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[Heroes of the Storm] thread: Don't get excited, Dibby; we're just talking.

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    DibbyDibby I'll do my best! Registered User regular
    edited July 2020
    milk ducks wrote: »
    I'll be honest, man; I'm not even sure I understand how defenses work anymore. I'm constantly finding myself in this position where I could have been more aggressive on a dive, but I forgot the towers won't automatically target me anymore; or I've been too aggressive on a Fort dive because I've forgotten that, oh yeah, these will auto-target me. I can remember it all well enough in the context of a written forum post, but a lot of moment-to-moment decision-making is based off of muscle memory, off of just knowing like, I'll kill this guy if I engage hard under these conditions and I'll survive. But those conditions keep changing, and I have to unlearn 5,000+ matches worth of game feel.

    And to the point you had been making, right? Why? Why is any if it even necessary? Who was complaining?

    They've changed the rules a bit too many times for my liking, but, it's not super complicated now; Towers work like normal (prioritize minions), Forts prioritize Heroes. That's it.

    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
    milk ducks wrote: »
    Smrtnik wrote: »
    Bring back ammo and ammo drain talents!

    I actually 100% support this.

    Welcome to BadOpinionsTown
    Population: You


    Just kidding - I actually don't care whether or not structures have ammo. I do care, however, that a consequence of adding ammo means that split-push/summoning heroes get inordinate value. This is already one of the most "toxic" parts of the game, in my opinion.

    Whether or not it helps the issue of people feeling safe when they shouldn't is actually an interesting question. You could argue that the additional complexity makes things worse. But you could also argue that the additional transparency would make things more intuitive, because no one would ever feel safe if their structures are clearly out of ammo.

    If you just made structures prioritize heroes and then added ammo, it might also address my concern about summons, because you could more easily balance summons by making them die quickly to structures and decreasing their structure damage. And it would make things very transparent, because structures always target heroes first in every situation.

    Yeah, thinking about it more, I'd be down. Make structure priority: (1) heroes, (2) objectives, (3) minions, (4) summons. No conditions other than if something is in range. Add back ammo. Tune the game accordingly.

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    General_ArmchairGeneral_Armchair Registered User regular
    Dibby wrote: »
    milk ducks wrote: »
    I'll be honest, man; I'm not even sure I understand how defenses work anymore. I'm constantly finding myself in this position where I could have been more aggressive on a dive, but I forgot the towers won't automatically target me anymore; or I've been too aggressive on a Fort dive because I've forgotten that, oh yeah, these will auto-target me. I can remember it all well enough in the context of a written forum post, but a lot of moment-to-moment decision-making is based off of muscle memory, off of just knowing like, I'll kill this guy if I engage hard under these conditions and I'll survive. But those conditions keep changing, and I have to unlearn 5,000+ matches worth of game feel.

    And to the point you had been making, right? Why? Why is any if it even necessary? Who was complaining?

    They've changed the rules a bit too many times for my liking, but, it's not super complicated now; Towers work like normal (prioritize minions), Forts prioritize Heroes. That's it.

    I thought that the targeting logic worked like this:

    Towers prioritize minions.

    Forts prioritize heroes that have recently harmed a hero a hero that is allied to the fort, but otherwise prioritize minions.

    3DS Friend Code:
    Armchair: 4098-3704-2012
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    DibbyDibby I'll do my best! Registered User regular
    Dibby wrote: »
    milk ducks wrote: »
    I'll be honest, man; I'm not even sure I understand how defenses work anymore. I'm constantly finding myself in this position where I could have been more aggressive on a dive, but I forgot the towers won't automatically target me anymore; or I've been too aggressive on a Fort dive because I've forgotten that, oh yeah, these will auto-target me. I can remember it all well enough in the context of a written forum post, but a lot of moment-to-moment decision-making is based off of muscle memory, off of just knowing like, I'll kill this guy if I engage hard under these conditions and I'll survive. But those conditions keep changing, and I have to unlearn 5,000+ matches worth of game feel.

    And to the point you had been making, right? Why? Why is any if it even necessary? Who was complaining?

    They've changed the rules a bit too many times for my liking, but, it's not super complicated now; Towers work like normal (prioritize minions), Forts prioritize Heroes. That's it.

    I thought that the targeting logic worked like this:

    Towers prioritize minions.

    Forts prioritize heroes that have recently harmed a hero a hero that is allied to the fort, but otherwise prioritize minions.

    Yes.

    I didn't want to get overly wordy about it, since you can still intuit that Forts will still hit minions first. But the basic gist is that only Forts work under the new rules. They will swap targets upon harming a Hero underneath it.

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    Battle.net Tag: Dibby#1582
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    milk ducksmilk ducks High Mucky Muck Big Tits TownRegistered User regular
    edited July 2020
    Dibby wrote: »
    milk ducks wrote: »
    I'll be honest, man; I'm not even sure I understand how defenses work anymore. I'm constantly finding myself in this position where I could have been more aggressive on a dive, but I forgot the towers won't automatically target me anymore; or I've been too aggressive on a Fort dive because I've forgotten that, oh yeah, these will auto-target me. I can remember it all well enough in the context of a written forum post, but a lot of moment-to-moment decision-making is based off of muscle memory, off of just knowing like, I'll kill this guy if I engage hard under these conditions and I'll survive. But those conditions keep changing, and I have to unlearn 5,000+ matches worth of game feel.

    And to the point you had been making, right? Why? Why is any if it even necessary? Who was complaining?

    They've changed the rules a bit too many times for my liking, but, it's not super complicated now; Towers work like normal (prioritize minions), Forts prioritize Heroes. That's it.

    *Forts, Keeps, and Cores prioritize heroes if they attack other heroes within their range.
    ** No longer applies armor debuff
    *** No longer triggers in response to periodic damage over time (this bit is important because it's an exception to the rules -- you can damage heroes under enemy Forts and not get prioritized, so long as you're dealing DoT damage. That's an important and unintuitive distinction)

    Could have sworn there was something in there about prioritizing objectives, as well, but I'm not seeing it. A quick search indicates that the Call For Help anomaly was introduced April 14th, then Patched / adjusted fundamentally on May 6th, June 3rd, and June 23rd (at least, could be more I'm not seeing because I'm working right now). That's a lot of changes in a brief amount of time to something as fundamental as tower aggro. I don't blame people for being confused.

    milk ducks on
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    General_ArmchairGeneral_Armchair Registered User regular
    I personally enjoy watching my teammates get dunked on by the forts in my bot matches. Respect the defenses.

    3DS Friend Code:
    Armchair: 4098-3704-2012
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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
    The reason why DoTs don’t trigger it is because it can be nearly impossible to predict whether a fort will target you based on incidental damage from a spell you casted while you were out of the Fort range

    Humor can be dissected as a frog can, but dies in the process.
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    milk ducksmilk ducks High Mucky Muck Big Tits TownRegistered User regular
    edited July 2020
    It makes sense to me, Munkus.
    I'm not sure it makes sense to "people".

    milk ducks on
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    Inquisitor77Inquisitor77 2 x Penny Arcade Fight Club Champion A fixed point in space and timeRegistered User regular
    It shouldn't be conditional on damage to enemy heroes, period.

    It was a bad change for a bad reason.

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    milk ducksmilk ducks High Mucky Muck Big Tits TownRegistered User regular
    edited July 2020
    I'm also not 100% certain what "counts" as an attack? Is it conditional on damage? I mean, I guess it is? But not all damage, right? Not DoT damage. Does a non-damaging debuff count? Like does a Brightwing Polymorph cause you to get targeted? Does Alex's Pacify? What about an ability like Chromie's Temporal Loop? It does no damage, doesn't snare, or in any way interact negatively with the enemy player until it triggers, at which point is just brings them back to where they had been a few seconds earlier. If I Loop somebody under a Fort, would it start attacking me immediately, because I targeted an enemy with an ability? Or would it not target me until my abilities cast? Landed?

    Like I legitimately don't know the answers to these questions.

    milk ducks on
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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
    It is conditional on damage. Status effects that do not cause damage do not trigger it.

    Humor can be dissected as a frog can, but dies in the process.
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    milk ducksmilk ducks High Mucky Muck Big Tits TownRegistered User regular
    Thinking about Ammo returning as a mechanic has me considering other things I wish would return.

    Like Promote.

    'member Promote?

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    WhelkWhelk Registered User regular
    I feel like promote should be a map mechanic. Probably collecting resources and turning them into a lane.

    I also think ammo should return, but it should only work for targeting heroes. Draining it of ammo should be a signal that the fort becomes vulnerable to heroes not a method of encouraging split pushing.

