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
SKULL.GIF
Jan 20, 2017


Macaluso posted:



There's more above that I didn't bother screenshotting. My god man WHY ARE YOU LIKE THIS. It's a goofy rear end random heroes brawl where you get a lootbox no matter if you win or lose. There's no consequence to losing. It's the most casual random bullshit thing to play.

These fun brawls are more fun when you're actually coordinating with your team instead of walking into 1v5s and instantly dying.

Adbot
ADBOT LOVES YOU

SKULL.GIF
Jan 20, 2017


Over the past week I've gone 7-2 with Thrall. He's still perfectly fine.

I've been playing with wolf build (great for enabling Li-Mings) but later I want to try a max-sustain build with Rabid Wolves/Ride the Lightning/Wind Shear/Grace of Air/Tempest Fury. It's probably silly but that build gets you 18 ticks of Frostwolf Resilience with a single QWE chain. Frostwolf Resilience is roughly 15% of your max health each activation. Rolling Thunder is probably more reliable than Rabid Wolves since a larger range makes it more likely that you get full efficiency out of Chain Lightning.

I think Thrall needs a minor talent review because he still has Envenom/Blood For Blood, and Ride the Wind at 16 is really never ever worthwhile to pick compared to Forked Lightning or Tempest Fury.

SKULL.GIF
Jan 20, 2017


Irony Be My Shield posted:

The HotS interface is genuinely baffling.

My favorite part is that the chat window covers up party invites except for like three pixels. Better pay attention!

SKULL.GIF
Jan 20, 2017


Wow Lúcio does a great job of carrying disparate skillsets but if you get caught it all falls apart. Butcher :argh:

SKULL.GIF
Jan 20, 2017


HelixFox posted:

It'd be cool if healing was reduced by ~20% across the board, but utility was buffed accordingly. It's way more interesting to have supports making plays than sitting back and healbotting.

This is literally what happened with Tassadar (and now Li Li) and now they're everywhere.

BrianBoitano posted:

That's exactly how you get double or triple support comps.

SKULL.GIF
Jan 20, 2017


Fuzz posted:

Yeah I was mainly asking in terms of monk healing, not pocket DPS.

Kharazim's baseline healing is actually pretty solid, and Earth or Spirit Ally on top of that is usually all you need to be an effective healer. Driving off soft targets and baiting out abilities that you dodge with dashing ends up doing more to keep your team alive than it might seem if you're solely looking at the stat screen. That's why that guy recommended what seems like a pure damage build. Pure healer build is outclassed by many other supports.

SKULL.GIF
Jan 20, 2017


Hanamura has tricked everyone. It's a conventional map. The carts don't matter, forts and keeps do. Clear the buildings and push the carts in the same manner you'd clear the buildings and activate the shrines on Infernal Shrines.


Dragongem posted:

HOTS is at its best (imo) when Blizzard is really changing core assumptions.

I agree

SKULL.GIF
Jan 20, 2017


Unless her numbers are godawful I can't see D.Va being anything but a first pick/ban given Self-Destructs forces a clearout of the area (or just soaking the damage) and she is potentially as constantly-present as Leoric. That's really key for taking objectives. I guess the lack of real CC is her drawback compared to other tanks.

SKULL.GIF
Jan 20, 2017


W.T. Fits posted:

loving FINALLY.

Edit: Alarak rework is in this patch, too.

At least post the link to it, I'm not seeing this anywhere either in the Official Blizzard App Launcher, the website, or the forums.

SKULL.GIF
Jan 20, 2017


That Lúcio nerf is crushing, cutting his passive healing by 33%. It also has a huge impact on the scaling of the passive healing.

Really dislike the removal of Heliotropics, it was a good out against Butcher and other high-damage melee heroes. Now his 16 talents are all boring buffs to Amp It Up.

SKULL.GIF
Jan 20, 2017


A roughly 15% nerf to Li Li's damage is :effort: and she still needs a talent pass. I think that nerf might be enough to tip the scales back into unpickable again, hard to predict if it'll push her over the precipice or not.

Really excited for that Tyrande rework, she feels much more like an "archer support" hero now. The Uther rework has been amazing and the Tyrande one looks like it'll turn out similarly. Kinda sad to see teamwide invisibility going away, though. She seems like she'll have much fewer problems with mana post-rework than right now where you can dump your mana bar within seconds and still not really accomplish much.

The extreme emphasis on attack speed for Tyrande and number of attacks is reminding me a little bit of Windrunner from Dota 2.

It looks like new Tyrande will be pretty difficult to play well, but a highly skilled one will be able to pull off some crazy poo poo. She's going to be easily the support with the highest skill cap aside from Medivh.

