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[Heroes of the Storm] Town Portal to the Punch Dimension

milk ducksmilk ducks Registered User regular
edited August 13 in Games and Technology
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What's new?
Heroes, in a nutshell, is a game in which two teams are trying to destroy the Core of the opposing team. The Core is similar to the Ancient in DotA or the Nexus in League. Each team has a base with Forts, Towers, Gates, Healing Wells, and Walls to help them defend their core.

At regular intervals waves of NPC Minions spawn in each base and march down pre-defined lanes to attack the enemy. It is the job of the players to help attack down these lanes and destroy the enemy team's base and ultimately their Core. To help with this, each of the maps has a special map objective that gives a big bonus of some sort to the team that completes the objective. Generally each objective will be completed 3-5 times per match before the core is destroyed.

Just like the waves of NPC Minions who spawn and march towards each other in battle, so too do the player characters respawn when they die and continue to fight. The amount of time it takes to respawn is directly related to how long the game has been running. In a new game that is only minutes old, a player will respawn almost immediately. In games over 15 minutes in length the spawn timers will reach a full 60 seconds.

Core: The first team to destroy their opponent's Core wins the map. The Core has a recharging shield which is worth about 15% of the total health of the Core. This shield regenerates very quickly when the Core is out of combat for 8 seconds. The Core also shoots a lightning blast at a target that will also damage enemies near that target. It follows the same targeting rules as Forts and Towers (see below), but is immune to many effect that shut down structures.

Tower: The first line of defense in each base. Towers have limited ammo which regenerates over time. Towers prioritize minions and summoned units and will ignore player characters as long as there is a minion or summoned unit within range. Unlike other MOBAs, the Towers in Heroes will not target a player character if that character attacks an enemy hero while within range.

Forts: Each lane has one Fort, which is located behind a wall and two towers. These Forts have a lot of HP and attack with ammo just like Towers do, but they also slow enemy movement and attack speed which makes them a decent place to defend from. Destroying a Fort yields a considerable XP payout, making them primary targets in the early game.

Keeps: After a Fort, the last line of a lane's defense before the Core are Keeps. These function similarly to Forts, and will also pay out big XP if destroyed. If a keep is destroyed, the opposing lane will start spawning long-range, high-damage catapults alongside the usual minions. Therefore, it's very important protect your keeps while destroying your opponents'.

Healing Wells: If you have played Warcraft 3 then you are probably familiar with the Healing Wells, as they operate similarly to the Moon Wells of the Night Elves. They are on a timer, and restore Health and Mana when you click them. The Health and Mana provided by these Wells is not instant, as the restoration happens over time.

Spawn Point: Each team spawns behind their Core in the safety of their base. There is a magical shield barrier that prevents the enemy team from entering the spawn location, and this shield stops all spells and attacks. Spawn Points also have instant-mounting while you are inside, and you regenerate Health and Mana at a very fast rate while standing in the spawn.

Minions spawn down the lane like merry lemmings just waiting to die to a tower or hero. They are...

1. Soldiers: Dudes with swords, they lead the minion waves. Tend to have higher-than-average HP and a weak melee attack.
2. Archers: Dudes with, get this, bows. They're in the back of the wave, boasting lower HP but a decent ranged attack.
3. Mages: Wizards that coast in the middle of the pack. They deal ranged damage, but the more important thing is that they drop a green orb on death that will give you and nearby teammates a little bit of HP and mana back. There's only one per minion wave, so try to get that orb!
4. Catapults: Beefy siege units that assault bases with a long-range attack. They only spawn when the enemy's final fort in that lane has fallen, giving you incentive to keep that damn fort alive. They can easily outrange towers/forts/cores, meaning they will slowly whittle down a base unless stopped.

Each map also contains a scattering of Mercenary Camps in the "jungle" area between the lanes. These Merc Camps are neutral NPCs that can be defeated by players and hired to fight for the team that captures them. To capture a Mercenary Camp, the players must defeat them in combat (or bribe them) and then stand within a capture circle for a few seconds to gain control of the camp. It is possible for the enemy team to steal the camps if they push you out of the circle or kill you before you can claim it.

