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[Heroes of the Storm] Coronavirus can't kill HotS if it's already dead #rollsafe

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    SeGaTaiSeGaTai Registered User regular
    The fort tower changes definitely surprise you on a mage when you try and finish a kill at the wall; though usually if your stepping that far up your probably still safe to get out still.

    The core changes don't matter at all because no one in this game ever tries to end games early by hitting the core; when the changes might do something.

    Instead they farm kills or get more map pressure and wait until they have outscaled the core enough that any damage you take from non-heroes has no effect

    PSN SeGaTai
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    NeurotikaNeurotika Registered User regular
    MNC Dover wrote: »
    So, anyone have thoughts on NuTass?

    He's fun. I like the beam and the nuQ.

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    DibbyDibby I'll do my best! Registered User regular
    edited April 2020
    forty wrote: »
    I know it's early, but are there any impressions on how the fort/core changes are playing out so far? Is offense overall harder? Are games more protracted? Or are the new Cores not significantly more resilient?

    My team was able to fend off a gg push because of the new Core. Let us come back in the game and secure a win. Very good. Enemy team came into that push with no waves and our res timers were just popping up, so we were able to force them off after getting kills.

    So basically you can no longer do that cocky bullshit all-in core push and still win cause the Core hits like BIG BOY TRUCKS now.

    It's good, imo. need to respect Core, need to have a wave, need to actually make sure opposing team is DEAD dead and won't be rezzing.

    Structure changes also good. My entire team got WIPED by a fucking fort because they did NOT respect the new damage and tried to dive under it. My whole-ass team.

    I'd say that's working as intended, then. Good shit. My first impressions are very positive. I do think Garden of Terror's Core is pretty weak though. No damage, just a polymorph that's easy to walk out of.

    Dibby on
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    Battle.net Tag: Dibby#1582
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    Inquisitor77Inquisitor77 2 x Penny Arcade Fight Club Champion A fixed point in space and timeRegistered User regular
    I'm not sure how I feel about a change that makes games last longer and gives the losing team more chances to come back.

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    fortyforty Registered User regular
    Dibby wrote: »
    I do think Garden of Terror's Core is pretty weak though. No damage, just a polymorph that's easy to walk out of.
    Moving out of AoEs? Sounds like a game changer in the trash leagues...

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    Munkus BeaverMunkus Beaver You don't have to attend every argument you are invited to. Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPA regular
    New tass is p bad.

    Humor can be dissected as a frog can, but dies in the process.
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    DibbyDibby I'll do my best! Registered User regular
    edited April 2020
    I'm not sure how I feel about a change that makes games last longer and gives the losing team more chances to come back.

    I'm a fan of anything that reduces snowballing.

    Also cause the Core was so weak before that it felt more like a liability for the team defending it, and a formality for the team smacking it.

    More comeback mechanics are welcome in my book. It means the team that's winning can't just switch to cruise control, they still need to play smart the entire way through.

    Dibby on
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    Battle.net Tag: Dibby#1582
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    kimekime Queen of Blades Registered User regular
    Dibby wrote: »
    I'm not sure how I feel about a change that makes games last longer and gives the losing team more chances to come back.

    I'm a fan of anything that reduces snowballing.

    Also cause the Core was so weak before that it felt more like a liability for the team defending it, and a formality for the team smacking it.

    More comeback mechanics are welcome in my book. It means the team that's winning can't just switch to cruise control, they still need to play smart the entire way through.

    I still disagree with all your classifications of old buildings being liabilities.

    Battle.net ID: kime#1822
    3DS Friend Code: 3110-5393-4113
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    Munkus BeaverMunkus Beaver You don't have to attend every argument you are invited to. Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPA regular
    Dibby wrote: »
    I'm not sure how I feel about a change that makes games last longer and gives the losing team more chances to come back.

    I'm a fan of anything that reduces snowballing.

    Also cause the Core was so weak before that it felt more like a liability for the team defending it, and a formality for the team smacking it.

    More comeback mechanics are welcome in my book. It means the team that's winning can't just switch to cruise control, they still need to play smart the entire way through.

