I'm more amused by the sheep shooting giant dark lasers and shit. That's terrifying.
Been playing some thrall during the free week even though i bought him ages ago as i've largely abandoned him since his original nerfs. He's not bad, and I think the scaling changes will help him a lot as he feels a lot scarier late game. I will say, over all the different assassins i've played, nobody has more heroes get away from him at 10% hp like thrall does. So frustrating!
I like the level 1 range increase on his Q for expressly that reason.
Kinda curious as to the release calendar for the remainder of the year.
Cho'gall is obviously Tuesday, but this patch is actually a week early since they usually wait four weeks after the previous patch's second hero gets release. I guess the Artanis prerelease moved it up a week. Then I think Tower of Doom is going to be the 24th, just going by the PTR dates but that's obviously up in the air. Then Lunara or Greymane on the 8th followed by presumably the winter break most developers take. But I wonder if maybe they're going to release both Greymane and Lunara just to stagger it a bit since there probably won't be another major patch until mid-January.
Nova is now a legit lane clearer on PTR. Explosive shot with railgun and mana regen from CP!
Also, I finally picked up Morales. Powerful healer, but I need to work on my positioning badly.
The problem with this kind of build is that you're taking a Hero designed explicitly to do one thing and trying to make her do something she... isn't.
Nova is entirely about high burst damage. She wants to kill people. Mana doesn't matter to her because she's not staying in teamfights constantly using her abilities. She does her combo, walks off, then waits for the cooldowns. Taking Conjurer's Pursuit means losing 20% Snipe damage. Taking Explosive Round means, sure, you might be able to clear waves better, but you lose a LOT of damage by not taking AAS or One in the Chamber. Similarly by taking Railgun you're losing Crippling Shot, Double Fake, or Overdrive.
You're taking these talents to give her, yknow, average lane clear for a Hero that doesn't care about clearing lanes. With the buff to Gathering Power Nova will be more powerful than ever. She needs all the damage she can get.
people who pick artanis in hero league should be automatically silenced if they bitch about anyone else's hero pick. fucking kill me.
especially when he causes us to lose a game we had won and were up 3 levels on because he insisted we attack the core in a 5v5 fight against kael twice, wherein we, quite predictably, got eaten to shit by living bomb
and then next game has an abathur. fucking godddd. "but the pros play abathur on boe!" well buddy seeing as you never left the base the entire game except the 2 times sonya ganked you because you didn't mine the path to your spot, you fucking ain't a pro. less xp than our jaina. 4v5s are the best and now i'm back down to rank 7 again. ugh.
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
Took a 1-game hots break from doing a take-home final the day before it's due (would not recommend that course of action in general), and had just a fantastic Chen game. Was hilarious, both teams had Chen and Artanis. Theirs finished like 3/9, whereas ours repeatedly (like three times each) started fights by ourselves, survived until the rest of the team showed up (valla/falstad/nazeeb), and got out with like 20HP while our ranged assassins destroy them because they blew all their cooldowns already.
Took a 1-game hots break from doing a take-home final the day before it's due (would not recommend that course of action in general), and had just a fantastic Chen game. Was hilarious, both teams had Chen and Artanis. Theirs finished like 3/9, whereas ours repeatedly (like three times each) started fights by ourselves, survived until the rest of the team showed up (valla/falstad/nazeeb), and got out with like 20HP while our ranged assassins destroy them because they blew all their cooldowns already.
I will say that by far the dumbest mirror lane matchup is Chen vs. Chen.
Literally both players standing where the two waves meet, drinking until Flame Breath is off cooldown, then barrel + breathe and go back to drinking. Neither takes any damage, the waves don't go anywhere, and it's just entirely pointless.
Garthor on
+2
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
Took a 1-game hots break from doing a take-home final the day before it's due (would not recommend that course of action in general), and had just a fantastic Chen game. Was hilarious, both teams had Chen and Artanis. Theirs finished like 3/9, whereas ours repeatedly (like three times each) started fights by ourselves, survived until the rest of the team showed up (valla/falstad/nazeeb), and got out with like 20HP while our ranged assassins destroy them because they blew all their cooldowns already.
I will say that by far the dumbest mirror lane matchup is Chen vs. Chen.
Literally both players standing where the two waves meet, drinking until Flame Breath is off cooldown, then barrel + breathe and go back to drinking. Neither takes any damage, the waves don't go anywhere, and it's just entirely pointless.
The point is that they mutually respect each other as they gather their regen globes. It's just a gentleman's drinking game.
But no, dumbest mirror lane matchup is Murky vs. Murky. Waves don't move because they both decimate them with pufferfish, and then it's a dance of "oh god who's going to land the first slime" that decides which one lives and which one dies.
Edit: Also if you end up Chen v. Chen you should definitely lane swap, preferably with another tank who can take Chen's abuse. Chen's abilities in lane are best used absolutely destroying squishy heroes, and then diving past the first line of towers to kill them when they think they're safe, drink until Q is off cooldown, and then jump back over the gate.
The Escape Goat on
+2
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
Took a 1-game hots break from doing a take-home final the day before it's due (would not recommend that course of action in general), and had just a fantastic Chen game. Was hilarious, both teams had Chen and Artanis. Theirs finished like 3/9, whereas ours repeatedly (like three times each) started fights by ourselves, survived until the rest of the team showed up (valla/falstad/nazeeb), and got out with like 20HP while our ranged assassins destroy them because they blew all their cooldowns already.
I will say that by far the dumbest mirror lane matchup is Chen vs. Chen.
Literally both players standing where the two waves meet, drinking until Flame Breath is off cooldown, then barrel + breathe and go back to drinking. Neither takes any damage, the waves don't go anywhere, and it's just entirely pointless.
The point is that they mutually respect each other as they gather their regen globes. It's just a gentleman's drinking game.
But no, dumbest mirror lane matchup is Murky vs. Murky. Waves don't move because they both decimate them with pufferfish, and then it's a dance of "oh god who's going to land the first slime" that decides which one lives and which one dies.
Edit: Also if you end up Chen v. Chen you should definitely lane swap, preferably with another tank who can take Chen's abuse. Chen's abilities in lane are best used absolutely destroying squishy heroes, and then diving past the first line of towers to kill them when they think they're safe, drink until Q is off cooldown, and then jump back over the gate.
Murky v. Murky can have a lot of back and forth, dropping the puffer fish to pressure their murky or slap it to kill the minions, etc.
Poke fights are way more interesting than two walls getting into fisticuffs.
Humor can be dissected as a frog can, but dies in the process.
+2
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
Took a 1-game hots break from doing a take-home final the day before it's due (would not recommend that course of action in general), and had just a fantastic Chen game. Was hilarious, both teams had Chen and Artanis. Theirs finished like 3/9, whereas ours repeatedly (like three times each) started fights by ourselves, survived until the rest of the team showed up (valla/falstad/nazeeb), and got out with like 20HP while our ranged assassins destroy them because they blew all their cooldowns already.
I will say that by far the dumbest mirror lane matchup is Chen vs. Chen.
Literally both players standing where the two waves meet, drinking until Flame Breath is off cooldown, then barrel + breathe and go back to drinking. Neither takes any damage, the waves don't go anywhere, and it's just entirely pointless.
The point is that they mutually respect each other as they gather their regen globes. It's just a gentleman's drinking game.
But no, dumbest mirror lane matchup is Murky vs. Murky. Waves don't move because they both decimate them with pufferfish, and then it's a dance of "oh god who's going to land the first slime" that decides which one lives and which one dies.
Edit: Also if you end up Chen v. Chen you should definitely lane swap, preferably with another tank who can take Chen's abuse. Chen's abilities in lane are best used absolutely destroying squishy heroes, and then diving past the first line of towers to kill them when they think they're safe, drink until Q is off cooldown, and then jump back over the gate.
Murky v. Murky can have a lot of back and forth, dropping the puffer fish to pressure their murky or slap it to kill the minions, etc.
Poke fights are way more interesting than two walls getting into fisticuffs.
I didn't say Murky v. Murky was less interesting, I said it was dumber. Two totally different things :P
Also if you lay down puffer to pressure the other Murky you have to be doing it wrong. It will literally never hit them if they have a brain in their head and you're losing out on lane push; it's dangerous to do it with only slimes because you're taking minion damage and leave yourself blatantly open to "hey I'm standing right here, wait until I use slime and walk up to slime me". And it's not really a poke war because if a murky is smart, landing the first slime=keep following them and hitting q until they're dead. You absolutely cannot win the slime fight once you've been hit first.
Basically, yeah, you're right against the average QM Murky, but I've been burned by enough good Murkys to know that losing the first-slime battle means you need to immediately GTFO until the slime debuff wears off.
0
jungleroomxIt's never too many graves, it's always not enough shovelsRegistered Userregular
Nova is now a legit lane clearer on PTR. Explosive shot with railgun and mana regen from CP!
Also, I finally picked up Morales. Powerful healer, but I need to work on my positioning badly.
The problem with this kind of build is that you're taking a Hero designed explicitly to do one thing and trying to make her do something she... isn't.
Nova is entirely about high burst damage. She wants to kill people. Mana doesn't matter to her because she's not staying in teamfights constantly using her abilities. She does her combo, walks off, then waits for the cooldowns. Taking Conjurer's Pursuit means losing 20% Snipe damage. Taking Explosive Round means, sure, you might be able to clear waves better, but you lose a LOT of damage by not taking AAS or One in the Chamber. Similarly by taking Railgun you're losing Crippling Shot, Double Fake, or Overdrive.
You're taking these talents to give her, yknow, average lane clear for a Hero that doesn't care about clearing lanes. With the buff to Gathering Power Nova will be more powerful than ever. She needs all the damage she can get.
Thats not how I play her and Ive had success in not gearing her up for totes burst damage. Keeping heroes out of fights and providing good-moderate burst damage means Im a continual contributor to teamfights.
If there is an opposing hero that needs to be sniped then I can make a build for that, as well.
Morales and Hammer come to mind.
I have nearly 200 games with Nova and a winning record in both HL and QM, as well as overall. Shes my all-time most played. Ive found that constantly doing 40% damage over and over makes her more versatile than a total burst ridic cooldown and then wait 20 seconds, but thats just my opinion.
jungleroomx on
+1
jungleroomxIt's never too many graves, it's always not enough shovelsRegistered Userregular
I have to leave for work in a few minutes, but I'm in the mood to do some writing when I get home. Is there a Hots-related subject anyone wants me to touch base on?
I feel like there's a ton of information floating around in my head that's going to waste, so I end up rambling on to my coworkers about shit like, I don't know, Zagara creep tumor placement, and they don't give a fuck.
Inquisitor772 x Penny Arcade Fight Club ChampionA fixed point in space and timeRegistered Userregular
Murky vs. Murky is a battle of pride. Two Murkys (Murkies? Murki?) enter. One Murky leaves. Or both Murkys leave. In bubbles.
If you're any good you basically ignore each other because it's a waste of time. You are better off just split laning where the other Murky isn't, and then running in to slime/gank when someone else is there to finish the job. Competent defense against Murky is basically staying out of melee range and shooting the puffer as soon as it appears - both things which an opposing Murky can't do well.
The best is when you can get the other Murky on tilt and he just goes after you the whole game trying to save their structures. So it's like you've Murkied a Murky.
The best thing you can do against another Murky is straight up ignore him. If the Murky is trying to chase you around to kill you, it means he's spending time not doing what he's supposed to be doing as a Murky. Especially if he spends more time chasing you than he would have gained from your three seconds of downtime.
That's not to say that if you don't know where his egg is however, you shouldn't take a quick detour to stuff a Pufferfish up its ass.
I have to leave for work in a few minutes, but I'm in the mood to do some writing when I get home. Is there a Hots-related subject anyone wants me to touch base on?
I feel like there's a ton of information floating around in my head that's going to waste, so I end up rambling on to my coworkers about shit like, I don't know, Zagara creep tumor placement, and they don't give a fuck.
Map Specific Strategies and timing (EG: When and why to take giants on Mines/other map specific strats a lot of pubs miss).
For the giants on Mines, the goal is for them to help you defend against the golem. The timing to cap them is after the golem passes out of the enemy team's gate. This will ensure that your giants will be in the correct position to throw rocks at the golem. If you cap too early the giants will get in lane and ignore the golem, or sometimes they'll throw just a couple rocks and then turn around and start walking again.
What's the smallest amount of distance that it becomes quicker to mount-up and travel instead of just running? I usually do if it's more than one screen
(Edit - there's a few weird typos/caps in the article because I had to use google translate to bypass the filter at work)
My goal is to help you Understand what will happen When the new scaling Changes That Blizzard is introducing will go live - for the Public Test Realm (PTR) on 17 November 2015, and a week later in the actual game. It will be up to the player to choose basis Whether the new Changes will be a good thing, hopefully after a reasonable amount of testing. In fact, some players play casually May WHO barely notice and wonder just why Their character feels different - May They attribute it to a special morning routine. Who knows.
Tier talent advantage
If you're familiar With the basics of Heroes of the Storm, we know That talent Heroes get new picks at level 1, 4, 7, 10, 13, 16, and 20. These powerful talents give bonuses That team will win Often fights for you. Engaging in a team fight When the enemy team has 1 more talent is Usually a bad idea to (11v13, 15v16). When behind, a team must fight Carefully choose to Have Their minimal disadvantage. If you can not get to 5V4, AT LEAST you make sure you're level 16 vs 18 so that you 're not down to talent.
Stats advantage
Besides talents, there's the character stats to Consider (press "c" to see your stats in the game char). In the current version of Heroes of the Storm (16-Nov-2015), all Heroes get a fixed amount of HP & Damage Increase per level-up. If You have 1000 HP at level 1, and gain 220 HP per level-up, you'll Have 1220 and 1440 at level 2 and level 3. These are huge relative Differences Which Creates a big power Difference between a team That is on level 2 versus a team That is on level 3 Hero Levels.
For example Consider These no-talent-picked hero stats:
• ETC Gets a 4.3% increase in HP from level 20 to 21 (5800-> 6050)
• Thrall gets a 4.5% increase in auto attack damage from 20 to 21 (378-> 395)
• ETC Gets a 23.8% increase in HP from level 1 to 2 (1050-> 1300)
• Thrall gets a 31% increase in auto attack damage from 1 to 2 (55-> 72)
Both damage and HP see huge relative Differences at the early levels. Even without good play, the stats will do Their Work Generally for you, and it will be rare to see a team lose to level 4 to level 3 team, Because They are up to talent and up ~ 20% overall statistical strength.
The Difference between level 21 and 22 is decent, but 4% Differences in stats are unlikely to be as decisive as would be proper micromanagement, control, mechanics, decision making and positioning.
New scaling
In the new scaling, all Heroes will gain power roughly 4% per level. Already this is happening at level 20-> 21 Currently, as illustrated very Clearly but not at level 1. This is Achieved in the new scaling by bringing up everyone's HP and Base Base roughly Damage to Their previous level 8 values. So Chen will start with ~ 2600 HP at level 1, and Thrall May start with 150+ On His auto attack damage.
Death timers
Additionally, Blizzard Said Increased death timers will be at level 1 Hero's just like stats, Also to About Their level 8 value.
PvE Changes
An unintended side-effect possible so far, Is That Against every Hero's strength minion waves has-been changed from what it is currently are. Also fortifications Enemy Heroes hit weaker, right from the get go at level 1. In the new patch, you can Easily take several shots tower without going into lethal range in a 1v1, Whereas before That was suicide.
More early game action?
As a result of the above, making ganks on squishies enemy early in the game will be far easier. The Increased death timers Also Makes it more rewarding. The goal is to Enhance Presumed early game action, add more meaning to early kills Particularly in How They deny enemy soak experience, and make all Heroes feel more powerful and characteristic at level 1 already.
Blizzard is taking quite a risk here With These changes. Game balancing has-been quite effective, as 36 out of 42 active Heroes saw competitive play at BlizzCon. Big or small Changes will always need to be made to adjust to Continuously discoveries or Developments, but nothing quite as big as esta Has Happened before. Blizzard is making a statement They Believe That This Will Be for the best of the gameplay, Otherwise They would not take a risk like that. I believe They are right, but it remains to be seen.
These Whether Intended Changes Will Have the effect, we will soon know, but one thing is for sure. Everything you think you know about the target, and each Hero's respective strength and viability, is going to change completely the new patch eleven hits. It's like a reset on balancing, and I invite everyone to keep an open mind to Gazlowe, Thrall, and Hammer picks. Experiment, play some games, and share your experiences via Twitter With Grubby on followgrubby .
For the giants on Mines, the goal is for them to help you defend against the golem. The timing to cap them is after the golem passes out of the enemy team's gate. This will ensure that your giants will be in the correct position to throw rocks at the golem. If you cap too early the giants will get in lane and ignore the golem, or sometimes they'll throw just a couple rocks and then turn around and start walking again.
For the giants on Mines, the goal is for them to help you defend against the golem. The timing to cap them is after the golem passes out of the enemy team's gate. This will ensure that your giants will be in the correct position to throw rocks at the golem. If you cap too early the giants will get in lane and ignore the golem, or sometimes they'll throw just a couple rocks and then turn around and start walking again.
For the giants on Mines, the goal is for them to help you defend against the golem. The timing to cap them is after the golem passes out of the enemy team's gate. This will ensure that your giants will be in the correct position to throw rocks at the golem. If you cap too early the giants will get in lane and ignore the golem, or sometimes they'll throw just a couple rocks and then turn around and start walking again.
(Edit - there's a few weird typos/caps in the article because I had to use google translate to bypass the filter at work)
My goal is to help you Understand what will happen When the new scaling Changes That Blizzard is introducing will go live - for the Public Test Realm (PTR) on 17 November 2015, and a week later in the actual game. It will be up to the player to choose basis Whether the new Changes will be a good thing, hopefully after a reasonable amount of testing. In fact, some players play casually May WHO barely notice and wonder just why Their character feels different - May They attribute it to a special morning routine. Who knows.
Tier talent advantage
If you're familiar With the basics of Heroes of the Storm, we know That talent Heroes get new picks at level 1, 4, 7, 10, 13, 16, and 20. These powerful talents give bonuses That team will win Often fights for you. Engaging in a team fight When the enemy team has 1 more talent is Usually a bad idea to (11v13, 15v16). When behind, a team must fight Carefully choose to Have Their minimal disadvantage. If you can not get to 5V4, AT LEAST you make sure you're level 16 vs 18 so that you 're not down to talent.
Stats advantage
Besides talents, there's the character stats to Consider (press "c" to see your stats in the game char). In the current version of Heroes of the Storm (16-Nov-2015), all Heroes get a fixed amount of HP & Damage Increase per level-up. If You have 1000 HP at level 1, and gain 220 HP per level-up, you'll Have 1220 and 1440 at level 2 and level 3. These are huge relative Differences Which Creates a big power Difference between a team That is on level 2 versus a team That is on level 3 Hero Levels.
For example Consider These no-talent-picked hero stats:
• ETC Gets a 4.3% increase in HP from level 20 to 21 (5800-> 6050)
• Thrall gets a 4.5% increase in auto attack damage from 20 to 21 (378-> 395)
• ETC Gets a 23.8% increase in HP from level 1 to 2 (1050-> 1300)
• Thrall gets a 31% increase in auto attack damage from 1 to 2 (55-> 72)
Both damage and HP see huge relative Differences at the early levels. Even without good play, the stats will do Their Work Generally for you, and it will be rare to see a team lose to level 4 to level 3 team, Because They are up to talent and up ~ 20% overall statistical strength.
The Difference between level 21 and 22 is decent, but 4% Differences in stats are unlikely to be as decisive as would be proper micromanagement, control, mechanics, decision making and positioning.
New scaling
In the new scaling, all Heroes will gain power roughly 4% per level. Already this is happening at level 20-> 21 Currently, as illustrated very Clearly but not at level 1. This is Achieved in the new scaling by bringing up everyone's HP and Base Base roughly Damage to Their previous level 8 values. So Chen will start with ~ 2600 HP at level 1, and Thrall May start with 150+ On His auto attack damage.
Death timers
Additionally, Blizzard Said Increased death timers will be at level 1 Hero's just like stats, Also to About Their level 8 value.
PvE Changes
An unintended side-effect possible so far, Is That Against every Hero's strength minion waves has-been changed from what it is currently are. Also fortifications Enemy Heroes hit weaker, right from the get go at level 1. In the new patch, you can Easily take several shots tower without going into lethal range in a 1v1, Whereas before That was suicide.
More early game action?
As a result of the above, making ganks on squishies enemy early in the game will be far easier. The Increased death timers Also Makes it more rewarding. The goal is to Enhance Presumed early game action, add more meaning to early kills Particularly in How They deny enemy soak experience, and make all Heroes feel more powerful and characteristic at level 1 already.
Blizzard is taking quite a risk here With These changes. Game balancing has-been quite effective, as 36 out of 42 active Heroes saw competitive play at BlizzCon. Big or small Changes will always need to be made to adjust to Continuously discoveries or Developments, but nothing quite as big as esta Has Happened before. Blizzard is making a statement They Believe That This Will Be for the best of the gameplay, Otherwise They would not take a risk like that. I believe They are right, but it remains to be seen.
These Whether Intended Changes Will Have the effect, we will soon know, but one thing is for sure. Everything you think you know about the target, and each Hero's respective strength and viability, is going to change completely the new patch eleven hits. It's like a reset on balancing, and I invite everyone to keep an open mind to Gazlowe, Thrall, and Hammer picks. Experiment, play some games, and share your experiences via Twitter With Grubby on followgrubby .
So basically, heroes are starting higher and progressing less per level as far as total power?
Seems odd. Also, it seems like the first tower, wall, and forts will be extremely easy to destroy.
This puts certain heroes at a distinct advantage (Murky, Azmodan, Hammer) when it comes to crumbling that first tower and getting that sweet structural xp.
0
Kai_SanCommonly known as Klineshrike!Registered Userregular
Yeah we did have a huge 2 page convo on it a few days ago.
While all heroes are going to be a lot stronger earlier, the severity of it depends on what they were good at before. Like warriors have WAY more hp than before but only a little bit more damage, opposite for assassins etc.
Overall though, killing power of assassins is higher and they are a little bit easier to kill early. This generally reflects how it already was late game, but there were a few heroes who were solely good at later levels that are now good from level 1. Possibly the biggest benefactor of this is thrall honestly. Nova gains quite a bit from it too though.
(Edit - there's a few weird typos/caps in the article because I had to use google translate to bypass the filter at work)
My goal is to help you Understand what will happen When the new scaling Changes That Blizzard is introducing will go live - for the Public Test Realm (PTR) on 17 November 2015, and a week later in the actual game. It will be up to the player to choose basis Whether the new Changes will be a good thing, hopefully after a reasonable amount of testing. In fact, some players play casually May WHO barely notice and wonder just why Their character feels different - May They attribute it to a special morning routine. Who knows.
Tier talent advantage
If you're familiar With the basics of Heroes of the Storm, we know That talent Heroes get new picks at level 1, 4, 7, 10, 13, 16, and 20. These powerful talents give bonuses That team will win Often fights for you. Engaging in a team fight When the enemy team has 1 more talent is Usually a bad idea to (11v13, 15v16). When behind, a team must fight Carefully choose to Have Their minimal disadvantage. If you can not get to 5V4, AT LEAST you make sure you're level 16 vs 18 so that you 're not down to talent.
Stats advantage
Besides talents, there's the character stats to Consider (press "c" to see your stats in the game char). In the current version of Heroes of the Storm (16-Nov-2015), all Heroes get a fixed amount of HP & Damage Increase per level-up. If You have 1000 HP at level 1, and gain 220 HP per level-up, you'll Have 1220 and 1440 at level 2 and level 3. These are huge relative Differences Which Creates a big power Difference between a team That is on level 2 versus a team That is on level 3 Hero Levels.
For example Consider These no-talent-picked hero stats:
• ETC Gets a 4.3% increase in HP from level 20 to 21 (5800-> 6050)
• Thrall gets a 4.5% increase in auto attack damage from 20 to 21 (378-> 395)
• ETC Gets a 23.8% increase in HP from level 1 to 2 (1050-> 1300)
• Thrall gets a 31% increase in auto attack damage from 1 to 2 (55-> 72)
Both damage and HP see huge relative Differences at the early levels. Even without good play, the stats will do Their Work Generally for you, and it will be rare to see a team lose to level 4 to level 3 team, Because They are up to talent and up ~ 20% overall statistical strength.
The Difference between level 21 and 22 is decent, but 4% Differences in stats are unlikely to be as decisive as would be proper micromanagement, control, mechanics, decision making and positioning.
New scaling
In the new scaling, all Heroes will gain power roughly 4% per level. Already this is happening at level 20-> 21 Currently, as illustrated very Clearly but not at level 1. This is Achieved in the new scaling by bringing up everyone's HP and Base Base roughly Damage to Their previous level 8 values. So Chen will start with ~ 2600 HP at level 1, and Thrall May start with 150+ On His auto attack damage.
Death timers
Additionally, Blizzard Said Increased death timers will be at level 1 Hero's just like stats, Also to About Their level 8 value.
PvE Changes
An unintended side-effect possible so far, Is That Against every Hero's strength minion waves has-been changed from what it is currently are. Also fortifications Enemy Heroes hit weaker, right from the get go at level 1. In the new patch, you can Easily take several shots tower without going into lethal range in a 1v1, Whereas before That was suicide.
More early game action?
As a result of the above, making ganks on squishies enemy early in the game will be far easier. The Increased death timers Also Makes it more rewarding. The goal is to Enhance Presumed early game action, add more meaning to early kills Particularly in How They deny enemy soak experience, and make all Heroes feel more powerful and characteristic at level 1 already.
Blizzard is taking quite a risk here With These changes. Game balancing has-been quite effective, as 36 out of 42 active Heroes saw competitive play at BlizzCon. Big or small Changes will always need to be made to adjust to Continuously discoveries or Developments, but nothing quite as big as esta Has Happened before. Blizzard is making a statement They Believe That This Will Be for the best of the gameplay, Otherwise They would not take a risk like that. I believe They are right, but it remains to be seen.
These Whether Intended Changes Will Have the effect, we will soon know, but one thing is for sure. Everything you think you know about the target, and each Hero's respective strength and viability, is going to change completely the new patch eleven hits. It's like a reset on balancing, and I invite everyone to keep an open mind to Gazlowe, Thrall, and Hammer picks. Experiment, play some games, and share your experiences via Twitter With Grubby on followgrubby .
So basically, heroes are starting higher and progressing less per level as far as total power?
Seems odd. Also, it seems like the first tower, wall, and forts will be extremely easy to destroy.
This puts certain heroes at a distinct advantage (Murky, Azmodan, Hammer) when it comes to crumbling that first tower and getting that sweet structural xp.
At the same time though, it's significantly easier to pounce on them as they move up in lane and murder them. And then they're down 3 times as long as they were before.
+1
jungleroomxIt's never too many graves, it's always not enough shovelsRegistered Userregular
I think with Hammer being on the free week I'm not going to play QM anymore.
Because my god...
0
Kai_SanCommonly known as Klineshrike!Registered Userregular
(Edit - there's a few weird typos/caps in the article because I had to use google translate to bypass the filter at work)
My goal is to help you Understand what will happen When the new scaling Changes That Blizzard is introducing will go live - for the Public Test Realm (PTR) on 17 November 2015, and a week later in the actual game. It will be up to the player to choose basis Whether the new Changes will be a good thing, hopefully after a reasonable amount of testing. In fact, some players play casually May WHO barely notice and wonder just why Their character feels different - May They attribute it to a special morning routine. Who knows.
Tier talent advantage
If you're familiar With the basics of Heroes of the Storm, we know That talent Heroes get new picks at level 1, 4, 7, 10, 13, 16, and 20. These powerful talents give bonuses That team will win Often fights for you. Engaging in a team fight When the enemy team has 1 more talent is Usually a bad idea to (11v13, 15v16). When behind, a team must fight Carefully choose to Have Their minimal disadvantage. If you can not get to 5V4, AT LEAST you make sure you're level 16 vs 18 so that you 're not down to talent.
Stats advantage
Besides talents, there's the character stats to Consider (press "c" to see your stats in the game char). In the current version of Heroes of the Storm (16-Nov-2015), all Heroes get a fixed amount of HP & Damage Increase per level-up. If You have 1000 HP at level 1, and gain 220 HP per level-up, you'll Have 1220 and 1440 at level 2 and level 3. These are huge relative Differences Which Creates a big power Difference between a team That is on level 2 versus a team That is on level 3 Hero Levels.
For example Consider These no-talent-picked hero stats:
• ETC Gets a 4.3% increase in HP from level 20 to 21 (5800-> 6050)
• Thrall gets a 4.5% increase in auto attack damage from 20 to 21 (378-> 395)
• ETC Gets a 23.8% increase in HP from level 1 to 2 (1050-> 1300)
• Thrall gets a 31% increase in auto attack damage from 1 to 2 (55-> 72)
Both damage and HP see huge relative Differences at the early levels. Even without good play, the stats will do Their Work Generally for you, and it will be rare to see a team lose to level 4 to level 3 team, Because They are up to talent and up ~ 20% overall statistical strength.
The Difference between level 21 and 22 is decent, but 4% Differences in stats are unlikely to be as decisive as would be proper micromanagement, control, mechanics, decision making and positioning.
New scaling
In the new scaling, all Heroes will gain power roughly 4% per level. Already this is happening at level 20-> 21 Currently, as illustrated very Clearly but not at level 1. This is Achieved in the new scaling by bringing up everyone's HP and Base Base roughly Damage to Their previous level 8 values. So Chen will start with ~ 2600 HP at level 1, and Thrall May start with 150+ On His auto attack damage.
Death timers
Additionally, Blizzard Said Increased death timers will be at level 1 Hero's just like stats, Also to About Their level 8 value.
PvE Changes
An unintended side-effect possible so far, Is That Against every Hero's strength minion waves has-been changed from what it is currently are. Also fortifications Enemy Heroes hit weaker, right from the get go at level 1. In the new patch, you can Easily take several shots tower without going into lethal range in a 1v1, Whereas before That was suicide.
More early game action?
As a result of the above, making ganks on squishies enemy early in the game will be far easier. The Increased death timers Also Makes it more rewarding. The goal is to Enhance Presumed early game action, add more meaning to early kills Particularly in How They deny enemy soak experience, and make all Heroes feel more powerful and characteristic at level 1 already.
Blizzard is taking quite a risk here With These changes. Game balancing has-been quite effective, as 36 out of 42 active Heroes saw competitive play at BlizzCon. Big or small Changes will always need to be made to adjust to Continuously discoveries or Developments, but nothing quite as big as esta Has Happened before. Blizzard is making a statement They Believe That This Will Be for the best of the gameplay, Otherwise They would not take a risk like that. I believe They are right, but it remains to be seen.
These Whether Intended Changes Will Have the effect, we will soon know, but one thing is for sure. Everything you think you know about the target, and each Hero's respective strength and viability, is going to change completely the new patch eleven hits. It's like a reset on balancing, and I invite everyone to keep an open mind to Gazlowe, Thrall, and Hammer picks. Experiment, play some games, and share your experiences via Twitter With Grubby on followgrubby .
So basically, heroes are starting higher and progressing less per level as far as total power?
Seems odd. Also, it seems like the first tower, wall, and forts will be extremely easy to destroy.
This puts certain heroes at a distinct advantage (Murky, Azmodan, Hammer) when it comes to crumbling that first tower and getting that sweet structural xp.
At the same time though, it's significantly easier to pounce on them as they move up in lane and murder them. And then they're down 3 times as long as they were before.
Except Azmodan has Warrior HP so he is benefitting from that scaling...
A pro game on ETS NA with one of the crazier comps I've seen just wrapped up:
VN - Zeratul, Sylvanas, Zagara, Tassadar, Abathur (that's right, no tank and Tass solo support) vs. SL - Kael'thas, Valla, Muradin, Uther, Rexxar
What does ETS stand for? Is there a replay available? I'd love to watch that because I was just going to post to day and say....
I bought Abathur! And I totally don't get how he's any good! Well, that's not completely true. I've seen him in action kicking ass. I found his hat underwhelming. The damage and shield is pretty poor. That jives with my observations playing against him which is that locust and mines builds have been a much bigger threat.
I'll post more about my experience later, but suffice to say: Battlefield Of Eternity and the matchmaker screwed us. Both teams had 2 supports but we had Nova for damage and they had Tychus or Raynor. And I was Abathur on that team.
people who pick artanis in hero league should be automatically silenced if they bitch about anyone else's hero pick. fucking kill me.
WAHAHAAH Yes I had this experience, too. Our first pick instaselected Artanis. Last pick we needed some dps and the person picked Sylvanas, and Artanis started bitching. I told him he didn't have much leg to stand on since he picked the second worst winrate hero and he said something like "No he isn't." And So I told him according to the stats he is! But then I redirected the conversation to be positive and ensure we could win. And we did. Handily. Artanis had like 3x more deaths than anyone else with 8 since he refused to run away from a fight ever. But we won despite him.
I have nearly 200 games with Nova and a winning record in both HL and QM, as well as overall. Shes my all-time most played. Ive found that constantly doing 40% damage over and over makes her more versatile than a total burst ridic cooldown and then wait 20 seconds, but thats just my opinion.
Mine, too. I build sustained damage Nova. With good positioning skills you don't need to just dump your abilities and run away. You can reposition as needed and continue to contribute. I've seen both builds in action (like in a Nova vs Nova game) and both builds come out on top in hero damage, so it's good either way.
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I like the level 1 range increase on his Q for expressly that reason.
It was pretty close actually! (but we lost)
Nova didnt change, the game changed around her to favor her outset. Weaker lane minions and buildings.
Cho'gall is obviously Tuesday, but this patch is actually a week early since they usually wait four weeks after the previous patch's second hero gets release. I guess the Artanis prerelease moved it up a week. Then I think Tower of Doom is going to be the 24th, just going by the PTR dates but that's obviously up in the air. Then Lunara or Greymane on the 8th followed by presumably the winter break most developers take. But I wonder if maybe they're going to release both Greymane and Lunara just to stagger it a bit since there probably won't be another major patch until mid-January.
The problem with this kind of build is that you're taking a Hero designed explicitly to do one thing and trying to make her do something she... isn't.
Nova is entirely about high burst damage. She wants to kill people. Mana doesn't matter to her because she's not staying in teamfights constantly using her abilities. She does her combo, walks off, then waits for the cooldowns. Taking Conjurer's Pursuit means losing 20% Snipe damage. Taking Explosive Round means, sure, you might be able to clear waves better, but you lose a LOT of damage by not taking AAS or One in the Chamber. Similarly by taking Railgun you're losing Crippling Shot, Double Fake, or Overdrive.
You're taking these talents to give her, yknow, average lane clear for a Hero that doesn't care about clearing lanes. With the buff to Gathering Power Nova will be more powerful than ever. She needs all the damage she can get.
Battle.net Tag: Dibby#1582
especially when he causes us to lose a game we had won and were up 3 levels on because he insisted we attack the core in a 5v5 fight against kael twice, wherein we, quite predictably, got eaten to shit by living bomb
and then next game has an abathur. fucking godddd. "but the pros play abathur on boe!" well buddy seeing as you never left the base the entire game except the 2 times sonya ganked you because you didn't mine the path to your spot, you fucking ain't a pro. less xp than our jaina. 4v5s are the best and now i'm back down to rank 7 again. ugh.
that was a good morales/tass combo
I will say that by far the dumbest mirror lane matchup is Chen vs. Chen.
Literally both players standing where the two waves meet, drinking until Flame Breath is off cooldown, then barrel + breathe and go back to drinking. Neither takes any damage, the waves don't go anywhere, and it's just entirely pointless.
The point is that they mutually respect each other as they gather their regen globes. It's just a gentleman's drinking game.
But no, dumbest mirror lane matchup is Murky vs. Murky. Waves don't move because they both decimate them with pufferfish, and then it's a dance of "oh god who's going to land the first slime" that decides which one lives and which one dies.
Edit: Also if you end up Chen v. Chen you should definitely lane swap, preferably with another tank who can take Chen's abuse. Chen's abilities in lane are best used absolutely destroying squishy heroes, and then diving past the first line of towers to kill them when they think they're safe, drink until Q is off cooldown, and then jump back over the gate.
Murky v. Murky can have a lot of back and forth, dropping the puffer fish to pressure their murky or slap it to kill the minions, etc.
Poke fights are way more interesting than two walls getting into fisticuffs.
I didn't say Murky v. Murky was less interesting, I said it was dumber. Two totally different things :P
Also if you lay down puffer to pressure the other Murky you have to be doing it wrong. It will literally never hit them if they have a brain in their head and you're losing out on lane push; it's dangerous to do it with only slimes because you're taking minion damage and leave yourself blatantly open to "hey I'm standing right here, wait until I use slime and walk up to slime me". And it's not really a poke war because if a murky is smart, landing the first slime=keep following them and hitting q until they're dead. You absolutely cannot win the slime fight once you've been hit first.
Basically, yeah, you're right against the average QM Murky, but I've been burned by enough good Murkys to know that losing the first-slime battle means you need to immediately GTFO until the slime debuff wears off.
Thats not how I play her and Ive had success in not gearing her up for totes burst damage. Keeping heroes out of fights and providing good-moderate burst damage means Im a continual contributor to teamfights.
If there is an opposing hero that needs to be sniped then I can make a build for that, as well.
Morales and Hammer come to mind.
I have nearly 200 games with Nova and a winning record in both HL and QM, as well as overall. Shes my all-time most played. Ive found that constantly doing 40% damage over and over makes her more versatile than a total burst ridic cooldown and then wait 20 seconds, but thats just my opinion.
Ive got to agree here, especially when youre not playing a 3-and-done burst damage Nova.
I feel like there's a ton of information floating around in my head that's going to waste, so I end up rambling on to my coworkers about shit like, I don't know, Zagara creep tumor placement, and they don't give a fuck.
If you're any good you basically ignore each other because it's a waste of time. You are better off just split laning where the other Murky isn't, and then running in to slime/gank when someone else is there to finish the job. Competent defense against Murky is basically staying out of melee range and shooting the puffer as soon as it appears - both things which an opposing Murky can't do well.
The best is when you can get the other Murky on tilt and he just goes after you the whole game trying to save their structures. So it's like you've Murkied a Murky.
That's not to say that if you don't know where his egg is however, you shouldn't take a quick detour to stuff a Pufferfish up its ass.
Map Specific Strategies and timing (EG: When and why to take giants on Mines/other map specific strats a lot of pubs miss).
Gamertag - Khraul
PSN - Razide6
Kharazim - 4.99 EUR
Jade Dragon Kharazim - 3.19 EUR
Ranger-General Sylvanas - 3.19 EUR
Gamertag - Khraul
PSN - Razide6
(Edit - there's a few weird typos/caps in the article because I had to use google translate to bypass the filter at work)
Tier talent advantage
If you're familiar With the basics of Heroes of the Storm, we know That talent Heroes get new picks at level 1, 4, 7, 10, 13, 16, and 20. These powerful talents give bonuses That team will win Often fights for you. Engaging in a team fight When the enemy team has 1 more talent is Usually a bad idea to (11v13, 15v16). When behind, a team must fight Carefully choose to Have Their minimal disadvantage. If you can not get to 5V4, AT LEAST you make sure you're level 16 vs 18 so that you 're not down to talent.
Stats advantage
Besides talents, there's the character stats to Consider (press "c" to see your stats in the game char). In the current version of Heroes of the Storm (16-Nov-2015), all Heroes get a fixed amount of HP & Damage Increase per level-up. If You have 1000 HP at level 1, and gain 220 HP per level-up, you'll Have 1220 and 1440 at level 2 and level 3. These are huge relative Differences Which Creates a big power Difference between a team That is on level 2 versus a team That is on level 3 Hero Levels.
For example Consider These no-talent-picked hero stats:
• ETC Gets a 4.3% increase in HP from level 20 to 21 (5800-> 6050)
• Thrall gets a 4.5% increase in auto attack damage from 20 to 21 (378-> 395)
• ETC Gets a 23.8% increase in HP from level 1 to 2 (1050-> 1300)
• Thrall gets a 31% increase in auto attack damage from 1 to 2 (55-> 72)
Both damage and HP see huge relative Differences at the early levels. Even without good play, the stats will do Their Work Generally for you, and it will be rare to see a team lose to level 4 to level 3 team, Because They are up to talent and up ~ 20% overall statistical strength.
The Difference between level 21 and 22 is decent, but 4% Differences in stats are unlikely to be as decisive as would be proper micromanagement, control, mechanics, decision making and positioning.
New scaling
In the new scaling, all Heroes will gain power roughly 4% per level. Already this is happening at level 20-> 21 Currently, as illustrated very Clearly but not at level 1. This is Achieved in the new scaling by bringing up everyone's HP and Base Base roughly Damage to Their previous level 8 values. So Chen will start with ~ 2600 HP at level 1, and Thrall May start with 150+ On His auto attack damage.
Death timers
Additionally, Blizzard Said Increased death timers will be at level 1 Hero's just like stats, Also to About Their level 8 value.
PvE Changes
An unintended side-effect possible so far, Is That Against every Hero's strength minion waves has-been changed from what it is currently are. Also fortifications Enemy Heroes hit weaker, right from the get go at level 1. In the new patch, you can Easily take several shots tower without going into lethal range in a 1v1, Whereas before That was suicide.
More early game action?
As a result of the above, making ganks on squishies enemy early in the game will be far easier. The Increased death timers Also Makes it more rewarding. The goal is to Enhance Presumed early game action, add more meaning to early kills Particularly in How They deny enemy soak experience, and make all Heroes feel more powerful and characteristic at level 1 already.
Blizzard is taking quite a risk here With These changes. Game balancing has-been quite effective, as 36 out of 42 active Heroes saw competitive play at BlizzCon. Big or small Changes will always need to be made to adjust to Continuously discoveries or Developments, but nothing quite as big as esta Has Happened before. Blizzard is making a statement They Believe That This Will Be for the best of the gameplay, Otherwise They would not take a risk like that. I believe They are right, but it remains to be seen.
These Whether Intended Changes Will Have the effect, we will soon know, but one thing is for sure. Everything you think you know about the target, and each Hero's respective strength and viability, is going to change completely the new patch eleven hits. It's like a reset on balancing, and I invite everyone to keep an open mind to Gazlowe, Thrall, and Hammer picks. Experiment, play some games, and share your experiences via Twitter With Grubby on followgrubby .
Blizzard Patch Notes: http://us.battle.net/heroes/en/blog/19953593/heroes-of-the-storm-ptr-patch-notes-november-11-2015-11-11-2015
Gamertag - Khraul
PSN - Razide6
First gate or second gate?
Gamertag - Khraul
PSN - Razide6
Second
Cool
Gamertag - Khraul
PSN - Razide6
So basically, heroes are starting higher and progressing less per level as far as total power?
Seems odd. Also, it seems like the first tower, wall, and forts will be extremely easy to destroy.
This puts certain heroes at a distinct advantage (Murky, Azmodan, Hammer) when it comes to crumbling that first tower and getting that sweet structural xp.
While all heroes are going to be a lot stronger earlier, the severity of it depends on what they were good at before. Like warriors have WAY more hp than before but only a little bit more damage, opposite for assassins etc.
Overall though, killing power of assassins is higher and they are a little bit easier to kill early. This generally reflects how it already was late game, but there were a few heroes who were solely good at later levels that are now good from level 1. Possibly the biggest benefactor of this is thrall honestly. Nova gains quite a bit from it too though.
At the same time though, it's significantly easier to pounce on them as they move up in lane and murder them. And then they're down 3 times as long as they were before.
Because my god...
Except Azmodan has Warrior HP so he is benefitting from that scaling...
What does ETS stand for? Is there a replay available? I'd love to watch that because I was just going to post to day and say....
I bought Abathur! And I totally don't get how he's any good! Well, that's not completely true. I've seen him in action kicking ass. I found his hat underwhelming. The damage and shield is pretty poor. That jives with my observations playing against him which is that locust and mines builds have been a much bigger threat.
I'll post more about my experience later, but suffice to say: Battlefield Of Eternity and the matchmaker screwed us. Both teams had 2 supports but we had Nova for damage and they had Tychus or Raynor. And I was Abathur on that team.
Switch: 6589-6405-3399
WAHAHAAH Yes I had this experience, too. Our first pick instaselected Artanis. Last pick we needed some dps and the person picked Sylvanas, and Artanis started bitching. I told him he didn't have much leg to stand on since he picked the second worst winrate hero and he said something like "No he isn't." And So I told him according to the stats he is! But then I redirected the conversation to be positive and ensure we could win. And we did. Handily. Artanis had like 3x more deaths than anyone else with 8 since he refused to run away from a fight ever. But we won despite him.
Switch: 6589-6405-3399
No, Hammer free week is when you play Nova.
Switch: 6589-6405-3399
Mine, too. I build sustained damage Nova. With good positioning skills you don't need to just dump your abilities and run away. You can reposition as needed and continue to contribute. I've seen both builds in action (like in a Nova vs Nova game) and both builds come out on top in hero damage, so it's good either way.
Switch: 6589-6405-3399