Heroes of the Storm - Warrior/Bruiser Tuesdays - Weekly Discussions on the Roles in Heroes


Warrior/Bruiser Tuesdays - Weekly Discussions on the Roles in Heroes

Posted: 23 May 2017 06:38 AM PDT

Shamefully stealing the idea from the /r/wow subreddit. I think we could really get some discussions going for the game's roles instead of specific characters.

Talking Points

Which warriors are the true "main-tanks", or solo tanks?

Which warrior needs a rework?

Which warrior is in a good place?

Which double warrior combo is strong and why?

Which warrior should never be played and why?

If you are a high ranking player, feel free to comment in bold about your main character so people can ask you questions about that specific character. Pm me and I'll hyperlink your comment here.

Feel free to ask any questions if you are new or a veteran to the role of tanking!

Heroes:

Anub'arak

Artanis

Arthas

Chen

Cho'gall

Dehaka

Diablo

D.Va

ETC

Johanna

Leoric

Muradin

Rexxar

Sonya

Stitches

Tyrael

Varian

Zarya

submitted by /u/hockeylife17
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Tempo Series 1 Finals - Hero + Loot Chest Bundles

Posted: 23 May 2017 12:00 PM PDT

With the Heroes Hype/Tempo Storm Series 1 Finals coming up, Blizzard Ent. & the Heroes of the Storm team have graciously provided special Loot Chest bundles for the tournament. The codes available are (x1) Genji + Oni Genji Bundle, (x1) D.va + Goliath D.va Bundle, and (x1) Loot Chest.

If you would like a chance to earn one of three codes, please comment below with which team you would like to see win the Tempo Series 1 Finals!

Teams: (In order by seed)

1: Miasma eSports

2: 7th Empire

3: The New Guys

4: Four Guys and a Legend

5: Scorpion Raccoon

6: Team Naas

7: Chicken Chips

8: East Coast Revolvers

Don't forget to watch the Tempo Series 1 Finals on our new Twitch page on Wednesday, May 24 at 6:00pm PDT and cheer on your favorite team!

Special thanks to Tempo Storm for partnering with Heroes Hype on this amazing event!

submitted by /u/itsKagekiri
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Lets be real here for a second guys.

Posted: 23 May 2017 05:41 AM PDT

Telling somebody to end their life is far worse than just saying "you suck." People who say this do not just need to be chat restricted, they need to be banned.

I know we all have bad days, and sometimes people can really get on your nerves, but remember your teammates are really people sitting in front of their computer just like you. You have no idea what is going on in these people's lives, so always be respectful to one another in your games.

Thank you and I hope you all have a wonderful day.

~HellaHip

submitted by /u/HellaHip
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Dva and Ming resets

Posted: 23 May 2017 01:19 PM PDT

how is Misha, any of the 3 TLVikings and Murky a reset for Liming but Dva Mech isnt? I mean all of them are either a 0.25 or a 0.5 kill count and so is Dva and her Mech. Shoudnt killing the Mech be a reset?

submitted by /u/Aks0o
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GFE HotS Roster Update

Posted: 23 May 2017 01:00 PM PDT

You had one job, Blizzard...

Posted: 23 May 2017 04:09 PM PDT

This is how looks HotS Zebra

http://imgur.com/a/q1kMS

And this is how looks real Zebra

http://imgur.com/a/TFRPh

I know that's just a tail, but c'mon, you had one job, to make a Zebra, not painted horse.

submitted by /u/Early90sMetalStar
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Welcome bundle is live on NA

Posted: 23 May 2017 02:41 PM PDT

  • 800 Gems
  • Welcome Chest
  • Rare Chest
  • Epic Chest
  • 7 Day Stimmer
  • Zebra mount
  • $4.99
submitted by /u/Milly_
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Nova needs a "Oh Baby, A Triple" voice line

Posted: 23 May 2017 09:42 AM PDT

Announcer pack for triple kill streak maybe? Just feels so right with the triple tap and her kill streaks.

submitted by /u/DFxVader
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May 16th Patch - 7 Days Later

Posted: 23 May 2017 01:52 PM PDT

Previously on Reddit....

Update time! Here's more info on how heroes from the May 10th and 16th patches are performing! As a reminder, here's a link to the May 16th patch notes.

Disclaimer (please read!):

As usual, keep in mind that my numbers may differ slightly from Hotslogs's "official" figures as the site regularly updates older information as more games are added. Therefore, our data may not match up perfectly, but it should give a generally accurate view of how the week progressed.

Hero Win Rate Change
D.Va 52% +2.9%
Alarak 46.1% -1.2%
Anub'arak 55.6% -0.6%
Auriel 47.8% -0.7%
Cassia 48.2% +0.8%
Dehaka 44.7% -6.0%
Genji 48.1% -0.1%
Illidan 47.9% +1.8%
Li Li 50.1% -2.0%
Lucio 47.5% +0.2%
Nova 49.4% +1.3%
Probius 55% -0.5%
Sonya 53.6% +1.3%
Tyrande 45% -4%
Uther 52.5% +0.4%
Varian 49.4% -0.7%
Zul'jin 49.1% -1.7%

Here is a link to the spreadsheet with the data I've collected.

Analysis:

1) As expected, most of the changes from May 10th have solidified. Very little variation in their win rates from the last spreadsheet I did, so not really much to comment on for those ones.

2) D.Va seems actually quite well balanced. My only real complaint is the delays on repeat commands (such as her Q) are too long, making her feel a bit clunky. But she clearly has her place in the game and she's plenty survivable if you play her right. A solid bully hero that I'll definitely be playing more.

3) The Alarak/Tyrande situation is intriguing to me. Alarak's kit, at least in my experience, is definitely a lot stronger. Tyrande, on the other hand, I have to admit that I'm not personally fond of her kit changes. Both got reworks in this patch, and both heroes experienced a drop in win rate. Alarak's is more minor, probably owing itself largely to the increased amount of play time he's seeing, but Tyrande's win rate drop is more significant, which suggests she wasn't quite tuned right. I fully expect to see some buffs for her soon.

4) Dehaka did not bounce back, as the doubters predicted. He's still in a massive 6% slump, as he's been since May 17th. And it's important to note that he was at a 50.7% win rate before this change, so he was more balanced before the change than he is now. So, now that I've got my "told you so"s in, let's address the obvious problem: the changes to Dark Swarm constitute a significant nerf to his team fight potential, which in turn has significantly hurt his functionality as a bruiser (yes, bruiser, not tank). The most logical fix is to raise the damage of Dark Swarm back to 60. This makes it so that he is still dealing the same overall team fight damage that he did before, though with a slightly lower DPS due to the change in his CD reduction. This should be enough to correct his decline and get him back to a balanced win rate.

And don't forget: My large-scale project, "2017 - A Year of HotS in Review" is still ongoing! Check out the information I've collected so far at the links below!

2017 - A Year of HotS in Review - Full Data Sheet

2017 - A Year of HotS in Review - Hero Data Sheet

submitted by /u/CriticKitten
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Khroen's twitlonger about the situation

Posted: 23 May 2017 04:23 PM PDT

Three legendarys. One regular loot box!

Posted: 23 May 2017 11:20 AM PDT

Did anyone ever get 4 legenarys? http://imgur.com/a/40aO0

submitted by /u/TurboBatman
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Suggestion: When choosing a mount, show us how our hero will look on it

Posted: 23 May 2017 01:25 AM PDT

I think it would be kinda cool to see how our skin meshes up with certain mounts before the game. I really enjoy matching mount skins with hero skins and probably I'm not alone. Imo it would be nice improvement to loadout screen.

submitted by /u/sarefx
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PC Gamer: Blizzard tricked me into liking Heroes of the Storm

Posted: 22 May 2017 10:39 PM PDT

Rant: I don't mind losing, but 1/3 of my losses are toxic players that blame others and then either feed or AFK.

Posted: 23 May 2017 05:55 AM PDT

I mean, I always try my best in most matches. I just don't go all out if we're getting into a terrible QM matchup (like double support Vs. our team with zero solo healers), but I always try at least to get something out of our losses.

Makes the game feel like a lottery, and honestly, I'm a bit tired of losing to lottery in Hearthstone.

There are no easy ways to fix this, and that's why this is a rant. I'm enduring it, but it's not healthy for the game.

EDIT: THIS RANT IS FOR QUICK MATCH ONLY. Sorry I didn't make that clearer.

submitted by /u/PassingBreeze1987
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No announcements? No teasers? Help tide me over with your tinfoil hat theories, your blurred photos of Terrok in the woods

Posted: 23 May 2017 02:01 PM PDT

HotS 2.0 gave us a lot to look forward to: the Nexus Challenge, the loot revamp, dozens of new skins, a new map, two new characters, a new cinematic, there was almost too much to take in!

Sadly, while the game is more playable than ever, I'm finding myself focusing less on scouring the subreddit for news and more time focusing on my actual job when I'm at work. Tragic.

There are no gameplay clips where Nova looks like she may be leaving Arrakoa footprints if you watch it in 240p, there's no leaked footage of Blizzard employees watching Batman & Robin to get some lame ice puns from Mr. Freeze in anticipation of some potential lich of varying accolades in the works. I opened all the eggs at my grocery store but none of them belonged to Stukov. Martin Sheen's estate won't return my calls about his possible involvement with voicing Nozdormu for HotS.

I'm at a loss here, people. What evidence do you have of unannounced heroes that some would call you crazy for believing?

submitted by /u/only_void
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I will like be able to press "C" in hero collection

Posted: 23 May 2017 01:45 AM PDT

I will like be able to press "C" in hero collection, to see all hero information (hp, dmg, health regen...) without entering try mode.

Sometimes I want fast compare between heroes or to calculate some things, which is imposible now.

I understand that it will be bad for new and casual players to show all that numbers at once, together with abilities, talents and all other information (it will be more confusing than helpful), but can you at least make "C" menu accessable from collection.

submitted by /u/echo_blu
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Zoia calls out Tempo Storm for Scrim Blocking?

Posted: 23 May 2017 01:47 PM PDT

Three tweets from Zoia back to back:

https://twitter.com/Furyhots/status/867119035355365376

https://twitter.com/TempoZoia/status/867119125533011969

https://twitter.com/TempoZoia/status/867119188619472897

Throwing some shade on Tempo Storm?

Discussion: Correct me if I'm wrong but I haven't heard of any EU teams doing this kind of scrim blocking?

submitted by /u/MrDDom23
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Do you got an lvl 100 hero? Well, I don't, but I saw one!

Posted: 23 May 2017 02:02 PM PDT

http://imgur.com/gallery/23pll

I just want to share that picture a friend made. Does any of you got a level 100 hero aswell?

submitted by /u/Vorabor
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HGC EU Crucible: Team Gangang - beGenius, Team Zealot - Synergy; NA: Even in Death - No Tomorrow, Imported Support - Team Naventic

Posted: 23 May 2017 02:36 PM PDT

With D.Va's release following Genji, we really need a stop command for AAs.

Posted: 23 May 2017 03:45 AM PDT

For those that don't know, currently pressing S stops movement, while pressing H stops attacks and movement. A frequent request is to change S to stop attacks, but not movement.

Edit: I misspoke here by saying they should replace the current functionality of S, rather I would like H & S to be assignable as they're currently not (in the hotkey menu, afaik). For the movement command, what do you guys think about self-cast A stopping attacks until you click on an enemy or press A again? Sort of similar to Medic's Q.

This happened to me earlier tonight. Genji attacks me, D.Va, at turn-in. I start firing at him, he deflects. As I try to press W to cancel my autos, Valeera comes in and silences me. By the time I react to Valeera's position from stealth and change focus to her, I've eaten a huge amount of damage from deflect, which causes my mech to go down before I can self-destruct. In this case I could have maybe reacted faster, but if Valeera had moved besides Genji or dashed away, the only way to prevent attacking would be to H(Hold), essentially stunning myself for free. This could, of course, also happen in normal play against Genji if D.Va's abilities are on cooldown.

We really need a stop command for scenarios like this, as well as for reacting quicker to heroes like Genji, Varian, Zarya & Kharazim without locking our hero in place.

PS: Neon Dragon Genji's shoulder pads look like egg yolk.

submitted by /u/Ninja_Wallace
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Hero Discussion of the Day: Azmodan

Posted: 23 May 2017 07:55 AM PDT

HotS Wikia Link

Trailer

Spotlight


Universe: Diablo

Role: Specialist

Title: The Lord of Sin


  • What are his primary responsibilities within the team?

  • Which maps does he excel on?

  • Which maps is he underwhelming on?

  • Which talents do you prefer and why? What prompts specific changes in a talent path?

  • What tips/tricks or lesser known aspects of his abilities can you share?

  • What, if any, improvements could be made to Azmodan?

  • Which streamers or youtubers have respectable and/or frequent Azmodan content?

submitted by /u/_Royalty_
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Can we remove the limit on how many heroes we can favourite please?

Posted: 23 May 2017 11:40 AM PDT

Like, what is the point of the limit at all? Why should we only be allowed to favourite 8 heroes and not however many we please? We shouldn't have to micromanage the bloody favourite list if we wan't to auto select from them and like to play more than 8 heroes.

submitted by /u/Lentilk
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World First hero level 2500? Still got a huge progression Bug though...Blizz Help!

Posted: 23 May 2017 05:13 PM PDT

Hello Reddit,

http://imgur.com/a/F0LWn

Here I go again because still no answer from Blizzard regarding the progression bug I experienced right after the release of the patch 2.0.

My Sgt Hammer, my main with 500++ games went down level 18 from level 20 instead of reaching level 54 and though I ask everyday on the battle net forum into the bug section I got no answer at all.

This bug means 36 levels X 1.4M = 50M XP loss Useless to say it is a massive BUG and it needs to be fixed. At least if a Blizzard employee working on the progression and levels can come and talk about it...

Anyway someone told me to play a game with hammer and I did, I did not got level 54 after it :-)

Anyway 2500 is quite sexy though the yellow border should have been gold ahahah!!!

Cheers,

submitted by /u/Laxie5372
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Greymane can't Go for the throat on Dva's Mech

Posted: 23 May 2017 02:37 PM PDT

I dont know if its inteded or not but it feels akward to execute her just to not get the reset.

submitted by /u/imbanar
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KingCaffeine and K1Pro to GFE?

Posted: 23 May 2017 08:42 PM PDT

I've heard from an inside source that KingCaffeine and K1Pro were NOT able to commit to next season being on BStep and This evening on McIntyre's stream he seemed very down and unhappy about something in his life, saying "I just wish that teams would stay together and try to get better and not just disband... I don't know I'm super depressed"

Given that KingCaffeine and K1Pro are currently not under contract, have played with Fan and fit perfectly in to the two open GFE roles and these updates I feel almost certain that they will go to GFE.

Edit: KingCaffeine Just tweeted this : "I respect roster changes, they show ambition. If you want to be the best team you can, you have to roster change."

submitted by /u/splsteinbeck
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Blizzard, what's happening with Leoric's March?

Posted: 23 May 2017 04:29 AM PDT

On Nov 15th 2016, Leo's March was patched and Blizzard had this to say...

March of the Black King (R)

Will no longer deal damage in a 90 degree arc behind Leoric

Developer Comments: We realize that we have a lot of Leoric players that are looking for talent changes and calling for buffs (especially to Skeletal Swing). We want you to know that we actively hear you and although this art-driven change came a bit earlier than our other changes, you spooky skeleton players should be able to rejoice in a future patch.

I realise that Leo is fine at the moment since his AA and Swing buffs, but was there no intention of changing March at all?

submitted by /u/perry8782
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Discussion: Diagnosing Competitive NA HOTS improvements/challenges

Posted: 23 May 2017 07:31 PM PDT

Given the recent GFE roster shake-up, and the upcoming Mid-season Brawl, I thought it would be interesting to have a place to discuss the pro scene. The NA scene has made substantial improvements this year, despite not being on the level of EU/KR yet, and its worth thinking about why. I'm not a pro, since PhD programs don't allow much time to grind, but I've studied both formal game theory and informal game design/theory for a while now, and enjoy swapping ideas. So, I'm going to propose a couple theories for discussion, but am not dogmatic about them. Input greatly appreciated. (Also sorry for length - exploring ideas needs space sometimes)

First, the good: Team 8 has been a wonderful addition to the scene, and it's great to see Glau getting the recognition he deserves as a shotcaller. They still have some mechanical execution issues and draft/rotation hiccups, but they've been a great addition. I also think that SEL has helped to bring more unity to the pro scene and cut down on recrimination. And Team Freedom has shown promise - especially KilluZion and Danski. So there's reason to be hopeful.

Now - what are places for improvement? TL;DR: Many of NA's issues and the gripes about the NA competitive scene are because we habitually over-emphasize rotations/soak optimization (thanks C9) at the expense of clarity of initiation/shotcalling and teamfight execution.

