Heroes of the Storm - Monday LFG Thread - Find people to play with! | February 13 - February 19 |
- Monday LFG Thread - Find people to play with! | February 13 - February 19
- Tomorrow in /r/heroesofthestorm
- Blizzard, Any word on releasing an API or an Official HotS Statistics website?
- Hotslogs is now opening spam websites.
- QoL Anub changes
- Zero f**ks given by McIntyre [3:28]
- Such a lost opportunity on Valentine's Day
- Now that we have heroes with baseline armor, what do you guys think about giving our lovely dryad, Lunara, some Spell Armor?
- [OC]"An Open Letter To My Favorite Teammate"
- An idea for upcoming Murky rework patch: whenever teammates pings Murky's egg, it should say "Murky's egg" instead of "this area"
- Mewn on Pros
- Heroes Hype Gauntlet
- The slight buff to Abathur's hat is appreciated, but his monstrosity is what really needs to be looked at.
- 3 special words of Mewnfare
- Zeratul's Master Skin should have a different blade colour with its tints.
- I feel like there needs to be something done about Varian
- Can Samuro get his Earrings Back?
- We need like....10 more supports.
- New Hawkray: Cloak and Warpblade (Zeratul)
- Heroes Western Clash at IEM Katowice 2017
- The importance of timing ie. not spamming abilities
- Tetcher has made an awesome game mode to do in custome games! BOSS mode.
- A quick question. When was Spell Shield nerfed?
- As HOTS noob tried Gazlowe for 1st time. Somehow found a team that walked into our completely obvious ambush 8 times in 2 minutes! I'm still in disbelief...
- Sandbox Keep Testing: Minions and Catapults Unopposed.
- Splendour's suggested balance changes
Monday LFG Thread - Find people to play with! | February 13 - February 19 Posted: 13 Feb 2017 09:00 AM PST Ever find yourself looking for more people to play with? Post in here if you are looking for a team for competitive play or if you are a team looking to fill out your roster! You can also check out our Looking For Group Wiki Page! If you believe something is out of place here please report it! [link] [comments] | ||
Tomorrow in /r/heroesofthestorm Posted: 13 Feb 2017 11:30 AM PST Have some place to be tomorrow so no time to check the subreddits reaction to the release of Lucio? Stuck on some kind of Valentines date instead of at your desktop computer where you would want to be? No worries, I got you covered. I bring you the exclusive preview of tomorrow on this subreddit. Here what we'll have:
There you go, that'll be all you can expect tomorrow, so don't worry about giving your girlfriend some attention (or more likely, binging on Lucio/Murky games) instead of checking the subreddit! [link] [comments] | ||
Blizzard, Any word on releasing an API or an Official HotS Statistics website? Posted: 13 Feb 2017 10:04 AM PST We all love stats, but the reoccurring issues with hotslog's is making many people turn away from the site making the data more unreliable thus even less people will use it. We need a way to see the true data from a reliable source, Myself and many are sick of HotsLogs controlling a monopoly on Heroes Data and its impossible for competing websites to take off as their data will never match that of Hotslogs. Is this something we can see in the not too distant future? is it in your sights? is it already in the works? help :( [link] [comments] | ||
Hotslogs is now opening spam websites. Posted: 13 Feb 2017 02:49 AM PST After finishing a game, Hotslogs Website redirected me to this: https://i.imgur.com/73AgMuH.png I don't mind disabling my Adblocker for normal ads but this is not acceptable. [link] [comments] | ||
Posted: 13 Feb 2017 08:18 AM PST So, with the recent buffs to my favorite bruiser I spammed a little bit on Anub in HL (master) as well as in QM (in my smurf). And being QM I experimented with all of the available talents and I found some inconsistencies with the information some talents provide. Remember this is a QoL post and not a buff request since I will talk about some weak talents. 1) Trait: I think it's only fair that Anub gets a counter for his beetles that are still alive. Sure you can count how many you spawn but counting on them being alive after getting some AoE in the face is pretty unreliable. There is no reason why Anub can't get a Beetles counter when Xul has a skeleton counter. 2) Locust Needles: The splash animation is very unclear. Kerrigan gets a very clear circle on her similar talent while Anub gets some spikes splashing in random directions. It is often hard to count whether you will hit that Shrine monster or not. 3)Locust Swarm and Hive Master: They both need a range indicator since both of the swarm fly around in a circle far smaller than the actual range of the abilities. Often when you chase a squishy with small HP you have to guess whether or not you are in range for that pesky bug to fly in for the kill, whether you need to burn your ms bonus or your E to get in range or not. I would prefer if the swarm would fly in a pattern similar to Dehaka's Dark Swarm (W). 4) Urticating Spines: Similar to point 2 and 3 there is no range indicator nor is the animation clear. It is minor though compared to the above since you count on its damage when you are in melee range of your target, where the damage is pretty much guaranteed. 5) Burrow Charge and Epicenter: They both need impact area indicators. As any good Anub player knows, the best use of Burrow Charge is to emerge PAST your fleeing opponent for some sweet stun-bodyblock combo. But with the current animations you have to guess in which side your body will emerge or whether you will emerge past your target and stun or miss the stun. Also I have no idea why Epicenter doesn't widen the ability indicator. [link] [comments] | ||
Zero f**ks given by McIntyre [3:28] Posted: 13 Feb 2017 01:44 PM PST
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Such a lost opportunity on Valentine's Day Posted: 13 Feb 2017 02:07 PM PST Free hero rotation should have been something like: Valla Alarak Leoric E.T.C Nazeebo Tassadar Illidan Nova Erik from The Lost Vikings. (Thanks to /u/bobbzilla0) Sonya [link] [comments] | ||
Posted: 13 Feb 2017 09:22 AM PST It would fit her fantasy and lore very well, cosidering that Dryads in WC3 got the Spell Immunity passive, which makes them immune to all spells. Something like 5-10 Spell Armor would propably not break the game, as her winrate at the moment is slightly below average. Might make her some kind of niche counter to mages, similar to Anub. [link] [comments] | ||
[OC]"An Open Letter To My Favorite Teammate" Posted: 13 Feb 2017 05:43 PM PST Rather than buy into the absurdity of which that is Valentine's Day, I took it upon myself to do something personal and make him something. If you ever need someone on your team patient enough to put up with the mistakes I've made, this is your guy. Sadly, I've done almost all of these situations. [link] [comments] | ||
Posted: 13 Feb 2017 05:18 PM PST Poeple just don't seem to take it as seriously or know what I'm talking about right away whenever I try to ping the egg while playing with/as Murky to help to protect it or istract the enemy so Murky can relocate it in time before it gets destroyed. [link] [comments] | ||
Posted: 13 Feb 2017 08:03 AM PST | ||
Posted: 13 Feb 2017 09:12 PM PST How To ParticipateYou and your team can sign-up through our Battlefy page. Date & TimeStart Time: Wednesday, 6:00pm PST (9:00pm EST) SponsorsCastersGrizz + A new Special Guest every week! Where To WatchCatch Heroes Hype Gauntlet on Twitch every Wednesday, at 6:00pm PST (9:00pm EST). PrizesOver $1,300 in cash and HyperX merchandise. NOTE: You can add $1.00 to the Prize Pool for FREE by redeeming the coupon code "hhg1," on our Matcherino page. Be sure to tell your friends! If you have any questions, you can contact the Heroes Hype team through our Discord channel: https://discord.gg/5kMgaeB [link] [comments] | ||
Posted: 13 Feb 2017 10:57 AM PST In almost every situation the clone is way more practical than the monstrosity. It's on a 50 second cooldown, immediately puts another body in the fight when and where it's needed most, does 20% more damage and moves 10% faster than the hero being copied as well as allowing your team to spam their most useful abilities. The level 20 upgrade also bolsters the survivability of the person being cloned, which further contributes to your teamfight power. For comparison's sake, the monstrosity is on a 90 second cooldown, and starts off extremely vulnerable until you build up stacks. If a clone is lost, it's no big deal because it was going to die anyways after 20 seconds. If the monstrosity it lost, you not only have to wait almost double the time to bring it back, you also have to begin building stacks again. Because of this, it's function is almost completely opposite to that of the clone: it allows you to start pushing areas that are unguarded by other heroes while they preoccupied. Most of the time however, it can be really difficult to get the ball rolling. It's extremely vulnerable to being taken out once people notice the big symbol it leaves on the map, and you constantly have to babysit it with your hat to keep it from dying prematurely by automatically tower diving. The level 20 talent that gives it deep tunnel is very useful for allowing it to get away from heroes, but is still pretty underwhelming. There are several things that could be changed to increase the effectiveness of the monstrosity, yet it can be hard to say what would put it over the top. The deep tunnel ability feels too weak to be level 20 talent on its own, but still might be too good to have as a base part of the monstrosity because of the extreme survivability it would provide right off the bat. If the monstrosities cooldown was reduced, it would be more competitive with the clone by allowing for more frequent pushes. A slightly more creative buff, possibly as an addition to the level 20 talent, could make it so that the monstrosity spawns locusts after every Nth minion that dies near it, dramatically increasing the threat it brings even while still weak. I'd like to hear what others think about this. As it stands, Abathur seems to be better off building for locusts if he wants to be a strong pusher. This makes him vulnerable by actually having to be out in the field, but with decent map awareness his deep tunnel allows him to escape danger before the enemy team can even pinpoint his location. On a really neat side note, his clone can actually be used as an emergency escape because it removes Abathur's body from play while the clone is being controlled... just another reason to pick it over the monstrosity, even for pushing builds. [link] [comments] | ||
Posted: 13 Feb 2017 07:23 AM PST
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Zeratul's Master Skin should have a different blade colour with its tints. Posted: 13 Feb 2017 04:39 PM PST Zeratul's Templar skin changes his blade to blue from green, while this is not the case on the blue tint of his master skin. Since it would be very easy to implement (it's already in the game) I would very much like to see that irritating green blade gone from the blue and black tint of Zeratul's master skin. No spell effects would need to be changed (again, look at Templar Zeratul), it would just be nice if the weapon changed tint with the rest of the skin (at least where that weapon tint is already in the game). Thoughts? It could even just be treated as a bugfix. [link] [comments] | ||
I feel like there needs to be something done about Varian Posted: 13 Feb 2017 10:19 AM PST There are two problems i see with Varian right now (and HGC highlights one of them). 1). Tank Varian is incredibly powerful and simple to use. They reduced the CD on Taunt after his release because nobody was drafting him as a tank, but I think they went too far with it. You go in for your lockdown combo and bait out the enemy cleanse. Then 20 seconds later, you turn right back around and do it again while the enemy team doesn't have cleanse. As long as one of your damage dealers waits for you to engage and then blow up the target, it's a very easy kill that really requires minimal skill on the part of the Varian. I think they either need to increase the CD on Taunt or change how warbringer works. Have the baseline charge come a 10s CD and then warbringer turn it into a stun, but increase the CD of charge by 4-6 seconds. 2). Arms (Colossus Smash) Varian is too weak. They showcased how he had 3 different paths to talent into, yet really there are only two with taunt and twin blades (which I believe is highly overrated). I don't know how to buff the Arms ult in a way to make it viable. Easiest way would be to give Varian 20 armor when he dives in with his ult, but that just feels lazy to me. I think Arms is the most exciting ult he has (who doesn't love that scream when he goes in?) and wish it were more viable. Edit: This wasn't meant to be coming off as whining or complaining about a hero being OP. It's more about a hypocritical hero design. Before Varian, there was a stun-lock meta that was hit with a nerf bat (My personal bae Tyrande got hit quite hard by this). So then Varian comes out and with Taunt, he performs about 2/3 of the old CC chain from early 2016 by himself. I'm of the belief that skillshot stuns (Lunar flare, storm bolt, etc.) should be longer durations than the point and click stuns. [link] [comments] | ||
Can Samuro get his Earrings Back? Posted: 13 Feb 2017 04:36 PM PST He had them in Warcraft III, Injured Blademaster in Hearthstone has them, In World of Warcraft Blademasters mostly have Earrings, and on top of that, I think it would bring some more detail to him, honestly every time I look at him I feel like something is missing, and that something seems to be his golden earrings. [link] [comments] | ||
We need like....10 more supports. Posted: 12 Feb 2017 11:08 PM PST
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New Hawkray: Cloak and Warpblade (Zeratul) Posted: 13 Feb 2017 04:05 AM PST
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Heroes Western Clash at IEM Katowice 2017 Posted: 13 Feb 2017 09:14 AM PST
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The importance of timing ie. not spamming abilities Posted: 13 Feb 2017 05:35 PM PST Proper timing of abilities is something I have been paying a lot of attention to lately in my efforts to improve. This will of course be obvious to most of you on this subreddit. However I have been guilty in the past of running into a fight and instantly blowing all my abilities and have seen other players frequently do the same if this advice is obvious to you then my apologies. Lately I have been concentrating on holding my heroes abilities until the right moment. This is dependant on a few factors:
Like I said this is really obvious stuff however it is something that so many players neglect. We have all seen those Diablo and ETC players blowing their abilities for extra damage and wasting the chance of a kill. I wrote this partly to keep this awareness forefront in my mind when i play and partly because there may be a few players who read this and think, "yeh I do know this but do I do this enough?" [link] [comments] | ||
Tetcher has made an awesome game mode to do in custome games! BOSS mode. Posted: 13 Feb 2017 03:54 AM PST
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A quick question. When was Spell Shield nerfed? Posted: 13 Feb 2017 03:18 PM PST I rarely take the talent so perhaps it just went over my head, but iirc Spell shield used to be a 3 second mitigation with a 30 second cooldown. However, both normal and Lunara's spell shield will only last for 1.5 sec as stated in the tool tip. Thus, it begs the question, when was it nerfed? Looking on https://heroespatchnotes.com/talent/generic.html (which is a great site for patch history) you can see that Spell Shield was buffed from a 2 second to 3 second duration on June 6th, 2015 and wasn't touched after that until the ability to toggle it was added in September 13th, 2016. Apart from that, nothing is mentioned, leading me to conclude that either it's a tooltip error or that it was stealth nerfed when the ability to toggle it was added. If anyone knows the particulars I'd be very grateful. [link] [comments] | ||
Posted: 13 Feb 2017 12:43 PM PST
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Sandbox Keep Testing: Minions and Catapults Unopposed. Posted: 13 Feb 2017 02:06 PM PST Overall setup: Set up custom game with 1 player and no AI's. Soaked and slowly chipped down lanes until keeps went down at end game. Timed how long it took minions and Catapults to take down keeps unopposed.
Game 1: I tested time to core death from taking down a single keep in this one.
Single Keep down, no enemy heroes. Took keep down at 15:30ish game time, core finally died at 23:37. It took 8 minutes, completely unchallenged by any heroes, for a single lane of Catapults to kill the core. When the keep was taken down, a triple wave of minions assaulted the core and did almost no damage to the shields as they were cleared in mere moments.
Game 2: This time I took down 2 keeps and timed how long it took the core to die. I staggered the keep deaths to not unrealistically synchronize the game.
2 Keeps down, no enemy heroes. Took first keep down at 17:22. Took Second Keep down at 18:00. Core died at 20:35. It took 2 minutes and 30 seconds, completely unchallenged by any heroes, for 2 lanes to kill the core. I intentionally staggered the minions so they wouldn't arrive at core from 2 sides at the same time. Without being killed by splash damage instantly if multiple waves of minions hit the core at the same time then 1 wave actually has time to do minor amounts of damage. Due to my testing on this I lowered the value of AOE reduction to 50% from 75% in my suggestion. I don't want minions overrunning core, but I do think that a single lane, untouched, should do meaningful chip damage if allowed to reach core and die to it and that 2 lanes untouched should end the game fairly quickly. Right now there is zero threat unless there is more than 1 catapult at a time attacking.
Note: It should be noted that in a real game minions will regularly be killed by heroes, mercs will be taken that stop minion waves, even heroes going through lane disrupting minion waves severely reduces their effectiveness and stalls out pushes by minions/catas. The testing done here is many times faster than any core damage or kill would happen in a real game.
HGC Tournament Example: Spoiler Tempest vs Mighty Game 1. https://www.twitch.tv/videos/121552260
Start watching at 46:15 on Twitch. Mighty takes an Impaler camp and then just leaves the lane alone and never touches it again until it goes all the way down the line. The Impalers cause the catapults to bunch because they are bags of hp that do no damage, creating a backup of 3 catapults, that was actually the worst thing they could have done. Then they never return back down to the lane. They didn't clear any of the minions. And at 49:00 Johanna is finally forced to go and deal with it. Mighty made that mistake because single lanes are never a threat, that Imapler stackup was a freak occurance because Imaplers are so weak and crappy. So they forced the catapults to stack up early in the lane and then they didn't touch it for over 2 minutes straight after the stackup. This ended up taking 50% off the core, which the single lane is normally never even close to capable of in a normal game as my testing shows as well. If they had never taken the impalers they wouldn't have taken near as much damage on the core, and honestly, it likely wouldn't have even broken the shield. So they made the ordinarily correct initial call to contest the punisher. But then as the fight drug on they got the upper hand and won the fight, slightly too late to go back. But at that point it was too late, Tempest would not have let them disengage, they fought hard to keep them there. So, word to the wise, be careful when taking mercs vs catas if they don't have minion support before an objective. This kind of thing is super rare, but it can happen in highly specific situations. First time I've seen it though. [link] [comments] | ||
Splendour's suggested balance changes Posted: 13 Feb 2017 07:43 AM PST |
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