If the rarity of heroes in boxes is based on their price when 2.0 went live (which is how I was led to believe it worked) will the rarity drop from legendary when the prices of those heroes goes down? I popped a legendary Xul in one of my boxes, but he's been out for a year. Curious to know if the odds go up when they eventually go down in price.
We haven't had heroes go down in price for a while, so I guess we'll see. They probably should? But heroes are so rare out of loot boxes that I guess it wouldn't really matter much.
I've gotten a dupe uther (dupethur) from the 50 something loot boxes I've gotten since 2.0 and that's it.
0
Inquisitor772 x Penny Arcade Fight Club ChampionA fixed point in space and timeRegistered Userregular
I've actually started holding on to my loot chests, including the ones from the Welcome Pack. There isn't anything I desperately want right now, and maybe I'll luck out if I open them during the next event instead.
I've actually started holding on to my loot chests, including the ones from the Welcome Pack. There isn't anything I desperately want right now, and maybe I'll luck out if I open them during the next event instead.
@Inquisitor77
Do we know precisely how they're handling the loot boxes in HotS?
At least in overwatch, the contents of a box are written in stone the moment that the box is generated. We can reroll a few times in HotS, but I suppose that it's possible that all potential rerolls might be generated in advance and it's only a question of whether you spend the gold to see what the predetermined rolls were.
Also, in overwatch, events use completely different loot boxes with their own drop tables where the item distribution numbers are a bit different than normal boxes.
What I'm asking is does the community know enough about the loot box mechanics in HotS to know if there is any benefit to hoarding boxes? Because in overwatch, the answer is an objective no.
I've actually started holding on to my loot chests, including the ones from the Welcome Pack. There isn't anything I desperately want right now, and maybe I'll luck out if I open them during the next event instead.
@Inquisitor77
Do we know precisely how they're handling the loot boxes in HotS?
At least in overwatch, the contents of a box are written in stone the moment that the box is generated. We can reroll a few times in HotS, but I suppose that it's possible that all potential rerolls might be generated in advance and it's only a question of whether you spend the gold to see what the predetermined rolls were.
Also, in overwatch, events use completely different loot boxes with their own drop tables where the item distribution numbers are a bit different than normal boxes.
What I'm asking is does the community know enough about the loot box mechanics in HotS to know if there is any benefit to hoarding boxes? Because in overwatch, the answer is an objective no.
They've said since before 2.0 that boxes aren't rolled until they are opened (so you can hold boxes, and possibly get new heroes/skins/whatever).
As far as events go, they haven't done one yet in HotS so there is no way to know. Might still just be regular boxes, with a higher chance of event items. Might be event specific boxes (like OW).
I've actually started holding on to my loot chests, including the ones from the Welcome Pack. There isn't anything I desperately want right now, and maybe I'll luck out if I open them during the next event instead.
@Inquisitor77
Do we know precisely how they're handling the loot boxes in HotS?
At least in overwatch, the contents of a box are written in stone the moment that the box is generated. We can reroll a few times in HotS, but I suppose that it's possible that all potential rerolls might be generated in advance and it's only a question of whether you spend the gold to see what the predetermined rolls were.
Also, in overwatch, events use completely different loot boxes with their own drop tables where the item distribution numbers are a bit different than normal boxes.
What I'm asking is does the community know enough about the loot box mechanics in HotS to know if there is any benefit to hoarding boxes? Because in overwatch, the answer is an objective no.
They've said since before 2.0 that boxes aren't rolled until they are opened (so you can hold boxes, and possibly get new heroes/skins/whatever).
As far as events go, they haven't done one yet in HotS so there is no way to know. Might still just be regular boxes, with a higher chance of event items. Might be event specific boxes (like OW).
Thanks. That's good information to know.
3DS Friend Code:
Armchair: 4098-3704-2012
0
Inquisitor772 x Penny Arcade Fight Club ChampionA fixed point in space and timeRegistered Userregular
I've actually started holding on to my loot chests, including the ones from the Welcome Pack. There isn't anything I desperately want right now, and maybe I'll luck out if I open them during the next event instead.
Do we know precisely how they're handling the loot boxes in HotS?
At least in overwatch, the contents of a box are written in stone the moment that the box is generated. We can reroll a few times in HotS, but I suppose that it's possible that all potential rerolls might be generated in advance and it's only a question of whether you spend the gold to see what the predetermined rolls were.
Also, in overwatch, events use completely different loot boxes with their own drop tables where the item distribution numbers are a bit different than normal boxes.
What I'm asking is does the community know enough about the loot box mechanics in HotS to know if there is any benefit to hoarding boxes? Because in overwatch, the answer is an objective no.
There was a Reddit Q&A where a dev answered to this question, although until we have hard proof there's no way to know for sure:
Question: 2) My second question revolves around the fact that Heroes is an ever evolving game where new collectable content is constantly being added in the form of heroes, mounts, and skins (and soon hero-related emojis and sprays) but the source of these items (i.e. Loot Chests) can be stockpiled indefinitely.
Questions: Are the contents of Loot Chests determined upon their creation or upon their destruction/opening? Can I stockpile Loot Chests from a current patch to unlock content coming in a future patch?
Answer:Contents for Loot Chests are rolled at the time they are first opened. We debated this for a while, but in the end figured that allowed more flexibility for players. You’ve earned the chests and if you want to hold onto it to open in the future rather than dive into it immediately, that’s your choice.
Ugh just having a bad night. Get two games matched up with the same duo. First match, one of them (Artanis) decides to dive their fort with a Diablo nearby. He promptly gets dumpstered and wonders how he got shit on so quick. Next game, he (Valeera), derides the fact that our tanks (myself as Zarya and my friend as Artanis), aren't diving their backline, even though we have a Sgt. Hammer to protect against Dehaka, Dibbs and Alarak.
It feels really good landing Valkyrie to pull Auriel into the middle of your team for a quick delete. Being a hook that comes from behind them is SO GOOD.
I have real trouble deciding ults on Cassia because they both do delightful things.
Although Infinite Lightning is a dream I've yet to fully live (you CAN get multiple lightnings bouncing if it goes long enough, right?)
@WingedWeasel told me the other night that he was thinking about playing Stitches more lately, and I know that @Dibby has always told me that Stitches was one of those characters that's always been kind of a blind spot for him. So, I figured I'd take some time to do a little write-up on him, since he's by far my most played, and likely most successful warrior:
The big thing that I think people underestimate about Stitches is his damage; it is actually really good. He isn't a burst-damage assassin by any means, but Slam builds will wear an enemy team out pretty quickly with sustained AoE. Mega Smash at 13 causes his W to hit half the screen, and with Pulverize at 16 drops it down to a 6 second cooldown that applies a 75% slow (which is massive). Even without Hungry For More, Stitches is a walking blob of hit points that can Devour for a 20% self-heal, so he can trade and poke like a champ. In addition, a fully tricked-out Slam will essentially one-shot a minion wave (several minions will survive with slivers of HP remaining), so he's extremely good at wave clear. And his Hook can be utilized to force pick-offs on vulnerable heroes, which can lead to huge late-game momentum shifts. I typically take Gorge over Putrid Bile (and Blink later on) because I like being able to Hook someone back to me, Gorge them in, Blink back even further, and then lock them down with my team (remember I can slow them by 75% every 6 seconds).
Heavy Slam at 1 increases Slam damage by 50%
Putrid Ground at 4 allows Slam to apply Vile Gas
Toxic Gas at 7 increases Vile Gas' damage by 50%
Gorge or Putrid Bile at 10
Mega Smash at 13 increases the range and arc of Slam by 25% (Flea Bag is a great alternative, as it will instantly reset the cooldown on Slam if Stitches gets stunned, provided you also have ...)
Pulverize at 16, which reduces the cooldown on Slam by 2 seconds and causes it to apply a 75% slow for 1 second
Blink is my go-to at 20, but Hardened Shield is also great, and if you go Putrid Bile I think Regenerative Bile is a great upgrade - I rarely find Hungry, Hungry Stitches to be beneficial
I can play Stitches as a solo warrior, but I prefer not to. Instead, I think he fits best as a second (or even third) warrior, best utilized as a sustained damage dealer and wave clearer, capable of scoring huge picks against low-mobility heroes.
So Alarak is...daunting? I'm guessing I'm trying to land W/Q,AA,E if they run? Nailing those quest shots is tough. Not gonna give up too soon, but he definitely feels like a high-skill level character.
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So Alarak is...daunting? I'm guessing I'm trying to land W/Q,AA,E if they run? Nailing those quest shots is tough. Not gonna give up too soon, but he definitely feels like a high-skill level character.
Remember that you can target minions behind a hero. For the longest time I kept trying to target heroes and lining up a second hero to get hit by the beam, but it's SO much easier to line up the enemy hero with an archer minion if they advance beyond them.
WingedWeasel told me the other night that he was thinking about playing Stitches more lately, and I know that Dibby has always told me that Stitches was one of those characters that's always been kind of a blind spot for him. So, I figured I'd take some time to do a little write-up on him, since he's by far my most played, and likely most successful warrior:
The big thing that I think people underestimate about Stitches is his damage; it is actually really good. He isn't a burst-damage assassin by any means, but Slam builds will wear an enemy team out pretty quickly with sustained AoE. Mega Smash at 13 causes his W to hit half the screen, and with Pulverize at 16 drops it down to a 6 second cooldown that applies a 75% slow (which is massive). Even without Hungry For More, Stitches is a walking blob of hit points that can Devour for a 20% self-heal, so he can trade and poke like a champ. In addition, a fully tricked-out Slam will essentially one-shot a minion wave (several minions will survive with slivers of HP remaining), so he's extremely good at wave clear. And his Hook can be utilized to force pick-offs on vulnerable heroes, which can lead to huge late-game momentum shifts. I typically take Gorge over Putrid Bile (and Blink later on) because I like being able to Hook someone back to me, Gorge them in, Blink back even further, and then lock them down with my team (remember I can slow them by 75% every 6 seconds).
Heavy Slam at 1 increases Slam damage by 50%
Putrid Ground at 4 allows Slam to apply Vile Gas
Toxic Gas at 7 increases Vile Gas' damage by 50%
Gorge or Putrid Bile at 10
Mega Smash at 13 increases the range and arc of Slam by 25% (Flea Bag is a great alternative, as it will instantly reset the cooldown on Slam if Stitches gets stunned, provided you also have ...)
Pulverize at 16, which reduces the cooldown on Slam by 2 seconds and causes it to apply a 75% slow for 1 second
Blink is my go-to at 20, but Hardened Shield is also great, and if you go Putrid Bile I think Regenerative Bile is a great upgrade - I rarely find Hungry, Hungry Stitches to be beneficial
I can play Stitches as a solo warrior, but I prefer not to. Instead, I think he fits best as a second (or even third) warrior, best utilized as a sustained damage dealer and wave clearer, capable of scoring huge picks against low-mobility heroes.
That's more or less my build (as a Stitches main who tends to be an MVP magnet when I play him in QM), save that I always take Hungry for More level 1 and always, always take Putrid Bile. I often don't even bother trying to initiate with Hook because it so rarely gets followed up on, I use it to catch stragglers during fights and prevent escapes (or if I just need someone to stop doing something for a second I'll go for the melee hook), Stitches is super good at just walking at the enemy and bullying the living hell out of them. Bile lets you solokill a squishy trivially easy because you're going like 60% faster than them or something dumb, and it's also probably the best non-Gust team disengage ability in the game.
Oh, I'll also sometimes grab Amp Healing if we have double support. You can take an absolutely redonkulus amount of damage and live if your support is on the same page as you.
WingedWeasel told me the other night that he was thinking about playing Stitches more lately, and I know that Dibby has always told me that Stitches was one of those characters that's always been kind of a blind spot for him. So, I figured I'd take some time to do a little write-up on him, since he's by far my most played, and likely most successful warrior:
The big thing that I think people underestimate about Stitches is his damage; it is actually really good. He isn't a burst-damage assassin by any means, but Slam builds will wear an enemy team out pretty quickly with sustained AoE. Mega Smash at 13 causes his W to hit half the screen, and with Pulverize at 16 drops it down to a 6 second cooldown that applies a 75% slow (which is massive). Even without Hungry For More, Stitches is a walking blob of hit points that can Devour for a 20% self-heal, so he can trade and poke like a champ. In addition, a fully tricked-out Slam will essentially one-shot a minion wave (several minions will survive with slivers of HP remaining), so he's extremely good at wave clear. And his Hook can be utilized to force pick-offs on vulnerable heroes, which can lead to huge late-game momentum shifts. I typically take Gorge over Putrid Bile (and Blink later on) because I like being able to Hook someone back to me, Gorge them in, Blink back even further, and then lock them down with my team (remember I can slow them by 75% every 6 seconds).
Heavy Slam at 1 increases Slam damage by 50%
Putrid Ground at 4 allows Slam to apply Vile Gas
Toxic Gas at 7 increases Vile Gas' damage by 50%
Gorge or Putrid Bile at 10
Mega Smash at 13 increases the range and arc of Slam by 25% (Flea Bag is a great alternative, as it will instantly reset the cooldown on Slam if Stitches gets stunned, provided you also have ...)
Pulverize at 16, which reduces the cooldown on Slam by 2 seconds and causes it to apply a 75% slow for 1 second
Blink is my go-to at 20, but Hardened Shield is also great, and if you go Putrid Bile I think Regenerative Bile is a great upgrade - I rarely find Hungry, Hungry Stitches to be beneficial
I can play Stitches as a solo warrior, but I prefer not to. Instead, I think he fits best as a second (or even third) warrior, best utilized as a sustained damage dealer and wave clearer, capable of scoring huge picks against low-mobility heroes.
That's more or less my build (as a Stitches main who tends to be an MVP magnet when I play him in QM), save that I always take Hungry for More level 1 and always, always take Putrid Bile. I often don't even bother trying to initiate with Hook because it so rarely gets followed up on, I use it to catch stragglers during fights and prevent escapes (or if I just need someone to stop doing something for a second I'll go for the melee hook), Stitches is super good at just walking at the enemy and bullying the living hell out of them. Bile lets you solokill a squishy trivially easy because you're going like 60% faster than them or something dumb, and it's also probably the best non-Gust team disengage ability in the game.
Oh, I'll also sometimes grab Amp Healing if we have double support. You can take an absolutely redonkulus amount of damage and live if your support is on the same page as you.
Or you outheal your support from the regen bile. That was... interesting, but I basically had the whole enemy team in it the whole time trying to kill me.
I've heard that the discord strike build is better, and I suspect that it is when you can rely on your team, but I enjoy the lightning build.
Lightning is fun.
Alarak's lightning is notable for having an incredibly long range for a non-skillshot. As far as I'm aware, it may very well be the safest and most reliable poke in the game.
One of the changes that his remake made was to significantly nerf the damage on the direct target, unfortunately.
0
GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
I've heard that the discord strike build is better, and I suspect that it is when you can rely on your team, but I enjoy the lightning build.
Lightning is fun.
Alarak's lightning is notable for having an incredibly long range for a non-skillshot. As far as I'm aware, it may very well be the safest and most reliable poke in the game.
One of the changes that his remake made was to significantly nerf the damage on the direct target, unfortunately.
I can understand making the direct target worse since that's very safe. You generally have to approach a little closer to land the "middle of the beam" hits, but it feels so rewarding when you do. Especially if you can keep procing lightning barrage.
It's also REALLY fun to see the lost vikings charging you and fulfilling the condition to insta-complete the quest by targeting a minion and hitting each viking with the beam.
You just have to be a bit more clever with it a lot of the time. Attacking a fort and an enemy is protecting it? Aim for the fort or lane minions behind them and they'll be hit as the secondary target.
So Alarak is...daunting? I'm guessing I'm trying to land W/Q,AA,E if they run? Nailing those quest shots is tough. Not gonna give up too soon, but he definitely feels like a high-skill level character.
Alarak is one of the highest skill-floor heroes in the game. You put yourself in significant danger when you use the combo, and you are also relying on teammates to follow up even when you land a good one.
I've heard that the discord strike build is better, and I suspect that it is when you can rely on your team, but I enjoy the lightning build.
Lightning is fun.
If you like Lightning Alarak you might enjoy Thrall even more. Chain Lightning is better than Lightning Surge pretty much across the board, he is tankier, his skills are easier to use, and his ults are both easier to use and more impactful in team fights.
If you like Lightning Alarak you might enjoy Thrall even more. Chain Lightning is better than Lightning Surge pretty much across the board, he is tankier, his skills are easier to use, and his ults are both easier to use and more impactful in team fights.
Yeah, to be fair, though, the meta's kind of caught up with Thrall. He's solid, but he struggles to make an impact vs double support comps.
I'll give thrall a try once he's available, but I like throwing lighting bolts while waiting for the right moment to combo Alarak's other abilities and then get out. It's fun.
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Armchair: 4098-3704-2012
0
ArcticLancerBest served chilled.Registered Userregular
I've heard that the discord strike build is better, and I suspect that it is when you can rely on your team, but I enjoy the lightning build.
Lightning is fun.
Alarak's lightning is notable for having an incredibly long range for a non-skillshot. As far as I'm aware, it may very well be the safest and most reliable poke in the game.
One of the changes that his remake made was to significantly nerf the damage on the direct target, unfortunately.
Thrall would like to remind you that Chain Lightning is still fucking dope~
Like literally the only reason my team won was because of me. My team was floundering SO hard and just making all kinds of awful mistakes (leaving lanes unsoaked). I really had to shotcall super hard and herd these cats to victory.
But I shouldn't even be getting matched with them. Period.
Quick Match never has had matchmaking. Just make peace with it and move on.
+10
Inquisitor772 x Penny Arcade Fight Club ChampionA fixed point in space and timeRegistered Userregular
I had a game today where my team had Valla (me), Sylvanas, and Diablo on BoE. The other team drafted Probius, Varian, Raynor, Kharazim, and topped it off with a Muradin. We had two picks left.
I pointed out that: a) Probius would be rough in lanes and could easily AOE deny the Immortals against our existing comp, b) solo tank Diablo would be rough, c) we probably wanted a strong bruiser or second tank both to help us dive and to stop their Muradin/Varian combo from running us over.
What did my team draft?
A snap-pick Tyrande. Fuck you. Not only did we need a strong front line, but we needed a strong solo healer too. And you fucking snap pick Tyrande? The last guy ended up on Uther because wtf is he supposed to do at that point.
So I spent the entire fucking game getting body blocked up the ass by everyone on my team, especially the Tyrande (who was shitty and threw raw, missed stuns everywhere) while Diablo dove in and died by himself repeatedly even though literally nobody else on the team could follow him in past Probius AOE. In the meantime, Muradin, Varian, and Kharazim would just run up and delete a squishy every time they showed their faces.
The opposing Kharazim ended up with 65k healing. My healers? 32k and 17k. Which explained why I got absolutely no healing even though I was running around like a madman getting as much poke as I could onto their team while still having zero peel and, again, getting body blocked up the ass by my own teammates.
One and only game of the night (early morning) on Li Li and it went great. Solo q into Cassia, DVa, Morales, Genji on our team vs. Valeera, Azmodan, Uther, Sylvanas, and Kherazim on theirs. Kherazim went iron fists. I took conjuror pursuit, blind talents, and drsgon ult. They had good push but we won every team fight for obvious reasons.
End of game DVa gets MVP, some puggie goes "great dmg Cassia", and DVa and Cassia get 2 updoots each. Yeah, about that...
Ugh. There are just some levels of incompetence I cannot explain.
Like squishy holding nuke for 3 minutes on junction. All three outer tower sets are up and they just kept laning until they got jumped and the nuke got swiped.
This kind of shit continued all game - Muradin burns everything jumping enemy backline, Tracer is free to jump into ours and wreck us since we're now exposed.
And to cap it off, I watch them spend 30 seconds autoattacking a merc camp down while enemy minions close on the core. And they just keep slapping them. Camp dies, and core explodes before it's even capped.
