|
Hoooooly gently caress.
|
# ? May 8, 2017 09:00 |
|
|
# ? Jun 5, 2024 07:54 |
|
Schneider Inside Her posted:Butcher is pretty snowbally in QM. Once you complete his quest he has a pretty big power spike, and people's positioning at my level of QM is terrible. Also characters like Murky count for 5 meat so you can get chubby as. Butcher is pretty feast or famine depending on how well you're able to farm stacks but yeah, I can see him being a big snowball for teams that can't punish him early and often. Do the Lost Vikings give five meat each? God forbid some poor team with Murky + TLV goes up against a Butcher that takes Abattoir.
|
# ? May 8, 2017 09:02 |
|
Kai Tave posted:Butcher is pretty feast or famine depending on how well you're able to farm stacks but yeah, I can see him being a big snowball for teams that can't punish him early and often. Do the Lost Vikings give five meat each? God forbid some poor team with Murky + TLV goes up against a Butcher that takes Abattoir. I haven't played Butcher a lot in the last couple of months, but as I recall each viking does, Cho'gall gives 10, and Misha MIGHT give five as well.
|
# ? May 8, 2017 09:03 |
|
Out of all the "carries" in this game Li-Ming is the most fun but if you want to be king poo poo of the mountain pick Gul'Dan. You don't pop people like a bubble but you can constantly poke push them back to their core and even if they dive you your team can protect you against the burst and then you can life drain to full. Giving them the same frustration that people feel against a farmed Anti-Mage.
|
# ? May 8, 2017 09:22 |
|
Mind over Matter posted:I haven't played Butcher a lot in the last couple of months, but as I recall each viking does, Cho'gall gives 10, and Misha MIGHT give five as well. Yeah the "mini characters" like murky and TLV count as full kills for takedown talents. They'll also give Li Ming full cool down resets.
|
# ? May 8, 2017 09:20 |
|
Holy poo poo that's ridiculous
|
# ? May 8, 2017 09:21 |
|
p-hop posted:Li-Ming's restore on cooldown and some of Illidan's kit remind me of Blood Seeker from dota. I like his gank playstyle much more than invis/stealth gankers. Your entire purpose is to eat heroes through sheer power, you can smell their spilled blood and live for the hunt. The second they choose to flee is the second they choose to die. Li-Ming is more Tiny-like, you can smear heroes if you land all your skills. If you do, you are ready to turn another hero into jelly in 10 seconds or whatever. Talents that give you a huge boost on hero kills are a big gamble, but worth it if you can chain hero kills together. Li-Ming is especially good for QM where teams do you the courtesy of getting themselves killed off one by one.
|
# ? May 8, 2017 09:27 |
|
I'm having a blast with this game right now. I got a few friends that play, and the most common group is myself and a couple, and we run Diablo Butcher and Tyrande in QM. Our lockdown stuns and synergy is so practiced and on point it's ridiculous. Such a fun way to hang with friends, I love it so much. I really like the lvl 16 talent, Domination, that resets your shadow charge when you cast overpower. You just target someone vulnerable, dart in and pull them out and serve them right up to a waiting butcher + tyrande. Fun as gently caress.
|
# ? May 8, 2017 09:51 |
|
I finally decided to play hero league and placed gold 3. This seems like a vast overestimation of my skill.
|
# ? May 8, 2017 10:43 |
|
Spudd posted:
See also: Nazeebo, the quiet carry.
|
# ? May 8, 2017 10:45 |
|
ToastyPotato posted:Yeah the map choices were a bit questionable. If next rotation is the other half, then ho-ho-ho-ly poo poo. Garden and Haunted Mines over and over. I can't wait!
|
# ? May 8, 2017 11:14 |
|
Wolfy posted:I finally decided to play hero league and placed gold 3. This seems like a vast overestimation of my skill. IIRC Gold 3 is exactly average, so you're fine!
|
# ? May 8, 2017 11:24 |
|
For me the hardest maps are ones that require heavy splitting - dragon shrine in particular requires someone top and bot and asuming you can hold a third then needs to get to mid without getting ganked there. Had some of my longest games there because both teams just traded a kill/shrine here and there but none could cap the dragon.
|
# ? May 8, 2017 11:35 |
|
Hat your goddamn locust instead of slapping, Aba! E: HelixFox posted:See also: Nazeebo, the quiet carry. Keep in mind Nazeebo is a late game monster, so not the best for Hanamura. Also heroes with blinks can dodge all his abilities, and mobility creep is alive and well in the Nexus. BrianBoitano fucked around with this message at 11:58 on May 8, 2017 |
# ? May 8, 2017 11:53 |
|
Lemon-Lime posted:IIRC Gold 3 is exactly average, so you're fine!
|
# ? May 8, 2017 12:03 |
|
I actually had a Hanamura game go to level 22 last night. Longest I've seen on that map by far.
|
# ? May 8, 2017 12:09 |
|
I've only played against bots so far (except for brawls), I'm scared to play with real people because I have no idea how most of the game works. I got Uther to 5 but I wouldn't say I'm good even with him. Should I just play qm and ignore chat?
|
# ? May 8, 2017 12:19 |
|
myron cope posted:I've only played against bots so far (except for brawls), I'm scared to play with real people because I have no idea how most of the game works. I got Uther to 5 but I wouldn't say I'm good even with him. Should I just play qm and ignore chat? Play unranked with goons, instead. If no goons are available, play unranked and ignore chat, but only after draft.
|
# ? May 8, 2017 12:21 |
|
Strawpoll about Hanamura. 2700 respondents: 29% like or love it, 28% meh, 26% hate it, 18% neutral? ("it sure is a map") http://www.strawpoll.me/12920644/r It's from Reddit though so take results with a full shaker of salt. e: haha whaaaaaaat https://www.facebook.com/heroesofthestorm.de/videos/1923144531234916/ BrianBoitano fucked around with this message at 13:04 on May 8, 2017 |
# ? May 8, 2017 13:01 |
|
The one thing I enjoy about Hanamura is the placement of the boss almost always leads to one major clown fiesta at some point during the game and it always feels wonderful to win that for the game.
|
# ? May 8, 2017 13:11 |
|
Who are these people who play this poo poo map that ends in 12 minutes with zero team fights and think "this is good, I want more of this". I guess we get the maps we deserve.
|
# ? May 8, 2017 13:14 |
|
p-hop posted:Are there any heroes that can ball out of control from early to mid game like Tiny in dota? If you gank twice with him, you can afford blink dagger and bottle. Then you can delete 2 people at a time, with full health and mana after. A fed Tiny is a nightmare. Yes, I too love bring locked into a 45 minute forgone conclusion because of a minor victory by the other side in the first 5 minutes. It's fun to exist in a game solely to give the other side something to kill and make them feel good about themselves. That's not terrible gameplay at all! Fuzz fucked around with this message at 13:19 on May 8, 2017 |
# ? May 8, 2017 13:13 |
|
Gustav posted:Who are these people who play this poo poo map that ends in 12 minutes with zero team fights and think "this is good, I want more of this". I guess we get the maps we deserve. Man I don't know what bizarro version of Hanamura you're playing but it sounds a lot shittier than the one in my reality. Here there are plenty of back and forth team fights over the payloads and while it runs a little faster than most maps it usually hits level 17 or 18 at least.
|
# ? May 8, 2017 13:17 |
|
Most lol matches when I still played that actually ended in a forfeit, so not even the winning side gets to enjoy their rampage.
|
# ? May 8, 2017 13:23 |
|
How does the pricing of heroes work? Do they generally go down as a hero gets "older", or are the prices mostly set? And are there sales where you should absolutely pick up heroes, because they will be cheaper than ever?
|
# ? May 8, 2017 13:26 |
|
Mind over Matter posted:Man I don't know what bizarro version of Hanamura you're playing but it sounds a lot shittier than the one in my reality. Here there are plenty of back and forth team fights over the payloads and while it runs a little faster than most maps it usually hits level 17 or 18 at least. Why would you fight over the payload? Just leave and wait for them to go away. What are they gonna do, sit as 5 camping your payload for the rest of the game while you soak XP and get forts? Every game I've been in people escort their payloads as 4 or 5 then go back to lane/merc until the next one.
|
# ? May 8, 2017 13:29 |
|
BrianBoitano posted:e: haha whaaaaaaat https://www.facebook.com/heroesofthestorm.de/videos/1923144531234916/ wow, that's one terrible ad.
|
# ? May 8, 2017 13:31 |
|
Eh, I've seen worse
|
# ? May 8, 2017 13:33 |
|
Sjonkel posted:How does the pricing of heroes work? Do they generally go down as a hero gets "older", or are the prices mostly set? And are there sales where you should absolutely pick up heroes, because they will be cheaper than ever? Gold prices start at 15k for two weeks then 10k (usually along with first round of buffs or nerfs) and never have sales. Actual permanent decrease of hero prices are rare and not on any actual schedule. We've had very few price drops this year so far. In rare occasions a hero will drop two tiers from 10k to 4k but usually 10k -> 7k -> 4k. I don't know of any who've gone from 4k to 2k in the past year and a half. Gems (real money prices) start at 750 and only decrease for sales (50% off) and when the gold price decreases.
|
# ? May 8, 2017 13:37 |
|
Gustav posted:Why would you fight over the payload? Just leave and wait for them to go away. What are they gonna do, sit as 5 camping your payload for the rest of the game while you soak XP and get forts? My experience is 1-3 people pushing the payloads while the rest tries to contest theirs. Lanes are pretty much abandoned (unless you happen to be passing through one) once payloads start popping. I like the map, bit chaotic but reminds me of blackhearts bay with all those random skirmishes all over.
|
# ? May 8, 2017 13:39 |
|
BrianBoitano posted:Keep in mind Nazeebo is a late game monster, so not the best for Hanamura. Also heroes with blinks can dodge all his abilities, and mobility creep is alive and well in the Nexus. Oh yeah I wouldn't draft him on Hanamura for sure, although he'll be a beast if they buff the core HP. I played a QM on Hanamura earlier where I was at 220+ stacks by level 16 somehow. He's really good at contesting in a lane. It's hard to hit heroes directly with Nazeebo's stuff, but you don't really need to. Late game you just throw things at the enemy and Vile Infection ensures that the slightest tap of a spider or zombie does tons of damage. I really like the horsepants build to make getting stacks easy (I'm almost always 200+ by 20) and it's conveniently the best build for spreading vile infection (dead rush is especially amazing for this) One Tomb of the Spider Queen game I ended with over 400 stacks and probably didn't go under 50% health/mana for the entire match. It ruled. HelixFox fucked around with this message at 13:48 on May 8, 2017 |
# ? May 8, 2017 13:44 |
|
Avalerion posted:My experience is 1-3 people pushing the payloads while the rest tries to contest theirs. Lanes are pretty much abandoned (unless you happen to be passing through one) once payloads start popping. I like the map, bit chaotic but reminds me of blackhearts bay with all those random skirmishes all over. If you just push the payload as 5 that's 2-4 free kills when they come to contest.
|
# ? May 8, 2017 13:49 |
|
Gustav posted:If you just push the payload as 5 that's 2-4 free kills when they come to contest. But then if everyone just pushes theirs then goes back to lane I see how this might be a boring map. Could this be a comp vs qm thing?
|
# ? May 8, 2017 13:53 |
|
I think the payloads stay up for too long on Hanamura. If your team gets shut down on the exchange then you shouldn't have more than a minute to get on the objective. Would rather it just be "only the first payload to the finish line gets to attack the core" while ensuring that their paths always cross each other.
exquisite tea fucked around with this message at 13:58 on May 8, 2017 |
# ? May 8, 2017 13:56 |
|
It should just be more like the Hanamura brawl. Two or three shrines that activate different payload routes. One shrine at a time goes live. First team to activate it push the payload, it's on a timer. If they can't push it in time the other team gets the shot. It would be better than the brawl because there would be no ridiculous 8 second respawns, so getting kills would vastly help you push/defend and not make the game last forever. Maybe after a few singles multiple shrines could go live, really depends on how long the timers are and how many core shots you allow for. I would also consider giving the team that activates the shrine the choice to attack/defend, but I'm not really sure why you would pick defend. Maybe if you had a global or a split pusher who was near the shrine, and there was a teamfight going on far away, you would activate and pick D, because you probably can't push it yourself all the way, but on D the other team has to come, and has already wasted the first ~30s getting there.
Elysium fucked around with this message at 14:25 on May 8, 2017 |
# ? May 8, 2017 14:01 |
|
Yeah both of those ideas sound way more interesting than what we got. Brawl was actually pretty fun, apart from the obvious balance issues.
|
# ? May 8, 2017 14:01 |
|
The payload just needs to have an hp bar that's decently long but if you dogpile it and attack you can destroy it. Yes that's not accurate to OW but who gives a poo poo, it'd make the gameplay flow better in this game.
|
# ? May 8, 2017 14:06 |
|
It seems nearly impossible to gain an edge on Hanamura and one team fight can determine the game even if one team has been steam rolling the other the entire game. Not really sure how to fix the problem. The constant payload spawns mean whoever wins the teamfight at level ~16 just flatout wins no matter what happened earlier in the game. But if you can only have one payload spawned at a time then the team that gets an extra shot in early is almost impossible to beat. I think the entire idea for the map needs to be reworked.
|
# ? May 8, 2017 14:21 |
|
You're right, comebacks are dumb and bad. There's no way to maintain an early lead through smart, conservative play, and the teamfight at level 16 this map forces you into is a literal roll of the dice which decides the game :bwsilly:
|
# ? May 8, 2017 14:22 |
|
|
# ? Jun 5, 2024 07:54 |
|
With the current design having the payloads remain up is important for giving the losing team more of a chance for a comeback. If you could actively shut down an enemy payload then even a slight early game advantage becomes almost insurmountable by the disadvantaged team. Taking forever to cap a payload already hurts you a lot by delaying subsequent payload spawns. Having payload capture points that need to be taken and then successfully escorted sounds good to me though. Although again I don't think you should be able to destroy a payload once capped for potential stalemate reasons.
|
# ? May 8, 2017 14:25 |