    My only problem with the tower/core stuff is that it's almost all % based and there's no way for a team to really outscale them or outplay them. There is going to be basically zero tower diving people with these changes because of how fuckin beefy the core/towers/forts hit

    Humor can be dissected as a frog can, but dies in the process.
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    fortyforty Registered User regular
    Experience Globes

    Pickup Radius increased from 1.5 to 1.75.
    Experience Globes that are actively travelling to a Hero will attempt to follow more closely.
    Developer Comment: We're making some small improvements to Experience Globes to make them more readable and to improve how they feel to pick up by adding a unique purple text that displays where they are killed. With these changes, players should more clearly see when they gained experience via a killing blow. We also found that sometimes picking up experience globes while mounted could be a bit of a hassle due to the pickup radius of the globes as well as how quickly they travel to players, so we are slightly buffing both of these aspects to make them a little easier to collect in these instances.
    But it was too late for Fan's poor globe. :(

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    fortyforty Registered User regular
    Resonance Beam
    Tassadar’s Basic Attack is a long range channeled beam that deals 14 damage every .25 seconds and Slows its target for 10%. While channeling, your Basic Attack damage and Mana Regeneration increase by 25% a second, to a maximum of 100% bonus. While fully charged, gain an additional 3 mana per second. This bonus is lost after 6 seconds of not channeling.
    They turned Tass into a Void Ray???

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    DibbyDibby I'll do my best! Registered User regular
    New Tassadar fuckin' sucks ass holy shit

    DNiDlnb.png
    Battle.net Tag: Dibby#1582
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    LanlaornLanlaorn Registered User regular
    He's been great in QM for me with Storm / Wall builds. Having Force Wall from level one by itself is awesome, with all your other snares and armor debuffs Tassadar does great AoE damage while providing great team support.

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    DibbyDibby I'll do my best! Registered User regular
    Lanlaorn wrote: »
    He's been great in QM for me with Storm / Wall builds. Having Force Wall from level one by itself is awesome, with all your other snares and armor debuffs Tassadar does great AoE damage while providing great team support.

    Now that I actually have some time to get into it (I literally posted that right as I was going out the door to get groceries),

    - Tass cannot walk up and turret people. He has an AA that is designed to stand still and turret and yet he cannot do that. Why? Because you're a sitting duck and an easy target for skillshots/stuns/etc. Old Tassadar could do that, because he had the Shielding/Lifesteal/Get out of jail free button. New Tass cannot. And that's a large part of his kit.
    - He is made of paper. He is SO squish now, for the aforementioned reasons. Plasma Shield feels goddamn mandatory. Oracle helps a bit too, the passive. It just feels like it's so easy to take damage on him now.
    - Q self-stuns for a solid amount of fucking time. Just like standing still to turret, the Q self-stun means you are a sitting duck.
    - Q is a LOT of damage, but it's also got a pretty lengthy travel time and is a bit slow, and I've already seen people outplay it just by sidestepping. It's like Orphea's Q in that respect.
    - Force Wall good, but on a long cooldown and there's a new delay in it spawning in which can sometimes prove a bit awkward in using it (the sheer number of times I've seen people just slip the fuck out as it's spawning is too damn high).
    - Black Hole is much worse than I thought it'd be. I had high hopes for it, but ohhh my god it travels so slowly. Moreover, there have been times where I ripped one on the WHOLE ENEMY TEAM and just nothing happened. Like, hooray they're all stunned and took some burst damage and I forcewalled them! But then nothing actually happened. That one could just be a comp thing, or a, er, player skill level thing, but.
    - To that end, Archon just feels mandatory, because it does SO much fucking damage, gives you instant 100% charge of your AA, and gives you the biggest chonkiest 40% health shield. It's good for both offense AND defense. And your autos splash and give -20 Spell Armor on hit, that's ridiculous. I've regretted every game I haven't taken Archon.

    So, mainly, it feels like the "correct" way to play him is to just maintain 100% on your Trait by autoing at least once every 6 seconds and otherwise tossing out Q/W. Standing still to actually auto is fucking death. Which feels counter-intuitive given how they've designed him to be a turret AA hero! He just doesn't have the sustain to do that anymore. I have beaten people in 1v1s thanks to Plasma Shield/Oracle, but, not without almost dying myself. So you basically just have to poke poke poke until Archon is up and then go fucking in there and then back out when it expires and play uber safe.

    I dunno. He's got some issues, I think. I've tried both Q build and AA build. They both feel strong, Q build is probably the all-around safe/general use build, AA build can be good if you can actually walk up and AA, but, yknow. Aforementioned issues. I think he desperately needs some kind of built-in sustain, like, lifesteal on AA when at max charge. He just cannot stand still to auto anymore, it's far too unsafe.