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    ArcTangentArcTangent Registered User regular
    milk ducks wrote: »
    I'm also not 100% certain what "counts" as an attack? Is it conditional on damage? I mean, I guess it is? But not all damage, right? Not DoT damage. Does a non-damaging debuff count? Like does a Brightwing Polymorph cause you to get targeted? Does Alex's Pacify? What about an ability like Chromie's Temporal Loop? It does no damage, doesn't snare, or in any way interact negatively with the enemy player until it triggers, at which point is just brings them back to where they had been a few seconds earlier. If I Loop somebody under a Fort, would it start attacking me immediately, because I targeted an enemy with an ability? Or would it not target me until my abilities cast? Landed?

    Like I legitimately don't know the answers to these questions.

    If you think of DoT as a status that gets inflicted, not inflicting damage, that it's just "anything that deals damage" and that's it. Mal'Ganis Conversion is the only kind of goofy thing there, because it's technically a DoT.

    The only confusing/non-intuitive part to me is characters with long lasting or long distance summons like Azmo or Nazeebo. My demon buddy on literally the opposite side of the map can trigger nearby towers if they attack a hero. TLV has a similar issue that any one of them drawing aggro triggers it on all. You'd think there'd be a proximity check, but guess not.

    ztrEPtD.gif
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    milk ducksmilk ducks High Mucky Muck Big Tits TownRegistered User regular
    I had a Planet Zerus map idea in the works for a while. The overarching concept was that the lane minions / mercenaries are Primal Zerg, who grow and adapt as they devour essence. So if they're within range whenever an opposing unit (minion, merc, Hero) dies, they grow stronger. This would mean that, let's say you get to a lane and fast-clear it but your opponent doesn't show up; your minions absorb the Essence of the enemy minions, grow stronger, and push into their structures that much harder. The idea, as with everything else I advocate for in HotS, is to incentivize players to get to the lanes and properly soak them, as opposed to just letting XP die to the Towers. In this scenario, not attending to the lanes appropriately means the minions shove over your shit much more quickly than they otherwise would. So you have to respond to them.

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    WhelkWhelk Registered User regular
    I like that idea. I always envisioned it more like Black Heart coins, but you channel on a fort to upgrade the next X minions that pass by. You'd get the resource from throw pits all over the jungle. Like if the mines weren't a crap second map.

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    DibbyDibby I'll do my best! Registered User regular
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    Golden YakGolden Yak Burnished Bovine The sunny beaches of CanadaRegistered User regular
    milk ducks wrote: »
    I had a Planet Zerus map idea in the works for a while. The overarching concept was that the lane minions / mercenaries are Primal Zerg, who grow and adapt as they devour essence. So if they're within range whenever an opposing unit (minion, merc, Hero) dies, they grow stronger. This would mean that, let's say you get to a lane and fast-clear it but your opponent doesn't show up; your minions absorb the Essence of the enemy minions, grow stronger, and push into their structures that much harder. The idea, as with everything else I advocate for in HotS, is to incentivize players to get to the lanes and properly soak them, as opposed to just letting XP die to the Towers. In this scenario, not attending to the lanes appropriately means the minions shove over your shit much more quickly than they otherwise would. So you have to respond to them.

    I like it. You could kill merc packs to get hunks of zerg meat to feed to Zurvan and have him do stuff, Blackheart-style.

    H9f4bVe.png
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    WhelkWhelk Registered User regular
    If the earth doesn't just open up as some gigantic Zerg creature eats an entire fort, I don't care!

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    Golden YakGolden Yak Burnished Bovine The sunny beaches of CanadaRegistered User regular
    Also, the forts should be zerg creatures.

    H9f4bVe.png
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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
    Wow, they finally nerfed W build mephisto

    Humor can be dissected as a frog can, but dies in the process.
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    Inquisitor77Inquisitor77 2 x Penny Arcade Fight Club Champion A fixed point in space and timeRegistered User regular
    edited July 2020
    Major shake-up of the tank meta incoming.

    Inquisitor77 on
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    DibbyDibby I'll do my best! Registered User regular
    Dibby wrote: »

    For those that can't read them, a text dump below:
    General
    Nexus Anomaly - Climate Phenomena
    The Climate Phenomena Anomaly has been disabled.
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    Heroes
    TANK BRUISER HEALER MELEE RANGED
    Blaze Xul Kharazim Maiev Cassia
    Cho Yrel Lt. Morales Gall
    Diablo Rehgar Greymane
    E.T.C. Mephisto
    Garrosh Tassadar
    Johanna Tychus
    Mal'Ganis
    Mei
    Muradin
    Stitches
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    Tank
    Blaze
    Talents

    Level 1
    Adrenaline Stimpack [Active]
    Additional functionality: While Blaze has over 80% Health, gain 25% bonus Attack Speed and 10% bonus Movement Speed.
    Endurance Stimpack [Passive]
    Cooldown reduced from 40 to 30 seconds.
    Adjusted functionality: When damaged while below 30% maximum Health, Endurance Stimpack will automatically cast if it is not on cooldown.
    Neural Stimpack [Active]
    Mana restoration increased from 30 to 40.
    Level 4
    Incinerator Gauntlets [Passive]
    Moved from Level 7.
    No longer causes Basic Attacks to light Oil Spills.
    Meltdown [Trait]
    Damage reduction increased from 7% to 8% per stack.
    Level 7
    Adhesive Petroleum [W]
    Moved from Level 4.
    Slow amount increased from 30% to 35%.
    Slow duration increased from 2.5 to 3 seconds.
    Additional functionality: Now also causes Basic Attacks to light Oil Spills.
    Developer Comment: We’re changing up many of Blaze’s early game talents to have some more unique use cases and to generally improve diversity. We’re also giving him some more reliable early-game wave clear by moving Incinerator Gauntlets to an earlier level and removing the effect of causing Basic Attacks to light Oil Spills and adding it to Adhesive Petroleum.
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    Cho
    Talents

    Level 1
    The Will of Cho [Trait]
    Moved from Level 20.
    New functionality: Killing enemy Minions grants 1 stack of The Will of Cho, and Hero Takedowns grant 10 stacks. Gain 1 Armor for every 30 stacks of the Will of Cho, up to a maximum of 10 Armor. This Armor bonus stacks with Ogre Hide.
    Level 4
    Uppercut [Q]
    Damage reduced from 7% to 5% maximum Health.
    Additional functionality: Each Hero hit by Surging Fist reduces its cooldown by 5 seconds.
    Seared Flesh [Passive]
    Adjusted functionality: Attack damage bonus is kept when attacking different Heroic targets, and is only lost after 5 seconds or when a non-Heroic enemy is attacked.
    Level 7
    Power Surge [Q]
    New functionality: Enemy Heroes who are hit by Surging Fist are Slowed by 30% for 2.5 seconds. Gain 15% Movement Speed while charging Surging Fist and for 2.5 seconds after casting the Ability.
    Level 16
    Runed Gauntlet [Passive]
    Cooldown reduction increased from 5% to 6%.
    Level 20
    Fuel for the Flame [Passive]
    Moved from Level 1.
    New functionality: Basic Attacks against enemies cause them to explode, dealing 21 damage to them and 45 damage to nearby enemies. This damage is doubled against enemy Heroes.
    Developer Comment: We’re making some of Cho’s talents more usable and experimenting with moving The Will of Cho to be a Level 1 questing talent. We like the talent, but it was coming online late into the game where he often couldn’t get much value out of it. We believe this iteration will give it more use cases, particularly when matched against the other talents on the tier.
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    Diablo
    Base

    Shadow Charge [Q]
    Cooldown reduced from 13 to 12 seconds.
    Mana cost reduced from 70 to 65.
    Overpower [E]
    Cooldown reduced from 13 to 12 seconds.
    Mana cost reduced from 40 to 35.
    Talents

    Level 4
    Life Leech [Passive]
    Healing increased from 1.5% to 2% maximum Health when not at full Souls.
    Healing increased from 3% to 4% maximum Health when at full Souls.
    Level 13
    Hellfire [W]
    Damage per second to nearby enemies increased from 15 to 17.
    Developer Comment: Diablo is slightly underperforming compared to other Warriors, so we’re giving him some small base kit and talent buffs.
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    E.T.C.
    Base

    Face Melt [W]
    Cooldown increased from 10 to 12 seconds.
    Mana cost increased from 50 to 55.
    Developer Comment: Due to its high number of use cases and ability to almost universally get E.T.C. out of sticky situations, we’re increasing the cooldown of Face Melt to give players a larger window of time to take advantage of after E.T.C. uses the ability.
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    Garrosh
    Base

    Bloodthirst [W]
    Ability Effects now occur at the start of the Ability’s cast, rather than at the end.
    Talents

    Level 1
    Body Check [Active]
    Cooldown reduced from 16 to 15 seconds.
    Slow duration increased from 2 to 3 seconds.
    Level 16
    Mortal Combo has been reclassified as an [E] talent.
    Rough Landing [Q]
    Removed.
    New Talent: Seasoned Soldier [Passive]
    Gain 5% maximum Health, increase Groundbreaker’s Slow duration by 1 second, and Bloodthirst gains an additional charge.
    Level 20
    Death Wish [R1]
    Additional functionality: Increase the duration of Warlord’s Challenge by .5 seconds.
    Deadly Calm [R2]
    Damage reduction increased from 25% to 40%.
    Inner Rage [Active]
    No longer causes the cooldown of Body Check to recharge faster.
    Additional functionality: Increase the healing reduction of Body Check by an additional 45%.
    Developer Comment: We’ve had some feedback that many of Garrosh’s late-game talents aren’t impactful enough and we agreed, so we’re making some improvements in this area.
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    Johanna
    Base

    Iron Skin [Trait]
    Cooldown increased from 20 to 25 seconds.
    Talents

    Level 20
    Radiating Faith [R2]
    Blessed Shield Stun duration against all targets reduced from 2 seconds to 1.75 seconds.
    Developer Comment: Similar to E.T.C., we’re increasing the cooldown of Iron Skin due to its ability to get Johanna out of a host of bad situations. This should give enemy teams a bigger window of time to plan and play around Iron Skin’s cooldown.
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    Mal'Ganis
    Talents

    Level 4
    Echo of Doom [W]
    Damage increased from 54 to 60.
    Level 10
    Dark Conversion [R2]
    Cooldown reduced from 80 to 60 seconds.
    Mana cost reduced from 70 to 60.
    Level 13
    The Night Beckons [E]
    Slow duration increased from 2.5 to 3 seconds.
    Developer Comment: Overall Mal’Ganis is doing well, but we saw an opportunity to adjust a few of his talents to be more competitive.
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    Mei
    Talents

    Level 1
    Heavy Pack [Q]
    Cooldown reduction increased from .125 to .25 seconds.
    Level 4
    Crystallize [Trait]
    Cooldown reduction reduced from 15 to 10 seconds.
    Duration of Spell Armor after Cryo-Freeze ends reduced from 2 to 1 second.
    Level 10
    Avalanche [R1]
    Cooldown increased from 65 to 70 seconds.
    Ice Wall [R2]
    Cooldown reduced from 90 to 70 seconds.
    Level 20
    Cascade [R1]
    Cooldown reduction increased from 25 to 30 seconds.
    Developer Comment: Mei’s introduction to the Nexus has been very cool. Her crisp performance has solidified her as a powerful member of any team. She is doing well but is not showing signs of being too strong just yet, so we are primarily adjusting her talents to be in a more solid place.
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    Muradin
    Base

    Thunder Clap [W]
    Movement and Attack Speed Slows increased from 25% to 30%.
    Developer Comment: For a long time Muradin has been a staple Warrior at nearly all levels of play, acting as a powerful front line for his team. Recently he has fallen off a bit compared to his peers, but we don’t believe he is too far off. We think he can benefit from a buff to Thunder Clap’s ability to control the fight for his team, which should set up for easier Storm Bolt hits as well as allow him to better counter enemies who rely on Basic Attacks for effectiveness.
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    Stitches
    Base

    Health reduced from 3150 to 3060.
    Health regeneration reduced from 6.56 to 6.38.
    Hook [Q]
    Range increased from 11 to 12.
    Slam [W]
    Mana cost reduced from 40 to 35.
    Additional functionality: Deals 50% bonus damage to Minions and Mercenaries.
    Talents

    Level 13
    Fishing Hook [Q]
    Bonus range reduced from 50% to 40%.
    Developer Comment: For a long time we have held to the belief that one important aspect of what makes Johanna special is her ability to provide more wave clear for her team compared to other Warriors. While this is true, it has gotten to the point that it has begun to limit what kinds of effective team compositions can be made, as any team that wants to run heroes that don’t have a lot of wave clear really need Johanna to be competitive. To help open up more possible team compositions and to give Stitches a needed buff, we’re experimenting with giving him comparable wave clear, which also has the side effect that he should be able to land more Hooks due to the enemy Minions dying faster. We’re also removing our last Health buff that we gave him, as we believe leaning into this direction of giving him more wave clear and buffing his Hook range are more unique ways to bring Stitches to the forefront of Warriors that players want to bring to their team.
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    Bruiser
    Xul
    Base

    Spectral Scythe [Q]
    Damage reduced from 200 to 190.
    Raise Skeleton [Trait]
    Damage done when Skeletal Warriors die reduced from 46 to 40.
    Talents

    Level 4
    Jailors [Trait]
    Movement and Attack Speed bonuses reduced from 30% to 25%.
    Level 16
    Weaken [W]
    Damage reduction reduced from 40% to 35%.
    Developer Comment: Xul is still a bit too powerful, so we’re reducing his overall effectiveness when it comes to his base kit and to overperforming talents.
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    Yrel
    Talents

    Level 1
    Light of Karabor [Q]
    Healing bonus when hitting one enemy Hero increased from 40% to 45%.
    Healing bonus when hitting more than one enemy Hero increased from 80% to 90%.
    Dauntless [Passive]
    Physical Armor reduced from 50 to 40.
    Maraad’s Insight [Passive]
    Healing increased from 128 to 135.
    Developer Comment: Yrel’s level 1 talent pick has over time become dominated by Dauntless since we buffed it many patches ago. To better even out the talents, we’re reducing its power and increasing the effectiveness of the other options on the tier.
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    Healer
    Kharazim
    Base

    Breath of Heaven [W]
    Healing increased from 276 to 285.
    Developer Comment: Kharazim’s healing output is a little lower than other Healers, and we believe it could use a small increase. We don’t expect this to change too much about how he plays, but it should better reward Kharazim players and teams who are good about grouping around him to receive Breath of Heaven.
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    Lt. Morales
    Base

    Safeguard [W]
    Armor amount increased from 30 to 35.
    Developer Comment: Safeguard’s benefit has largely diminished over time due to a combination of various Heroes being able to gain Armor in the 20-25 range and our change to make Armor not stack anymore. To make it stand out more and to give Lt. Morales a needed buff, we’re increasing its Armor amount so that it can be used more often to benefit members of her team.
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    Rehgar
    Talents

    Level 10
    Bloodlust [R2]
    Duration reduced from 8 to 6 seconds.
    Healing from Basic Attacks reduced from 40% to 30%.
    Developer Comment: While we got Bloodlust in a good place in regards to its pick rate, it is too strong compared to Ancestral Healing, so we’re nerfing its life leech and duration. We think this will give enemy teams a larger opportunity to play around its powerful buff, as it makes effects like Stuns, Blinds, and Attack Speed Slows more significant when it comes to surviving the burst of power that it gives to his team.
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    Melee Assassin
    Maiev
    Talents

    Level 1
    Pursuit of Vengeance [W]
    Additional functionality: Each Hero hit by Spirit of Vengeance reduces the cooldown of Umbral Bind by 1 second.
    Level 7
    Bonds of Corruption [W]
    Additional functionality: Enemy Heroes pulled by Umbral Bind have their Movement Speed reduced by 20% for 4 seconds.
    Level 10
    Containment Disc [R1]
    Cooldown reduced from 50 to 40 seconds.
    Mana cost reduced from 60 to 50.
    Level 16
    Vengeful Knives [Q]
    New functionality: Dealing damage to enemy Heroes causes the next cast of Fan of Knives that hits enemy Heroes to deal 1% maximum Health as bonus damage, up to 5%.
    Developer Comment: Maiev’s talents are largely in a pretty good place, but there’s generally 1 talent on most tiers that is not favored compared to its counterparts. We’re making some adjustments to these talents in hopes that players will consider them more equal to their peers.
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    Ranged Assassin
    Cassia
    Base

    Basic Attack damage reduced from 130 to 125
    Health reduced from 1700 to 1660
    Health Regeneration reduced from 3.54 to 3.46.
    Talents

    Level 1
    Charged Strikes [Passive]
    Bonus Attack Speed reduced from 20% to 15%.
    Bonus Basic Attack damage reduced from 20% to 15%.
    Level 4
    Plate of the Whale [Trait]
    Bonus Health Regeneration reduced from 7 to 6.
    Bonus Health Regeneration when fully charged reduced from 14 to 12.
    Level 7
    Surge of Light [Trait]
    Damage reduced from 300 to 285.
    Developer Comment: Cassia shot up in effectiveness a little too much after our last round of buffs to her. These changes are intended to slightly tone both her and some of her more powerful talents down to more appropriate levels.
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    Gall
    Talents

    Level 4
    Double Back [W]
    Removed.
    Rising Dread [W]
    Moved from Level 13.
    Additional functionality: Re-activate Dread Orb to reverse the third bounce.
    Level 13
    Psychotic Break [Passive]
    Moved from Level 20.
    Additional functionality: Increase Gall’s damage to enemy Heroes by 10%.
    Level 20
    New Talent: Twilight Frenzy [Active]
    Activate to reduce the cooldown of Shadowflame and Dread Orb to 2 seconds for the next 6 seconds. 30 seconds Cooldown.
    Developer Comment: We’re making some changes related to Gall’s W talents to help streamline the build, which should help with some awkwardness when choosing between Rising Dread and Twilight Nova.
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    Greymane
    Talents

    Level 10
    Cursed Bullet [R2]
    Damage reduced from 40% to 35% maximum Health.
    Developer Comment: We’re toning down Cursed Bullet’s damage due to it being tuned so high to the point that it is shutting down many Warriors from being able to do their job of being the front-line members of their team, particularly at higher levels of play.
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    Mephisto
    Base

    Lightning Nova [W]
    Damage reduced from 45 to 43.
    Talents

    Level 1
    Furious Spark [W]
    Damage reduced from 72 to 65.
    Level 13
    Abhorred Skull [Q]
    Spell Power bonus increased from 20% to 25%.
    Developer Comment: Mephisto is generally performing a little bit too well, particularly when it comes to playing with Furious Spark at Level 1. We’re making some small nerfs to him to bring him in line with other casters.
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    Tassadar
    Talents

    Level 7
    Beam Alignment [Q]
    No longer increases Tassadar’s Basic Attack range.
    Additional functionality: Reduce the Mana cost of Shock Ray from 55 to 45.
    Arc Discharge [Passive]
    Additional functionality: While Resonance Beam is fully charged, increase Tassadar’s Basic Attack range by 1.
    Level 10
    Archon [R1]
    Shield amount reduced from 40% to 30% maximum Health.
    Developer Comment: Tassadar is in a fairly good place, but Archon is a little too powerful compared to Black Hole, largely due to its ability to allow Tassadar to effectively get around one of his main weaknesses, which is being vulnerable to dive. We’re reducing its power in this aspect, as well as making some small adjustments to his Level 7 talents in order to make Arc Discharge more competitive.
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    Tychus
    Talents

    Various talents have been reordered to follow normal convention [Q, W, E, etc.]
    Level 7
    Relentless Soldier [Passive]
    Armor amount increased from 25 to 30.
    Level 13
    Spray ‘n’ Pray [Q]
    Additional functionality: Overkill also Slows enemy Movement Speed by 25%.
    Neosteel Coating [Active]
    Duration increased from 3 to 4 seconds.
    Level 16
    Lead Rain [Q]
    Removed.
    Sizzlin’ Attacks [Passive]
    Moved from Level 20.
    Armor Piercing Rounds [Q]
    New functionality: Each time Overkill hits an enemy, its damage against them is increased by 15%, stacking up to 60% bonus damage.
    Titan Grenade [W]
    Additional functionality: Each enemy Hero hit by Frag Grenade reduces its cooldown by 1 second.
    Level 20
    New talent: Can Do This All Day [Q]
    Reduce Overkill’s cooldown by 4 seconds. While Channeling Overkill, Tychus gains 40 Armor.
    Developer Comment: Many of Tychus’s late-game talents aren’t as exciting as we would like, and we believe we can do better in regards to giving him a meaningful power spike. We’re giving him loads of compelling options, which we think will give players something better to look forward to as they progress through their games.
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    Bug Fixes
    Heroes

    Ana
    Fixed an issue where Ana could get quest progress with Vampiric Rounds through Blinds and Evasion.
    Artanis
    Fixed an issue where Phase Prism had an incorrect Mana cost when cast during Blade Dash.
    E.T.C.
    Fixed an issue where Guitar Hero's cooldown effect was active without the talent needing to be taken.
    Tassadar
    Fixed an issue where Oracle did not reveal Creep Tumors.
    Whitemane
    Fixed an issue where Saintly Greatstaff worked on non-Heroic targets.

    DNiDlnb.png
    Battle.net Tag: Dibby#1582
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    milk ducksmilk ducks High Mucky Muck Big Tits TownRegistered User regular
    [R2] Deadly Calm
    Damage Reduction increased from 25% to 40%

    *sweats*

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    WhelkWhelk Registered User regular
    It was already so good!

    I've already run into degen CG comps.

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    DibbyDibby I'll do my best! Registered User regular
    Fucking TYCHUS THO??????

    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
    Dibby wrote: »
    Fucking TYCHUS THO??????

    I’d rather not.

    Humor can be dissected as a frog can, but dies in the process.
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    FremFrem Registered User regular
    The HotS team has a future hero list of 100+ heroes, none of whom they'll tell us about. Also, a Haunted Mines rework is on the roadmap.

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    fortyforty Registered User regular
    'We don't see any end in sight'
    That's because they're facing the wrong way on the railroad track.

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    fortyforty Registered User regular
    Lol the amount of times they have flip flopped on Hook's range and Cursed Bullet.

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    Inquisitor77Inquisitor77 2 x Penny Arcade Fight Club Champion A fixed point in space and timeRegistered User regular
    That article indicates that they've been having issues with Reinhardt's shield. RIP Reinhardt.

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    DibbyDibby I'll do my best! Registered User regular
    The list of 100+ future Heroes thing isn't anything new though, we've know for a while they have a giant list of "here's some Heroes wot mite b cool to do"

    And that's really all it is, just names of Heroes they'd potentially like to work on, nothing actually set in stone or anything concrete beyond just "it might be cool to do this". ...Which is why they don't mention specifics, because nothing is set in stone and things can change etc etc.

    DNiDlnb.png
    Battle.net Tag: Dibby#1582
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    cB557cB557 voOOP Registered User regular
    The cowards still won't add Blackthorne.

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    A Dabble Of TheloniusA Dabble Of Thelonius It has been a doozy of a dayRegistered User regular
    milk ducks wrote: »
    [R2] Deadly Calm
    Damage Reduction increased from 25% to 40%

    *sweats*

    *cries in dps*

    vm8gvf5p7gqi.jpg
    Steam - Talon Valdez :Blizz - Talonious#1860 : Xbox Live & LoL - Talonious Monk @TaloniousMonk Hail Satan
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    ZekZek Registered User regular
    Frem wrote: »
    The HotS team has a future hero list of 100+ heroes, none of whom they'll tell us about. Also, a Haunted Mines rework is on the roadmap.

    I guess this is encouraging news, but it's hard to know what to think at this point. I believe he's telling the truth that their team has been given carte blanche to continue to work on the game with their current resources indefinitely. Which is not the same as "forever". But I'm not sure if that's good enough for the game to remain healthy and grow its playerbase. IFF there really is reason to hope, then Blizzard needs to issue a statement that they're "reviving" development on the game and still consider it to be one of their big franchises. Even though we all know that development never actually stopped, the public thinks this game is dead and they need to be explicitly convinced otherwise with a real show of confidence. As long as Blizzard doesn't do that, I'm interpreting this as just more status quo, which is that the game will be kept up and running with a modest development schedule but will never return to true prominence again.

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    milk ducksmilk ducks High Mucky Muck Big Tits TownRegistered User regular
    I made a thing today at work.

    nmyusansr9mu.png

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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
    Rank’s haunted.

    Humor can be dissected as a frog can, but dies in the process.
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    Inquisitor77Inquisitor77 2 x Penny Arcade Fight Club Champion A fixed point in space and timeRegistered User regular
    From the AMA:
    We had elevation in the game for quite awhile. Heroes like Sgt. Hammer could rain fire down from on high onto enemy towns.

    I feel like this could be the fix for Haunted Mines. Change the battleground to Haunted Canyon or Thousand Needles or something. Make people "expose" themselves by going into the lower elevation, where they don't have vision of the upper elevation by default.

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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 do not know how I feel about elevation.

    Humor can be dissected as a frog can, but dies in the process.
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    MNC DoverMNC Dover Full-time Voice Actor Kirkland, WARegistered User regular
    I do not know how I feel about elevation.

    Eh, it has it's highs and lows.

    Need a voice actor? Hire me at bengrayVO.com
    Legends of Runeterra: MNCdover #moc
    Switch ID: MNC Dover SW-1154-3107-1051
    Steam ID
    Twitch Page
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