1. Siege Camps: These camps contain two giant siege monsters which hurl large rocks at their enemies. They have long range and can out-range towers and forts, which make them very advantageous for lane pushing. These are the easiest camps to defeat and can be solo'd by most heroes by level 10.
2. Bruiser Camps: Formerly known as the "Knight Camps," these are squads of 4 soldiers (3 melee and 1 spellcaster) who possess a lot of HP and decent damage damage. These camps are more difficult to take and typically require 1-2 people to capture.
3. Boss Camps: These camps generally require 3+ heroes to kill, depending on team levels and what heroes are present. These are high HP / high Damage monsters that can do devastating amounts of damage in a lane. They ignore minions and other mercenaries and will only target enemy structures. They cast a Pound skill that can be avoided by moving out of the telegraphed smash circle. They also cast a targeted root spell on occasion against enemy heroes, telegraphed by a smaller circle.
4. Map-Specific Creeps: From pirates on Blackheart Bay to the plant monsters in the Garden of Terror, these mercs will NOT join your side, but instead drop objective-relevant items that help you win the game like skulls, coins, and so on. Difficulty and rewards vary by map.

So what else? There is no item shop. No in-game gold. No items to be bought. No shoes or rods of whatever. "Blasphemy!" you might say, but Heroes is feeling pretty heretical. Instead of items, you get talents roughly every 3-4 levels. These are anywhere from 2-5 choices that change how your character functions. It might be "killing minions gives you more damage" or "your auto-attacks now slow enemies." At level 10 you unlock your Heroic Ability (aka your ult), and even that has choices! Every character has two heroic abilities, so pick the one most suited for the current game.

If you have played other MOBAs and are accustomed to buying boots, this game doesn't have them. Instead it has Mounts (default Z key). Attacking or taking damage dismounts you, and re-mounting does have a brief cooldown. Not all characters can mount up, but instead have mobility skills that in most cases let them get to an area REALLY FAST but has a much longer cooldown.

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Posts

  • MNC DoverMNC Dover Game Designer/Stay-at-home Dad Seattle, WARegistered User regular
    A bit early for the new thread, but I'll take it!

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  • finnithfinnith TorontoRegistered User regular
    Anduin hype!!!!

    Gonna need to run some dive trains with his R2.

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  • milk ducksmilk ducks Registered User regular
    MNC Dover wrote: »
    A bit early for the new thread, but I'll take it!

    We were at page 98 this morning with 16 new replies from when I'd last checked when I went to bed last night. Thread moves in bursts sometimes, and I didn't want it to potentially surge forward while I was at work and unable to create the new thread.

  • Munkus BeaverMunkus Beaver Registered User, ClubPA regular
    I should mention that Ducks, Sidely, and myself are remaking the NGS team BEAST COAST!

    I am super pumped about this. We've even got a friend of mine from not on the forums joining in! We just need that 'dedicated tank' slot filled and we're good to go, and we're trying a dude out for that very soon.

    The one funny thing is that the way NGS calculates MMR might have us....a bit on the low side.

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  • milk ducksmilk ducks Registered User regular
    edited April 30
    NGS calculates MMR based off of all the data present on HotsLogs. My Team League and Hero League MMR are listed as Platinum, I think? Because I've literally not played those modes, more than maybe my placement matches each season, for years. I wish that NGS didn't add those numbers into their calculations because they drag me down to about 2k, which is wildly inaccurate.

    Maybe there's a representative at NGS we could talk to about it? Because it's going to create matchmaking issues for everyone.

    milk ducks on
  • kimekime Queen of Blades Registered User regular
    milk ducks wrote: »
    NGS calculates MMR based off of all the data present on HotsLogs. My Team League and Hero League MMR are listed as Platinum, I think? Because I've literally not played those modes, more than maybe my placement matches each season, for years. I wish that NGS didn't add those numbers into their calculations because they drag me down to about 2k, which is wildly inaccurate.

    Maybe there's a representative at NGS we could talk to about it? Because it's going to create matchmaking issues for everyone.

    There's always a bit of fudging they do with the numbers. I'd encourage y'all to let someone know, yeah.

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  • milk ducksmilk ducks Registered User regular
    I'm looking at their site now and it says it takes UD, TL, and HL into consideration. So my 2700-ish QM ranking doesn't count. I'm cool with that, but I think my UD rating is around 2500 (I also rarely play that mode these days). So if it's only accounting for those 3 scores, it definitely makes sense why my score is so low. I can't find any contact information for representatives at NGS but, yeah, it definitely needs to be addressed.

  • kimekime Queen of Blades Registered User regular
    milk ducks wrote: »
    I'm looking at their site now and it says it takes UD, TL, and HL into consideration. So my 2700-ish QM ranking doesn't count. I'm cool with that, but I think my UD rating is around 2500 (I also rarely play that mode these days). So if it's only accounting for those 3 scores, it definitely makes sense why my score is so low. I can't find any contact information for representatives at NGS but, yeah, it definitely needs to be addressed.

    The NGS discord is where you'd contact them. Munkus at least is there already as the captain, he could reach out if you didn't want to join.

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  • Munkus BeaverMunkus Beaver Registered User, ClubPA regular
    I mean, I know some of the people in charge and I will be sure to bring this up when the time comes. We're not going to be in division D. We should probably just slot into division B, same as Arrogant Nephilim.

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  • SeGaTaiSeGaTai Registered User regular
    I can also pretty much guarantee they'll just tell you to leave feedback in suggestions right now, they are going to have to readjust their mmr formula anyway with storm league being introduced.

    They'll also wait for post season surveys before deciding on a system for next season since team placement has been a recurring issue.

    A common suggestion keeps being a series of pre season placement games, but it's already a pretty short season and they have the fear there will eventually be one team that throws placements just to stomp a lower division

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  • GroveGrove Los AngelesRegistered User regular
    Official?



    OFFICIAL

    Selling PS3 & 360 Madcatz TE Stick
    DibbykimeMNC DoverGolden Yak
  • Munkus BeaverMunkus Beaver Registered User, ClubPA regular
    Leap of faith is so crazy nuts.

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  • Knight_Knight_ Dead Dead Dead Registered User regular
    dang i forgot to buy some skins i wanted

    oh well.

    aeNqQM9.jpg
  • DibbyDibby Let us grieve existence, together Registered User regular
    Grove wrote: »
    Official?



    OFFICIAL

    GASP

    KEVVO!!!!!!

    (he did mention on Twitter he had one more recording he had done before he left Blizzard)

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  • DibbyDibby Let us grieve existence, together Registered User regular
    edited April 30
    https://heroesofthestorm.com/en-us/blog/22976064/heroes-of-the-storm-live-patch-notes-april-30-2019-2019-4-30/

    Patch notes!

    Some pretty serious Map changes going into effect here:
    Map Updates
    Battlefield of Eternity
    The gate near each team's Summoner Mercenary Camp now has two Towers on either side of it

    Developer Comment: We've added Towers near each team's central Healing Well to prevent certain Heroes from being able to destroy them too easily



    Dragon Shire
    Dragon Shire has received a significant update to its art
    Infernal Shrines
    Re-tuned the damage across all three Punisher types to bring them closer in parity
    Arcane Punisher
    Arcane damage increased from 52 to 53
    Arcane damage scaling reduced from 11 to 8 per minute
    Frozen Punisher
    Frozen damage base increased from 110 to 120
    Frozen area increased from 3 to 3.25
    Number of Frozen explosions reduced from 6 to 5
    When Frozen explosions damage an enemy Structure, they are disabled for 3 seconds
    Mortar Punisher
    Mortar damage base increased from 90 to 115
    Mortar damage scaling increased from 5 to 17 per minute

    Developer Comment: These changes are designed to bring the 3 types of Punishers more closely aligned in power, while preserving what makes them special. Mortar is now a properly scary amount of damage up front, while Arcane had its damage reduced but maintains the highest damage over a long period of time. Frozen has had structure disabled added to it, further encouraging teams to dive into enemy towns alongside him.