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    Battle.net Tag: Dibby#1582
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    fortyforty Registered User regular
    Toy Train Mount
    Worgen Greymane, Metamorphosis Illidan, Dragonqueen Alexstrasza, Odin Tychus, and Archon Tassadar can no longer mount as a caboose on the Toy Train.
    BOOOOOOO! WORST PATCH EVER! REVERT OR RITO!

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    DibbyDibby I'll do my best! Registered User regular
    Dibby wrote: »
    I'm not sure how I feel about a change that makes games last longer and gives the losing team more chances to come back.

    I'm a fan of anything that reduces snowballing.

    Also cause the Core was so weak before that it felt more like a liability for the team defending it, and a formality for the team smacking it.

    More comeback mechanics are welcome in my book. It means the team that's winning can't just switch to cruise control, they still need to play smart the entire way through.

    My only problem with the tower/core stuff is that it's almost all % based and there's no way for a team to really outscale them or outplay them. There is going to be basically zero tower diving people with these changes because of how fuckin beefy the core/towers/forts hit

    ....Good?? I fail to see how this is a problem.

    DNiDlnb.png
    Battle.net Tag: Dibby#1582
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    LanlaornLanlaorn Registered User regular
    Dibby wrote: »
    Lanlaorn wrote: »
    He's been great in QM for me with Storm / Wall builds. Having Force Wall from level one by itself is awesome, with all your other snares and armor debuffs Tassadar does great AoE damage while providing great team support.

    Now that I actually have some time to get into it (I literally posted that right as I was going out the door to get groceries),

    - Tass cannot walk up and turret people. He has an AA that is designed to stand still and turret and yet he cannot do that. Why? Because you're a sitting duck and an easy target for skillshots/stuns/etc. Old Tassadar could do that, because he had the Shielding/Lifesteal/Get out of jail free button. New Tass cannot. And that's a large part of his kit.
    - He is made of paper. He is SO squish now, for the aforementioned reasons. Plasma Shield feels goddamn mandatory. Oracle helps a bit too, the passive. It just feels like it's so easy to take damage on him now.
    - Q self-stuns for a solid amount of fucking time. Just like standing still to turret, the Q self-stun means you are a sitting duck.
    - Q is a LOT of damage, but it's also got a pretty lengthy travel time and is a bit slow, and I've already seen people outplay it just by sidestepping. It's like Orphea's Q in that respect.
    - Force Wall good, but on a long cooldown and there's a new delay in it spawning in which can sometimes prove a bit awkward in using it (the sheer number of times I've seen people just slip the fuck out as it's spawning is too damn high).
    - Black Hole is much worse than I thought it'd be. I had high hopes for it, but ohhh my god it travels so slowly. Moreover, there have been times where I ripped one on the WHOLE ENEMY TEAM and just nothing happened. Like, hooray they're all stunned and took some burst damage and I forcewalled them! But then nothing actually happened. That one could just be a comp thing, or a, er, player skill level thing, but.
    - To that end, Archon just feels mandatory, because it does SO much fucking damage, gives you instant 100% charge of your AA, and gives you the biggest chonkiest 40% health shield. It's good for both offense AND defense. And your autos splash and give -20 Spell Armor on hit, that's ridiculous. I've regretted every game I haven't taken Archon.

    So, mainly, it feels like the "correct" way to play him is to just maintain 100% on your Trait by autoing at least once every 6 seconds and otherwise tossing out Q/W. Standing still to actually auto is fucking death. Which feels counter-intuitive given how they've designed him to be a turret AA hero! He just doesn't have the sustain to do that anymore. I have beaten people in 1v1s thanks to Plasma Shield/Oracle, but, not without almost dying myself. So you basically just have to poke poke poke until Archon is up and then go fucking in there and then back out when it expires and play uber safe.

    I dunno. He's got some issues, I think. I've tried both Q build and AA build. They both feel strong, Q build is probably the all-around safe/general use build, AA build can be good if you can actually walk up and AA, but, yknow. Aforementioned issues. I think he desperately needs some kind of built-in sustain, like, lifesteal on AA when at max charge. He just cannot stand still to auto anymore, it's far too unsafe.

    Q build just seems like a bad Chromie / Li-ming and I immediately ignored the AA build because all the issues you mentioned seemed obvious.

    Try Storm & Wall talents and let me know what you think, you won't be great in a 1v1 but the increased cast ranges alone are gold to let you function in a teamfight with storm, Q causing storm, Force Wall doing damage and controlling the enemy team.

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    LanlaornLanlaorn Registered User regular
    edited April 2020
    Oh, and it should be noted that Electric Fence makes Force Wall do significant damage, while the other level 4 talents are strictly survival picks.

    Lanlaorn on
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    fortyforty Registered User regular
    Wait so they got rid of Tass's shield AND his escape and then didn't even make him less squishy?

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    DibbyDibby I'll do my best! Registered User regular
    edited April 2020
    Lanlaorn wrote: »
    Dibby wrote: »
    Lanlaorn wrote: »
    He's been great in QM for me with Storm / Wall builds. Having Force Wall from level one by itself is awesome, with all your other snares and armor debuffs Tassadar does great AoE damage while providing great team support.

    Now that I actually have some time to get into it (I literally posted that right as I was going out the door to get groceries),

    - Tass cannot walk up and turret people. He has an AA that is designed to stand still and turret and yet he cannot do that. Why? Because you're a sitting duck and an easy target for skillshots/stuns/etc. Old Tassadar could do that, because he had the Shielding/Lifesteal/Get out of jail free button. New Tass cannot. And that's a large part of his kit.
    - He is made of paper. He is SO squish now, for the aforementioned reasons. Plasma Shield feels goddamn mandatory. Oracle helps a bit too, the passive. It just feels like it's so easy to take damage on him now.
    - Q self-stuns for a solid amount of fucking time. Just like standing still to turret, the Q self-stun means you are a sitting duck.
    - Q is a LOT of damage, but it's also got a pretty lengthy travel time and is a bit slow, and I've already seen people outplay it just by sidestepping. It's like Orphea's Q in that respect.
    - Force Wall good, but on a long cooldown and there's a new delay in it spawning in which can sometimes prove a bit awkward in using it (the sheer number of times I've seen people just slip the fuck out as it's spawning is too damn high).
    - Black Hole is much worse than I thought it'd be. I had high hopes for it, but ohhh my god it travels so slowly. Moreover, there have been times where I ripped one on the WHOLE ENEMY TEAM and just nothing happened. Like, hooray they're all stunned and took some burst damage and I forcewalled them! But then nothing actually happened. That one could just be a comp thing, or a, er, player skill level thing, but.
    - To that end, Archon just feels mandatory, because it does SO much fucking damage, gives you instant 100% charge of your AA, and gives you the biggest chonkiest 40% health shield. It's good for both offense AND defense. And your autos splash and give -20 Spell Armor on hit, that's ridiculous. I've regretted every game I haven't taken Archon.

    So, mainly, it feels like the "correct" way to play him is to just maintain 100% on your Trait by autoing at least once every 6 seconds and otherwise tossing out Q/W. Standing still to actually auto is fucking death. Which feels counter-intuitive given how they've designed him to be a turret AA hero! He just doesn't have the sustain to do that anymore. I have beaten people in 1v1s thanks to Plasma Shield/Oracle, but, not without almost dying myself. So you basically just have to poke poke poke until Archon is up and then go fucking in there and then back out when it expires and play uber safe.

    I dunno. He's got some issues, I think. I've tried both Q build and AA build. They both feel strong, Q build is probably the all-around safe/general use build, AA build can be good if you can actually walk up and AA, but, yknow. Aforementioned issues. I think he desperately needs some kind of built-in sustain, like, lifesteal on AA when at max charge. He just cannot stand still to auto anymore, it's far too unsafe.

    Q build just seems like a bad Chromie / Li-ming and I immediately ignored the AA build because all the issues you mentioned seemed obvious.

    Try Storm & Wall talents and let me know what you think, you won't be great in a 1v1 but the increased cast ranges alone are gold to let you function in a teamfight with storm, Q causing storm, Force Wall doing damage and controlling the enemy team.

    I've tried Electric Fence before, it does seem good. It just competes with Plasma Shield, is the thing, and not taking that feels like a serious dip in survivability.

