Illuminati cultist #1: "We've done it. After decades of research, deepfakes have reached the level where we can pass off all lies as truth. We can sabotage any political figure we wish. The remaining ones will bend to us, terrified of being turned on next. The world is ours!"
Illuminati cultist #2: "Wait, it says here a comedic youtube AI voice video got a low view count."
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
+1
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
hots basically turned into an ARAM game for me but I uninstalled it because i needed the space and I hadn't logged in months
It's still my favorite moba by far, but *shrug*
Humor can be dissected as a frog can, but dies in the process.
+2
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
did they leave yrel in a playable spot when they put the game to sleep
honestly I tuned out after they nerfed maraad's insight to only proc on hitting heroes, which was probably a necessary nerf but she needed some compensation bc without that massive sustain her gameplan was gutted
I had packed up my PC when I quit WoW, so that I wouldn't be tempted to go back to it, lol. Because I might get the urge to play, sure, but is it strong enough that I'll want to go get the PC, hook it all back up, reinstall everything, etc? Well, it worked for over a year; took a while for it to reach that point, lol.
Did they ever undo the change that requires you to physically walk over exp that basically rendered TLV in a gameplay niche void? Or were they buffed to make the three-stack more threatening?
Did they ever undo the change that requires you to physically walk over exp that basically rendered TLV in a gameplay niche void? Or were they buffed to make the three-stack more threatening?
XP globes still exist. You only get near them though and they pull to you.
Yes, unfortunately, players now only need to be in the general vicinity of XP to gather it. They can also arrive up to like, 10 seconds late to a wave and still pick XP up. Which is beyond stupid but, hey, if Blizzard had made good decisions with HotS -- we wouldn't be where we are today, lol.
You used to HAVE to be there when minions died. Now you don't have to be in the vicinity anymore. You just have to show up within 10 seconds after they're dead. It's basically a 10 second grace period if you're late to a wave that didn't originally exist.
You always only had to be in the general vicinity to soak XP, so I don't really understand the complaint there.
I don't mind the initial design of XP Globes, to be honest; they provide a nice visual for players to work with when determining how to position effectively in game. It was totally fine when Globes only lasted 6 seconds, because this allowed for more advanced players to apply lane pressure and deny enemy XP. It made Match-Ups really fun. It made Talent tiers exciting, because perhaps one character can bully their opponent out of XP into level 4, and then their match-up changes dramatically.
It's just fun.
Then they increased the duration of XP Globes by 39 seconds, to a total of 45. And it completely ruined that entire subset of gameplay skill. Yes, XP gains are dramatically reduced from seconds 7-through-45, but even the strongest players can't possibly box someone out for 45 whole seconds. They're going to make gains off of you, no matter what.
So people stopped trying.
And the meta changed from these really fun, strategic match-ups, picks and counter-picks, and indivividual offlane skill, to both players on that position just playing heroes with lightning-fast wave clear and ignoring each other.
You used to HAVE to be there when minions died. Now you don't have to be in the vicinity anymore. You just have to show up within 10 seconds after they're dead. It's basically a 10 second grace period if you're late to a wave that didn't originally exist.
I know the mechanics; I was referring specifically to this statement:
Yes, unfortunately, players now only need to be in the general vicinity of XP to gather it
You always only had to be in the general vicinity to soak XP, so I don't really understand the complaint there.
I don't mind the initial design of XP Globes, to be honest; they provide a nice visual for players to work with when determining how to position effectively in game. It was totally fine when Globes only lasted 6 seconds, because this allowed for more advanced players to apply lane pressure and deny enemy XP. It made Match-Ups really fun. It made Talent tiers exciting, because perhaps one character can bully their opponent out of XP into level 4, and then their match-up changes dramatically.
It's just fun.
Then they increased the duration of XP Globes by 39 seconds, to a total of 45. And it completely ruined that entire subset of gameplay skill. Yes, XP gains are dramatically reduced from seconds 7-through-45, but even the strongest players can't possibly box someone out for 45 whole seconds. They're going to make gains off of you, no matter what.
So people stopped trying.
And the meta changed from these really fun, strategic match-ups, picks and counter-picks, and indivividual offlane skill, to both players on that position just playing heroes with lightning-fast wave clear and ignoring each other.
You used to HAVE to be there when minions died. Now you don't have to be in the vicinity anymore. You just have to show up within 10 seconds after they're dead. It's basically a 10 second grace period if you're late to a wave that didn't originally exist.
I know the mechanics; I was referring specifically to this statement:
Yes, unfortunately, players now only need to be in the general vicinity of XP to gather it
ah gotcha. I guess technically with the globes the "general vicinity" is just larger, haha.
I was just craving some HotS recently too. Thankfully I don't have access to my PC now, but wonder if I'll fall for the siren's call like ducks over here
To a certain extent, yes. But previously, you could Chess Match someone and completely deny their XP by successfully reading cooldowns. And after, the most you could ever do is reduce the amount they received. So match-ups stopped being about strategic trades, and became entirely about clear speed.
You can still deny XP. But you do it by gaining tempo on your opponent. Both offlanes largely ignore each other, but you do look for opportunities to slow them up on rotation, which will at least deny some XP.
It used to be fun. There was room for player expression and growth. And now it's just unga bunga XP farm mode.
To a certain extent, yes. But previously, you could Chess Match someone and completely deny their XP by successfully reading cooldowns. And after, the most you could ever do is reduce the amount they received. So match-ups stopped being about strategic trades, and became entirely about clear speed.
You can still deny XP. But you do it by gaining tempo on your opponent. Both offlanes largely ignore each other, but you do look for opportunities to slow them up on rotation, which will at least deny some XP.
It used to be fun. There was room for player expression and growth. And now it's just unga bunga XP farm mode.
What ducks is getting at is that the penalty for missing soak or getting pushed out of your lane was significantly decreased. The result of this on high-level play was for solo laners/teams to focus on clearing the wave as quickly as possible so they could get rotational advantage, because that was more impactful than anything a solo laner could do on their own against their opponent.
This leaned the game even harder into its "team" element at the expense of individual skill expression for solo laners, which at the time was arguably the only place left in the game where you could do something largely on your own to meaningfully impact the results of a given match.
Hit me up if you see me online. I don't feel the need to play it on my own, but I'm always down to play with folks.
I'd argue this makes for a healthier game in a vacuum - the 1v1 matchup in the offlane should have the least impact on the outcome of the game because it's going to involve the least number of people playing - you should not be able to win the game from the solo lane; it's a bad game for 8(9) other people otherwise.
I'd argue this makes for a healthier game in a vacuum - the 1v1 matchup in the offlane should have the least impact on the outcome of the game because it's going to involve the least number of people playing - you should not be able to win the game from the solo lane; it's a bad game for 8(9) other people otherwise.
I would think someone bringing in only 25% of the XP as their counterpart would still be putting their team at a disadvantage in the long run, but maybe I just don't get it because I'm a nub.
I'd argue this makes for a healthier game in a vacuum - the 1v1 matchup in the offlane should have the least impact on the outcome of the game because it's going to involve the least number of people playing - you should not be able to win the game from the solo lane; it's a bad game for 8(9) other people otherwise.
The 1v1 in the offlane has tremendous impact on the rest of the match, because XP is shared. Effective denial gives your 4-stack a literal, tangible benefit in the form of bonus stats and talents. I would argue its the most impactful position you can play in HotS -- both before and after the change.
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Illuminati cultist #2: "Wait, it says here a comedic youtube AI voice video got a low view count."
Illuminati cultist #1: "Shit! Abort!"
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wra
It's pretty insane. If you watch only 1-2 things, make sure it's at 5:22 and 12:07.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
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It makes me physically ill to watch shitty Nazeebos play.
Wait, your Naz teammate got over 100 stacks? That's way better than mine, who average between 60-90. Like, read your Trait asshole.
FUCKING LOL! Vile at 20. Just take the ult upgrade at that point.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
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Been jones-ing about it a lot lately.
Games take just a few seconds to find players.
#deadnotdead
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wra
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
It's still my favorite moba by far, but *shrug*
honestly I tuned out after they nerfed maraad's insight to only proc on hitting heroes, which was probably a necessary nerf but she needed some compensation bc without that massive sustain her gameplan was gutted
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wra
I think Fan only really hates Probius and Dva
Aba, TLV, Cho, Hammer, Gal
😉 😉
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wra
So naturally I only hooked him and got 7 kills with it, causing him to ragequit.
Funniest fuckin' game of my life
We're back on HotS, boys.
Couldn't find the bug forum either ^^
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wra
XP globes still exist. You only get near them though and they pull to you.
Witty signature comment goes here...
wra
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I don't mind the initial design of XP Globes, to be honest; they provide a nice visual for players to work with when determining how to position effectively in game. It was totally fine when Globes only lasted 6 seconds, because this allowed for more advanced players to apply lane pressure and deny enemy XP. It made Match-Ups really fun. It made Talent tiers exciting, because perhaps one character can bully their opponent out of XP into level 4, and then their match-up changes dramatically.
It's just fun.
Then they increased the duration of XP Globes by 39 seconds, to a total of 45. And it completely ruined that entire subset of gameplay skill. Yes, XP gains are dramatically reduced from seconds 7-through-45, but even the strongest players can't possibly box someone out for 45 whole seconds. They're going to make gains off of you, no matter what.
So people stopped trying.
And the meta changed from these really fun, strategic match-ups, picks and counter-picks, and indivividual offlane skill, to both players on that position just playing heroes with lightning-fast wave clear and ignoring each other.
It's just awful.
ah gotcha. I guess technically with the globes the "general vicinity" is just larger, haha.
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To a certain extent, yes. But previously, you could Chess Match someone and completely deny their XP by successfully reading cooldowns. And after, the most you could ever do is reduce the amount they received. So match-ups stopped being about strategic trades, and became entirely about clear speed.
You can still deny XP. But you do it by gaining tempo on your opponent. Both offlanes largely ignore each other, but you do look for opportunities to slow them up on rotation, which will at least deny some XP.
It used to be fun. There was room for player expression and growth. And now it's just unga bunga XP farm mode.
Witty signature comment goes here...
wra
What ducks is getting at is that the penalty for missing soak or getting pushed out of your lane was significantly decreased. The result of this on high-level play was for solo laners/teams to focus on clearing the wave as quickly as possible so they could get rotational advantage, because that was more impactful than anything a solo laner could do on their own against their opponent.
This leaned the game even harder into its "team" element at the expense of individual skill expression for solo laners, which at the time was arguably the only place left in the game where you could do something largely on your own to meaningfully impact the results of a given match.
Hit me up if you see me online. I don't feel the need to play it on my own, but I'm always down to play with folks.
Yes, but counterpoint, offlaners are the best
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The 1v1 in the offlane has tremendous impact on the rest of the match, because XP is shared. Effective denial gives your 4-stack a literal, tangible benefit in the form of bonus stats and talents. I would argue its the most impactful position you can play in HotS -- both before and after the change.
Stop seeking logic, we just want to whine about dedgaem
3DS Friend Code: 3110-5393-4113
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