    Volskaya Foundry
    Triglav Protector
    Swap Vehicle (R)
    Removed
    Pilot
    Now properly scales Health and Basic Attack damage at the first minute of a game
    Basic Attacks
    Starting damage reduced from 200 to 140
    Scaling damage reduced from 10 to 7 from minutes 1 to 5
    Scaling damage reduced from 15 to 10.5 from minutes 6 to 10
    Scaling damage reduced from 20 to 14 from minutes 11 to 15
    Scaling damage reduced from 25 to 17.5 from minutes 16 to 20
    Scaling damage reduced from 30 to 21 from minutes 21 to 60
    Now deal 50% bonus damage to Structures
    Health
    Health scaling increased from 1100 to 1375 from minutes 16 to 20
    Health scaling increased from 1375 to 1650 from minutes 21 to 25
    Charge (Q)
    Impact radius reduced from 2.5 to 2
    Starting damage decreased from 225 to 140
    Scaling damage decreased from 20 to 14 per minute
    Damage bonus to non-Heroes increased from 200% to 400%
    Rocket Fist (W)
    Width increased from 1 to 1.5
    No longer roots Heroes, but knocks them back equal to the full distance the Rocket Fist would travel instead
    Starting damage reduced from 200 to 150
    Scaling damage increased from 10 to 15 per minute
    Gunner
    Particle Cannon (Q)
    Starting damage decreased from 225 to 190
    Scaling damage increased from 15 to 19 per minute
    Gatling Cannon (W)
    Impact radius reduced from 0.5 to 0.3
    Starting damage reduced from 45 to 38
    Scaling damage increased from 3.5 to 3.8 per minute
    Scorching Laser (E)
    Impact radius reduced from 2.25 to 1.25
    Starting primary impact damage reduced 75 to 60
    Scaling primary impact damage increased from 3 to 6 per minute
    Starting delayed explosion damage reduced from 500 to 380
    Scaling delayed explosion damage increased from 25 to 38 per minute

    Developer Comment: We’re making these changes to the Triglav Protector to shift a little of the vehicles power out of its team fight potential, and into its pushing power (particularly in the early game). We believe that it has to has some teeth to discourage enemies from committing to a team fight when it pushes, but its capability to nuke someone from almost full health was a little too powerful. We’ve changed Rocket Fist’s root into a knockback to make landing all its abilities more difficult as well, but still force enemies to disengage when it connects. We’ve also taken this time to adjust some of the scaling of the Protector, so that it follows a more typical power curve in relation to Heroes, Minions, and Mercenaries. We’ve removed the Swap Vehicle button as well. While it was cool, it was a hold out from the previous undesired gameplay of a solo player controlling both seats of a vehicle that we discouraged via the Spell Power buff to both seats being occupied.

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  • SeGaTaiSeGaTai Registered User regular
    Making a bunch of protector changes but then dropping it out of the rank pool for gardens and hanamura really inspires confidence they have a plan for ranked

    PSN SeGaTai
  • kimekime Queen of Blades Registered User regular
    Protector Fist no longer rooting heroes is a big change! It pushes them back instead, so it's now a disengage rather than an engage, it's completely flipped purposes. Interesting.

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  • DibbyDibby Let us grieve existence, together Registered User regular
    kime wrote: »
    Protector Fist no longer rooting heroes is a big change! It pushes them back instead, so it's now a disengage rather than an engage, it's completely flipped purposes. Interesting.

    "we didn't like how the Protector could nuke someone from 100-0" YEAH NO SHIT LOL

    Good changes, I'm glad to see this. Long, long overdue.

    Removing the Root alone is fucking ginormous.

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  • milk ducksmilk ducks Registered User regular
    Yeah, catching a Triglav root was essentially a death sentence.

  • Undead MonkeyUndead Monkey Anchorage, AKRegistered User regular
    edited April 30
    SeGaTai wrote: »
    Making a bunch of protector changes but then dropping it out of the rank pool for gardens and hanamura really inspires confidence they have a plan for ranked

    I'm actually okay with this. Making sweeping changes to a map mechanic, changes that could potentially affect win/loss ratios and therefore player ranking, means giving it time to breathe out in the wild while people get used to things is a good choice.

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  • Munkus BeaverMunkus Beaver Registered User, ClubPA regular
    oh punisher balance changes inc
    holy shit frozen got major buff
    Mortar got a significant damage upgrade
    arcane got a slight nerf

    Also Hanamura is in ranked now?

    Get fucked, whoever decided that shit. Hanamura is the fucking worst. It's as bad as Haunt Mines now.

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  • Munkus BeaverMunkus Beaver Registered User, ClubPA regular
    SeGaTai wrote: »
    Making a bunch of protector changes but then dropping it out of the rank pool for gardens and hanamura really inspires confidence they have a plan for ranked

    I'm actually okay with this. Making sweeping changes to a map mechanic, changes that could potentially affect win/loss ratios and therefore player ranking, means giving it time to breathe out in the wild while people get used to things is a good choice.

    I mean, they also made sweeping changes to Infernal Shrines and it's still in the rotation. I think ya'll are reading in a bit too closely in how they make map changes.

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  • Undead MonkeyUndead Monkey Anchorage, AKRegistered User regular
    edited April 30
    SeGaTai wrote: »
    Making a bunch of protector changes but then dropping it out of the rank pool for gardens and hanamura really inspires confidence they have a plan for ranked

    I'm actually okay with this. Making sweeping changes to a map mechanic, changes that could potentially affect win/loss ratios and therefore player ranking, means giving it time to breathe out in the wild while people get used to things is a good choice.

    I mean, they also made sweeping changes to Infernal Shrines and it's still in the rotation. I think ya'll are reading in a bit too closely in how they make map changes.

    Well, whatever their reasoning, I like it (in this case).

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  • Munkus BeaverMunkus Beaver Registered User, ClubPA regular
    Also: Some of Anduin's talents seem mandatory, or at least they are so clearly better than any other choice seems ludicrous.

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  • SeGaTaiSeGaTai Registered User regular
    You thought halving the design team would improve their ability to make competitive talent choices?

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    milk duckskime
  • DibbyDibby Let us grieve existence, together Registered User regular
    edited April 30
    Bold Strategy is either going to be nerfed into not being worth taking, or further down the road, completely removed.

    There's no way that talent survives as is long term. It's insane. There's no way it can ever be balanced.

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  • Munkus BeaverMunkus Beaver Registered User, ClubPA regular
    Dibby wrote: »
    Bold Strategy is either going to be nerfed into not being worth taking, or further down the road, completely removed.

    There's no way that talent survives as is long term. It's insane. There's no way it can ever be balanced.

    I mean, it increases the CD of his base heal by 20%

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  • milk ducksmilk ducks Registered User regular
    It's OP as fuck

    Dibby
  • Inquisitor77Inquisitor77 2 x Penny Arcade Fight Club Champion A fixed point in space and timeRegistered User regular
    edited April 30
    It doesn't strike me as THAT ridiculous. There appear to be synergies in Anduin's talent tree where Bold Strategy is the lesser of two options. It's an early game "jack of all trades, master of none" talent.

    Inquisitor77 on
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  • DibbyDibby Let us grieve existence, together Registered User regular
    edited April 30
    Dibby wrote: »
    Bold Strategy is either going to be nerfed into not being worth taking, or further down the road, completely removed.

    There's no way that talent survives as is long term. It's insane. There's no way it can ever be balanced.

    I mean, it increases the CD of his base heal by 20%
    It doesn't strike me as THAT ridiculous. There appear to be synergies in Anduin's talent tree where Bold Strategy is the lesser of two options. It's an early game "jack of all trades, master of none" talent.

    You're getting two level 1 talents for only a 1 second cd increase on Flash Heal, I can't imagine a world in which you wouldn't take that all the time. 4 -> 5 seconds doesn't seem like such a huge deal that I'd look at that and wish I hadn't taken Bold Strategy.

    4 -> 6 seconds, yes. But at that point I'd look at Bold Strategy and go "yeah, no thanks"

    Which harkens back to what I was originally saying in that I think it will be incredibly difficult to balance it to a point where it's good without being broken and nerfed enough but can still be taken.

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  • SeGaTaiSeGaTai Registered User regular
    Other way to think about it, they make a lot of 1 sec or more adjustments to hero cooldowns and they very infrequently impact the strength of that hero, as 99% of the player base aren't doing enough with that one second every spell rotation

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  • DibbyDibby Let us grieve existence, together Registered User regular
    also hey guys? hey guys

    please please please PUH-LEASE do not ever take Desperate Prayer at 20

    it is the BIGGEST fucking trap talent i have ever seen in my fucking life hoooooly shit

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  • Inquisitor77Inquisitor77 2 x Penny Arcade Fight Club Champion A fixed point in space and timeRegistered User regular
    SeGaTai wrote: »
    Other way to think about it, they make a lot of 1 sec or more adjustments to hero cooldowns and they very infrequently impact the strength of that hero, as 99% of the player base aren't doing enough with that one second every spell rotation

    The thing is, the same players that aren't skilled enough to get value out of shorter cooldowns are also likely not going to be skilled enough to take advantage of, say, the "auto attacks buff healing" talent. Or if they do, then they open themselves up to getting killed.