    I think my issues with W build is that, looking at it, it doesn't really look like you get any real damage boosts. Mostly things like, extra range on W cast, free W casts sometimes. Compare to Q build giving stacking damage on Q, CDR on Q when at 100% charge, 8% damage on Q, etc etc. W build does get a damage spike at 16 with the damage happens faster, but in testing that really only seems to matter if all of the damage ticks land? And most of the time seems people just walk out.

    I can try it out, though.

    Dibby on
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    Battle.net Tag: Dibby#1582
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    SmrtnikSmrtnik job boli zub Registered User regular
    edited April 2020
    Dibby wrote: »
    Lanlaorn wrote: »
    Dibby wrote: »
    Lanlaorn wrote: »
    He's been great in QM for me with Storm / Wall builds. Having Force Wall from level one by itself is awesome, with all your other snares and armor debuffs Tassadar does great AoE damage while providing great team support.

    Now that I actually have some time to get into it (I literally posted that right as I was going out the door to get groceries),

    - Tass cannot walk up and turret people. He has an AA that is designed to stand still and turret and yet he cannot do that. Why? Because you're a sitting duck and an easy target for skillshots/stuns/etc. Old Tassadar could do that, because he had the Shielding/Lifesteal/Get out of jail free button. New Tass cannot. And that's a large part of his kit.
    - He is made of paper. He is SO squish now, for the aforementioned reasons. Plasma Shield feels goddamn mandatory. Oracle helps a bit too, the passive. It just feels like it's so easy to take damage on him now.
    - Q self-stuns for a solid amount of fucking time. Just like standing still to turret, the Q self-stun means you are a sitting duck.
    - Q is a LOT of damage, but it's also got a pretty lengthy travel time and is a bit slow, and I've already seen people outplay it just by sidestepping. It's like Orphea's Q in that respect.
    - Force Wall good, but on a long cooldown and there's a new delay in it spawning in which can sometimes prove a bit awkward in using it (the sheer number of times I've seen people just slip the fuck out as it's spawning is too damn high).
    - Black Hole is much worse than I thought it'd be. I had high hopes for it, but ohhh my god it travels so slowly. Moreover, there have been times where I ripped one on the WHOLE ENEMY TEAM and just nothing happened. Like, hooray they're all stunned and took some burst damage and I forcewalled them! But then nothing actually happened. That one could just be a comp thing, or a, er, player skill level thing, but.
    - To that end, Archon just feels mandatory, because it does SO much fucking damage, gives you instant 100% charge of your AA, and gives you the biggest chonkiest 40% health shield. It's good for both offense AND defense. And your autos splash and give -20 Spell Armor on hit, that's ridiculous. I've regretted every game I haven't taken Archon.

    So, mainly, it feels like the "correct" way to play him is to just maintain 100% on your Trait by autoing at least once every 6 seconds and otherwise tossing out Q/W. Standing still to actually auto is fucking death. Which feels counter-intuitive given how they've designed him to be a turret AA hero! He just doesn't have the sustain to do that anymore. I have beaten people in 1v1s thanks to Plasma Shield/Oracle, but, not without almost dying myself. So you basically just have to poke poke poke until Archon is up and then go fucking in there and then back out when it expires and play uber safe.

    I dunno. He's got some issues, I think. I've tried both Q build and AA build. They both feel strong, Q build is probably the all-around safe/general use build, AA build can be good if you can actually walk up and AA, but, yknow. Aforementioned issues. I think he desperately needs some kind of built-in sustain, like, lifesteal on AA when at max charge. He just cannot stand still to auto anymore, it's far too unsafe.

    Q build just seems like a bad Chromie / Li-ming and I immediately ignored the AA build because all the issues you mentioned seemed obvious.

    Try Storm & Wall talents and let me know what you think, you won't be great in a 1v1 but the increased cast ranges alone are gold to let you function in a teamfight with storm, Q causing storm, Force Wall doing damage and controlling the enemy team.

    I've tried Electric Fence before, it does seem good. It just competes with Plasma Shield, is the thing, and not taking that feels like a serious dip in survivability.

    I think my issues with W build is that, looking at it, it doesn't really look like you get any real damage boosts. Mostly things like, extra range on W cast, free W casts sometimes. Compare to Q build giving stacking damage on Q, CDR on Q when at 100% charge, 8% damage on Q, etc etc. W build does get a damage spike at 16 with the damage happens faster, but in testing that really only seems to matter if all of the damage ticks land? And most of the time seems people just walk out.

    I can try it out, though.

