Inquisitor772 x Penny Arcade Fight Club ChampionA fixed point in space and timeRegistered Userregular
No way would a fully-staffed balance team allow a LiLi buff. That's insane.
Might as well just insta-pick her in every game for a free win.
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The Escape Goatincorrigible ruminantthey/themRegistered Userregular
extremely fucking funny that a dev wakes up and patches the game with a medivh buff
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Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
Giving lili's ult1 a nearly 25% buff is kinda insane, yeah.
Humor can be dissected as a frog can, but dies in the process.
Blah. You know that cringe feeling you get when you watch video of yourself, or listen to your own recorded voice?
That's me watching the clip again. "Boy this Hanzo/Gul'dan is definitely the weak link on their team."
I was way too cautious with the Hanzo poke, and being too far back when my team had committed. The price of picking the Redemption quest and being overly paranoid of losing the stacks.
Gul'dan game had a good Fear or two, but I should have been contributing way more damage.
Eh it looked fine. Hanzo game starts awkward due to Rag getting picked; so you spend a bunch of the early game covering a lane instead of stacking; and you really don't want to drop stacks late game because it can be really rough getting them back. You have one NA arrow and one wasted arrow trying to save the tank; those happen. You guys never get the arrow combo to sync up - but you won. Final push at the end your poking at them so arrow doesn't generate anything. Could have setup the final push where you just sit right out of vision; you wait for other team to defend; you arrow - tell diablo to apoc; someone dies.
Guldan game is doing guldan things- doing less dmg then valla while your up all game is just always going to happen. They die fast - burst dmg is kills things faster; no reason to overthink it.
They didn't catch the Fear that saved the fight around lvl 12-14 so there's that. W build guldan is probably low dmg for NGS because again; things die fast especially while ahead. It's pretty rare to get a long W on a target without them dying quickly or you dying quickly; it's not wrong but it's going to put up different kinds of numbers in a game your ahead.
Any suggestion for more damage Gul'dan build that isn't Corruption? I've always found the Corruption quest too tricky to complete outside of ARAM (and the "bonus damage at 3 hits" too tricky to land without the completed quest).
I usually don't go full W. The main boosts to it I get use out of is the increased range at lvl 1, and the slow effect which can help secure kills after the Q/E are on cooldown.
Most of guldan's talents are pretty minor changes to his numbers. The q quest is pretty easy to complete and while it doesn't look a big change - it makes it safer to poke and adds up at just hitting someone often enough - E is fine but yea doesn't really finish usually until late in a real game where they aren't feeding stacks. The real benefit there is both Q and E are going to help clear the shrine and W doesn't - and that's your actual role for the team that game.
The W slow probably does help secure a kill at some point over that game - typically take talents for buttons encourages you to use them and everyone on the other team can punish you off W; so your trusting your lucio at the point - who seems like a pretty strong support in both those games so it's probably fine.
But really don't think about dmg done in a game you won 17-5
PSN SeGaTai
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Inquisitor772 x Penny Arcade Fight Club ChampionA fixed point in space and timeRegistered Userregular
Q build is the standard. E is meme but has niche uses, particularly on sustain maps. W is actually the worst unless you are playing into a super melee-heavy comp or you expect a lot of setup where you can land multiple bounces on the same target.
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Inquisitor772 x Penny Arcade Fight Club ChampionA fixed point in space and timeRegistered Userregular
Health Regeneration increased from 5.957 to 6.375.
Maximum Health increased from 2860 to 2980.
Death Coil [Q]
Healing increased from 262 to 285.
Frozen Tempest [E]
Mana cost per second reduced from 13 to 11.
Talents
Level 13
Biting Cold [E]
Damage increase is now additive.
Level 16
Embrace Death [Q]
Now grants an additive bonus to Death Coil's damage.
Hogger
Base
Rage decay rate increased from 10 per second to 13 per second.
Talents
Level 1
On the Prowl [Active]
Activating On the Prowl now prevents Rage decay instantly.
Cooldown increased from 40 seconds to 45 seconds.
Healing per second reduced from 8 to 7.
Level 4
Brute Force [Q]
Damage bonus when enemy Heroes hit terrain reduced from 8 to 6.
Level 13
Dust Devil [E]
Duration increased from 3 seconds to 4 seconds.
Sub-50 rage Armor increased from 20 to 25.
Pummel [E]
Spellpower reduction reduced from 50% to 30%.
Junkrat
Base
Steel Trap [E]
Cooldown increased from 12 seconds to 15 seconds.
Talents
Level 1
Extra-Wound Timers [Q]
Damage bonus reduced from 120% to 100%.
Level 7
Dirty Trickster [D]
Cooldown increased from 12 seconds to 20 seconds.
Rehgar
Base
Basic Attack
Damage reduced from 115 to 110.
Ghost Wolf Basic Attack bonus decreased from 75% to 60%.
Lightning Shield [W]
Mana restored per enemy hit reduced from 2 to 1.
Talents
Level 1
Stormcaller [W]
Maximum stacks reduced from 300 to 200.
Level 7
Blood and Thunder [D]
Mana restoration reduced from 5% of max mana to 4% of max mana.
Grounded Totem [E]
Attack speed slow reduced from 25% to 15%.
Level 16
Earthgrasp Totem [E]
Damage reduced from 115 to 90.
Yrel
Talents
Level 1
Maraad's Insight [Passive]
Healing increased from 140 to 160.
Level 4
Aegis of Light [E]
Armor bonus increased from 30 to 50.
Duration increased from 4 seconds to 6 seconds.
Level 10
Sacred Ground [R2]
Cooldown reduced from 40 seconds to 25 seconds.
Mana cost removed.
Level 16
Templar's Verdict [W]
Armor reduction reduced from 20 to 15.
Percent damage reduced from 7% to 6%.
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
40 was already crazy low, considering it stays up indefinitely around a spot. If you take the lvl 20 upgrade it practically is unlimited. Not only can it stay up forever, but the cooldown is still counting down while it's up. It wasn't that hard to have it available again immediately after breaking.
Personally I always take it unless the other team has some crazy displacement like Garrosh. Ardent Defender's cooldown is just too much. I have yet to see a team who doesn't stop hitting you the instant it goes up, so the absorb is pretty pointless. It ends up being Uther's Divine Shield that you can only self cast with a much longer cooldown. There might be situations where an enemy team commits a huge amount of burst that you can absorb, but that's very niche.
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Might as well just insta-pick her in every game for a free win.
TBF the dragon is a big play maker if you can isolate the right target with it.
The biggest advantage of dragon is how large and loud and obvious the telegraph is.
Everybody in the game and the next game over going "OH SHIT THAT GUY GONNA BE IN TROUBLE"
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
Did they remove the glitch that allows you to keep Anduin’s sword out? Aww
https://youtu.be/-mqY8-o4onw?feature=shared
HotS is back baby!
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
Yes, I believe they are.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
https://www.youtube.com/watch?v=w0F54eYhy5g
It looks like it had an attack move order on Malf, resumed moving, but then switched targets to Fenix????
Either way, getting a higher quality version and submitting it to Funny Moments!
https://www.youtube.com/watch?v=bkB-6Qm_Grw
I'm the Hanzo & Gul'dan (Groovechamp).
That's me watching the clip again. "Boy this Hanzo/Gul'dan is definitely the weak link on their team."
I was way too cautious with the Hanzo poke, and being too far back when my team had committed. The price of picking the Redemption quest and being overly paranoid of losing the stacks.
Gul'dan game had a good Fear or two, but I should have been contributing way more damage.
Guldan game is doing guldan things- doing less dmg then valla while your up all game is just always going to happen. They die fast - burst dmg is kills things faster; no reason to overthink it.
They didn't catch the Fear that saved the fight around lvl 12-14 so there's that. W build guldan is probably low dmg for NGS because again; things die fast especially while ahead. It's pretty rare to get a long W on a target without them dying quickly or you dying quickly; it's not wrong but it's going to put up different kinds of numbers in a game your ahead.
I usually don't go full W. The main boosts to it I get use out of is the increased range at lvl 1, and the slow effect which can help secure kills after the Q/E are on cooldown.
The W slow probably does help secure a kill at some point over that game - typically take talents for buttons encourages you to use them and everyone on the other team can punish you off W; so your trusting your lucio at the point - who seems like a pretty strong support in both those games so it's probably fine.
But really don't think about dmg done in a game you won 17-5
https://www.youtube.com/watch?v=cN_iUrGHdk0
2 people, in front of 5 computers each, each one controlling a hero. Both players have to control their entire team at once by themselves.
Hero updates:
Arthas
Base
Health Regeneration increased from 5.957 to 6.375.
Maximum Health increased from 2860 to 2980.
Death Coil [Q]
Healing increased from 262 to 285.
Frozen Tempest [E]
Mana cost per second reduced from 13 to 11.
Talents
Level 13
Biting Cold [E]
Damage increase is now additive.
Level 16
Embrace Death [Q]
Now grants an additive bonus to Death Coil's damage.
Hogger
Base
Rage decay rate increased from 10 per second to 13 per second.
Talents
Level 1
On the Prowl [Active]
Activating On the Prowl now prevents Rage decay instantly.
Cooldown increased from 40 seconds to 45 seconds.
Healing per second reduced from 8 to 7.
Level 4
Brute Force [Q]
Damage bonus when enemy Heroes hit terrain reduced from 8 to 6.
Level 13
Dust Devil [E]
Duration increased from 3 seconds to 4 seconds.
Sub-50 rage Armor increased from 20 to 25.
Pummel [E]
Spellpower reduction reduced from 50% to 30%.
Junkrat
Base
Steel Trap [E]
Cooldown increased from 12 seconds to 15 seconds.
Talents
Level 1
Extra-Wound Timers [Q]
Damage bonus reduced from 120% to 100%.
Level 7
Dirty Trickster [D]
Cooldown increased from 12 seconds to 20 seconds.
Rehgar
Base
Basic Attack
Damage reduced from 115 to 110.
Ghost Wolf Basic Attack bonus decreased from 75% to 60%.
Lightning Shield [W]
Mana restored per enemy hit reduced from 2 to 1.
Talents
Level 1
Stormcaller [W]
Maximum stacks reduced from 300 to 200.
Level 7
Blood and Thunder [D]
Mana restoration reduced from 5% of max mana to 4% of max mana.
Grounded Totem [E]
Attack speed slow reduced from 25% to 15%.
Level 16
Earthgrasp Totem [E]
Damage reduced from 115 to 90.
Yrel
Talents
Level 1
Maraad's Insight [Passive]
Healing increased from 140 to 160.
Level 4
Aegis of Light [E]
Armor bonus increased from 30 to 50.
Duration increased from 4 seconds to 6 seconds.
Level 10
Sacred Ground [R2]
Cooldown reduced from 40 seconds to 25 seconds.
Mana cost removed.
Level 16
Templar's Verdict [W]
Armor reduction reduced from 20 to 15.
Percent damage reduced from 7% to 6%.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
3DS Friend Code: 3110-5393-4113
Steam profile
Personally I always take it unless the other team has some crazy displacement like Garrosh. Ardent Defender's cooldown is just too much. I have yet to see a team who doesn't stop hitting you the instant it goes up, so the absorb is pretty pointless. It ends up being Uther's Divine Shield that you can only self cast with a much longer cooldown. There might be situations where an enemy team commits a huge amount of burst that you can absorb, but that's very niche.
I have the quest for Nexuswatch {overwatch and nexus] 5 days in a row as I have the one to play warcraft I askew in favor of the nexuswatch one