Example: on Hanamura we had a Rexxar trying to solo boss. Maybe it's possible, I don't play Rexxar all that much, but whatever. We're getting in our teeth kicked in while he's doping around with the boss.
And maybe that's the right play. For argument's sake, let's say we should have played more cautiously since we were down a person. He still didn't back off from boss, and was still trying to kill it when the enemy team inevitably went to boss and ganked him.
A player like that should never ever EVER be in a game with me. It's not fair to them, and it's not fair to me. Yet I get players like this ALL the time. People who have no idea how lanes work. People with no clue how soaking works. Quick Match is just an embarrassing, broken mess.
0
Inquisitor772 x Penny Arcade Fight Club ChampionA fixed point in space and timeRegistered Userregular
Example: on Hanamura we had a Rexxar trying to solo boss. Maybe it's possible, I don't play Rexxar all that much, but whatever. We're getting in our teeth kicked in while he's doping around with the boss.
And maybe that's the right play. For argument's sake, let's say we should have played more cautiously since we were down a person. He still didn't back off from boss, and was still trying to kill it when the enemy team inevitably went to boss and ganked him.
A player like that should never ever EVER be in a game with me. It's not fair to them, and it's not fair to me. Yet I get players like this ALL the time. People who have no idea how lanes work. People with no clue how soaking works. Quick Match is just an embarrassing, broken mess.
Trying to solo boss on that map is ridiculously bad decision-making. It's either that boss or the Braxis boss for the worst boss to try to solo, ever. Like, there is literally no situation short of an opposing team late-game wipe that would justify a solo boss call there, and even then you are better off just doing it as a team than dicking around with someone trying to solo cap it.
Example: on Hanamura we had a Rexxar trying to solo boss. Maybe it's possible, I don't play Rexxar all that much, but whatever. We're getting in our teeth kicked in while he's doping around with the boss.
And maybe that's the right play. For argument's sake, let's say we should have played more cautiously since we were down a person. He still didn't back off from boss, and was still trying to kill it when the enemy team inevitably went to boss and ganked him.
A player like that should never ever EVER be in a game with me. It's not fair to them, and it's not fair to me. Yet I get players like this ALL the time. People who have no idea how lanes work. People with no clue how soaking works. Quick Match is just an embarrassing, broken mess.
Trying to solo boss on that map is ridiculously bad decision-making. It's either that boss or the Braxis boss for the worst boss to try to solo, ever. Like, there is literally no situation short of an opposing team late-game wipe that would justify a solo boss call there, and even then you are better off just doing it as a team than dicking around with someone trying to solo cap it.
Yeah, it's smack in the middle with wide-open sight lanes in all directions. It's not like on Cursed Hollow where it's tucked into your side of the map and you can hide the person doing it.
That said, yeah, pretty sure Rexxar can probably solo it with his mercing trait. Eventually. Misha is close to immortal against mercs.
It's so satisfying being against a super aggro valla who keeps dancing just barely out of my stuns as anubarak in the early game. Late game, spine aoe and epicenter = lol ur dead. chomp chomp chooomp.
Posts
I've gotten a dupe uther (dupethur) from the 50 something loot boxes I've gotten since 2.0 and that's it.
@Inquisitor77
Do we know precisely how they're handling the loot boxes in HotS?
At least in overwatch, the contents of a box are written in stone the moment that the box is generated. We can reroll a few times in HotS, but I suppose that it's possible that all potential rerolls might be generated in advance and it's only a question of whether you spend the gold to see what the predetermined rolls were.
Also, in overwatch, events use completely different loot boxes with their own drop tables where the item distribution numbers are a bit different than normal boxes.
What I'm asking is does the community know enough about the loot box mechanics in HotS to know if there is any benefit to hoarding boxes? Because in overwatch, the answer is an objective no.
Armchair: 4098-3704-2012
Hamaramaba may be a bad map
Steam - Talon Valdez :Blizz - Talonious#1860 : Xbox Live & LoL - Talonious Monk @TaloniousMonk Hail Satan
They've said since before 2.0 that boxes aren't rolled until they are opened (so you can hold boxes, and possibly get new heroes/skins/whatever).