    Force wall dmg + slow goes a long way to making them yet full storm duration.

    Watch this for combos
    https://youtu.be/shNJRAsNNHI

    Smrtnik on
    steam_sig.png
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    LanlaornLanlaorn Registered User regular
    My feelings were basically to ignore all the "while at full charge" talents since I didn't like my chances of standing still AA'ing anyone, and the Tass queue is so long I'm just trying variations of caster style for now.

    I love the big Q build damage but found myself having mana issues with max range "shoot and scoot" kinda thing. But yea with storm build my usual attack pattern was a good Force Wall -> Storm -> whatever the Q is called, ideally you're walling off some guy trying to retreat into a kill or something but even a "sideways" Force Wall parallel to the enemy is nice for that snare + bit of damage. The Q has a nice snare too, the Force Wall snare is just easier to land since it's a big instant brick and then you can easily hit them with the Q.

    I'm not a great player, low Diamond ranking, way less games played than most, but Tass feels ok, went 7-0 testing him out, would say to give him more of a chance.

    qqj7dvxzvadc.jpg

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    Munkus BeaverMunkus Beaver You don't have to attend every argument you are invited to. Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPA regular
    I dunno, I won every game on him today and he feels bad

    Humor can be dissected as a frog can, but dies in the process.
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    LanlaornLanlaorn Registered User regular
    Yea but I think Orphea is good and love playing her while you said she's the worst hero in the game so I'm not sure our values of "good" and "bad" really align.

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    General_ArmchairGeneral_Armchair Registered User regular
    Orphea's one of my favorites too and I love running her Q build with En Pointe and Allegrissimo. But I mostly play bot matches with the occasional brawl, and I'm pretty sure players off sufficient caliber are gonna dodge that a lot.

    3DS Friend Code:
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    A Dabble Of TheloniusA Dabble Of Thelonius It has been a doozy of a dayRegistered User regular
    3 games of tass last night and I think he's the bees knees. One thing I guess I wasn't expecting, his wave clear is really damned good.

    vm8gvf5p7gqi.jpg
    Steam - Talon Valdez :Blizz - Talonious#1860 : Xbox Live & LoL - Talonious Monk @TaloniousMonk Hail Satan
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    MNC DoverMNC Dover Full-time Voice Actor Kirkland, WARegistered User regular
    https://www.youtube.com/watch?v=VAHBPTL2ie8

    Um Fan, could you do more of these instructional videos please?

    Need a voice actor? Hire me at bengrayVO.com
    Legends of Runeterra: MNCdover #moc
    Switch ID: MNC Dover SW-1154-3107-1051
    Steam ID
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    SeGaTaiSeGaTai Registered User regular
    "if you rock...uh potato"

    PSN SeGaTai
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    MMMigMMMig Registered User regular
    3 games of tass last night and I think he's the bees knees. One thing I guess I wasn't expecting, his wave clear is really damned good.

    Until I see otherwise, I think that's the only thing he excels at.

    l4lGvOw.png
    Witty signature comment goes here...

    wra
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    fortyforty Registered User regular
    His wave clear has always been good though...

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    Inquisitor77Inquisitor77 2 x Penny Arcade Fight Club Champion A fixed point in space and timeRegistered User regular
    edited April 2020
    It was average, maybe slightly above-average at best. Before his rework, his waveclear suffered from the fact that a single W wouldn't actually clear the wave until late game, so you still spent a lot of time AAing down the last remnants of the minions. So a lot of his waveclear value was working in conjunction with other heroes, because he could consistently burn down all the minions which allowed everyone else to finish them off (think Azmodan).

    Now he can solo clear an entire wave with a single W+Q rotation in <2 seconds, which puts him solidly at S-tier in the waveclear category.

    Inquisitor77 on
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    fortyforty Registered User regular
    I guess I should have specified it was good for a Support.

    But it was also incredibly safe, since he could just drop a Storm from max range, hang back, then drop another Storm in 8 seconds to clean up. AAing wasn't even necessary, like it is with many other average wave clearers.

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    A Dabble Of TheloniusA Dabble Of Thelonius It has been a doozy of a dayRegistered User regular
    Quote from a 13 (thirteen!) death Malginis list night at the end of our crushing defeat: "yu scrubs. I could not carry."