    See what I'm getting at?

    I think it sounds good on paper, and is likely the default choice, but I think that its popularity will be skewed by the "omg you get 2 for 1" calculus, and the only people who will be able to maximize it are the same people who would likely be better off trying to synergize the other talents instead.

    Three things in human life are important: the first is to be kind; the second is to be kind; and the third is to be kind.
  • Munkus BeaverMunkus Beaver Registered User, ClubPA regular
    Dibby wrote: »
    also hey guys? hey guys

    please please please PUH-LEASE do not ever take Desperate Prayer at 20

    it is the BIGGEST fucking trap talent i have ever seen in my fucking life hoooooly shit

    There’s not a whole lot of good choices at the level 20slot.

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  • DibbyDibby Let us grieve existence, together Registered User regular
    edited April 30
    Dibby wrote: »
    also hey guys? hey guys

    please please please PUH-LEASE do not ever take Desperate Prayer at 20

    it is the BIGGEST fucking trap talent i have ever seen in my fucking life hoooooly shit

    There’s not a whole lot of good choices at the level 20slot.

    he has plenty of good choices at level 20

    see: anything that isn't fucking desperate prayer


    real talk though: 2 charges of leap of faith seems fine, ult upgrade seems fine, even the damage talent seems fine (translates into more healing procs from the level 1, which can then also proc the CDR on lightwell, etc)

    i don't really know why you think his level 20s are bad?

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  • Munkus BeaverMunkus Beaver Registered User, ClubPA regular
    Dibby wrote: »
    Dibby wrote: »
    also hey guys? hey guys

    please please please PUH-LEASE do not ever take Desperate Prayer at 20

    it is the BIGGEST fucking trap talent i have ever seen in my fucking life hoooooly shit

    There’s not a whole lot of good choices at the level 20slot.

    he has plenty of good choices at level 20

    see: anything that isn't fucking desperate prayer


    real talk though: 2 charges of leap of faith seems fine, ult upgrade seems fine, even the damage talent seems fine (translates into more healing procs from the level 1, which can then also proc the CDR on lightwell, etc)

    i don't really know why you think his level 20s are bad?

    Ult upgrade to the bad ult.

    2 charges of leap of faith is situational I think and the only team mitigation.

    Varian's legacy is a small amount of personal mitigation and some increased AA damage, which is a bit funny for the healer level 20.

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  • DibbyDibby Let us grieve existence, together Registered User regular
    edited April 30
    Dibby wrote: »
    Dibby wrote: »
    also hey guys? hey guys

    please please please PUH-LEASE do not ever take Desperate Prayer at 20

    it is the BIGGEST fucking trap talent i have ever seen in my fucking life hoooooly shit

    There’s not a whole lot of good choices at the level 20slot.

    he has plenty of good choices at level 20

    see: anything that isn't fucking desperate prayer


    real talk though: 2 charges of leap of faith seems fine, ult upgrade seems fine, even the damage talent seems fine (translates into more healing procs from the level 1, which can then also proc the CDR on lightwell, etc)

    i don't really know why you think his level 20s are bad?

    Ult upgrade to the bad ult.

    2 charges of leap of faith is situational I think and the only team mitigation.

    Varian's legacy is a small amount of personal mitigation and some increased AA damage, which is a bit funny for the healer level 20.

    Forgive me if I'm having trouble seeing how Protected+25% Heal is a "bad ult", but

    2 charges of Leap isn't situational, it's more versatile. I can't think of a single situation in which that would be considered "situational".

    I already described how Varian's Legacy has other applications beyond just "a small amount of self healing and more damage".

    Dibby on
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  • Munkus BeaverMunkus Beaver Registered User, ClubPA regular
    Cause any stun or displacement cancels it.

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  • Inquisitor77Inquisitor77 2 x Penny Arcade Fight Club Champion A fixed point in space and timeRegistered User regular
    Holy Word: Salvation is by far going to be the default and better ult. It's just like Sound Barrier for Lucio.

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  • Munkus BeaverMunkus Beaver Registered User, ClubPA regular
    Sound barrier doesn't stop working the moment lucio gets knocked back

    In fact lucio hard counters HW:S

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