Did that once vs AI by accident. Completely unkillable deathball at level 4. Quit laning and just started hunting, mercilessly. AI, yeah, but usually they can make a HP meter move a tick.
Tried it a few times while messing around in QM. Its better than you'd think it would be, but we never won a match. Should mention that I was doing this with a bunch of randoms from MFPT that were of dubious skill, so I'm not entirely convinced it isn't a (ridiculous, yet) valid strategy. We used Uther as our warrior, since he has a bunch of warrior utility like Block, Amplified Healing, Spell Shield and Imposing Presence, not to mention two great ults. Our "primary" healer was Li Li, who built pretty much the same as she always does, and Malfurion went DPS with a full Moonfire build (still picked up Tranquility, though, in case Li Li got interrupted during Cups). Brightwing passively healed everyone around her while also providing a lot of utility like Bribe and Emerald Wind. Final spot went to Tyrande, go gave us vision out the ass and some nice area damage.
Again, we lost every game we played. But not by as much as you'd think. It actually felt pretty good once we hit our groove. Would love to try it again sometime.
All supports can definitely work. Build everybody as DPS and you've got your assassins (Tyrande, Tassadar, Kharazim) and Rehgar makes a decent enough tank.
Curious what gold based mount I should get. Should I ride the goblin? Wait for the coin? Or go classic and buy the pig?
Pig is going away on September 1st, but that doesn't mean it won't come back. Gob is going away after the Diablo event, I'm assuming, but it might be back after some time as well.
Whether or not that influences your decision, though...
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
I wouldn't advise Tassadar for the all supports team. You have enough healing (both burst and over time) that his mitigation shouldn't really all that necessary, and he really lacks on damage. Like, a lot. He's not a supportsassin, he's a shielder and optionally just someone who will not die (god do I hate playing against the race car Tass build, but he's really not helping his team as much if he heavily builds into Dimensional Shift).
I wouldn't advise Tassadar for most teams, tbh, but especially if you want DPS from your healers SHOOM Malf and Werewolf Rhegar are probably better because they don't rely on Archon's long (I think 100s?) cooldown to do literally any damage. At this point I really think Tassadar is only a great pick to counter Stealthers (and even then that can now be covered by Brightwing and Kharazim, as well as a vigilant Rhegar due to having a bigger clairvoyance on a shorter cooldown in Far Sight) or to bolster a dive comp with his chunky shield (if you either can't get Uther or if Divine Shield still isn't enough).
Do they test this shit, because a talent that does NOTHING when picked and requires like a ten kill streak to be useful is horrible. It's the BMin'est talent since Possession.
+5
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
Do they test this shit, because a talent that does NOTHING when picked and requires like a ten kill streak to be useful is horrible. It's the BMin'est talent since Possession.
Do they test this shit, because a talent that does NOTHING when picked and requires like a ten kill streak to be useful is horrible. It's the BMin'est talent since Possession.
Well, from the patch notes it used to start at 5%. But it's basically happy fun snowball time.
Do they test this shit, because a talent that does NOTHING when picked and requires like a ten kill streak to be useful is horrible. It's the BMin'est talent since Possession.
I forgot about the nerf and auto-pilot picked it. Debilitating mistake!
I made a game! Hotline Maui. Requires mouse and keyboard.
how is hammer with the changes? 200ish extra hp at level 20 isn't exactly inspiring confidence, but 10% more damage on artillery seems like it might be worth it.
Do they test this shit, because a talent that does NOTHING when picked and requires like a ten kill streak to be useful is horrible. It's the BMin'est talent since Possession.
If they were going to nerf it this fucking hard they should've just removed it.
Old version = Starts at 5%, gains 2% per takedown, requires 5 takedowns to hit max of 15%, lose all stacks on death. Alright.
New version = Starts at 0%, gains 1% per takedown, requires 15 takedowns to hit max of 15%, lose half stacks (rounded up) on death.
So let's say by the grace of fucking god you manage to go 15-0 and have max stacks. Well, 1) you're already winning super hard, GP isn't gonna help and 2) it took you ALL fucking game to get there. But let's say you die. Let's say you die and you go down to, what, like 8 stacks? You now need 1) 7 more takedowns to get back to max 2) WITHOUT DYING.
Obviously going 15-0 isn't even realistic. Let's say you get, 5 takedowns and then you die. Down to 3%. But then you get ganked or something trying to catch back up with the team. OOPS 1%.
It's so fucking punishing and terrible and just isn't worth it anymore. Fortunately a good chunk of GP Heroes have/had good alternatives. Kael'thas's Nether Winds is REALLY damn good now. Falstad can just go Charged Up. Nazeebos have already switched over to using Spider Cluster. Zeratul doesn't use GP anymore, opting for the FA/FT build.
Sooooo that leaves Nova. She's pretty much pigeonholed into taking Envenom now and that's kinda icky.
ay, what build are you using? I never played much of old kerrigan, so I'm kinda lost.
I don't have a set one yet
I like the heal on ravage and pumping up her shield a little bit
The built in increased range on her q is great
0
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
I haven't gotten to play the new patch yet, but for Kerrigan I'd highly recommend trying out level 1 +damage to Blades, (buffed!) Psionic Pulse on 4, and +radius on Blades at 16. You should be able to delete people super hard like that, and even better if they're not careful all of that damage is in an AoE so you can delete several people at once! At least if you're decent at getting the combo off. The rest can flex. I feel Battle Momentum is really good for sustained damage (though mana will go kaput), but the new regen talent is interesting because you'll basically have permanent +100% regen if there's any minions to punch. Both ults are good situationally, I prefer Ultralisk but I'm not the best at her, and Queen's Rush looks hella fun. New Torrasque might be chill, otherwise Bolt is still great.
Oh yeah psionic pulse is pretty rad. Queens Rush is good. I always take maelstrom cause I hate microing the ultralisk.
Don't always need to micro it. It's often best used to hit a squishy in the backline and can be left to do that. Maelstrom is likely still the better choice if there's isn't a huge gap between their ranged and front line though.
Oh yeah psionic pulse is pretty rad. Queens Rush is good. I always take maelstrom cause I hate microing the ultralisk.
Is... is it really that hard? All you gotta do is hit R over the person you're right-clicking, or hit R on the jaina at the back to make her run away
maybe it's because I've played Enchantress in DotA but calling that micro in a complaining fashion feels really weird
I didn't say it's hard, I said I don't like doing it. I would never ever play enchantress haha, no thanks.
I feel much more effective with maelstrom and it looks cooler anyway.
oh, ok, fair enough
I just like putting more bodies on the board because it tends to make people panic, which is a very effective thing to do in these sorts of games
and mostly I don't like Maelstrom because it's freaking hard to stay in close enough range for it to do damage and not just get focused into oblivion. People notice the big glowy aura around you, and they'll do their damnedest to make the shiny woman go away
Oh yeah psionic pulse is pretty rad. Queens Rush is good. I always take maelstrom cause I hate microing the ultralisk.
Is... is it really that hard? All you gotta do is hit R over the person you're right-clicking, or hit R on the jaina at the back to make her run away
maybe it's because I've played Enchantress in DotA but calling that micro in a complaining fashion feels really weird
I didn't say it's hard, I said I don't like doing it. I would never ever play enchantress haha, no thanks.
I feel much more effective with maelstrom and it looks cooler anyway.
oh, ok, fair enough
I just like putting more bodies on the board because it tends to make people panic, which is a very effective thing to do in these sorts of games
and mostly I don't like Maelstrom because it's freaking hard to stay in close enough range for it to do damage and not just get focused into oblivion. People notice the big glowy aura around you, and they'll do their damnedest to make the shiny woman go away
She seems more durable now, with certain talents anyway. Following up on another aoe or initiation with it is pretty good tho. I'll initiate with it sometimes when I know a big ol team is immediately backing me up. Crackle!
0
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
So something I realized--Sanctification isn't a very good fighting ability since it's AoE is so small, but it's a great counterpick to wombo lineups. Sanct stops Mosh Pit, Grav-o-bomb, Pyroblast/some amount of Phoenix, etc. Still very niche but it's something. Void Prison and Maw still probably mess with you, unfortunately.
how is hammer with the changes? 200ish extra hp at level 20 isn't exactly inspiring confidence, but 10% more damage on artillery seems like it might be worth it.
Well, I liked Hammer already and now stuff melts noticeably faster when you're in a decent siege position.
The extra health makes the difference between escaping and dying about once per game.
I've been consistently doing very well in both siege and hero damage since the patch.
how is hammer with the changes? 200ish extra hp at level 20 isn't exactly inspiring confidence, but 10% more damage on artillery seems like it might be worth it.
Well, I liked Hammer already and now stuff melts noticeably faster when you're in a decent siege position.
The extra health makes the difference between escaping and dying about once per game.
I've been consistently doing very well in both siege and hero damage since the patch.
neat, i'll give her another chance, i used to like hammer a lot pre-wipe and pre-hp nerf, so i hope they've made her viable again
also seven sided strike is scary. i tried to gank a monk with level 20 SSS as zeratul with a 2 level advantage and he near on instantly killed me before i wormholed out. not sure if it's better than divine palm since in a teamfight that damage is going to get spread out but 1v1 it is scaaaaary.
how is hammer with the changes? 200ish extra hp at level 20 isn't exactly inspiring confidence, but 10% more damage on artillery seems like it might be worth it.
Well, I liked Hammer already and now stuff melts noticeably faster when you're in a decent siege position.
The extra health makes the difference between escaping and dying about once per game.
I've been consistently doing very well in both siege and hero damage since the patch.
neat, i'll give her another chance, i used to like hammer a lot pre-wipe and pre-hp nerf, so i hope they've made her viable again
also seven sided strike is scary. i tried to gank a monk with level 20 SSS as zeratul with a 2 level advantage and he near on instantly killed me before i wormholed out. not sure if it's better than divine palm since in a teamfight that damage is going to get spread out but 1v1 it is scaaaaary.
Well yes, if you sit in it the whole time and there are no other heroes to target and he upgrades it, you're going to get hit 11 times for 7% of your max health each hit, for a total of 77% of your life. Level difference doesn't matter, because it's percentage based.
So something I realized--Sanctification isn't a very good fighting ability since it's AoE is so small, but it's a great counterpick to wombo lineups. Sanct stops Mosh Pit, Grav-o-bomb, Pyroblast/some amount of Phoenix, etc. Still very niche but it's something. Void Prison and Maw still probably mess with you, unfortunately.
From the patch notes:
Overall, our goal was to make Sanctification a viable Heroic for players. We increased its effectiveness and fixed a few bugs to make the ability more consistent. With the changes, Sanctification can become extremely powerful at countering Wombos or Hard Engage teams, making it an enticing choice over Judgement in certain situations.
That's literally the entire point of the ability now. It's meant to counteract wombo/burst teams.
how is hammer with the changes? 200ish extra hp at level 20 isn't exactly inspiring confidence, but 10% more damage on artillery seems like it might be worth it.
Well, I liked Hammer already and now stuff melts noticeably faster when you're in a decent siege position.
The extra health makes the difference between escaping and dying about once per game.
I've been consistently doing very well in both siege and hero damage since the patch.
neat, i'll give her another chance, i used to like hammer a lot pre-wipe and pre-hp nerf, so i hope they've made her viable again
also seven sided strike is scary. i tried to gank a monk with level 20 SSS as zeratul with a 2 level advantage and he near on instantly killed me before i wormholed out. not sure if it's better than divine palm since in a teamfight that damage is going to get spread out but 1v1 it is scaaaaary.
Well yes, if you sit in it the whole time and there are no other heroes to target and he upgrades it, you're going to get hit 11 times for 7% of your max health each hit, for a total of 77% of your life. Level difference doesn't matter, because it's percentage based.
Seven Sided Strike aside, a Kharazim that builds for damage is super scary. Way of the Hundred Fists hits HARD, Fists of Fury and Blazing Fists means very high uptime on Deadly Reach... plus Kharazim has an attackspeed of fucking 2. 2 APS, that's fucking crazy! That's the highest base attackspeed in the game. The next highest is 1.67, which Valla, Illidan, and Sylvanas have.
Not only that but he can build for all this damage AND still put out decent healing. Dude's pretty damn good.
Battle.net Tag: Dibby#1582
+1
Inquisitor772 x Penny Arcade Fight Club ChampionA fixed point in space and timeRegistered Userregular
You know what's funny? Monks in Diablo were severely nerfed a few months ago because Exploding Palm dealt damage based on mob-health percentage. Once Blizzard introduced a scaling game mode (Greater Rifts), lo and behold they discovered that damage which scaled with the health of your opponent was incredibly hard to balance. I'm really curious to see if this issue comes up again.
Do any other heroes have opponent health-percentage-based attacks?
I typically base my Maelstrom vs. Ultralisk decision on whether the opposing team has more melee or more ranged. 3+ melee heroes? Maelstrom. 3+ ranged heroes? Utralisk.
You know what's funny? Monks in Diablo were severely nerfed a few months ago because Exploding Palm dealt damage based on mob-health percentage. Once Blizzard introduced a scaling game mode (Greater Rifts), lo and behold they discovered that damage which scaled with the health of your opponent was incredibly hard to balance. I'm really curious to see if this issue comes up again.
Do any other heroes have opponent health-percentage-based attacks?
Health percentage based attacks are actually pretty common, haven't been an issue so far really. Player health only scales up so high, is the thing. Assassin health at level 20 tends to average out around 2.7-3k or so. Some of the more beefier guys have 4k, or even close to 5k. Butcher is probably the highest health Assassin, having 4.7k at 20, Thrall comes in 2nd with 3.9k. Warriors have the beefiest health pools at 20, averaging out around 5-6k, although RIP Anub'arak, poor guy only has 4.2k at 20.
So most of the health based scaling stuff goes no higher than 15%. Blood for Blood is the most common one, it used to be 15% but now it's 10%. So you're looking at about 300 damage on an Assassin, or about 500-600 on a Warrior.
Other health based abilities include Butcher's Savage Charge talent (15% of CURRENT health, not maximum), Kharazim's Seven Sided Strike (7% of max health per hit, 7 hits, will spread across multiple enemy heroes), Giant Killer (generic talent, causes autoattacks to deal extra damage equal to 1.5% of max health).
But then we also have Leoric. Leoric is a bit of a special case because he has a base ability that causes damage equal to 25% maximum health, but it's damage over time, not burst. It also heals him for the same amount (or 30%, if you talent for it). BUT, he also has a talent that causes Drain Hope to deal 10% max health damage if Drain Hope lasts its full duration, and THIS damage is instant burst. Leoric also has a level 20 talent that causes his autoattacks to deal 5% max health damage and heal for the same amount. Almost like Giant Killer on crack, it gives him Assassin level damage. His autos hit for 302 at level 20, he gains ~150 extra damage against Assassins and ~250-300 extra against Warriors. His attack speed is super fucking slow so it evens out (0.77 APS).
In general they keep the threshhold for health based damage no higher than 10%, usually, and it's pretty balanced.
You know what's funny? Monks in Diablo were severely nerfed a few months ago because Exploding Palm dealt damage based on mob-health percentage. Once Blizzard introduced a scaling game mode (Greater Rifts), lo and behold they discovered that damage which scaled with the health of your opponent was incredibly hard to balance. I'm really curious to see if this issue comes up again.
Do any other heroes have opponent health-percentage-based attacks?
Health percentage based attacks are actually pretty common, haven't been an issue so far really. Player health only scales up so high, is the thing. Assassin health at level 20 tends to average out around 2.7-3k or so. Some of the more beefier guys have 4k, or even close to 5k. Butcher is probably the highest health Assassin, having 4.7k at 20, Thrall comes in 2nd with 3.9k. Warriors have the beefiest health pools at 20, averaging out around 5-6k, although RIP Anub'arak, poor guy only has 4.2k at 20.
So most of the health based scaling stuff goes no higher than 15%. Blood for Blood is the most common one, it used to be 15% but now it's 10%. So you're looking at about 300 damage on an Assassin, or about 500-600 on a Warrior.
Other health based abilities include Butcher's Savage Charge talent (15% of CURRENT health, not maximum), Kharazim's Seven Sided Strike (7% of max health per hit, 7 hits, will spread across multiple enemy heroes), Giant Killer (generic talent, causes autoattacks to deal extra damage equal to 1.5% of max health).
But then we also have Leoric. Leoric is a bit of a special case because he has a base ability that causes damage equal to 25% maximum health, but it's damage over time, not burst. It also heals him for the same amount (or 30%, if you talent for it). BUT, he also has a talent that causes Drain Hope to deal 10% max health damage if Drain Hope lasts its full duration, and THIS damage is instant burst. Leoric also has a level 20 talent that causes his autoattacks to deal 5% max health damage and heal for the same amount. Almost like Giant Killer on crack, it gives him Assassin level damage. His autos hit for 302 at level 20, he gains ~150 extra damage against Assassins and ~250-300 extra against Warriors. His attack speed is super fucking slow so it evens out (0.77 APS).
In general they keep the threshhold for health based damage no higher than 10%, usually, and it's pretty balanced.
Just to point out that Leoric's Drain Hope has a lot of confusion about it. It damages the enemy its on for 25% of their health, and it heals Leoric for 25% of his health. The amount healed is independent of the damage dealt - doesn't matter if it's on Nova or Azmodan, Leoric will heal 25% of his health if it lasts the full duration. It's not a direct Life Drain which most people assume it is.
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Did that once vs AI by accident. Completely unkillable deathball at level 4. Quit laning and just started hunting, mercilessly. AI, yeah, but usually they can make a HP meter move a tick.
ay, what build are you using? I never played much of old kerrigan, so I'm kinda lost.
Tried it a few times while messing around in QM. Its better than you'd think it would be, but we never won a match. Should mention that I was doing this with a bunch of randoms from MFPT that were of dubious skill, so I'm not entirely convinced it isn't a (ridiculous, yet) valid strategy. We used Uther as our warrior, since he has a bunch of warrior utility like Block, Amplified Healing, Spell Shield and Imposing Presence, not to mention two great ults. Our "primary" healer was Li Li, who built pretty much the same as she always does, and Malfurion went DPS with a full Moonfire build (still picked up Tranquility, though, in case Li Li got interrupted during Cups). Brightwing passively healed everyone around her while also providing a lot of utility like Bribe and Emerald Wind. Final spot went to Tyrande, go gave us vision out the ass and some nice area damage.
Again, we lost every game we played. But not by as much as you'd think. It actually felt pretty good once we hit our groove. Would love to try it again sometime.
Pig is going away on September 1st, but that doesn't mean it won't come back. Gob is going away after the Diablo event, I'm assuming, but it might be back after some time as well.
Whether or not that influences your decision, though...
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I wouldn't advise Tassadar for most teams, tbh, but especially if you want DPS from your healers SHOOM Malf and Werewolf Rhegar are probably better because they don't rely on Archon's long (I think 100s?) cooldown to do literally any damage. At this point I really think Tassadar is only a great pick to counter Stealthers (and even then that can now be covered by Brightwing and Kharazim, as well as a vigilant Rhegar due to having a bigger clairvoyance on a shorter cooldown in Far Sight) or to bolster a dive comp with his chunky shield (if you either can't get Uther or if Divine Shield still isn't enough).
That was a loverly string of beat-downs
Do they test this shit, because a talent that does NOTHING when picked and requires like a ten kill streak to be useful is horrible. It's the BMin'est talent since Possession.
But it's a quest!
Well, from the patch notes it used to start at 5%. But it's basically happy fun snowball time.
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What's the problem?
I forgot about the nerf and auto-pilot picked it. Debilitating mistake!
Because those are all dive heroes, which are the bane of Sgt Hammer.
If they were going to nerf it this fucking hard they should've just removed it.
Old version = Starts at 5%, gains 2% per takedown, requires 5 takedowns to hit max of 15%, lose all stacks on death. Alright.
New version = Starts at 0%, gains 1% per takedown, requires 15 takedowns to hit max of 15%, lose half stacks (rounded up) on death.
So let's say by the grace of fucking god you manage to go 15-0 and have max stacks. Well, 1) you're already winning super hard, GP isn't gonna help and 2) it took you ALL fucking game to get there. But let's say you die. Let's say you die and you go down to, what, like 8 stacks? You now need 1) 7 more takedowns to get back to max 2) WITHOUT DYING.
Obviously going 15-0 isn't even realistic. Let's say you get, 5 takedowns and then you die. Down to 3%. But then you get ganked or something trying to catch back up with the team. OOPS 1%.
It's so fucking punishing and terrible and just isn't worth it anymore. Fortunately a good chunk of GP Heroes have/had good alternatives. Kael'thas's Nether Winds is REALLY damn good now. Falstad can just go Charged Up. Nazeebos have already switched over to using Spider Cluster. Zeratul doesn't use GP anymore, opting for the FA/FT build.
Sooooo that leaves Nova. She's pretty much pigeonholed into taking Envenom now and that's kinda icky.
Just fucking remove GP Blizzard.
Battle.net Tag: Dibby#1582
I don't have a set one yet
I like the heal on ravage and pumping up her shield a little bit
The built in increased range on her q is great
Is... is it really that hard? All you gotta do is hit R over the person you're right-clicking, or hit R on the jaina at the back to make her run away
maybe it's because I've played Enchantress in DotA but calling that micro in a complaining fashion feels really weird
I didn't say it's hard, I said I don't like doing it. I would never ever play enchantress haha, no thanks.
I feel much more effective with maelstrom and it looks cooler anyway.
Don't always need to micro it. It's often best used to hit a squishy in the backline and can be left to do that. Maelstrom is likely still the better choice if there's isn't a huge gap between their ranged and front line though.
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oh, ok, fair enough
I just like putting more bodies on the board because it tends to make people panic, which is a very effective thing to do in these sorts of games
and mostly I don't like Maelstrom because it's freaking hard to stay in close enough range for it to do damage and not just get focused into oblivion. People notice the big glowy aura around you, and they'll do their damnedest to make the shiny woman go away
She seems more durable now, with certain talents anyway. Following up on another aoe or initiation with it is pretty good tho. I'll initiate with it sometimes when I know a big ol team is immediately backing me up. Crackle!
Well, I liked Hammer already and now stuff melts noticeably faster when you're in a decent siege position.
The extra health makes the difference between escaping and dying about once per game.
I've been consistently doing very well in both siege and hero damage since the patch.
@Knight_
neat, i'll give her another chance, i used to like hammer a lot pre-wipe and pre-hp nerf, so i hope they've made her viable again
also seven sided strike is scary. i tried to gank a monk with level 20 SSS as zeratul with a 2 level advantage and he near on instantly killed me before i wormholed out. not sure if it's better than divine palm since in a teamfight that damage is going to get spread out but 1v1 it is scaaaaary.
Well yes, if you sit in it the whole time and there are no other heroes to target and he upgrades it, you're going to get hit 11 times for 7% of your max health each hit, for a total of 77% of your life. Level difference doesn't matter, because it's percentage based.
From the patch notes:
That's literally the entire point of the ability now. It's meant to counteract wombo/burst teams.
So you thought right! :P
Seven Sided Strike aside, a Kharazim that builds for damage is super scary. Way of the Hundred Fists hits HARD, Fists of Fury and Blazing Fists means very high uptime on Deadly Reach... plus Kharazim has an attackspeed of fucking 2. 2 APS, that's fucking crazy! That's the highest base attackspeed in the game. The next highest is 1.67, which Valla, Illidan, and Sylvanas have.
Not only that but he can build for all this damage AND still put out decent healing. Dude's pretty damn good.
Battle.net Tag: Dibby#1582
Do any other heroes have opponent health-percentage-based attacks?
Health percentage based attacks are actually pretty common, haven't been an issue so far really. Player health only scales up so high, is the thing. Assassin health at level 20 tends to average out around 2.7-3k or so. Some of the more beefier guys have 4k, or even close to 5k. Butcher is probably the highest health Assassin, having 4.7k at 20, Thrall comes in 2nd with 3.9k. Warriors have the beefiest health pools at 20, averaging out around 5-6k, although RIP Anub'arak, poor guy only has 4.2k at 20.
So most of the health based scaling stuff goes no higher than 15%. Blood for Blood is the most common one, it used to be 15% but now it's 10%. So you're looking at about 300 damage on an Assassin, or about 500-600 on a Warrior.
Other health based abilities include Butcher's Savage Charge talent (15% of CURRENT health, not maximum), Kharazim's Seven Sided Strike (7% of max health per hit, 7 hits, will spread across multiple enemy heroes), Giant Killer (generic talent, causes autoattacks to deal extra damage equal to 1.5% of max health).
But then we also have Leoric. Leoric is a bit of a special case because he has a base ability that causes damage equal to 25% maximum health, but it's damage over time, not burst. It also heals him for the same amount (or 30%, if you talent for it). BUT, he also has a talent that causes Drain Hope to deal 10% max health damage if Drain Hope lasts its full duration, and THIS damage is instant burst. Leoric also has a level 20 talent that causes his autoattacks to deal 5% max health damage and heal for the same amount. Almost like Giant Killer on crack, it gives him Assassin level damage. His autos hit for 302 at level 20, he gains ~150 extra damage against Assassins and ~250-300 extra against Warriors. His attack speed is super fucking slow so it evens out (0.77 APS).
In general they keep the threshhold for health based damage no higher than 10%, usually, and it's pretty balanced.
Battle.net Tag: Dibby#1582
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Just to point out that Leoric's Drain Hope has a lot of confusion about it. It damages the enemy its on for 25% of their health, and it heals Leoric for 25% of his health. The amount healed is independent of the damage dealt - doesn't matter if it's on Nova or Azmodan, Leoric will heal 25% of his health if it lasts the full duration. It's not a direct Life Drain which most people assume it is.
I see Li Li in HL all the time and it's always fine. She's a strong healer and her blind rocks.
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