I wish they'd consider adding talents sometimes instead of moving everyone towards three-talents-per-tier. I much prefer having four per tier.

SKULL.GIF
Jan 20, 2017


exquisite tea posted:

With these changes to Tyrande I fail to see how she's still labeled as a support. More of a damage-amplifying specialist with a tiny heal.

Tiny? She heals for monstrous amounts when positioned well to get the maximum amount of attacks off. Mark of Mending or Elune's Chosen at 16 is really nutty. I have no idea why Overflowing Light even exists, though, it's so blatantly inferior to the other two talents at 16.

At 4 she can cleanse stuns, increase her healing output, or grant spell armor. This on top of delivering vision and stuns on demand. She's really really good at supporting a team.

SKULL.GIF
Jan 20, 2017


Nephzinho posted:

Yeah, upon further review, it is going to be hard to pick a build for Tyrande. AA and heal spam? Sniper of death? Endless free long range stuns?

Probably on a game-by-game basis, pick what best fits the current circumstances. I think focusing on basic attacks will be the way to go and Shadowstalk will probably be the go-to ultimate because it protects Tyrande, gives her mobility, and fuels her healing. Lunar Blaze & Shooting Star seems funny!

I wonder if Huntress's Fury will apply attack effects or just do splash damage. Probably the latter, but if not, then Huntress's Fury + Shadowstalk + Mark of Mending + Iceblade Arrows seems like it'd be very very funny.

In particular Mark of Mending + Tychus/Tracer makes them near-invincible.

SKULL.GIF
Jan 20, 2017


quote:

Level 1
[Q] Rush-down
If D.Va takes nor deals no damage during Boosters, lower the cooldown by 5 seconds.
[Q] Crash Course
Quest: Damage 25 enemy Heroes with Boosters. Reward: Damaging enemy Heroes with Boosters lowers the cooldown by 1 second per Hero hit.
[Q] Hit The Nitrous
Initial speed of Boosters increased to 475%, then decays to normal speed over 0.5 seconds. During this time Boosters deals 100% bonus damage.
[Trait] Pro Moves
D.Va's Mech gains 2% Movement Speed for 1 second every time she takes damage, up to 30%.

Level 4
[W] Diverting Power
The area of Defense Matrix is 100% wider and 25% longer, but D.Va is rooted for the duration.
[W] Get through This!
Increase the duration of Defense Matrix by additional 3 seconds.
[E] Bring It On
Slef-Destruct's Charge amount gained from losing Mech Health increased by 30%.
[W] Fusion Generator
Every time an enemy Hero deals damage while inside Defense Matrix, D.Va's Self-Destruct Charge increased by 1% (Max 15).

Level 7
[Q] Coming Through
Increase the knockback distance by 100%.
[W] Dazer Zone
Enemy Heroes affected by Defense Matrix are Slowed by 20%.
[E] Nuclear Option
Increase the delay before Self-Destruct explodes by 3 seconds. Detonation damage increased by 50%.
[W] Aggression Matrix
Basic Attacks in Mech Mode against Heroes lowers the cooldown of Defense Matrix by 0.25 seconds.

Level 10
[R1] Bunny Hop
D.Va's Mech becomes Unstoppable, and you deal X damage per second and slow nearby enemies by 60% for 4 seconds.
[R2] Big Shot
Deal x damage in a line to all enemies. Lower the cooldown of Call Mech by 5 seconds for each enemy hero hit.

Level 13
[Trait] Emergency Shielding
When D.Va's Mech would be destroyed, instead gain an X point shield for 6 seconds. This has a 15 second cooldown.
[Trait] Ablative Armor
Damage against D.Va's Mech that would deal 5% or less of your max health are reduced by 50%.
[Trait] Expensive Plating
Increase Mech health by 20%, but increase the cooldown of Call Mech by 15 seconds.

Level 16
[Trait] Nanoweave Suit
For 4 seconds after ejecting from her Mech, D.Va gains 50 Armor and her Basic Attacks grant 50% more cooldown reduction for Call Mech.
[Trait] Suppressing Fire
Pilot Mode Basic Attacks have 20% increased range and Slow enemy Movement Speed by 20% for 2.5 seconds.
[Q] Torpedo Dash
D.Va gains the Torpedo Dash ability, allowing her to dash forward and pass through enemies. Requires Pilot Mode.
[E] GG, WP
Increase Pilot Mode Basic Attack damage by 75%. Participating in a Takedown while in Pilot Mode instantly refreshes the cooldown of Call Mech.

Level 20
[R1] Stop and Pop
Bunny Hop deals 150% more damage if D.Va isn't moving at the moment of impact.
[R2] Pew! Pew! Pew!
Instead of a single shot, Big Shot fires 3 shots over 0.5 seconds. Each shot deals 50% reduced damage.
[E] MEKAfall
Call Mech is instant and can target a location. Upon landing, the Mech deals x damage to enemies in the impact area.
[W] Concussive Pulse
D.Va gains the Concussive Pulse ability, allowing her to deal x damage to enemies in a cone and knock them back. Requires Pilot Mode.

edit: One of the talents was in the wrong tier, fixed.

SKULL.GIF fucked around with this message at 23:41 on May 8, 2017

SKULL.GIF
Jan 20, 2017


Boosters and Defense Matrix have 10 second cooldowns. Bunny Hop is 90 seconds, Big Shot is 4 (!) seconds.

SKULL.GIF
Jan 20, 2017


Kai Tave posted:

I'm instantly seeing synergy with Expensive Plating + GGWP, who cares if your Call Mech cooldown is higher when all you need to do is participate in one takedown and it's back up immediately.

:cawg:

They're on the same tier, dude.

edit: I am dumb and bad

SKULL.GIF fucked around with this message at 23:41 on May 8, 2017

SKULL.GIF
Jan 20, 2017


Kai Tave posted:

Yeah, you've either got a mistake in the writeup or there's an error in the PTR because I'm watching videos of people playing D.Va and GGWP is on level 16 over there.

My bad then, I got the talent list from here.

SKULL.GIF
Jan 20, 2017


Ablative Armor looks like it'd wreck heroes like Lunara and Tychus. Probably Gul'dan (Corruption) and Nazeebo too.

SKULL.GIF
Jan 20, 2017


Cuntellectual posted:

Losing primal aggression is going to hurt him a whole lot. That really sucks. :/

Primal Aggression brought his damage from 30 to 57 and added an extra tick of damage. The PTR removes Primal Aggression and moves his damage to 50. (I'm assuming actually 60 and 100, since that's how they're displayed in-game, they probably posted the per-tick numbers.)

So at level 0 his Dark Swarm did 180 damage over its full duration, 360 to heroes (420 with the talent), 399 to minions and mercenaries with Primal Aggression. The new Dark Swarm does 300 damage over its full duration, no special conditions.

The cooldown also got nerfed by a full second, so yeah I guess this is just a deliberate nerf to Dehaka's damage overall and getting rid of the weird complexity and special conditions. It's a significant buff to his damage against bosses and buildings, at least.

The buff to Feeding Frenzy is real good.

SKULL.GIF
Jan 20, 2017


I've been annoyed by this for a while now but between a recent match with Li Li and these patch notes, I finally got frustrated enough to post about this:

The tooltips in this game are inconsistent as hell. Sometimes talents will modify the numbers in the ability's tooltip, most of the time they won't.

Talent descriptions that add damage will sometimes have the damage scale with levels, other times it's a flat nonscaling damage increase, and it's difficult to tell the difference. (Usually if it's a quest reward then it doesn't scale.) Sometimes it's listed as a percentage boost, other times it's listed as a numeric increase.

Duration? Sometimes it's "Increased by 50%", other times it's "Increased by 2 seconds". Nerazim Fury increases the duration by 50% (2 seconds); Gravity Kills increases the duration by 1 second.

SKULL.GIF
Jan 20, 2017


Really liking Uther, especially for compositions when someone asks for a second healer or a second tank. Uther can do both!

Hammer of the Lightbringer / Holy Shock / Guardian of Ancient Kings / Divine Storm / Well Met! / Benediction is my usual build.

I feel like Wave of Light doesn't really do enough to be worth it. Being able to power out hammers more frequently while keeping your mana perpetually topped off means you can spam endlessly with Uther which ends up actually mattering a lot. Silver Touch is bad.

Pursuit of Justice is whatever and Uther doesn't really need move speed. Holy Fire is nice but Holy Shock lets you finish off escapees and helps you with objectives a lot if there's no one that needs healing. Because Uther gets the full self-healing out of it, it also helps a lot in duels where you're shocking them repeatedly and healing yourself twice as often as you would if you were using it on someone else.

Guardian of Ancient Kings is absolutely excellent for saving people. Disabled targets are usually about to receive an unholy beatdown and GoAK really reduces that. Armor of Faith is nice, but generally if I'm disabled I'm about to die anyway. I might take it against someone with a wide-ranging disable like Malfurion. I might go for Hand of Protection in support-the-carry compositions, but it doesn't help against the best disable: death.

