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When do you expect Stukov? I have an unhealthy desire to play Zerg heroes.
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# ? Jul 3, 2017 07:57 |
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# ? Jun 10, 2024 12:33 |
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Donnerberg posted:When do you expect Stukov? I dunno if they gave an exact date but in 2-3 weeks max on live. Generally they get a week on PTR then send them over.
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# ? Jul 3, 2017 09:08 |
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Excellent. Thanks.
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# ? Jul 3, 2017 09:50 |
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The Summer event ends on the 24th. So my bet is on the 25th for the Stukov patch, since it provides plenty of time for PTR testing.
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# ? Jul 3, 2017 10:46 |
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I wouldn't be surprised to see him on the PTR today, then live a couple weeks later. It's the process they've been following for the past couple heroes, isn't it?
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# ? Jul 3, 2017 11:06 |
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Somebody feed Stukov through that hot or not algorithm somebody found a few months back. Maybe we'll finally have an appreciated zerg there.
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# ? Jul 3, 2017 12:22 |
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Stukov is going to be nerfed before he even gets released because 500 burst heal on the whole team at the start of the game with an easy quest for 750 is completely nuts.
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# ? Jul 3, 2017 17:13 |
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"New hero OP/UP" took longer than usual this time...
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# ? Jul 3, 2017 17:51 |
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PTR notes: http://us.battle.net/heroes/en/blog/20888397/heroes-of-the-storm-ptr-notes-july-3-2017-7-3-2017 In development video: https://www.youtube.com/watch?v=wQ4AZGwGz24 Mierenneuker fucked around with this message at 18:09 on Jul 3, 2017 |
# ? Jul 3, 2017 18:05 |
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So... no actual new skins, just some recolors?
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# ? Jul 3, 2017 18:23 |
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Disargeria posted:So... no actual new skins, just some recolors? The Xul skin is new.
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# ? Jul 3, 2017 18:24 |
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Disargeria posted:So... no actual new skins, just some recolors? Welcome to heroes 2.0!
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# ? Jul 3, 2017 18:25 |
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i wonder if those changes will make hanamura more fun
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# ? Jul 3, 2017 18:26 |
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At least Xul's level 20 upgrades to his ults aren't complete garbage anymore.
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# ? Jul 3, 2017 18:29 |
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I'm excited for all these Xul upgrades to his skeletons that he cannot summon in most objective fights outside of 2 from Jailors, if you take it
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# ? Jul 3, 2017 18:30 |
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What a wet fart of a patch. Really expected a lot more done to Hanamura. New map rotation is garbage poo poo, possibly the worst one yet. Ugh.
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# ? Jul 3, 2017 18:31 |
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Midnightghoul posted:I'm excited for all these Xul upgrades to his skeletons that he cannot summon in most objective fights outside of 2 from Jailors, if you take it They slightly buffed his scythe build and PvP aspects of Cursed Strikes. Not sure how it will play, but on paper his teamfighting and skeletons are a little better and his sustain is much worse.
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# ? Jul 3, 2017 18:36 |
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Massive Shove cooldown is 20s
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# ? Jul 3, 2017 18:36 |
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Elysium posted:Massive Shove cooldown is 20s Lmao at that 100% weighted pustule range talent too he hits for 517 at 20 too
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# ? Jul 3, 2017 18:36 |
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Mierenneuker posted:PTR notes: http://us.battle.net/heroes/en/blog/20888397/heroes-of-the-storm-ptr-notes-july-3-2017-7-3-2017 RIP my dreams of them redesigning Xul from the ground up into something that isn't insanely loving boring to play.
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# ? Jul 3, 2017 18:48 |
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Midnightghoul posted:Lmao at that 100% weighted pustule range talent too
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# ? Jul 3, 2017 19:05 |
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Always curious what they mean when they say:quote:Arthas – The attack speed slow applied by Frozen Tempest is now consistent with what is stated in the ability’s tooltip. also: quote:Tassadar – Fixed an issue causing Tassadar to gain healing from the damage dealt by his Focused Beam talent. Also, this patch has:
A Good Patch. e: the raptor mounts are now jaunty not really menacing but as gently caress BrianBoitano fucked around with this message at 19:29 on Jul 3, 2017 |
# ? Jul 3, 2017 19:21 |
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BrianBoitano posted:
Focused beam does a % of heroes health and is supposed to be coded as ability damage (like giant killer and other % bonus to AA damage). The bonus from focused beam was being coded as additional AA damage and receiving the healing from his shields when used while a shield was up.
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# ? Jul 3, 2017 19:35 |
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Got it, thanks. The patch notes (which are a bit sloppily edited this time) don't mention "healing while under the effects of plasma shield" so I was confused. It kind of implied that the talent just let you heal in certain circumstances.
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# ? Jul 3, 2017 19:41 |
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BrianBoitano posted:Got it, thanks. The patch notes (which are a bit sloppily edited this time) don't mention "healing while under the effects of plasma shield" so I was confused. It kind of implied that the talent just let you heal in certain circumstances. Technically, it wasn't just when his own shields were up. It was when he used Focused Beam with anything that healed for a % of AA damage. Bloodlust and a couple of other things triggered it. 95% of the time it was his own shields, though.
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# ? Jul 3, 2017 19:46 |
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No joke, my dick got hard looking at those Xul changes.
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# ? Jul 3, 2017 20:00 |
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So basically now the only purpose of keeps on Hanamura is to power up your next shot at the cost of massively extending on a map that otherwise never requires you to move past mid? And they're adding an extra point of core health to drag things out more. I'm not sure this is much of an improvement. I like the XP on payload change though. Now a team won't fall behind in level for actually bothering to engage with the map objective.
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# ? Jul 3, 2017 20:06 |
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The only good thing about Hanamura is that at least it was a poo poo map that ended quickly, unlike the other 3.
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# ? Jul 3, 2017 20:14 |
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Might be nice if Blizzard held an extra, "unloved maps" tournament. Put some cash on it to encourage HGC teams to participate. New teams might upset old pros as everyone is less experienced with rarely-played-map strategies. Veteran teams expand their horizons. Viewers get to actually see some interesting ways to play the maps they, as non-pros, are forced to play on rotation.
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# ? Jul 3, 2017 20:14 |
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There's a reason those maps aren't in the pro map pool to begin with. They don't want to play those maps any more than the rest of us but, unlike us, they had enough pull to actually do something about it. I'm sure if you put enough money into it they'd hunker down and start having a miserable couple of months brushing up on garbage map meta, but I bet it would have to be a substantial amount.
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# ? Jul 3, 2017 20:22 |
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blastron posted:So basically now the only purpose of keeps on Hanamura is to power up your next shot at the cost of massively extending on a map that otherwise never requires you to move past mid? And they're adding an extra point of core health to drag things out more. I'm not sure this is much of an improvement. This sounds like the map designers were mad that people were playing Hanamura wrong. It's not about pushing its about the dumb lovely payloads!!!!
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# ? Jul 3, 2017 20:28 |
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Hanamura, I think: All the deep second keeps should be gone (because overextending for them usually loses you the game unless you are brutally winning it anyways) and by extension then the sappers are also gone The mercs except for the middle boss should be drastically reworked because they are all really stupid The game has to be extended somehow and made fun long enough to ever get to Level 20 (probably impossible because of how bad the map sucks) The payload routing and timing should be changed since it sometimes just arbitrarily decides even games. Or alternatively they could just get rid of the map because it's one of the worst designed maps in the history of the genre.
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# ? Jul 3, 2017 20:28 |
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Gustav posted:There's a reason those maps aren't in the pro map pool to begin with. They don't want to play those maps any more than the rest of us but, unlike us, they had enough pull to actually do something about it. I'm a bit too skeptical that public opinion of maps are based on objective "bad design" more than unfamiliarity leading to a sense that "I know I'm a good player but I can't win this map, so the design must be bad" Also, pros have an incentive to only play the maps they have already practiced on (and won tournaments with) previously. Top teams have years of experience on certain maps that give them an edge over new players. Mixing up the map pool rewards teams with diverse talents. otoh, a larger map pool also benefits pros who can spend literally all day erry day learning every map. Hmm.
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# ? Jul 3, 2017 20:38 |
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BrianBoitano posted:I'm a bit too skeptical that public opinion of maps are based on objective "bad design" more than unfamiliarity leading to a sense that "I know I'm a good player but I can't win this map, so the design must be bad" Huh? So the reason why pro tournaments just up and exclude all the universally hated maps from their pool while keeping all the fun ones is..? Because pubbies are too dumb to figure these maps out?
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# ? Jul 3, 2017 20:42 |
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I'm on a short amount of sleep, so perhaps I'm being unclear. Non-pros define "universally hated" and "fun" not just based on map design, but also on familiarity, which leads to a sense of control over the outcome on those maps. Pros pick maps based on incentives for what makes it easier to practice and win, which isn't the same thing as "is fun" or "well designed". There's overlap, but there can easily be mismatch. e: PSA: it looks like catapults and siege camps do 0 damage on the PTR, at least in some circumstances
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# ? Jul 3, 2017 20:50 |
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Yes, but in this case they overlap perfectly. The maps that are universally hated by nearly everyone who plays this game are also the exact same maps that pro teams don't consider good for competitive play, so that would seem to disprove that hypothesis don't you think?
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# ? Jul 3, 2017 20:59 |
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Libertine posted:Hanamura, I think: Yeah with sappers fully gone there's no reason for the deep keeps. I really did like the reddit idea of "double core's HP and make all payloads count for 2 hp" so things like pushing still help but don't overwhelm the map's gimmick The direction they're going it's almost more "They should just take out the lanes/creep" except then the map screws over character's that need hearts and minion kill farming even more. At this point Hanamura just needs to go away and only be the payload brawl.
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# ? Jul 3, 2017 21:16 |
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I didn't play the brawl but a one lane map might be cool. Maybe the payload paths become lanes and creeps spawn to and from
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# ? Jul 3, 2017 21:29 |
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gently caress this map talk, let's talk about how great some of these rebuilds of older Heroes are.
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# ? Jul 3, 2017 21:31 |
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# ? Jun 10, 2024 12:33 |
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Elysium posted:Massive Shove cooldown is 20s Aim it just right and by the time the target runs back to you it's up again
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# ? Jul 3, 2017 21:36 |