Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Mind over Matter
Jun 1, 2007
Four to a dollar.




Hoooooly gently caress.

Adbot
ADBOT LOVES YOU

Kai Tave
Jul 2, 2012
Fallen Rib

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.

Mind over Matter
Jun 1, 2007
Four to a dollar.



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.

Spudd
Nov 27, 2007

Protect children from "Safe Schools" social engineering. Shame!


:perfect:

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.

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗

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.

Gustav
Jul 12, 2006

This is all very confusing. Do you mind if I call you Rodriguez?

Holy poo poo that's ridiculous

exquisite tea
Apr 21, 2007

Carly shook her glass, willing the ice to melt. "You still haven't told me what the mission is."

She leaned forward. "We are going to assassinate the bad men of Hollywood."


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.

Olaf The Stout
Oct 16, 2009

FORUMS NO.1 SLEEPY DAWGS MEMESTER
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.

Wolfy
Jul 13, 2009

I finally decided to play hero league and placed gold 3. This seems like a vast overestimation of my skill.

HelixFox
Dec 20, 2004

Heed the words of this ancient spirit.

Spudd posted:

:perfect:

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.

See also: Nazeebo, the quiet carry.

Irony Be My Shield
Jul 29, 2012

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!

Even worse, they didn't bother spreading map types among the halves. So this half had no turn-in maps (BHB, Tomb) or PVE item drop races (Mines and Garden) or special unit piloting maps (Dragonshire and Garden). I guess Shrines is PVE race, but there are no drops to pay attention to. I think every map with drops is in the other half (BHB, Tomb, Mines, Garden) right? . :psyduck: I've never really played Warhead Junction, so I actually don't really know what category that map falls under.
That might be intentional, the item drop maps are a bit conceptually harder than 'stand on the objective' maps. I guess Dragonshire is objectives but suddenly piloting a different hero could be hard for a new player.

Lemon-Lime
Aug 6, 2009

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!

Avalerion
Oct 19, 2012

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.

BrianBoitano
Nov 15, 2006

this is fine




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

Wolfy
Jul 13, 2009

Lemon-Lime posted:

IIRC Gold 3 is exactly average, so you're fine!
The statement still stands, I'm awful. That is interesting that blizzard has its average so much higher than riot though.

Mind over Matter
Jun 1, 2007
Four to a dollar.



I actually had a Hanamura game go to level 22 last night. Longest I've seen on that map by far.

myron cope
Apr 21, 2009

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?

Lemon-Lime
Aug 6, 2009

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.

BrianBoitano
Nov 15, 2006

this is fine



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

Kashuno
Oct 9, 2012

Where the hell is my SWORD?
Grimey Drawer
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.

Gustav
Jul 12, 2006

This is all very confusing. Do you mind if I call you Rodriguez?
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.

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund

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.

I feel like talents limit this somewhat. Even if you gank a couple times, you have a slight level advantage and that's it. By the time an objective is up, everyone on the other team is alive again Are there any specific talent builds for any hero that work for early to mid game dominance? I feel like earlier levels are more balances across all classes. Everyone has poo poo to contribute, whether it's level 1 or level 10 or level 20. Some dota heroes are crippled as hell until they hit level 6 (equal to level 10 in HotS, it's the level you get ult). Some fall off steeply at late levels, so they push for an early win. I feel like all heroes have similar power at similar levels in HotS. Is this assessment true? I have not played enough games to even see all heroes yet, but I feel like there are way fewer games with runaway carry players that get fed then sweep the street until gg. Outcome is more based on skill mastery. Know all your skills at all your levels, they are all worthwhile.

Not being able to go blink dagger / shrunken head unstoppable unkillable triple kill quad kill enemy team annihilated!! mode... that makes me sad. When your team rolls the map for the first 10 minutes, you should get a little more advantage over them. Some map objectives are kinda like this, reward/easy capture if you dunk on the enemy team. But it's not really the same thing. If you are that much closer to the skill ceiling, you should get the chance to go godzilla, go :ham: tear it the #$!% up bro :clap:

i don't miss any other mechanics from dota. Just the chance to hulk out and rule the game if you do well early on.

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! :shepface:

Fuzz fucked around with this message at 13:19 on May 8, 2017

Mind over Matter
Jun 1, 2007
Four to a dollar.



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.

Avalerion
Oct 19, 2012

Most lol matches when I still played that actually ended in a forfeit, so not even the winning side gets to enjoy their rampage.

Sjonkel
Jan 31, 2012
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?

Gustav
Jul 12, 2006

This is all very confusing. Do you mind if I call you Rodriguez?

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.

Lemon-Lime
Aug 6, 2009

:laffo: wow, that's one terrible ad.

Gustav
Jul 12, 2006

This is all very confusing. Do you mind if I call you Rodriguez?
Eh, I've seen worse

BrianBoitano
Nov 15, 2006

this is fine



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.

Avalerion
Oct 19, 2012

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?

Every game I've been in people escort their payloads as 4 or 5 then go back to lane/merc until the next one.

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.

HelixFox
Dec 20, 2004

Heed the words of this ancient spirit.

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

Gustav
Jul 12, 2006

This is all very confusing. Do you mind if I call you Rodriguez?

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.

Avalerion
Oct 19, 2012

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?

exquisite tea
Apr 21, 2007

Carly shook her glass, willing the ice to melt. "You still haven't told me what the mission is."

She leaned forward. "We are going to assassinate the bad men of Hollywood."


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

Elysium
Aug 21, 2003
It is by will alone I set my mind in motion.
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

Gustav
Jul 12, 2006

This is all very confusing. Do you mind if I call you Rodriguez?
Yeah both of those ideas sound way more interesting than what we got. Brawl was actually pretty fun, apart from the obvious balance issues.

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund
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.

bamhand
Apr 15, 2010
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.

BrianBoitano
Nov 15, 2006

this is fine



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:

Adbot
ADBOT LOVES YOU

HelixFox
Dec 20, 2004

Heed the words of this ancient spirit.
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.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply