Tooltip text would read "Possess an enemy hero for X seconds, making them fight for your team for the duration of the spell."
X to be determined by Blizzard during balance testing, likely somewhere in the 3-4 second range for fairness.
Regarding the balance of this ability, I will leave that to the masters and the number crunchers. It could be total possession, in which the AI has full access to that player's spells for 3-4 seconds. Or if full ability use is too powerful, it could be auto-attacks only for the duration. Removing a hero from combat for 3-4 seconds and having them auto-attack for your team would make possession useful. At that point it becomes both a CC and a damage boost for your team.
Alternatives:
Use target hero's ultimate.
Put target hero's ultimate on cooldown.
Fear target hero (make them run away from the fight)
I especially like the idea of fearing a hero. It fits with her lore, it's not super different from a stun, and it slightly removes someone from the fight.
Another option for possession would be to possess/take over another an enemy hero, autoattacks only, but leave her body in a static position like Naz's ult... makes it 4.5v4 but she's a target if they can get to her. Little higher risk/reward than a straight up possession of another teams toon
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.
That's because arena doesn't belong in WoW. It will never be balanced. Ever. If it ever is balanced, it will have been changed so much that it will effectively no longer be WoW PVP, in the same way that if you add a fourth line to a triangle, it is no longer a godsdamned triangle.
HotS is made from the ground up to be what it is trying to be. I have every confidence that Blizz will get this to as closed to balance as can be. I'm actually impressed with how balanced it is out of the gate. My experience with Blizz has been that when a Blizz game is first released, it's terribly imbalanced. Lots of fun, with a rock solid core of gameplay, but very imbalanced. This one is pretty well balanced from the start. Bravo beta testers, bravo.
But...we're still beta testing the game. It clearly isn't finished.
???
It's as finished as any game like this is.
Yeah... look at patch notes for LoL... they're like current HotS patch notes every time there's a release. Major overhauls/nerfs/buffs...
What I'd like to see towards a more 'finished" hots is UI/store/social features....
They need to implement -
bundle price reduction for already owned content
Guild/Clan functionality
debuff/buff timers
and those are kind of a minimum... I'm sure at a glance you guys could come up with another half a dozen features the game itself needs outside of hero balance.
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.
That's because arena doesn't belong in WoW. It will never be balanced. Ever. If it ever is balanced, it will have been changed so much that it will effectively no longer be WoW PVP, in the same way that if you add a fourth line to a triangle, it is no longer a godsdamned triangle.
HotS is made from the ground up to be what it is trying to be. I have every confidence that Blizz will get this to as closed to balance as can be. I'm actually impressed with how balanced it is out of the gate. My experience with Blizz has been that when a Blizz game is first released, it's terribly imbalanced. Lots of fun, with a rock solid core of gameplay, but very imbalanced. This one is pretty well balanced from the start. Bravo beta testers, bravo.
But...we're still beta testing the game. It clearly isn't finished.
???
It's as finished as any game like this is.
It's a bit of a joke considering that they had an open beta for a free game, so announcing that it is 'released' is really redundant, especially with so many stupid bugs that are still in the system as well as key features (i.e. striking and pick switching)
Humor can be dissected as a frog can, but dies in the process.
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.
That's because arena doesn't belong in WoW. It will never be balanced. Ever. If it ever is balanced, it will have been changed so much that it will effectively no longer be WoW PVP, in the same way that if you add a fourth line to a triangle, it is no longer a godsdamned triangle.
HotS is made from the ground up to be what it is trying to be. I have every confidence that Blizz will get this to as closed to balance as can be. I'm actually impressed with how balanced it is out of the gate. My experience with Blizz has been that when a Blizz game is first released, it's terribly imbalanced. Lots of fun, with a rock solid core of gameplay, but very imbalanced. This one is pretty well balanced from the start. Bravo beta testers, bravo.
But...we're still beta testing the game. It clearly isn't finished.
???
It's as finished as any game like this is.
It's a bit of a joke considering that they had an open beta for a free game, so announcing that it is 'released' is really redundant, especially with so many stupid bugs that are still in the system as well as key features (i.e. striking and pick switching)
At least it's not Hearthstone, which was more buggy on release than in open beta.
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.
That's because arena doesn't belong in WoW. It will never be balanced. Ever. If it ever is balanced, it will have been changed so much that it will effectively no longer be WoW PVP, in the same way that if you add a fourth line to a triangle, it is no longer a godsdamned triangle.
HotS is made from the ground up to be what it is trying to be. I have every confidence that Blizz will get this to as closed to balance as can be. I'm actually impressed with how balanced it is out of the gate. My experience with Blizz has been that when a Blizz game is first released, it's terribly imbalanced. Lots of fun, with a rock solid core of gameplay, but very imbalanced. This one is pretty well balanced from the start. Bravo beta testers, bravo.
But...we're still beta testing the game. It clearly isn't finished.
???
It's as finished as any game like this is.
Yeah. The old definition of beta as feature complete, but still being bug fixed is fundamentally incompatible with current business models of SaaS or even software with long term support.
As to the general case, HOTS will be far, far easier to balance than WOW due to being designed from the ground up for what it is, having stronger access to genre lessons learned, having a more limited scope, having more limited character roles, and not having game to game power gains (like gear, or the original terrible artifact system we thankfully avoided).
This is WOW:
Notice how many abilities one character has, and the complexity of the game in general (some of that being shitty complexity, mind you)
Make possession able to take enemy heroes and make it channeled. Make it auto-attacks only, no abilities. It becomes a unique CC with great potential yet can be counter played. She gets to take a fight from 5v5 to 5v4, but if she miss-times it or is out of position, she gets killed.
Addendum: Towers and currently-neutral mercs do not attack possessed targets.
EDIT: I swear I'm not just copying other post, I'm just taking forever to make a post because I'm weaving them in while at work.
@programjunkie ok... so I'm sure that UI pic is meant to be bad.... but GM'ing a raiding guild for 5 years it just makes my teeth itch from withdrawals... man that was hard to put down.
Hots is the new drug... doesn't seem to matter how mad the pubs make me, I still keep crawling back for that fix...
Make possession able to take enemy heroes and make it channeled. Make it auto-attacks only, no abilities. It becomes a unique CC with great potential yet can be counter played. She gets to take a fight from 5v5 to 5v4, but if she miss-times it or is out of position, she gets killed.
Addendum: Towers and currently-neutral mercs do not attack possessed targets.
EDIT: I swear I'm not just copying other post, I'm just taking forever to make a post because I'm weaving them in while at work.
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.
That's because arena doesn't belong in WoW. It will never be balanced. Ever. If it ever is balanced, it will have been changed so much that it will effectively no longer be WoW PVP, in the same way that if you add a fourth line to a triangle, it is no longer a godsdamned triangle.
HotS is made from the ground up to be what it is trying to be. I have every confidence that Blizz will get this to as closed to balance as can be. I'm actually impressed with how balanced it is out of the gate. My experience with Blizz has been that when a Blizz game is first released, it's terribly imbalanced. Lots of fun, with a rock solid core of gameplay, but very imbalanced. This one is pretty well balanced from the start. Bravo beta testers, bravo.
But...we're still beta testing the game. It clearly isn't finished.
???
It's as finished as any game like this is.
Yeah... look at patch notes for LoL... they're like current HotS patch notes every time there's a release. Major overhauls/nerfs/buffs...
What I'd like to see towards a more 'finished" hots is UI/store/social features....
They need to implement -
bundle price reduction for already owned content
Guild/Clan functionality
debuff/buff timers
and those are kind of a minimum... I'm sure at a glance you guys could come up with another half a dozen features the game itself needs outside of hero balance.
To be fair, MOBA is still a very young genre of video games, so there is going to be a lot of experimentation. When it comes to HotS, there is debate about whether or not it can even be called a MOBA. I think Riot deserves credit for taking risk with their baby to make it a better game that is more fun, more balanced, more accessible than other MOBAs.
To be fair, MOBA is still a very young genre of video games, so there is going to be a lot of experimentation. When it comes to HotS, there is debate about whether or not it can even be called a MOBA. I think Riot deserves credit for taking risk with their baby to make it a better game that is more fun, more balanced, more accessible than other MOBAs.
1998 was seventeen and a half years ago.
The genre is still evolving rapidly (sort've. In some ways. Whatever), but it's not really all that young anymore.
The weird thing is that even after all this time nobody really seems to know why some MOBAs succeed and others fail. For a long, long time the genre ossified around the DotA map & playstyle, and nobody would really even touch anything else. This went on for something like a decade, and HoN was about as far as anyone got from the formula.
Then Riot popped onto the scene with some basic improvements (smartcast, brush, etc) to the formula and made it big.
And now, finally, people are showing some willingness to branch out a bit.
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.
That's because arena doesn't belong in WoW. It will never be balanced. Ever. If it ever is balanced, it will have been changed so much that it will effectively no longer be WoW PVP, in the same way that if you add a fourth line to a triangle, it is no longer a godsdamned triangle.
HotS is made from the ground up to be what it is trying to be. I have every confidence that Blizz will get this to as closed to balance as can be. I'm actually impressed with how balanced it is out of the gate. My experience with Blizz has been that when a Blizz game is first released, it's terribly imbalanced. Lots of fun, with a rock solid core of gameplay, but very imbalanced. This one is pretty well balanced from the start. Bravo beta testers, bravo.
But...we're still beta testing the game. It clearly isn't finished.
???
It's as finished as any game like this is.
It's a bit of a joke considering that they had an open beta for a free game, so announcing that it is 'released' is really redundant, especially with so many stupid bugs that are still in the system as well as key features (i.e. striking and pick switching)
"Release" is always a joke for these kind of games but holy shit was "release" for HOTS just kinda hilariously sad.
If they hadn't told us it was release, we'd have never known.
I think open beta really undermined their ability for a big release day... So many people that were psyched for HotS could just grab it whenev's. If they were gunning for a big release day they should have just left it in closed beta, ironed out as much as they could for balance/bugs beforehand....
Contrary to my own point, open beta followed by underwhelming release day probably guaranteed that the servers didn't melt like every single Wow xpac since ever on release day.... so I'm ok with it.
I am down to Zeratul and Illidan to owning the complete set of asshole characters.
I already own Kael, Sylvanas, Nova and Tassadar(Build the never say die build with lots of escapes).
0
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
Yeah, Eternal Conflict feels like what they wanted to do at launch but some chucklefuck up the chain said "You release on this date, hell or high water" and so instead we got ... nothing much.
Maybe EC slipped a month from it's initial date which was supposed to be around release.
Yeah, Eternal Conflict feels like what they wanted to do at launch but some chucklefuck up the chain said "You release on this date, hell or high water" and so instead we got ... nothing much.
Maybe EC slipped a month from it's initial date which was supposed to be around release.
Yeah, feels like that, huh? I think Johanna was supposed to be the first EC Hero, but for whatever reason EC didn't line up so they just released her anyway.
Either way it's cool. Battlefield of Eternity is fucking great. Butcher is dope as hell. Leoric looks like he'll be fun.
Can't wait til they do a Starcraft themed event like this. Or, yknow, Overwatch in the DISTANT FUTURE. Very distant.
I just want Overwatch alpha, man.
Battle.net Tag: Dibby#1582
+1
Kai_SanCommonly known as Klineshrike!Registered Userregular
Yeah I wonder how it went down when they basically were told "you make that 'official' announcement stating this open beta becomes a launch where nothing at all changes whatsoever".
That had to really be an awkward order to give there.
Yeah, Eternal Conflict feels like what they wanted to do at launch but some chucklefuck up the chain said "You release on this date, hell or high water" and so instead we got ... nothing much.
Maybe EC slipped a month from it's initial date which was supposed to be around release.
Yeah, feels like that, huh? I think Johanna was supposed to be the first EC Hero, but for whatever reason EC didn't line up so they just released her anyway.
Either way it's cool. Battlefield of Eternity is fucking great. Butcher is dope as hell. Leoric looks like he'll be fun.
Can't wait til they do a Starcraft themed event like this. Or, yknow, Overwatch in the DISTANT FUTURE. Very distant.
I just want Overwatch alpha, man.
I'm so excited for Leoric. That trait sounds awesome.
And I want the other Diablo map. More maps is always better.
And yeah, LOTV hopefully brings another event with more cool stuff.
Battlefield is such a clusterfuck bloodbath. It'll be interesting to see how pro games turn out there, since they tend to be more conservative and not so eager to die.
Officially the unluckiest CCG player ever.
+1
FiggyFighter of the night manChampion of the sunRegistered Userregular
I took a few weeks off from HOTS playing a couple other games. My brother-in-law is gonna bring up his PC this weekend, and we're gonna HOTS all up ins. Very excited that there is a brand new map to come back to.
Yeah, Eternal Conflict feels like what they wanted to do at launch but some chucklefuck up the chain said "You release on this date, hell or high water" and so instead we got ... nothing much.
We got literally nothing from launch. They flipped a switch and enabled Johanna as playable. They're doing the same thing with Leoric. It took like a month and a half to get this patch, which isn't terrible since it's at least better than the Kael patch in many ways.
Monk will be a standalone patch in August, probably, so they basically haven't increased the speed of anything but rather are staggering release dates. But who knows, maybe Blizzard will surprise us.
0
Kai_SanCommonly known as Klineshrike!Registered Userregular
Lots of murkys tonight. Two lost games on aba. But there were people on my team that I swear to god they had to be bots. No DC message, but either that or they roleplay it really well.
I just can't stand when I hat someone and they stand out of range of all my shit and never go near anyone. Its like thanks now I have to waste 5 seconds waiting to find someone else.
Oh and a team with sonya butcher and lili is absolutely stupid. Bars go up faster than they go down. That change making lilis heroic so good and the minor kung fu hustle nerf makes the talent for said heroic a valid choice now.
So QM is really fucking pissing me off recently. To the point where, since I couldn't do much else, I actually sat down (well, stood and swayed really) in front of the computer and wrote down all the matches this week.
Fully 20% are double stealth. And not a single loss for the team with both Nova and Zeratul. Not even close.
So fucking stupid. Especially when you are leveling Falstad.
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Lord_AsmodeusgoeticSobriquet:Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered Userregular
I feel like Possession would be worthwhile if it was like her dagger or the banshee wave, and everything it touched/infected got possessed (besides bosses and the like) and it would have a much longer range to leap from target to target, also it would probably buff all of the minions it possessed. Or maybe it possessed all minions in a range around her, and her level 20 upgrade would either be to just double the range or to make it global or something, so you can possess all the minions on the map at once.
Like, something big you could use to take an entire big wave for your team or something, at least make it comparable to Azmodan's demon army ultimate thing. As it is, Possession is never worth taking, and I mean she's a specialist, it could be a neat thing to at least try for fun like with a pusher build or something.
Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
I really wish there was a preventative measure so you didn't repeat maps. Ever since the patch I'll commonly run the same map 2 or 3 times in a row. Almost always happens when I get Sky Temple or Eternal Conflict. Not that I hate those maps, I'd just like to see a little bit more variety.
Yep, they intentionally shortened the map rotation so that you're more likely to draw BoE. If they follow the announced schedule, all of the maps will go back into rotation next Tuesday.
If possession is still too weak they can just buff the possessed minion health/damage until it's good. Split pushing does have value, Abathur has a pretty solid ult built around it.
I really wish there was a preventative measure so you didn't repeat maps. Ever since the patch I'll commonly run the same map 2 or 3 times in a row. Almost always happens when I get Sky Temple or Eternal Conflict. Not that I hate those maps, I'd just like to see a little bit more variety.
The system already tries not to place you on a repeat map. But with 10 players in a game and fewer than 10 maps (a lot fewer right now with the limited rotation), there's no way they can guarantee it won't happen.
If possession is still too weak they can just buff the possessed minion health/damage until it's good. Split pushing does have value, Abathur has a pretty solid ult built around it.
As long as Wailing Arrow exists, Possession will never be good. That's the sad truth. Doesn't matter how much they buff it or change it.
It's the same reason why Zagara players never pick Nydus. You give up far too much by not picking Maw.
Honestly I think they need to let go of the whole idea of "Let's give Specialists a PvP ult and a PvE ult." No stoppp. Just. Just don't.
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Another option for possession would be to possess/take over another an enemy hero, autoattacks only, but leave her body in a static position like Naz's ult... makes it 4.5v4 but she's a target if they can get to her. Little higher risk/reward than a straight up possession of another teams toon
Gamertag - Khraul
PSN - Razide6
Yeah... look at patch notes for LoL... they're like current HotS patch notes every time there's a release. Major overhauls/nerfs/buffs...
What I'd like to see towards a more 'finished" hots is UI/store/social features....
They need to implement -
and those are kind of a minimum... I'm sure at a glance you guys could come up with another half a dozen features the game itself needs outside of hero balance.
Gamertag - Khraul
PSN - Razide6
It's a bit of a joke considering that they had an open beta for a free game, so announcing that it is 'released' is really redundant, especially with so many stupid bugs that are still in the system as well as key features (i.e. striking and pick switching)
At least it's not Hearthstone, which was more buggy on release than in open beta.
Starcraft 1 or "Starcraft" 2?
Important distinction.
Yeah. The old definition of beta as feature complete, but still being bug fixed is fundamentally incompatible with current business models of SaaS or even software with long term support.
As to the general case, HOTS will be far, far easier to balance than WOW due to being designed from the ground up for what it is, having stronger access to genre lessons learned, having a more limited scope, having more limited character roles, and not having game to game power gains (like gear, or the original terrible artifact system we thankfully avoided).
This is WOW:
Notice how many abilities one character has, and the complexity of the game in general (some of that being shitty complexity, mind you)
Addendum: Towers and currently-neutral mercs do not attack possessed targets.
EDIT: I swear I'm not just copying other post, I'm just taking forever to make a post because I'm weaving them in while at work.
Hots is the new drug... doesn't seem to matter how mad the pubs make me, I still keep crawling back for that fix...
Gamertag - Khraul
PSN - Razide6
Hots was originally a mod to show off the Arcade and new battle.net features. It still uses the same engine as SC2.
At that point it's a way worse web wrap, really.
To be fair, MOBA is still a very young genre of video games, so there is going to be a lot of experimentation. When it comes to HotS, there is debate about whether or not it can even be called a MOBA. I think Riot deserves credit for taking risk with their baby to make it a better game that is more fun, more balanced, more accessible than other MOBAs.
1998 was seventeen and a half years ago.
The genre is still evolving rapidly (sort've. In some ways. Whatever), but it's not really all that young anymore.
The weird thing is that even after all this time nobody really seems to know why some MOBAs succeed and others fail. For a long, long time the genre ossified around the DotA map & playstyle, and nobody would really even touch anything else. This went on for something like a decade, and HoN was about as far as anyone got from the formula.
Then Riot popped onto the scene with some basic improvements (smartcast, brush, etc) to the formula and made it big.
And now, finally, people are showing some willingness to branch out a bit.
"Release" is always a joke for these kind of games but holy shit was "release" for HOTS just kinda hilariously sad.
If they hadn't told us it was release, we'd have never known.
Just after I finished getting a bunch of characters the last jump to 9 for the bonus gold.
Le Sigh.
Contrary to my own point, open beta followed by underwhelming release day probably guaranteed that the servers didn't melt like every single Wow xpac since ever on release day.... so I'm ok with it.
Gamertag - Khraul
PSN - Razide6
Streaming 8PST on weeknights
I am down to Zeratul and Illidan to owning the complete set of asshole characters.
I already own Kael, Sylvanas, Nova and Tassadar(Build the never say die build with lots of escapes).
Except it wasn't a launch event.
that'sthejoke.mov
Maybe EC slipped a month from it's initial date which was supposed to be around release.
Yeah, feels like that, huh? I think Johanna was supposed to be the first EC Hero, but for whatever reason EC didn't line up so they just released her anyway.
Either way it's cool. Battlefield of Eternity is fucking great. Butcher is dope as hell. Leoric looks like he'll be fun.
Can't wait til they do a Starcraft themed event like this. Or, yknow, Overwatch in the DISTANT FUTURE. Very distant.
I just want Overwatch alpha, man.
Battle.net Tag: Dibby#1582
That had to really be an awkward order to give there.
I'm so excited for Leoric. That trait sounds awesome.
And I want the other Diablo map. More maps is always better.
And yeah, LOTV hopefully brings another event with more cool stuff.
The moment the bosses switch sides, Yakety Sax ought to start playing.
Streaming 8PST on weeknights
I hope it's not shit.
Holy shit is Octograb great.
Holy shit my last game was fucking insane.
Monk will be a standalone patch in August, probably, so they basically haven't increased the speed of anything but rather are staggering release dates. But who knows, maybe Blizzard will surprise us.
I just can't stand when I hat someone and they stand out of range of all my shit and never go near anyone. Its like thanks now I have to waste 5 seconds waiting to find someone else.
Oh and a team with sonya butcher and lili is absolutely stupid. Bars go up faster than they go down. That change making lilis heroic so good and the minor kung fu hustle nerf makes the talent for said heroic a valid choice now.
Fully 20% are double stealth. And not a single loss for the team with both Nova and Zeratul. Not even close.
So fucking stupid. Especially when you are leveling Falstad.
Like, something big you could use to take an entire big wave for your team or something, at least make it comparable to Azmodan's demon army ultimate thing. As it is, Possession is never worth taking, and I mean she's a specialist, it could be a neat thing to at least try for fun like with a pusher build or something.
they are all terrible. 6 butchers, 6 games, 6 losses, all of them over 8 deaths except one, who had 5 and less than 15k damage in 20 minutes.
As long as Wailing Arrow exists, Possession will never be good. That's the sad truth. Doesn't matter how much they buff it or change it.
It's the same reason why Zagara players never pick Nydus. You give up far too much by not picking Maw.
Honestly I think they need to let go of the whole idea of "Let's give Specialists a PvP ult and a PvE ult." No stoppp. Just. Just don't.
Battle.net Tag: Dibby#1582