result in your death, and may not be the best thing, depending on comps. And Falstad shouldn't really need it to peel assassins anyway, what with the dash and the slow.
Butcher seems pretty ridiculous. His initiation, ganking, and cc are superb. On top of all that, he's topped nearly every game for hero damage. In fact I've only seen good Kaels or Jainas outdamage him.
I hadn't played on the PTR so last night was my first time with the new BW. Really like her now because she's pure utility and it feels like there are a ton of viable builds.
I had a pretty nutty HL with her. Opposing team theoretically had a better comp with muradin, rehgar, valla... Forgot the 4th but the 5th was murky. Our team had no warriors. Jaina, Zagara, BW, Li Li, and ... Yeah forgot our 5th. Some of my team was unhappy with the comp, some thought we'd make up for the lack of tank with healing. We won and it was an amusing and fun match.
Butcher seems pretty ridiculous. His initiation, ganking, and cc are superb. On top of all that, he's topped nearly every game for hero damage. In fact I've only seen good Kaels or Jainas outdamage him.
Brace for nurf in 10... 9...
He's only a few days past release; players haven't grown accustomed to countering him yet. The Butcher's dangerous, but he's all-in once he's committed, and that's his major weakness. I think of him a lot like Illidan, to be honest; he has (incredibly) strong AAs, but is dependent on them for his survival. If you stop him from attacking, whether it be through stuns, blinds, kiting, etc, he's really no threat.
Butcher seems pretty ridiculous. His initiation, ganking, and cc are superb. On top of all that, he's topped nearly every game for hero damage. In fact I've only seen good Kaels or Jainas outdamage him.
Brace for nurf in 10... 9...
He's only a few days past release; players haven't grown accustomed to countering him yet. The Butcher's dangerous, but he's all-in once he's committed, and that's his major weakness. I think of him a lot like Illidan, to be honest; he has (incredibly) strong AAs, but is dependent on them for his survival. If you stop him from attacking, whether it be through stuns, blinds, kiting, etc, he's really no threat.
I actually had a ton of problems with him. There was a ridiculous Nova in the last game I played and she neutralized my Butcher pretty easily. It always seemed like their Falstad and Nova would blow their Snipe, Hammer, and Orbital Strike + LIGHTNING at the beginning of every team fight just to pick me off.
It was pretty frustrating.
If, if Reagan played disco He'd shoot it to shit You can't disco in Jackboots
Butcher seems pretty ridiculous. His initiation, ganking, and cc are superb. On top of all that, he's topped nearly every game for hero damage. In fact I've only seen good Kaels or Jainas outdamage him.
Brace for nurf in 10... 9...
He's only a few days past release; players haven't grown accustomed to countering him yet. The Butcher's dangerous, but he's all-in once he's committed, and that's his major weakness. I think of him a lot like Illidan, to be honest; he has (incredibly) strong AAs, but is dependent on them for his survival. If you stop him from attacking, whether it be through stuns, blinds, kiting, etc, he's really no threat.
I actually had a ton of problems with him. There was a ridiculous Nova in the last game I played and she neutralized my Butcher pretty easily. It always seemed like their Falstad and Nova would blow their Snipe, Hammer, and Orbital Strike + LIGHTNING at the beginning of every team fight just to pick me off.
It was pretty frustrating.
Had a game last night where my team basically did this while I was on Falstad. Butcher is squishy. If you can CC him even a little he can be blown up really fast.
Also just like Illidan and Thrall a Muradin with reverb screws the butcher over hard core.
Yeah I played a HL match on Wednesday night where the other team had the butcher. We focused on him at the beginning of fights and he popped fast. I never really got to see how dangerous he was
So y'all noticed how the warriors get an armor metric now on how much damage they soak in a game?
Shows up in the same column as healing for supports, etc..
I'd like that to be a generic metric for all heroes, really.
So y'all noticed how the warriors get an armor metric now on how much damage they soak in a game?
Shows up in the same column as healing for supports, etc..
I'd like that to be a generic metric for all heroes, really.
Yeah, I'd like to be able to cycle through the different stats. If I wanted to know how much self-healing I did as a Warrior, for example. That information's basically gone, now.
Lord_AsmodeusgoeticSobriquet:Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered Userregular
Ordinarily I'd wait for butchers price to drop, since I don't like spending a third more gold than I otherwise would just to get him
but I want to play him so bad
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I'm having a surprising amount of fun playing Zeratul.
Been trying this build and following the ABCs - Always Be Cleavin'.
edit: level 7 is pretty situational - First Aid and Follow Through are also great choices. But I like taking a whole wave down to 20% health with one Q, and when you get the Q dot at 16 you kill the whole wave with a Q.
Echo on
0
Idx86Long days and pleasant nights.Registered Userregular
Has anyone else had issues joining/creating games? Everything loads but my quest button and "Join Game" buttons are both greyed out.
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So y'all noticed how the warriors get an armor metric now on how much damage they soak in a game?
Shows up in the same column as healing for supports, etc..
I'd like that to be a generic metric for all heroes, really.
Yeah, I'd like to be able to cycle through the different stats. If I wanted to know how much self-healing I did as a Warrior, for example. That information's basically gone, now.
It never showed self-healing, I thought? ETC always showed up as only having healing if they took Groupies, even though most ETCs jam on E on cooldown.
Invictus on
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I doubt butcher is going to get nerfed since overall he's pretty difficult to be successful on without dying over and over if you don't know when to engage.
And as I watch every butcher in my games die 10+ times because they charge everything, that knowledge is clearly not present.
So I think I'm getting closer to an accurate MMR Range of opponents in QM... My abathur games have dropped from a 73% winrate down to 60%... it's been a tough week on the worm.
Time to step up the HL game and drive that rank up a bit.
hrmm, saw furnace a lot more today on enemy butchers
seems more effective than I initially thought, since there's very little a tank/support can do to stop or mitigate it if he usues it in tandem with onslaught, except maybe uther and divine shield?
I suppose also maw or prison, then move far out of his range would do it?
Having sunk a lot of hours into LoL and original DotA(WC3), those games feel more like a scripted dance. You do the same thing every time. It's a routine. It's almost choreographed. The pros do it better, but even in novice games, it's just sloppy choreography. Every match is the same thing, and there's basically just 1 winning team comp, with a few interchangeable heroes. You've got your tank, support, AD Carry, Jungler, and usually another DPS.
The beautiful thing about Heroes is that every match is much more organic. Team comps are wildly different. Some use two tanks, some use two healers, some use 5 specialists. Every match produces a unique experience, and it's much less predictable. The semi-random nature of the objectives and all of that means that there's no choreography.
Holy god did the meta scripting kill LoL. I used to love that game as the casual DotA alternative until the Twitch tournament hive mind took over. We are now in a bizarro dimension where DotA 2 is more casual and forgiving than LoL.
So many MOBAs start sucking once they make a serious push to be taken seriously by the competitive tournament scene. Awesomenauts used to be my favorite casual choice until they changed it to appeal to competitive pros, by making it so early kills "mattered" more and now everyone just plays boring safe laning for 10 minutes because the snowballing from an early death is way too crazy now.
HOLY JEEZ I know this is kind of off topic but man you nailed it. I'm glad I'm not the only one that thought that way. That game used to be legit fun, and then they started making really terrible and odd balance/design choices because they were listening to the competitive players. The competitive players, which were a small tiny microcosm in a game that already had a VERY SMALL PLAYER POOL. Like ~2000-3000 players total. And this competitive scene consisted of such a small percentage of players (I'd have to say no more than, idk, 30-40? and that's being generous).
They nerfed the everliving crap out of Genji because he was broken at high level play, but now that meant he was utterly useless in normal, casual play (which is like what 90% of the people playing Awesomenauts were doing). Nerfed his damage, nerfed his shield, everything. All because these competitive players were sitting on Ronimo's shoulders whispering in their ears.
As soon as I got my Tech Alpha invite to HotS I dropped Awesomenauts super quick. It was just slowly becoming really not-fun. Haven't touched it since, wonder what's become of it since.
Anyway that all said and done, I completely believe Blizzard of all companies will be able to balance and adjust the game for both pro-level play and normal level play.
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
So y'all noticed how the warriors get an armor metric now on how much damage they soak in a game?
Shows up in the same column as healing for supports, etc..
I'd like that to be a generic metric for all heroes, really.
I would like it to SHOW MY FUCKING HEALING AS ABATHUR AGAIN
Humor can be dissected as a frog can, but dies in the process.
+4
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
Having sunk a lot of hours into LoL and original DotA(WC3), those games feel more like a scripted dance. You do the same thing every time. It's a routine. It's almost choreographed. The pros do it better, but even in novice games, it's just sloppy choreography. Every match is the same thing, and there's basically just 1 winning team comp, with a few interchangeable heroes. You've got your tank, support, AD Carry, Jungler, and usually another DPS.
The beautiful thing about Heroes is that every match is much more organic. Team comps are wildly different. Some use two tanks, some use two healers, some use 5 specialists. Every match produces a unique experience, and it's much less predictable. The semi-random nature of the objectives and all of that means that there's no choreography.
Holy god did the meta scripting kill LoL. I used to love that game as the casual DotA alternative until the Twitch tournament hive mind took over. We are now in a bizarro dimension where DotA 2 is more casual and forgiving than LoL.
So many MOBAs start sucking once they make a serious push to be taken seriously by the competitive tournament scene. Awesomenauts used to be my favorite casual choice until they changed it to appeal to competitive pros, by making it so early kills "mattered" more and now everyone just plays boring safe laning for 10 minutes because the snowballing from an early death is way too crazy now.
HOLY JEEZ I know this is kind of off topic but man you nailed it. I'm glad I'm not the only one that thought that way. That game used to be legit fun, and then they started making really terrible and odd balance/design choices because they were listening to the competitive players. The competitive players, which were a small tiny microcosm in a game that already had a VERY SMALL PLAYER POOL. Like ~2000-3000 players total. And this competitive scene consisted of such a small percentage of players (I'd have to say no more than, idk, 30-40? and that's being generous).
They nerfed the everliving crap out of Genji because he was broken at high level play, but now that meant he was utterly useless in normal, casual play (which is like what 90% of the people playing Awesomenauts were doing). Nerfed his damage, nerfed his shield, everything. All because these competitive players were sitting on Ronimo's shoulders whispering in their ears.
As soon as I got my Tech Alpha invite to HotS I dropped Awesomenauts super quick. It was just slowly becoming really not-fun. Haven't touched it since, wonder what's become of it since.
Anyway that all said and done, I completely believe Blizzard of all companies will be able to balance and adjust the game for both pro-level play and normal level play.
We all have a lot of faith in Blizzard to do this, despite them never getting PvP or Arena right for like, 10 fucking years.
Humor can be dissected as a frog can, but dies in the process.
So y'all noticed how the warriors get an armor metric now on how much damage they soak in a game?
Shows up in the same column as healing for supports, etc..
I'd like that to be a generic metric for all heroes, really.
I would like it to SHOW MY FUCKING HEALING AS ABATHUR AGAIN
Having sunk a lot of hours into LoL and original DotA(WC3), those games feel more like a scripted dance. You do the same thing every time. It's a routine. It's almost choreographed. The pros do it better, but even in novice games, it's just sloppy choreography. Every match is the same thing, and there's basically just 1 winning team comp, with a few interchangeable heroes. You've got your tank, support, AD Carry, Jungler, and usually another DPS.
The beautiful thing about Heroes is that every match is much more organic. Team comps are wildly different. Some use two tanks, some use two healers, some use 5 specialists. Every match produces a unique experience, and it's much less predictable. The semi-random nature of the objectives and all of that means that there's no choreography.
Holy god did the meta scripting kill LoL. I used to love that game as the casual DotA alternative until the Twitch tournament hive mind took over. We are now in a bizarro dimension where DotA 2 is more casual and forgiving than LoL.
So many MOBAs start sucking once they make a serious push to be taken seriously by the competitive tournament scene. Awesomenauts used to be my favorite casual choice until they changed it to appeal to competitive pros, by making it so early kills "mattered" more and now everyone just plays boring safe laning for 10 minutes because the snowballing from an early death is way too crazy now.
HOLY JEEZ I know this is kind of off topic but man you nailed it. I'm glad I'm not the only one that thought that way. That game used to be legit fun, and then they started making really terrible and odd balance/design choices because they were listening to the competitive players. The competitive players, which were a small tiny microcosm in a game that already had a VERY SMALL PLAYER POOL. Like ~2000-3000 players total. And this competitive scene consisted of such a small percentage of players (I'd have to say no more than, idk, 30-40? and that's being generous).
They nerfed the everliving crap out of Genji because he was broken at high level play, but now that meant he was utterly useless in normal, casual play (which is like what 90% of the people playing Awesomenauts were doing). Nerfed his damage, nerfed his shield, everything. All because these competitive players were sitting on Ronimo's shoulders whispering in their ears.
As soon as I got my Tech Alpha invite to HotS I dropped Awesomenauts super quick. It was just slowly becoming really not-fun. Haven't touched it since, wonder what's become of it since.
Anyway that all said and done, I completely believe Blizzard of all companies will be able to balance and adjust the game for both pro-level play and normal level play.
We all have a lot of faith in Blizzard to do this, despite them never getting PvP or Arena right for like, 10 fucking years.
Balancing PvP in an MMO is an impossible feat. They've done a good job with Starcraft though as far as I know.
Having sunk a lot of hours into LoL and original DotA(WC3), those games feel more like a scripted dance. You do the same thing every time. It's a routine. It's almost choreographed. The pros do it better, but even in novice games, it's just sloppy choreography. Every match is the same thing, and there's basically just 1 winning team comp, with a few interchangeable heroes. You've got your tank, support, AD Carry, Jungler, and usually another DPS.
The beautiful thing about Heroes is that every match is much more organic. Team comps are wildly different. Some use two tanks, some use two healers, some use 5 specialists. Every match produces a unique experience, and it's much less predictable. The semi-random nature of the objectives and all of that means that there's no choreography.
Holy god did the meta scripting kill LoL. I used to love that game as the casual DotA alternative until the Twitch tournament hive mind took over. We are now in a bizarro dimension where DotA 2 is more casual and forgiving than LoL.
So many MOBAs start sucking once they make a serious push to be taken seriously by the competitive tournament scene. Awesomenauts used to be my favorite casual choice until they changed it to appeal to competitive pros, by making it so early kills "mattered" more and now everyone just plays boring safe laning for 10 minutes because the snowballing from an early death is way too crazy now.
HOLY JEEZ I know this is kind of off topic but man you nailed it. I'm glad I'm not the only one that thought that way. That game used to be legit fun, and then they started making really terrible and odd balance/design choices because they were listening to the competitive players. The competitive players, which were a small tiny microcosm in a game that already had a VERY SMALL PLAYER POOL. Like ~2000-3000 players total. And this competitive scene consisted of such a small percentage of players (I'd have to say no more than, idk, 30-40? and that's being generous).
They nerfed the everliving crap out of Genji because he was broken at high level play, but now that meant he was utterly useless in normal, casual play (which is like what 90% of the people playing Awesomenauts were doing). Nerfed his damage, nerfed his shield, everything. All because these competitive players were sitting on Ronimo's shoulders whispering in their ears.
As soon as I got my Tech Alpha invite to HotS I dropped Awesomenauts super quick. It was just slowly becoming really not-fun. Haven't touched it since, wonder what's become of it since.
Anyway that all said and done, I completely believe Blizzard of all companies will be able to balance and adjust the game for both pro-level play and normal level play.
We all have a lot of faith in Blizzard to do this, despite them never getting PvP or Arena right for like, 10 fucking years.
The difference is that Heroes is built with competitive PVP as it's core mode. WoW is a PVE game in which PVP was added after release. The game is first and foremost a raiding game, and it will never be possible to truly balance that game for PVP because the game engine was not originally designed for BGs and Arenas. They make it work (sorta), but it's a bandaid and not organic to the core structure of the game.
Having sunk a lot of hours into LoL and original DotA(WC3), those games feel more like a scripted dance. You do the same thing every time. It's a routine. It's almost choreographed. The pros do it better, but even in novice games, it's just sloppy choreography. Every match is the same thing, and there's basically just 1 winning team comp, with a few interchangeable heroes. You've got your tank, support, AD Carry, Jungler, and usually another DPS.
The beautiful thing about Heroes is that every match is much more organic. Team comps are wildly different. Some use two tanks, some use two healers, some use 5 specialists. Every match produces a unique experience, and it's much less predictable. The semi-random nature of the objectives and all of that means that there's no choreography.
Holy god did the meta scripting kill LoL. I used to love that game as the casual DotA alternative until the Twitch tournament hive mind took over. We are now in a bizarro dimension where DotA 2 is more casual and forgiving than LoL.
So many MOBAs start sucking once they make a serious push to be taken seriously by the competitive tournament scene. Awesomenauts used to be my favorite casual choice until they changed it to appeal to competitive pros, by making it so early kills "mattered" more and now everyone just plays boring safe laning for 10 minutes because the snowballing from an early death is way too crazy now.
HOLY JEEZ I know this is kind of off topic but man you nailed it. I'm glad I'm not the only one that thought that way. That game used to be legit fun, and then they started making really terrible and odd balance/design choices because they were listening to the competitive players. The competitive players, which were a small tiny microcosm in a game that already had a VERY SMALL PLAYER POOL. Like ~2000-3000 players total. And this competitive scene consisted of such a small percentage of players (I'd have to say no more than, idk, 30-40? and that's being generous).
They nerfed the everliving crap out of Genji because he was broken at high level play, but now that meant he was utterly useless in normal, casual play (which is like what 90% of the people playing Awesomenauts were doing). Nerfed his damage, nerfed his shield, everything. All because these competitive players were sitting on Ronimo's shoulders whispering in their ears.
As soon as I got my Tech Alpha invite to HotS I dropped Awesomenauts super quick. It was just slowly becoming really not-fun. Haven't touched it since, wonder what's become of it since.
Anyway that all said and done, I completely believe Blizzard of all companies will be able to balance and adjust the game for both pro-level play and normal level play.
We all have a lot of faith in Blizzard to do this, despite them never getting PvP or Arena right for like, 10 fucking years.
Having sunk a lot of hours into LoL and original DotA(WC3), those games feel more like a scripted dance. You do the same thing every time. It's a routine. It's almost choreographed. The pros do it better, but even in novice games, it's just sloppy choreography. Every match is the same thing, and there's basically just 1 winning team comp, with a few interchangeable heroes. You've got your tank, support, AD Carry, Jungler, and usually another DPS.
The beautiful thing about Heroes is that every match is much more organic. Team comps are wildly different. Some use two tanks, some use two healers, some use 5 specialists. Every match produces a unique experience, and it's much less predictable. The semi-random nature of the objectives and all of that means that there's no choreography.
Holy god did the meta scripting kill LoL. I used to love that game as the casual DotA alternative until the Twitch tournament hive mind took over. We are now in a bizarro dimension where DotA 2 is more casual and forgiving than LoL.
So many MOBAs start sucking once they make a serious push to be taken seriously by the competitive tournament scene. Awesomenauts used to be my favorite casual choice until they changed it to appeal to competitive pros, by making it so early kills "mattered" more and now everyone just plays boring safe laning for 10 minutes because the snowballing from an early death is way too crazy now.
HOLY JEEZ I know this is kind of off topic but man you nailed it. I'm glad I'm not the only one that thought that way. That game used to be legit fun, and then they started making really terrible and odd balance/design choices because they were listening to the competitive players. The competitive players, which were a small tiny microcosm in a game that already had a VERY SMALL PLAYER POOL. Like ~2000-3000 players total. And this competitive scene consisted of such a small percentage of players (I'd have to say no more than, idk, 30-40? and that's being generous).
They nerfed the everliving crap out of Genji because he was broken at high level play, but now that meant he was utterly useless in normal, casual play (which is like what 90% of the people playing Awesomenauts were doing). Nerfed his damage, nerfed his shield, everything. All because these competitive players were sitting on Ronimo's shoulders whispering in their ears.
As soon as I got my Tech Alpha invite to HotS I dropped Awesomenauts super quick. It was just slowly becoming really not-fun. Haven't touched it since, wonder what's become of it since.
Anyway that all said and done, I completely believe Blizzard of all companies will be able to balance and adjust the game for both pro-level play and normal level play.
We all have a lot of faith in Blizzard to do this, despite them never getting PvP or Arena right for like, 10 fucking years.
The difference is that Heroes is built with competitive PVP as it's core mode. WoW is a PVE game in which PVP was added after release. The game is first and foremost a raiding game, and it will never be possible to truly balance that game for PVP because the game engine was not originally designed for BGs and Arenas. They make it work (sorta), but it's a bandaid and not organic to the core structure of the game.
Even in the days when I did heavy pvp I was still regularly running raids and crafting stuff. I had a lot of fun in Battlegrounds (I wasn't playing as much with a pvp group when Arenas came out) since they offered experiences different from the PvE but it was very, very tough to just only do PvP (I knew and played with some that did though).
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
Having sunk a lot of hours into LoL and original DotA(WC3), those games feel more like a scripted dance. You do the same thing every time. It's a routine. It's almost choreographed. The pros do it better, but even in novice games, it's just sloppy choreography. Every match is the same thing, and there's basically just 1 winning team comp, with a few interchangeable heroes. You've got your tank, support, AD Carry, Jungler, and usually another DPS.
The beautiful thing about Heroes is that every match is much more organic. Team comps are wildly different. Some use two tanks, some use two healers, some use 5 specialists. Every match produces a unique experience, and it's much less predictable. The semi-random nature of the objectives and all of that means that there's no choreography.
Holy god did the meta scripting kill LoL. I used to love that game as the casual DotA alternative until the Twitch tournament hive mind took over. We are now in a bizarro dimension where DotA 2 is more casual and forgiving than LoL.
So many MOBAs start sucking once they make a serious push to be taken seriously by the competitive tournament scene. Awesomenauts used to be my favorite casual choice until they changed it to appeal to competitive pros, by making it so early kills "mattered" more and now everyone just plays boring safe laning for 10 minutes because the snowballing from an early death is way too crazy now.
HOLY JEEZ I know this is kind of off topic but man you nailed it. I'm glad I'm not the only one that thought that way. That game used to be legit fun, and then they started making really terrible and odd balance/design choices because they were listening to the competitive players. The competitive players, which were a small tiny microcosm in a game that already had a VERY SMALL PLAYER POOL. Like ~2000-3000 players total. And this competitive scene consisted of such a small percentage of players (I'd have to say no more than, idk, 30-40? and that's being generous).
They nerfed the everliving crap out of Genji because he was broken at high level play, but now that meant he was utterly useless in normal, casual play (which is like what 90% of the people playing Awesomenauts were doing). Nerfed his damage, nerfed his shield, everything. All because these competitive players were sitting on Ronimo's shoulders whispering in their ears.
As soon as I got my Tech Alpha invite to HotS I dropped Awesomenauts super quick. It was just slowly becoming really not-fun. Haven't touched it since, wonder what's become of it since.
Anyway that all said and done, I completely believe Blizzard of all companies will be able to balance and adjust the game for both pro-level play and normal level play.
We all have a lot of faith in Blizzard to do this, despite them never getting PvP or Arena right for like, 10 fucking years.
The difference is that Heroes is built with competitive PVP as it's core mode. WoW is a PVE game in which PVP was added after release. The game is first and foremost a raiding game, and it will never be possible to truly balance that game for PVP because the game engine was not originally designed for BGs and Arenas. They make it work (sorta), but it's a bandaid and not organic to the core structure of the game.
Blizzard had always claimed PvP to be an 'integral part of the experience, if you desired' and first there was world pvp, with city raids. Then came the battlegrounds.
And then they released arena and tried to say "Oh we balanced PvP to be competitive" when it in no way was.
Humor can be dissected as a frog can, but dies in the process.
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Still fucking stupid.
Holy god did the meta scripting kill LoL. I used to love that game as the casual DotA alternative until the Twitch tournament hive mind took over. We are now in a bizarro dimension where DotA 2 is more casual and forgiving than LoL.
So many MOBAs start sucking once they make a serious push to be taken seriously by the competitive tournament scene. Awesomenauts used to be my favorite casual choice until they changed it to appeal to competitive pros, by making it so early kills "mattered" more and now everyone just plays boring safe laning for 10 minutes because the snowballing from an early death is way too crazy now.
The laser is his most popular ult. It does a decent amount late game, especially with overdrive up and gathering power stacks. The range also makes it good for picking ppl off if your team can't secure the kill. I've seen the wind ult used exactly once, and found it very lackluster. It can be used to disrupt stationary channels from really far away, but that's about the extent of its teamfight usage imo. You could maybe try to get behind the enemy and use it to push them into your team, but this is likely to result in your death, and may not be the best thing, depending on comps. And Falstad shouldn't really need it to peel assassins anyway, what with the dash and the slow.
It seems like it would be a good tool for picking but Falstad is too tissue-paper to do that kind of shit.
Just generally both of Falstad's Heroics are kinda shitty and don't give him much of a power spike.
I had a pretty nutty HL with her. Opposing team theoretically had a better comp with muradin, rehgar, valla... Forgot the 4th but the 5th was murky. Our team had no warriors. Jaina, Zagara, BW, Li Li, and ... Yeah forgot our 5th. Some of my team was unhappy with the comp, some thought we'd make up for the lack of tank with healing. We won and it was an amusing and fun match.
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He's only a few days past release; players haven't grown accustomed to countering him yet. The Butcher's dangerous, but he's all-in once he's committed, and that's his major weakness. I think of him a lot like Illidan, to be honest; he has (incredibly) strong AAs, but is dependent on them for his survival. If you stop him from attacking, whether it be through stuns, blinds, kiting, etc, he's really no threat.
I actually had a ton of problems with him. There was a ridiculous Nova in the last game I played and she neutralized my Butcher pretty easily. It always seemed like their Falstad and Nova would blow their Snipe, Hammer, and Orbital Strike + LIGHTNING at the beginning of every team fight just to pick me off.
It was pretty frustrating.
Had a game last night where my team basically did this while I was on Falstad. Butcher is squishy. If you can CC him even a little he can be blown up really fast.
Also just like Illidan and Thrall a Muradin with reverb screws the butcher over hard core.
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So y'all noticed how the warriors get an armor metric now on how much damage they soak in a game?
Shows up in the same column as healing for supports, etc..
I'd like that to be a generic metric for all heroes, really.
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wra
Yeah, I'd like to be able to cycle through the different stats. If I wanted to know how much self-healing I did as a Warrior, for example. That information's basically gone, now.
but I want to play him so bad
Been trying this build and following the ABCs - Always Be Cleavin'.
edit: level 7 is pretty situational - First Aid and Follow Through are also great choices. But I like taking a whole wave down to 20% health with one Q, and when you get the Q dot at 16 you kill the whole wave with a Q.
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It never showed self-healing, I thought? ETC always showed up as only having healing if they took Groupies, even though most ETCs jam on E on cooldown.
And as I watch every butcher in my games die 10+ times because they charge everything, that knowledge is clearly not present.
Time to step up the HL game and drive that rank up a bit.
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+50% more
Her kit is so smooth.
seems more effective than I initially thought, since there's very little a tank/support can do to stop or mitigate it if he usues it in tandem with onslaught, except maybe uther and divine shield?
I suppose also maw or prison, then move far out of his range would do it?
This game was also 41 minutes.
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More so than Lili!
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wra
HOLY JEEZ I know this is kind of off topic but man you nailed it. I'm glad I'm not the only one that thought that way. That game used to be legit fun, and then they started making really terrible and odd balance/design choices because they were listening to the competitive players. The competitive players, which were a small tiny microcosm in a game that already had a VERY SMALL PLAYER POOL. Like ~2000-3000 players total. And this competitive scene consisted of such a small percentage of players (I'd have to say no more than, idk, 30-40? and that's being generous).
They nerfed the everliving crap out of Genji because he was broken at high level play, but now that meant he was utterly useless in normal, casual play (which is like what 90% of the people playing Awesomenauts were doing). Nerfed his damage, nerfed his shield, everything. All because these competitive players were sitting on Ronimo's shoulders whispering in their ears.
As soon as I got my Tech Alpha invite to HotS I dropped Awesomenauts super quick. It was just slowly becoming really not-fun. Haven't touched it since, wonder what's become of it since.
Anyway that all said and done, I completely believe Blizzard of all companies will be able to balance and adjust the game for both pro-level play and normal level play.
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Tassadar is amazing. I love how he "supports" by obliterating the entire enemy team with giant lasers.
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I would like it to SHOW MY FUCKING HEALING AS ABATHUR AGAIN
We all have a lot of faith in Blizzard to do this, despite them never getting PvP or Arena right for like, 10 fucking years.
New for the ROLE column... Number of Hats Hatted.
Gamertag - Khraul
PSN - Razide6
Balancing PvP in an MMO is an impossible feat. They've done a good job with Starcraft though as far as I know.
Phrasing... :-P
But seriously, save that swag for Leoric.
I really hate when people think this works in this game. (This was at the start of a match, and we were down 12 to 8 in levels pretty quickly.
I dunno, man. I can see the XP bar jump when we kill a hero, while I don't see it move at all when I kill a single creep.
QED etc etc etc.
The difference is that Heroes is built with competitive PVP as it's core mode. WoW is a PVE game in which PVP was added after release. The game is first and foremost a raiding game, and it will never be possible to truly balance that game for PVP because the game engine was not originally designed for BGs and Arenas. They make it work (sorta), but it's a bandaid and not organic to the core structure of the game.
We do?
Even in the days when I did heavy pvp I was still regularly running raids and crafting stuff. I had a lot of fun in Battlegrounds (I wasn't playing as much with a pvp group when Arenas came out) since they offered experiences different from the PvE but it was very, very tough to just only do PvP (I knew and played with some that did though).
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Blizzard had always claimed PvP to be an 'integral part of the experience, if you desired' and first there was world pvp, with city raids. Then came the battlegrounds.
And then they released arena and tried to say "Oh we balanced PvP to be competitive" when it in no way was.