As far as events go, they haven't done one yet in HotS so there is no way to know. Might still just be regular boxes, with a higher chance of event items. Might be event specific boxes (like OW).
E.T.C. (duplicate) -> Valla -> Gazlowe -> Zeratul
Think I made the right choice to roll it all the way through, at least from a pure gold efficiency standpoint.
Thanks. That's good information to know.
Armchair: 4098-3704-2012
There was a Reddit Q&A where a dev answered to this question, although until we have hard proof there's no way to know for sure:
Steam: CavilatRest
I have real trouble deciding ults on Cassia because they both do delightful things.
Although Infinite Lightning is a dream I've yet to fully live (you CAN get multiple lightnings bouncing if it goes long enough, right?)
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Switch: SW-5185-4991-5118
PSN: AbEntropy
The big thing that I think people underestimate about Stitches is his damage; it is actually really good. He isn't a burst-damage assassin by any means, but Slam builds will wear an enemy team out pretty quickly with sustained AoE. Mega Smash at 13 causes his W to hit half the screen, and with Pulverize at 16 drops it down to a 6 second cooldown that applies a 75% slow (which is massive). Even without Hungry For More, Stitches is a walking blob of hit points that can Devour for a 20% self-heal, so he can trade and poke like a champ. In addition, a fully tricked-out Slam will essentially one-shot a minion wave (several minions will survive with slivers of HP remaining), so he's extremely good at wave clear. And his Hook can be utilized to force pick-offs on vulnerable heroes, which can lead to huge late-game momentum shifts. I typically take Gorge over Putrid Bile (and Blink later on) because I like being able to Hook someone back to me, Gorge them in, Blink back even further, and then lock them down with my team (remember I can slow them by 75% every 6 seconds).
Heavy Slam at 1 increases Slam damage by 50%
Putrid Ground at 4 allows Slam to apply Vile Gas
Toxic Gas at 7 increases Vile Gas' damage by 50%
Gorge or Putrid Bile at 10
Mega Smash at 13 increases the range and arc of Slam by 25% (Flea Bag is a great alternative, as it will instantly reset the cooldown on Slam if Stitches gets stunned, provided you also have ...)
Pulverize at 16, which reduces the cooldown on Slam by 2 seconds and causes it to apply a 75% slow for 1 second
Blink is my go-to at 20, but Hardened Shield is also great, and if you go Putrid Bile I think Regenerative Bile is a great upgrade - I rarely find Hungry, Hungry Stitches to be beneficial
I can play Stitches as a solo warrior, but I prefer not to. Instead, I think he fits best as a second (or even third) warrior, best utilized as a sustained damage dealer and wave clearer, capable of scoring huge picks against low-mobility heroes.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
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Yes, Alaska is daunting.
He's like a snowbally, more complicated Kerrigan.
Remember that you can target minions behind a hero. For the longest time I kept trying to target heroes and lining up a second hero to get hit by the beam, but it's SO much easier to line up the enemy hero with an archer minion if they advance beyond them.
Armchair: 4098-3704-2012
Lightning is fun.
Armchair: 4098-3704-2012
That's more or less my build (as a Stitches main who tends to be an MVP magnet when I play him in QM), save that I always take Hungry for More level 1 and always, always take Putrid Bile. I often don't even bother trying to initiate with Hook because it so rarely gets followed up on, I use it to catch stragglers during fights and prevent escapes (or if I just need someone to stop doing something for a second I'll go for the melee hook), Stitches is super good at just walking at the enemy and bullying the living hell out of them. Bile lets you solokill a squishy trivially easy because you're going like 60% faster than them or something dumb, and it's also probably the best non-Gust team disengage ability in the game.
Oh, I'll also sometimes grab Amp Healing if we have double support. You can take an absolutely redonkulus amount of damage and live if your support is on the same page as you.
Or you outheal your support from the regen bile. That was... interesting, but I basically had the whole enemy team in it the whole time trying to kill me.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Alarak's lightning is notable for having an incredibly long range for a non-skillshot. As far as I'm aware, it may very well be the safest and most reliable poke in the game.
