Well they have all the classes expect for the Wizard from Diablo 3
which is kind of odd when you see they have everything else
but it would yet another assassin
Like Illidan players. Hello Illidan players. Illidan is bad right now. Stop insisting on playing him. I'm sorry that your favorite character sucks. Don't play him please.
Thankfully I never had to play with one but yeah it seems like someone showed him every single HL I did yesterday. We managed to get them to pick other things. But yeah... Don't people understand he's terrible? That said, you can't even do anything about it at all in QM so HL is an upgrade in that respect.
A bad pic I took of the motorcycle I forgot to take a screenshot of the lion
Pretty sure the mount Raynor-bot is using is Space Lord Leoric's special mount dealy: https://www.youtube.com/watch?v=wYxIgpfcY5c
Which isn't out yet, but should be with the Greymane patch.
ironically isn't that more vultury than the REF vulture since it's an actual motorcycle with wheels on the ground and not a hover bike? I guess the model is pretty different then too as well, I thought it would just be a slight rework like all the horses or cards/carpet.
ironically isn't that more vultury than the REF vulture since it's an actual motorcycle with wheels on the ground and not a hover bike? I guess the model is pretty different then too as well, I thought it would just be a slight rework like all the horses or cards/carpet.
The original vulture was also a hoverbike, importantly.
That meant they didn't set off spidermines.
Generalísimo de Fuerzas Armadas de la República Argentina
Man I love playing Johanna vs ETC. Just had a 24 minute game on Towers of Doom and at one point we were behind 19-7 but we just kept winning team fights, partially of course because my team played really well, but also partially because precisely 0 of ETC's moshes in that match lasted more than a second. He must have been pissed.
Man I love playing Johanna vs ETC. Just had a 24 minute game on Towers of Doom and at one point we were behind 19-7 but we just kept winning team fights, partially of course because my team played really well, but also partially because precisely 0 of ETC's moshes in that match lasted more than a second. He must have been pissed.
I had two games like that the other day, one with Artanis where I kept swapping place with whoever popped an ult, and one with Diablo where I took Apocalypse and made sure Nazeebo never got more than a second of his Spirit ult.
Had a game last night where I was diablo vs ETC and in one fight I charged him out of his mosh startup, then 5 seconds later slam him out of the startup again.. Dude must have been pissed.
Oh it was completely on accident. I mean, I knew he was trying to position for it, and did it more to disrupt his position, it was just a bonus that he went for it right as I was charging.
This is the only game I've ever actually come back from a deficit and won on Towers of Doom.
We were losing really hard early on. They were winning the race pretty hard, bullying us out of teamfights (Thrall and Jaina is some CRAY SHIT). I recognized early on I wasn't gonna be able to do much in teamfights so I just pushed. A whole damn lot. Eventually mid game rolled around and... we turned it around in practically the blink of an eye? We just, pushed super hard and capped every Fort for a good while. Got a nice amount of shots in. Enemy team was either overconfident or panicking at this point, because we started getting ganks and picks which we desperately needed. Abby was a golden god and capping extra altars when the enemy team was preoccupied.
And then, late game rolled around and we were just winning every single teamfight. Octograb on Thrall or Jaina was enough to make the entire other team back off. I put the fear of god into those two. Thrall would actively start running away from me as I walked toward him. I made Jaina burn her Bolt simply by walking up to her.
I made this really cool play, too. We had both the enemy team's mid and bottom forts. Azmo was trying to recap bottom. I was mid, and I wanted to gank him. Rather than take the long way around, I bubbled through the enemy Super Towers and flanked Azmo from behind. Nailed him with help from Abby.
Felt damn good to reclaim that game and turn it around. Never seen it happen before.
Fun fact: Kept my Egg in that EXACT same spot the whole fucking game, enemy team never found it. Even after a stray Chain Lightning hit it.
I will on occasion disrupt an ETC right as he's starting a Mosh by luck. Like I happen to be hitting my ability right as the windup sound starts. I always assume my team must think I'm a badass when it happens and not just that I got lucky.
Grats on getting a Towers comeback, Dibby. FeelsGoodMan. I have had one amazing comeback and then one almost amazing comeback on that map (foiled mainly by Blizzard's derp design of allowing triple altar spawns).
I'm fairly convinced that the map is one of the more "comebackable" ones namely because losing objectives doesn't explicitly put you at a level/map position disadvantage the way it does on most other maps. Technically, every altar you capture gives you no advantage until you win the game. Now realistically being really far ahead on damaging the other team's core forces them to have to play more risky and thus puts them in a worse spot, but compared to, say, one team having 0 keeps while the other team still has all theirs on any other maps, you're not at nearly as big a disadvantage.
Grats on getting a Towers comeback, Dibby. FeelsGoodMan. I have had one amazing comeback and then one almost amazing comeback on that map (foiled mainly by Blizzard's derp design of allowing triple altar spawns).
I'm fairly convinced that the map is one of the more "comebackable" ones namely because losing objectives doesn't explicitly put you at a level/map position disadvantage the way it does on most other maps. Technically, every altar you capture gives you no advantage until you win the game. Now realistically being really far ahead on damaging the other team's core forces them to have to play more risky and thus puts them in a worse spot, but compared to, say, one team having 0 keeps while the other team still has all theirs on any other maps, you're not at nearly as big a disadvantage.
I'm not sure I disagree, in that if you are behind later in the game then there's no real way to come back. Other maps, you can take a clutch teamfight, sneak into the Core while the other team is distracted, etc. etc. and snatch victory from the jaws of defeat. In this map, that doesn't happen.
Inquisitor772 x Penny Arcade Fight Club ChampionA fixed point in space and timeRegistered Userregular
I'm convinced that Towers of Doom is all about team fights and being aggressive. The map is too small and the objectives/mercs happen too frequently for teams to be able to run around each other without engaging somehow.
People get really preoccupied with losing "their" forts and taking them back. The whole point of the map isn't to get forts, it's to channel altars. Forts are literally meaningless unless a team channels an altar or grabs all the forts. Those forts are incredibly weak and don't contribute anything to a win on their own, so fighting to get "your" tower back or trying to defend it is almost always a waste of time. Also, once the first towers/walls are down, the forts swap incredibly easily and are almost powerless on their own against a full team anyway. If someone grabs your tower, then just go to another lane, take down their walls and grab theirs. If you can't, then just group up and go grab one of the merc camps while trying to find someone who can be ganked. This forces the other team to actually have to consider a trade-off when the next altar spawns, rather than simply letting them stalemate you into constantly trying to get your super easy to get and worthless towers back while they use their level/core HP lead to stall you forever. It also makes the mercs much more powerful, because they can basically just run straight to the enemy fort/core without getting stopped by walls and towers.
The only times I've come back on that map were when people stopped caring so much about the map configuration and just roamed together to constantly cap forts/mercs, regardless of what side of the map they were on. This let us close the level gap and gank stragglers, which made it easier to wipe them the next time an actual altar spawned.
People also seem to forget the middle-map teleporter is available (at least when Ab isn't there to mine the shit out of it >.< ). You can use it to group back up when necessary. It's super duper useful as a way to reconvene and go after another fort/merc camp together after a team fight. And as a final thought, the boss on that map is trash and not worth the effort unless he gives you the win. You can grab multiple forts/mercs in the same amount of time that it would take you to get the boss, potentially threatening a 6-fort sweep, which is WAY more useful than getting a few shots and losing like more than half your team's HP for the trouble.
Grats on getting a Towers comeback, Dibby. FeelsGoodMan. I have had one amazing comeback and then one almost amazing comeback on that map (foiled mainly by Blizzard's derp design of allowing triple altar spawns).
I'm fairly convinced that the map is one of the more "comebackable" ones namely because losing objectives doesn't explicitly put you at a level/map position disadvantage the way it does on most other maps. Technically, every altar you capture gives you no advantage until you win the game. Now realistically being really far ahead on damaging the other team's core forces them to have to play more risky and thus puts them in a worse spot, but compared to, say, one team having 0 keeps while the other team still has all theirs on any other maps, you're not at nearly as big a disadvantage.
One big problem with this is that the impact of the objective doesn't really ramp up over time, or at least not in a way that helps the underdog. In other maps, killing forts keeps getting easier which means a single team fight win in the late game can completely turn the game around (both in map control and in exp) no matter how hopeless it looks. In this map you have to perform exceptionally for a long time to come back from a bad situation. The only way the objective ramps up is by spawning more altars, which actually benefits the team in the lead since they can just get the safe altars and still win.
Grats on getting a Towers comeback, Dibby. FeelsGoodMan. I have had one amazing comeback and then one almost amazing comeback on that map (foiled mainly by Blizzard's derp design of allowing triple altar spawns).
I'm fairly convinced that the map is one of the more "comebackable" ones namely because losing objectives doesn't explicitly put you at a level/map position disadvantage the way it does on most other maps. Technically, every altar you capture gives you no advantage until you win the game. Now realistically being really far ahead on damaging the other team's core forces them to have to play more risky and thus puts them in a worse spot, but compared to, say, one team having 0 keeps while the other team still has all theirs on any other maps, you're not at nearly as big a disadvantage.
I'm not sure I disagree, in that if you are behind later in the game then there's no real way to come back. Other maps, you can take a clutch teamfight, sneak into the Core while the other team is distracted, etc. etc. and snatch victory from the jaws of defeat. In this map, that doesn't happen.
You can't win instantly off of one lucky wipe at the 25 minute mark, correct. You have to keep playing well for the rest of the game to stay in it. The difference is that in any other map, if the other team takes the first, say, six or so objectives, you end up ridiculously far behind barring unusual circumstances. Chances are you're way behind on forts and XP. Maybe 1 in 10 games will you actually get the clutch teamfight and bum rush the enemy core for the win when you're 3 levels behind and your lanes are all pushed in. Giving up the first 6 altars on Towers doesn't necessarily leave your team at a disadvantage for future team fights since the other team gets no XP or positional advantage for all the altar caps.
Edit: I guess my point is that the objective in ToD doesn't correlate directly to snowballing like it does on other maps.
I'm convinced that Towers of Doom is all about team fights and being aggressive. The map is too small and the objectives/mercs happen too frequently for teams to be able to run around each other without engaging somehow.
Was just going to post about how much I enjoy Towers of Doom. Really fun map IMO.
cptruggedI think it has something to do with free will.Registered Userregular
I've been on the other end of one of those Towers of Doom comebacks.
They had only ever gotten one volley on us and we had them down to 3 HP on the core.
Then we proceeded to lose every team fight and the boss.
They came all the back and won. It was actually really impressive. It was a combination of our squishy getting way to overconfident and their team finally figuring out who to focus in fights.
Yeah, I quite like Lunara but she's got some issues beyond just suffering alot from being completely out of whack with the post-stat-recaling world where burst and CC is king. I wish she was better because the overall style is fun.
Doesn't have the HP or the speed or the burst or the range to trade or poke. Half her design seems to imply roaming poker and the other half works directly against that.
Lunara gets lots of kills tho. She hops faster than people run and those dots take a toll on those who don't leave a fight early enough. I had a lot of fun running around ganking in a game yesterday with Lunara and I was on Artanis.
Posts
original character do not steal
which is kind of odd when you see they have everything else
but it would yet another assassin
Which tank?
Thankfully I never had to play with one but yeah it seems like someone showed him every single HL I did yesterday. We managed to get them to pick other things. But yeah... Don't people understand he's terrible? That said, you can't even do anything about it at all in QM so HL is an upgrade in that respect.
Switch: 6589-6405-3399
Pretty sure the mount Raynor-bot is using is Space Lord Leoric's special mount dealy:
https://www.youtube.com/watch?v=wYxIgpfcY5c
Which isn't out yet, but should be with the Greymane patch.
Battle.net Tag: Dibby#1582
Also, that yellow-and-red color tint would look boss with Samus Medic.
The original vulture was also a hoverbike, importantly.
Switch: 6589-6405-3399
I had two games like that the other day, one with Artanis where I kept swapping place with whoever popped an ult, and one with Diablo where I took Apocalypse and made sure Nazeebo never got more than a second of his Spirit ult.
I mean, I'm not saying you didn't do it. I'm just saying, it's really hard and it takes a lot of skill.
>.>
<.<
This is the only game I've ever actually come back from a deficit and won on Towers of Doom.
We were losing really hard early on. They were winning the race pretty hard, bullying us out of teamfights (Thrall and Jaina is some CRAY SHIT). I recognized early on I wasn't gonna be able to do much in teamfights so I just pushed. A whole damn lot. Eventually mid game rolled around and... we turned it around in practically the blink of an eye? We just, pushed super hard and capped every Fort for a good while. Got a nice amount of shots in. Enemy team was either overconfident or panicking at this point, because we started getting ganks and picks which we desperately needed. Abby was a golden god and capping extra altars when the enemy team was preoccupied.
And then, late game rolled around and we were just winning every single teamfight. Octograb on Thrall or Jaina was enough to make the entire other team back off. I put the fear of god into those two. Thrall would actively start running away from me as I walked toward him. I made Jaina burn her Bolt simply by walking up to her.
I made this really cool play, too. We had both the enemy team's mid and bottom forts. Azmo was trying to recap bottom. I was mid, and I wanted to gank him. Rather than take the long way around, I bubbled through the enemy Super Towers and flanked Azmo from behind. Nailed him with help from Abby.
Felt damn good to reclaim that game and turn it around. Never seen it happen before.
Fun fact: Kept my Egg in that EXACT same spot the whole fucking game, enemy team never found it. Even after a stray Chain Lightning hit it.
Battle.net Tag: Dibby#1582
I'm fairly convinced that the map is one of the more "comebackable" ones namely because losing objectives doesn't explicitly put you at a level/map position disadvantage the way it does on most other maps. Technically, every altar you capture gives you no advantage until you win the game. Now realistically being really far ahead on damaging the other team's core forces them to have to play more risky and thus puts them in a worse spot, but compared to, say, one team having 0 keeps while the other team still has all theirs on any other maps, you're not at nearly as big a disadvantage.
I'm not sure I disagree, in that if you are behind later in the game then there's no real way to come back. Other maps, you can take a clutch teamfight, sneak into the Core while the other team is distracted, etc. etc. and snatch victory from the jaws of defeat. In this map, that doesn't happen.
3DS Friend Code: 3110-5393-4113
Steam profile
People get really preoccupied with losing "their" forts and taking them back. The whole point of the map isn't to get forts, it's to channel altars. Forts are literally meaningless unless a team channels an altar or grabs all the forts. Those forts are incredibly weak and don't contribute anything to a win on their own, so fighting to get "your" tower back or trying to defend it is almost always a waste of time. Also, once the first towers/walls are down, the forts swap incredibly easily and are almost powerless on their own against a full team anyway. If someone grabs your tower, then just go to another lane, take down their walls and grab theirs. If you can't, then just group up and go grab one of the merc camps while trying to find someone who can be ganked. This forces the other team to actually have to consider a trade-off when the next altar spawns, rather than simply letting them stalemate you into constantly trying to get your super easy to get and worthless towers back while they use their level/core HP lead to stall you forever. It also makes the mercs much more powerful, because they can basically just run straight to the enemy fort/core without getting stopped by walls and towers.
The only times I've come back on that map were when people stopped caring so much about the map configuration and just roamed together to constantly cap forts/mercs, regardless of what side of the map they were on. This let us close the level gap and gank stragglers, which made it easier to wipe them the next time an actual altar spawned.
People also seem to forget the middle-map teleporter is available (at least when Ab isn't there to mine the shit out of it >.< ). You can use it to group back up when necessary. It's super duper useful as a way to reconvene and go after another fort/merc camp together after a team fight. And as a final thought, the boss on that map is trash and not worth the effort unless he gives you the win. You can grab multiple forts/mercs in the same amount of time that it would take you to get the boss, potentially threatening a 6-fort sweep, which is WAY more useful than getting a few shots and losing like more than half your team's HP for the trouble.
One big problem with this is that the impact of the objective doesn't really ramp up over time, or at least not in a way that helps the underdog. In other maps, killing forts keeps getting easier which means a single team fight win in the late game can completely turn the game around (both in map control and in exp) no matter how hopeless it looks. In this map you have to perform exceptionally for a long time to come back from a bad situation. The only way the objective ramps up is by spawning more altars, which actually benefits the team in the lead since they can just get the safe altars and still win.
Edit: I guess my point is that the objective in ToD doesn't correlate directly to snowballing like it does on other maps.
Was just going to post about how much I enjoy Towers of Doom. Really fun map IMO.
3DS Friend Code: 3110-5393-4113
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She is made of glass though
Calm down Mura OMG
They had only ever gotten one volley on us and we had them down to 3 HP on the core.
Then we proceeded to lose every team fight and the boss.
They came all the back and won. It was actually really impressive. It was a combination of our squishy getting way to overconfident and their team finally figuring out who to focus in fights.
Dat triple tap
It is OK to just like something
Yup,
It's like me and Gazlowe. I just want to play him all the time.
No but I mean, when she was revealed she looked super boring. So it's interesting how much I changed my mind.
3DS Friend Code: 3110-5393-4113
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Switch: 6589-6405-3399
Doesn't have the HP or the speed or the burst or the range to trade or poke. Half her design seems to imply roaming poker and the other half works directly against that.
B.net: Kusanku