    I wish I had that confidence

    vm8gvf5p7gqi.jpg
    Steam - Talon Valdez :Blizz - Talonious#1860 : Xbox Live & LoL - Talonious Monk @TaloniousMonk Hail Satan
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    Inquisitor77Inquisitor77 2 x Penny Arcade Fight Club Champion A fixed point in space and timeRegistered User regular
    Jump to 3:50 for the real Black Hole wombo combo:
    https://youtu.be/4QZfv6Olqks?t=230

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    DibbyDibby I'll do my best! Registered User regular
    EV_qx8VWoAYf8uW.jpg

    hmmmmmmm

    probably the best Tass game i've actually had and it didn't fuckin' matter cause we threw hARDDDDD

    and by "we" i mean "mal'ganis and artanis diving into every fight 1v5"

    also by "we" i mean "artanis not taking fucking Blind vs a full AA team"

    :rotate:

    DNiDlnb.png
    Battle.net Tag: Dibby#1582
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    FuriousJodoFuriousJodo Seattle, WARegistered User regular
    Joined a Brawl game and three people on my team got Tyreal as a choice so the only natural thing to do was to all pick him.

    Ended up winning, it was a bizarre match.

    FuriousJodo on Twitch/PSN/XBL/Whatever else
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    MNC DoverMNC Dover Full-time Voice Actor Kirkland, WARegistered User regular
    I hope they all took a holy Ground at 13 and completely cut off huge swaths of the map.

    Need a voice actor? Hire me at bengrayVO.com
    Legends of Runeterra: MNCdover #moc
    Switch ID: MNC Dover SW-1154-3107-1051
    Steam ID
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    DibbyDibby I'll do my best! Registered User regular
    EWAQbmLWkAAtGMI.jpg

    Hmm, getting a bit better and more comfortable with New Tass.

    I've basically completely changed my level 4 pick at this point. Electric Fence all fucking day baby. That talent is fucking bonkers. Does a shitton of damage and the slow really does help. Plasma Shield is nice, and does help you with sustain, but man Electric Fence. It's hard to give that one up now, I think. It depends. They're both good. I still think Tass suffers from all the issues I talked about before. He just can't walk up and turret auto people, which is weird given that that's a huge part of his core design. The "correct" way to play him is either very minimal autoing or none at all.

    Having tried out all of Tass's builds now, I still feel that Q build is his all-around best one. W build felt alright. I found I was lacking in meaningful damage and ways to secure kills, but it was safe, I guess? I guess. It doesn't really have much going for it, I feel. AA build is still fucking death. You WILL die trying to sit there and turret. It will NOT be pretty. Q build is great because it provides VERY safe damage as well as burst damage and a means of actually securing kills with Thermal Lance. Thermal Lance is some hot shit, man. 8% health damage on top of the fuckhuge burst from Q is nothing to sneeze at. Black Hole still just fucking sucks. I have regretted it every game when I took it. It just doesn't do enough. Even when I hit the whole damn team, just, nothing happens. Archon is CRAZY good. Like why would you not take Archon? A 40% health shield plus an actual USABLE autoattack that hits like a truck, splashes, AND gives -20 Spell Armor on hit? That's crazy. That's fucking busted as hell.

    Tass needs some tweaks, definitely. He's got a few glaring issues at the moment, and some more subtle ones, and some talent related issues as well. Shadow Walk has a bug at the moment where it doesn't have proper cancel protection. Which is to say, abilities that can be cancelled usually can't be cancelled 0.5 secs after pressing to prevent accidental double taps. Not the case with Shadow Walk, which has lead to quite a lot of deaths on my part. I'd like to see them add Lifesteal to his autos when at max charge, just baseline. That'd go a long way and it'd help a lot. Induction is complete trash and needs a pretty huge change to be viable. Arc Discharge and Psionic Echo feel way too similar, they both practically do the same thing except slightly different and I'd like to see them maybe change Arc Discharge entirely. Black Hole needs something. Don't know what. Less delay on casting Shock Ray would still be nice too. I dunno, there's lots they can do.

    Tass ain't like, super great or anything though. I dunno. He's fun! I like New Tass a lot, but he needs some help.

    DNiDlnb.png
    Battle.net Tag: Dibby#1582
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    Munkus BeaverMunkus Beaver You don't have to attend every argument you are invited to. Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPA regular
    I have a 100% winrate on tass since his rework and I don't think he's good at all.

    Humor can be dissected as a frog can, but dies in the process.
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