Divine Storm just fucks up the enemy team real good and Uther is usually in the thick of things already. Divine Shield I would probably only take against like Pyroblast or something, or if I had a Zul'jin or Greymane on the team. Even then, it's only a 1.25 seconds longer than Divine Storm's stun.

Well Met! goes great with Hammer of the Lightbringer. Blessed Champion is okay if you're the solo healer and your team is getting blasted. Spell Shield is overkill since you're already rolling Devotion stacks.

Benediction lets you rapid-fire Holy Lights/Radiances when necessary, which ends up usually being more healing than Tyr's Deliverance adds. I'd probably go Tyr's Deliverance if there was a second healer (especially a sustained healer) or a team with a lot of self-healing.

Uther's 20 talents are all equally good I think, with a slight edge to Divine Protection and a slight handicap to Redemption.

SKULL.GIF
Jan 20, 2017


Oh man queuing as Leoric into QM Cho'gall is some :whitewater: poo poo.

SKULL.GIF
Jan 20, 2017


Coolness Averted posted:

But leo used to be good against chogal. Or was the fatty good at juking your ghosthand/has that changed? Or do you mean your team had leo and chogal?

No I mean we crushed them like seashells beneath our heels. Cho'Gall couldn't get near Leoric without his health dropping like a rock, and since this was Braxis Holdout, that meant they could never really contest the two beacons. We got three straight 100-0s and won in like ten minutes.

SKULL.GIF
Jan 20, 2017


Poultron posted:

I love how they added the Armor system a while back to "simplify" things but every single last tooltip in the game that mentions Armor tells you that it reduces damage anyway, so calling it Armor just makes things more confusing for newbies.

Eh, it's nice to have the shorthand. "Tyrael has 15 spell armor, pick him vs this comp" vs "Abilities do 15% less damage against Tyrael"

SKULL.GIF
Jan 20, 2017


Diablo 2's Assassin makes too much sense as a dotalike hero to not be included at some point. I hope it's Natalya.

SKULL.GIF
Jan 20, 2017


BrianBoitano posted:

I am surprised that they haven't reduced Bribe's value on Hanamura yet though. Make the big camp require 2 bribe stacks and boom, more balanced easy (?) fix. Maybe Blizzard doesn't see Bribe comps win too much to be worrisome.

It's fine because bribe stacks are hard to get on Hanamura and the camps don't push lanes.

SKULL.GIF
Jan 20, 2017


Gustav posted:

But that's a terrible metric of the mechanic. You don't bribe "guys", you bribe camps. No one goes to a bruiser camp with 2 bribe stacks to cap 2 guys. On old maps you need 4 before you can go, on Hanamura you need 1, that's how it is.

You can argue it's balanced if you want, but it's inconsistent as all hell.

e: Also not balanced.

:confused: It actually is perfectly consistent. You expend one charge of Bribe per unit. That's how it works with the generic bruiser knights/siege ogres, the Diablo spear throwers and dog summoners, the Starcraft firebats, and the Hanamura omnics.

SKULL.GIF
Jan 20, 2017


blastron posted:

Spell Shield is great! Spell Block is one of the worst mechanics in the game and I have no idea why they have it in next to actually good mitigation things like Spell Shield. Spell Shield will protect you from taking spell damage, full stop. Spell Block will either save you from Pyroblast or do next to nothing to stop Disintegrate.

What hero has Spell Block?

SKULL.GIF
Jan 20, 2017


Lemon-Lime posted:

It's 50% more duration on his trait.

Yes, thank you for telling me what the talent does.

Most relevant damage is going to come in short bursts. An extra second of Devotion gives you more leeway in anticipating damage I guess. If you really need to keep someone up through a wave of damage then you get four seconds baseline between Q and W, and potentially 2 more seconds with Benediction at 16.

Holy Radiance is titchy to hit people with and Holy Light is single target. The real value in that increased duration is when you can blast your entire team with Holy Radiance, but because Uther wants to be near the front line, it's going to be awkward nailing everyone and you'll usually only tag yourself, the tank, and with it.

I think having essentially infinite mana and much more frequent Hammers is more valuable. You can usually get 3-4 swings off between casts of Hammers of Justice, which is nearly twice as frequent as baseline. Combined with Well Met! that's some pretty potent lockdown.

There are some cases where I'd go Wave of Light, such as against an Anub'arak or ETC (or another potent initiator) and combining it with Guardian of Ancient Kings and then Divine Protection later at 20.

IcePhoenix posted:

Were we in the same stack? Had that happen in one of my games last night and it was hilarious. Exploding bone armor talent against chogall is also fun since it does damage based on max health.

Also to piggyback off the Hanamura sapper discussion earlier (I didn't know Hanamura had that), I also learned last night that the siege units on Towers of Doom will damage the core if they get all the way through.

Yes I was, and that Towers of Doom game was especially good because of the big turnaround we had.

SKULL.GIF
Jan 20, 2017


blastron posted:

It's on talents. Brightwing can grant it with Pixie Dust at level 13, Ragnaros and Li-Ming both have talents that give them charges when they land skillshots, and I think there's a couple more that I'm not remembering.

Shield Dust (13): Pixie Dust grants Spell Armor for 4 seconds, reducing spell damage taken by 40%.

Anub'arak and Stitches get Spell Armor that triggers against the first ability used against it, but it has a duration (1.5 seconds).

I agree that the Ragnaros/Li-Ming/Samuro block charges aren't great, but at least Li-Ming gets four.

SKULL.GIF
Jan 20, 2017


Speaking of Genji deflect, he can almost solo the Braxis boss with Deflect and Perfect Defense/Shingan/Reflect.

SKULL.GIF
Jan 20, 2017


Fellatio del Toro posted:

TBH just do mecha skins for every hero

PROJECT: Heroes of the Storm

SKULL.GIF
Jan 20, 2017


SHY NUDIST GRRL posted:

I reinstalled this because of the allure of a ton of free stuff. Last I played chromie was the newest character. Has anything dramatic changed gameplay/balance wise?

Warriors got a quasi-revamp across the board and are much more specialized now. The competitive meta is double support. Like a quarter of the roster has been reworked since Chromie came out, always for the better. There's much more "quest" talents and more heroes who can carry a match if they're allowed to get big enough.

SKULL.GIF
Jan 20, 2017


Varian is a really really bad design.

SKULL.GIF
Jan 20, 2017


Bring It Together seems inferior to Rejuvenescęncia. At level 0, the increase is 52 HP/seconds compared to Rejuvenescencia's 3% HP per second. For 52 HP/s to be better than 3% HP/s, the hero would have to have less than 1740 HP at level 0.

Heroes this applies to: Abathur, Brightwing, Cassia (just barely), Chromie, Falstad, Genji, Jaina, Illidan (by a hair), Kael'thas, Li Li, Li-Ming, Lt. Morales, Lúcio himself, Lunara, Medivh, Murky, Nova, Probius, Raynor, Samuro (just barely), Sgt. Hammer (just barely), Sylvanas, Tassadar, TLV, Tracer, Tyrande, Valla, Zagara (barely), Zeratul

29/65, less than half of the cast, and with most of these being supports that Lucio is unlikely to be grouped with, mages that you're unlikely to have more than one of to a squad, or characters that would benefit almost as much from Rejuvenescęncia.

And then you take in account how much more you're healing your tanks and bruisers with percentage health, that Bring It Together has a condition, and that the squishy heroes likely won't benefit too much from increased healing throughput over baseline Amp It Up, and I really can't see a scenario outside QM four assassins where I would ever take Bring It Together over Rejuvenescęncia.

So why do I bring this up? Because with Blizzard removing Heliotropics Lúcio really only has two talents at level 16.

SKULL.GIF
Jan 20, 2017


To expand on what I said last night, the reason Varian is a bad design is because, ironically, there is no actual variety in how he plays. He is incredibly gimped before level 10, and all three of his paths have no internal variety. Varian is three noncustomizable heroes in one, instead of one hero with several different variations. This means that he's almost always going to be picked for the best 'hero' (which right now is Taunt-Varian) and Taunt-Varian plays the exact same way every single time.

I really wanted to like him since I played Warrior for several years in WoW but he's just really dull to actually play.

SKULL.GIF
Jan 20, 2017


I still like that they buffed Falstad eighteen patches in a row but the two instances in this game's history that Li Li was a popular pick she was instantly nerfed.

SKULL.GIF
Jan 20, 2017


Weird, I don't remember that Uther nerf in the PTR notes. Guess Wave of Light is even less attractive now most of the time over Hammer of the Lightbringer.

SKULL.GIF
Jan 20, 2017


I toggle the camera lock frequently when playing as Gall. With the camera lock on, Cho's movements throw off my accuracy pretty hard.

Adbot
ADBOT LOVES YOU

SKULL.GIF
Jan 20, 2017


The top 7 for the Reddit one honestly is spot on: Battlefield of Eternity, Cursed Hollow, Dragon Shire, Infernal Shrines, Sky Temple, Tomb of the Spider Queen, Towers of Doom. All are three-lane maps (except Battlefield) with a ton of skirmishing over the objective, and the objective is binary.

The other maps are either huuuuuuge, sloooooow, PVE-oriented, or have objectives that apply for both teams at the same time.

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