One of the changes that his remake made was to significantly nerf the damage on the direct target, unfortunately.
PSN: Threeve703
It's also REALLY fun to see the lost vikings charging you and fulfilling the condition to insta-complete the quest by targeting a minion and hitting each viking with the beam.
Armchair: 4098-3704-2012
If the scoreboard tracked beetle damage I'm sure mine would have been very impressive.
Alarak is one of the highest skill-floor heroes in the game. You put yourself in significant danger when you use the combo, and you are also relying on teammates to follow up even when you land a good one.
If you like Lightning Alarak you might enjoy Thrall even more. Chain Lightning is better than Lightning Surge pretty much across the board, he is tankier, his skills are easier to use, and his ults are both easier to use and more impactful in team fights.
Yeah, to be fair, though, the meta's kind of caught up with Thrall. He's solid, but he struggles to make an impact vs double support comps.
Armchair: 4098-3704-2012
Thrall would like to remind you that Chain Lightning is still fucking dope~
Perhaps I can interest you in my meager selection of pins?
We won this game, but, why even this matchmaking
Like literally the only reason my team won was because of me. My team was floundering SO hard and just making all kinds of awful mistakes (leaving lanes unsoaked). I really had to shotcall super hard and herd these cats to victory.
But I shouldn't even be getting matched with them. Period.
Battle.net Tag: Dibby#1582
I pointed out that: a) Probius would be rough in lanes and could easily AOE deny the Immortals against our existing comp, b) solo tank Diablo would be rough, c) we probably wanted a strong bruiser or second tank both to help us dive and to stop their Muradin/Varian combo from running us over.
What did my team draft?
A snap-pick Tyrande. Fuck you. Not only did we need a strong front line, but we needed a strong solo healer too. And you fucking snap pick Tyrande? The last guy ended up on Uther because wtf is he supposed to do at that point.
So I spent the entire fucking game getting body blocked up the ass by everyone on my team, especially the Tyrande (who was shitty and threw raw, missed stuns everywhere) while Diablo dove in and died by himself repeatedly even though literally nobody else on the team could follow him in past Probius AOE. In the meantime, Muradin, Varian, and Kharazim would just run up and delete a squishy every time they showed their faces.
The opposing Kharazim ended up with 65k healing. My healers? 32k and 17k. Which explained why I got absolutely no healing even though I was running around like a madman getting as much poke as I could onto their team while still having zero peel and, again, getting body blocked up the ass by my own teammates.
End of game DVa gets MVP, some puggie goes "great dmg Cassia", and DVa and Cassia get 2 updoots each. Yeah, about that...
Like squishy holding nuke for 3 minutes on junction. All three outer tower sets are up and they just kept laning until they got jumped and the nuke got swiped.
This kind of shit continued all game - Muradin burns everything jumping enemy backline, Tracer is free to jump into ours and wreck us since we're now exposed.
And to cap it off, I watch them spend 30 seconds autoattacking a merc camp down while enemy minions close on the core. And they just keep slapping them. Camp dies, and core explodes before it's even capped.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
And maybe that's the right play. For argument's sake, let's say we should have played more cautiously since we were down a person. He still didn't back off from boss, and was still trying to kill it when the enemy team inevitably went to boss and ganked him.
A player like that should never ever EVER be in a game with me. It's not fair to them, and it's not fair to me. Yet I get players like this ALL the time. People who have no idea how lanes work. People with no clue how soaking works. Quick Match is just an embarrassing, broken mess.
Trying to solo boss on that map is ridiculously bad decision-making. It's either that boss or the Braxis boss for the worst boss to try to solo, ever. Like, there is literally no situation short of an opposing team late-game wipe that would justify a solo boss call there, and even then you are better off just doing it as a team than dicking around with someone trying to solo cap it.
Yeah, it's smack in the middle with wide-open sight lanes in all directions. It's not like on Cursed Hollow where it's tucked into your side of the map and you can hide the person doing it.
That said, yeah, pretty sure Rexxar can probably solo it with his mercing trait. Eventually. Misha is close to immortal against mercs.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy