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[Heroes of the Storm] Eternal Conflict: Kharazim and Infernal Shrines on PTR

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    shrykeshryke Member of the Beast Registered User regular
    Knight_ wrote: »
    re: jaina, if you want ring of frost to be used, make it less of a nightmare to use accurately. surprisingly a tiny strip of damage is not very good!

    kael is dead. been fun buddy.

    say raynor's winrate is too low, nerf his only halfway viable build. again. and nobody is going to take anything on 7 when revolution overdrive is there and otherwise he has no mobility.

    hivemind constantly trying to get a new 2nd hat is nice, but 50% nerf to 2nd hat not nice.

    at least they nerfed 20s respawn leoric.

    His AA build is good (for Raynor) and it actually seems to have been buffed with these changes.

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    fortyforty Registered User regular
    Whoever was thinking the Monk's cheat death Heroic was like an inferior version of Rehgar's Ancestral Spirit, just watch some streams of Monk PTR play. It is nuts.

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    fortyforty Registered User regular
    I thought if you R'd on the ground, the Ultralisk would just run to that spot. Is it just doing an attack move instead? That said, trying to weasel an indefinite lifespan out of it by hiding it in bushes likely wouldn't work very well even if you can move it manually.

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    shrykeshryke Member of the Beast Registered User regular
    forty wrote: »
    I thought if you R'd on the ground, the Ultralisk would just run to that spot. Is it just doing an attack move instead? That said, trying to weasel an indefinite lifespan out of it by hiding it in bushes likely wouldn't work very well even if you can move it manually.

    I've never tried that, but even if you could, it'll still default to "Head to the Nearest Lane" once it runs out of things to attack near where you told it to attack.

    It's just like the Monstrosity. There's just no way to keep the thing out of lane and safe without babysitting it.

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    FireflashFireflash Montreal, QCRegistered User regular
    Terrible Temple game with the 2 stealthies on each team. Of course the enemy zeratul was pretty good at ganking, the others were so-so. I wasn't playing that well either but we somehow managed to catch up in levels at the end and just slightly behind in towers. We were level 22. All we needed was to win a team fight, but gazlowe on our team decided that this was the perfect time to start roaming the jungle by himself capturing camps while the enemy team is mia. That obviously didn't end well for us.

    PSN: PatParadize
    Battle.net: Fireflash#1425
    Steam Friend code: 45386507
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    FireflashFireflash Montreal, QCRegistered User regular
    Hah! They gave hammer some hp back. About time. Also looking forward to the siege mode buffs.

    PSN: PatParadize
    Battle.net: Fireflash#1425
    Steam Friend code: 45386507
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    IblisIblis Registered User regular
    Did...

    did they nerf Tassadar?

    Mainly just Oracle's cooldown. Which I guess helps Nova... but also helps Zeratul a lot. And Zeratul was in a fairly good spot already. At least Tass got some mana reductions.

    Also hopped on the PTR to try Kharazim. Only went into try mode, but he seems cool. Deadly Reach is pretty brutal, especially combined with Iron Fist or Transcendence. One talent that I'm kind of torn on is Way of the Hundred Fists. It replaces the basic attack when you dash to an enemy with a multi-punch move that deals significantly more damage... but can be cancelled if the opponent simply wanders away a second.

    Steam Account, 3DS FC: 5129-1652-5160, Origin ID: DamusWolf
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    GarthorGarthor Registered User regular
    Iblis wrote: »
    Did...

    did they nerf Tassadar?

    Mainly just Oracle's cooldown. Which I guess helps Nova... but also helps Zeratul a lot. And Zeratul was in a fairly good spot already. At least Tass got some mana reductions.

    Also hopped on the PTR to try Kharazim. Only went into try mode, but he seems cool. Deadly Reach is pretty brutal, especially combined with Iron Fist or Transcendence. One talent that I'm kind of torn on is Way of the Hundred Fists. It replaces the basic attack when you dash to an enemy with a multi-punch move that deals significantly more damage... but can be cancelled if the opponent simply wanders away a second.

    Apparently you can move while doing that.

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    IblisIblis Registered User regular
    That would be quite nice, though I was having trouble getting him to follow his target at all after a dash if there were minions nearby. Seems to be an issue I've been having in general lately where, if there are minions nearby, targeted attacks cancel my auto-attack targeting and my character just starts attacking whatever.

    Steam Account, 3DS FC: 5129-1652-5160, Origin ID: DamusWolf
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    Knight_Knight_ Dead Dead Dead Registered User regular
    shryke wrote: »
    Knight_ wrote: »
    re: jaina, if you want ring of frost to be used, make it less of a nightmare to use accurately. surprisingly a tiny strip of damage is not very good!

    kael is dead. been fun buddy.

    say raynor's winrate is too low, nerf his only halfway viable build. again. and nobody is going to take anything on 7 when revolution overdrive is there and otherwise he has no mobility.

    hivemind constantly trying to get a new 2nd hat is nice, but 50% nerf to 2nd hat not nice.

    at least they nerfed 20s respawn leoric.

    His AA build is good (for Raynor) and it actually seems to have been buffed with these changes.

    true. but after all these changes, pre-rework aa raynor was still far more scary from an aa hero perspective. and in a burst heavy meta, he's rough to play when he has to sit in range and just shoot guys forever to do anything.

    aeNqQM9.jpg
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    DonnictonDonnicton Registered User regular
    He can still be really nasty even now if he's not being directly focused - I've never seen a Stitches die so quickly to any other hero than from an AA build Raynor.

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    shrykeshryke Member of the Beast Registered User regular
    Knight_ wrote: »
    shryke wrote: »
    Knight_ wrote: »
    re: jaina, if you want ring of frost to be used, make it less of a nightmare to use accurately. surprisingly a tiny strip of damage is not very good!

    kael is dead. been fun buddy.

    say raynor's winrate is too low, nerf his only halfway viable build. again. and nobody is going to take anything on 7 when revolution overdrive is there and otherwise he has no mobility.

    hivemind constantly trying to get a new 2nd hat is nice, but 50% nerf to 2nd hat not nice.

    at least they nerfed 20s respawn leoric.

    His AA build is good (for Raynor) and it actually seems to have been buffed with these changes.

    true. but after all these changes, pre-rework aa raynor was still far more scary from an aa hero perspective. and in a burst heavy meta, he's rough to play when he has to sit in range and just shoot guys forever to do anything.

    He doesn't really need to shoot them forever. Raynor hits decently hard with an AA build.

    I mean, he's still Raynor though, at the end of the day.

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    fortyforty Registered User regular
    shryke wrote: »
    It's just like the Monstrosity. There's just no way to keep the thing out of lane and safe without babysitting it.
    I'm not sure how it can be just like the Monstrosity since it has direct control, unlike Monstro.

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    Knight_Knight_ Dead Dead Dead Registered User regular
    shryke wrote: »
    Knight_ wrote: »
    shryke wrote: »
    Knight_ wrote: »
    re: jaina, if you want ring of frost to be used, make it less of a nightmare to use accurately. surprisingly a tiny strip of damage is not very good!

    kael is dead. been fun buddy.

    say raynor's winrate is too low, nerf his only halfway viable build. again. and nobody is going to take anything on 7 when revolution overdrive is there and otherwise he has no mobility.

    hivemind constantly trying to get a new 2nd hat is nice, but 50% nerf to 2nd hat not nice.

    at least they nerfed 20s respawn leoric.

    His AA build is good (for Raynor) and it actually seems to have been buffed with these changes.

    true. but after all these changes, pre-rework aa raynor was still far more scary from an aa hero perspective. and in a burst heavy meta, he's rough to play when he has to sit in range and just shoot guys forever to do anything.

    He doesn't really need to shoot them forever. Raynor hits decently hard with an AA build.

    I mean, he's still Raynor though, at the end of the day.

    i mean, a relative forever given how much burst flies around in most matches these days :p

    aeNqQM9.jpg
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    StericaSterica Yes Registered User, Moderator mod
    edited August 2015
    They don't touch Zeratul or Chen which makes me think they are on the drugs

    Sterica on
    YL9WnCY.png
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    fortyforty Registered User regular
    Fireflash wrote: »
    Hah! They gave hammer some hp back. About time. Also looking forward to the siege mode buffs.
    The siege mode cooldown/mana buffs are nice, but I was really hoping they would make her map traversal less lousy. She is really frustrating to play on huge maps because it takes so long to get back to the action from a death or a hearth.

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    The Escape GoatThe Escape Goat incorrigible ruminant they/themRegistered User regular
    forty wrote: »
    Fireflash wrote: »
    Hah! They gave hammer some hp back. About time. Also looking forward to the siege mode buffs.
    The siege mode cooldown/mana buffs are nice, but I was really hoping they would make her map traversal less lousy. She is really frustrating to play on huge maps because it takes so long to get back to the action from a death or a hearth.

    That's why you do a tank drop with medivacs!

    9uiytxaqj2j0.jpg
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    DibbyDibby I'll do my best! Registered User regular
    edited August 2015
    forty wrote: »
    I thought if you R'd on the ground, the Ultralisk would just run to that spot. Is it just doing an attack move instead? That said, trying to weasel an indefinite lifespan out of it by hiding it in bushes likely wouldn't work very well even if you can move it manually.
    Yeah I haven't used Ultralisk in a good while but I'm pretty sure you can micro it to move wherever you want with R. Same thing with Water Elemental, I mean. I micro Water Ele to move out of Skillshots and shit all the time.

    The Torrasque change is nice, it might actually be kinda useful now? As some sort of weird-pseudo siege thing maybe. Typically the engagement is over by the time Ultralisk expires (and by the time it hatches from the egg).
    forty wrote: »
    Fireflash wrote: »
    Hah! They gave hammer some hp back. About time. Also looking forward to the siege mode buffs.
    The siege mode cooldown/mana buffs are nice, but I was really hoping they would make her map traversal less lousy. She is really frustrating to play on huge maps because it takes so long to get back to the action from a death or a hearth.
    She really needs the Falstad treatment. i.e., give her x% movespeed after y seconds when out of combat. Thrusters ain't good enough, especially considering they're your only escape.

    Dibby on
    DNiDlnb.png
    Battle.net Tag: Dibby#1582
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    Munkus BeaverMunkus Beaver You don't have to attend every argument you are invited to. Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPA regular
    They don't touch Zeratul or Chen which makes me think they are on the drugs

    They winked at Chen. Then laughed at Chen.

    Aba getting Hivemind so that it will be actually useful when people are running in and out of combat.

    The important thing is that it still applies all the Hat buffs, like autoattack and increased run speed.

    Humor can be dissected as a frog can, but dies in the process.
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    The Escape GoatThe Escape Goat incorrigible ruminant they/themRegistered User regular
    Dibby wrote: »
    forty wrote: »
    Fireflash wrote: »
    Hah! They gave hammer some hp back. About time. Also looking forward to the siege mode buffs.
    The siege mode cooldown/mana buffs are nice, but I was really hoping they would make her map traversal less lousy. She is really frustrating to play on huge maps because it takes so long to get back to the action from a death or a hearth.
    She really needs the Falstad treatment. i.e., give her x% movespeed after y seconds when out of combat. Thrusters ain't good enough, especially considering they're your only escape.

    Make her get 50% extra movespeed after 6 seconds out of combat but very slow turning. Like, you know, driving a tank at high speed.

    9uiytxaqj2j0.jpg
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    I needed anime to post.I needed anime to post. boom Registered User regular
    Dibby wrote: »
    forty wrote: »
    Fireflash wrote: »
    Hah! They gave hammer some hp back. About time. Also looking forward to the siege mode buffs.
    The siege mode cooldown/mana buffs are nice, but I was really hoping they would make her map traversal less lousy. She is really frustrating to play on huge maps because it takes so long to get back to the action from a death or a hearth.
    She really needs the Falstad treatment. i.e., give her x% movespeed after y seconds when out of combat. Thrusters ain't good enough, especially considering they're your only escape.

    Make her get 50% extra movespeed after 6 seconds out of combat but very slow turning. Like, you know, driving a tank at high speed.

    boy if you thought pathfinding was bad BEFORE

    liEt3nH.png
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    Knight_Knight_ Dead Dead Dead Registered User regular
    Dibby wrote: »
    forty wrote: »
    Fireflash wrote: »
    Hah! They gave hammer some hp back. About time. Also looking forward to the siege mode buffs.
    The siege mode cooldown/mana buffs are nice, but I was really hoping they would make her map traversal less lousy. She is really frustrating to play on huge maps because it takes so long to get back to the action from a death or a hearth.
    She really needs the Falstad treatment. i.e., give her x% movespeed after y seconds when out of combat. Thrusters ain't good enough, especially considering they're your only escape.

    Make her get 50% extra movespeed after 6 seconds out of combat but very slow turning. Like, you know, driving a tank at high speed.

    boy if you thought pathfinding was bad BEFORE

    can't wait to do the lamb to the slaughter chain bounce on every surface because pathing won't let me do anything except run into a wall for 25 seconds.

    aeNqQM9.jpg
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    EtiowsaEtiowsa Registered User regular
    shryke wrote: »
    Knight_ wrote: »
    re: jaina, if you want ring of frost to be used, make it less of a nightmare to use accurately. surprisingly a tiny strip of damage is not very good!

    kael is dead. been fun buddy.

    say raynor's winrate is too low, nerf his only halfway viable build. again. and nobody is going to take anything on 7 when revolution overdrive is there and otherwise he has no mobility.

    hivemind constantly trying to get a new 2nd hat is nice, but 50% nerf to 2nd hat not nice.

    at least they nerfed 20s respawn leoric.

    His AA build is good (for Raynor) and it actually seems to have been buffed with these changes.

    A lot of people, myself included, use bullseye even in his auto build. The extra burst and the stun are always super useful. And they really didn't change enough to cause any significant buff to his auto build.

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    DibbyDibby I'll do my best! Registered User regular
    edited August 2015
    Watching a PTR stream and seeing some stuff.

    Tyrael's new Sanctification seems really good now! But holy crap the radius is REALLY SMALL. It's maybe the size of a Malf Roots or an Empowered Flamestrike? Very small. But definitely worth picking against high burst comps I think.

    Abathur seems pretty great. Hivemind is insanely good.

    Hard to say for Kael or Kharazim. Think we'll have to wait til that stuff hits a live environment.

    Edit: Also Hammer is legit insane now. She does so much damage.

    Dibby on
    DNiDlnb.png
    Battle.net Tag: Dibby#1582
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    DonnictonDonnicton Registered User regular
    edited August 2015
    God the Leoric nerfs can't come fast enough. Every time I play against some obnoxious backdoor Leoric who treats the class like a walking undead Murky, I want to strangle them. By all rights they should be punished for it, but they're not because they do so much fucking damage and have so little downtime.

    Donnicton on
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    fortyforty Registered User regular
    Dibby wrote: »
    forty wrote: »
    I thought if you R'd on the ground, the Ultralisk would just run to that spot. Is it just doing an attack move instead? That said, trying to weasel an indefinite lifespan out of it by hiding it in bushes likely wouldn't work very well even if you can move it manually.
    Yeah I haven't used Ultralisk in a good while but I'm pretty sure you can micro it to move wherever you want with R. Same thing with Water Elemental, I mean. I micro Water Ele to move out of Skillshots and shit all the time.

    The Torrasque change is nice, it might actually be kinda useful now? As some sort of weird-pseudo siege thing maybe. Typically the engagement is over by the time Ultralisk expires (and by the time it hatches from the egg).
    forty wrote: »
    Fireflash wrote: »
    Hah! They gave hammer some hp back. About time. Also looking forward to the siege mode buffs.
    The siege mode cooldown/mana buffs are nice, but I was really hoping they would make her map traversal less lousy. She is really frustrating to play on huge maps because it takes so long to get back to the action from a death or a hearth.
    She really needs the Falstad treatment. i.e., give her x% movespeed after y seconds when out of combat. Thrusters ain't good enough, especially considering they're your only escape.
    That's what I've been asking (impotently) for.

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    fortyforty Registered User regular
    Developer Comments: We’ve been seeing Kael’thas and Jaina as dominate damage dealers for teams. We feel like part of this is because the only real counter to their damage is Spell Shield, and currently, Spell Shield is under tuned. Increasing the duration from 2 to 3 seconds is a small and conservative change, but we want to see how the adjustment plays out. Ideally when you are against a couple heavy burst damage characters such as Nova, Jaina, or Kael; Spell Shield becomes a great counter pick. This is similar to our philosophy with Imposing Presence.
    Didn't they already do this?

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    EtiowsaEtiowsa Registered User regular
    forty wrote: »
    Developer Comments: We’ve been seeing Kael’thas and Jaina as dominate damage dealers for teams. We feel like part of this is because the only real counter to their damage is Spell Shield, and currently, Spell Shield is under tuned. Increasing the duration from 2 to 3 seconds is a small and conservative change, but we want to see how the adjustment plays out. Ideally when you are against a couple heavy burst damage characters such as Nova, Jaina, or Kael; Spell Shield becomes a great counter pick. This is similar to our philosophy with Imposing Presence.
    Didn't they already do this?

    It used to only be 1 second. They've buffed it twice now.

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    shrykeshryke Member of the Beast Registered User regular
    They don't touch Zeratul or Chen which makes me think they are on the drugs

    Nah, this is Blizzard. The order in which things get fixed or implemented has always been completely random.

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    fortyforty Registered User regular
    edited August 2015
    Etiowsa wrote: »
    forty wrote: »
    Developer Comments: We’ve been seeing Kael’thas and Jaina as dominate damage dealers for teams. We feel like part of this is because the only real counter to their damage is Spell Shield, and currently, Spell Shield is under tuned. Increasing the duration from 2 to 3 seconds is a small and conservative change, but we want to see how the adjustment plays out. Ideally when you are against a couple heavy burst damage characters such as Nova, Jaina, or Kael; Spell Shield becomes a great counter pick. This is similar to our philosophy with Imposing Presence.
    Didn't they already do this?

    It used to only be 1 second. They've buffed it twice now.
    I could swear the current tooltip reads 3 seconds...
    A difficulty dropdown has been added to the Versus A.I. screen, which can be used to switch among five different A.I. difficulty settings: Beginner, Recruit, Adept, Veteran, and Elite.
    So I'm curious which of these is equivalent to the current Versus A.I. difficulty.

    forty on
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    StericaSterica Yes Registered User, Moderator mod
    Watching streams, at 20 Leoric is still knocking like 25 or so seconds off his respawn.

    YL9WnCY.png
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    fortyforty Registered User regular
    I don't quite understand the Kerrigan changes, especially regarding her heroics. Maelstrom is getting buffed, and Ultralisk is getting nerfed. Maelstrom was already the more picked heroic by a fair margin. Isn't this just going to increase that discrepancy?

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    StericaSterica Yes Registered User, Moderator mod
    shryke wrote: »
    They don't touch Zeratul or Chen which makes me think they are on the drugs
    Nah, this is Blizzard. The order in which things get fixed or implemented has always been completely random.
    I assume with Zeratul they feel the GP nerf will really hurt him, but in reality it's just going to make everyone switch to the AA build. So instead of nerfing Zeratul they just made him a one-build character. Yay!

    The Chen change is actually insulting. It's like they specifically pointed out that they know Chen exists but still aren't going to make him playable.

    YL9WnCY.png
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    fortyforty Registered User regular
    Watching streams, at 20 Leoric is still knocking like 25 or so seconds off his respawn.
    Well, at least it's not the ridiculous 40 seconds from live. And he can't smash buildings as hard. He's still going to be a very strong hero just due to his persistent presence.

    Thrall’s Basic Attacks have received improvements in responsiveness, especially when stutter-stepping
    Oh thank god. This is actually my number one complaint about Thrall in his current state. I played him this weekend for the first time in a while and realized his shitty stutter stepping is the most frustrating thing about playing him now. It's really easy to accidentally cancel his attack animation mid swing.

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    fortyforty Registered User regular
    Does anyone see himself ever taking Gathering Power on any hero come next patch? It seems like it will be incredibly unrewarding in all but the stompiest of games. And if you're stomping anyway, another talent pick probably wouldn't have negated your stomp. In closer games where it might actually matter, you're probably going to be averaging maybe 5% ability power out of it, if that. Whoopee.

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    StericaSterica Yes Registered User, Moderator mod
    Just watched a stream where the guy never got above the 5% you got just by taking GP pre-patch.

    Also, RIP Nova

    YL9WnCY.png
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    I needed anime to post.I needed anime to post. boom Registered User regular
    forty wrote: »
    Does anyone see himself ever taking Gathering Power on any hero come next patch? It seems like it will be incredibly unrewarding in all but the stompiest of games. And if you're stomping anyway, another talent pick probably wouldn't have negated your stomp. In closer games where it might actually matter, you're probably going to be averaging maybe 5% ability power out of it, if that. Whoopee.

    yeah the fact that you don't get anything for clicking the talent and may not get anything for several minutes makes it pretty uncompetitive with everything on its tier

    liEt3nH.png
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    WingedWeaselWingedWeasel Registered User regular
    Does Sonya now just entirely lose her go to solo boss build? I don't think she gets mercenary lord does she?

    First come first served is the hero league format correct? If that is true then I guess you lose out on the ability to assign/swap picks in team league with the next patch.

    And FINALLY they fix Chen's flying kick. Hopefully this puts it back to where you can body block much more effectively.

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    programjunkieprogramjunkie Registered User regular
    Watching streams, at 20 Leoric is still knocking like 25 or so seconds off his respawn.

    Honestly, even the live death reduction is fine, the problem is he can get it without interacting with enemy heroes. They're going to need to do a moderate rework on his passive to keep it from not being no passive at all, and not allowing BD builds.

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    StericaSterica Yes Registered User, Moderator mod
    Kharazim info:
    • He's definitely capable of being a solo support. You can get a lot of healing off his W.
    • DPS is possible, but it's more about the absolute burst of his Q and E once talented.
    • Seven-Sided palm might be good as a healer since it does make him invulnerable. Something to consider if you are healing but may need some dps.
    • His trait is just every three attacks, regardless of time or target. You can prime his trait by hitting minions or walls so you can start off with slightly more DPS or healing.
    • His traits proc off everything. DPS Kharazim DESTROYS buildings.
    • Needless to say, his wave clear is terrible, even as DPS spec. Kharazim is 100% single target.
    • Kharazim might fare poorly against comps with heavy AoE, because his healing requires the team to be clumped. Beware Sylvanas, Butcher, Gazlowe, and similar heroes.

    YL9WnCY.png
This discussion has been closed.