Why does NA falter, especially teams with highly-skilled mechanical players (e.g. GFE)? There are some common culprits mentioned: inadequate tanking and supporting aside from a couple individual players, too many bad attitudes/ego clashes, poor/conflicted shotcalling, no coaching (Dig and DunkTrain get mentioned here), etc. I think these are all issues in some ways, and have opinions on the individual teams pros/cons, but would like to take a broader view that isn't often mentioned and illustrate with an example or two.

I think, in analyzing HOTS games, that we often make an important error. We routinely act, especially in NA, as if rotations are of paramount importance to winning the game. Analysis also often emphasizes team composition strengths in terms of rotations and waveclear vs. pure teamfight, and so we are tempted to think there are two core playstyles: out-rotate or out-fight. There's a good reason for this, even up through GM hero league and lower level competitive play (including some high-level NA play). Crisp rotations are essential, because forcing an enemy player to split generates an opportunity for a 5v4 or a chance to get picks. In situations where there's high variation in coordination levels between the two teams, that can often be maintained for the entire game. #ModGlogan

I want to make a controversial claim: in the highest level of competitive HOTS (think L5, MVP Black, Dignitas), there is only one strategy - winning the teamfights to open a win condition and generate an insurmountable advantage. In general, between two equally-matched teams of sufficiently high skill and coordination, you cannot win games consistently through out-rotation, barring major draft errors. You can gain an advantage and make life difficult for the opposing team, but its extremely difficult to convert that into a win if you are not as crisp in teamfights as the opponent.

Why? Two reasons:

  • As team coordination and skill increases, the ability to cleanly and efficiently clear map pressure also increases. Rotations become crisper, and small amounts of lane pressure are handled quickly. Baseline rotational skill is high enough that map pressure that matters becomes multiple merc waves and sustained catapult pressure, primarily during objectives. This usually only happens after a multiple-level lead is established.

  • As team coordination and skill increases, the chances of gaining a large advantage from a teamfight also increase, and teams are much crisper at capitalizing on those advantages to take keeps, bosses, and push core. This is particularly true of the late-midgame and endgame. Again, because of baseline rotational skill being high, the way to win becomes to generate opportunities to leverage that skill. Post-10, that means winning a teamfight.

The core counter-argument I can see is that crisper rotations in the early game can generate picks, and picks can snowball into a 10 vs. 8 fight and a win. This happens with some frequency, especially in NA, and among the lower-level EU teams. However, it isn't consistent. First, it is rarely decisive between the top-tier Korean and EU teams (e.g. L5 vs. Black, Dig vs. Fnatic) because of safe soaking play and standard 4-man rotational play. Second, because of the strength of keep and core defense, the existence of mounts, and the scaling of death timers, 1-2 late-game teamfights, are frequently decisive even if one team has a large lead (e.g. MVP Black vs. Miracle the other day on BFE - Miracle threw a couple late-game teamfights overextending, and it snowballed into throwing a 4-level, 4-structure lead.) Forcing and winning a 17 or 18 vs. 19 teamfight is almost always an option.

What does this explain?

  1. It suggests that competitive play rewards crisp, aggressive engagement.

  2. As a consequence, I also think it explains why Team 8 over-performed expectations. Glaurung calls like a Korean. Sometimes T8 overextends, or misses some mechanical execution, but the core of their approach is sound, and it generates decisive opportunities to win.

  3. It explains why Dignitas sharply improved and performs well internationally: JayPL is an aggressive tank, and DunkTrain clearly coached Dig in pick comps and generating discrete advantages. It's also why JayPL's stitches is terrifying - hook is great at initiating fights on your team's terms.

  4. It helps explain GFE's recent problems, which are only somewhat due to role/flex issues. The core of their losses are shot-calling problems. It isn't apparent from any one game, but there's a pattern of tank's positioning to initiate and carries not being in position to follow-up. They are fairly brief lapses - only lags of 0.5-2 seconds - but it often leads to GFE missing the ideal initiation window in the late-game, which is devastating. Team 8 is the primary team in NA that can exploit it.

  5. In contrast to #2 and #3, it's also why Team Liquid and Tempo Storm have under-performed internationally: both teams employ a more rotational style. Liquid does better, generally, because their teamfight is crisp enough, usually.

  6. I think this explains why, contrary to most other MOBAs, tanking and supporting are the most important roles in HOTS. Dyrus pointed out in his HOTS AMA that teamfights are crisper in HOTS overall, and I'd argue this is magnified in competitive because of core game mechanics (especially mounts). As a result, strong tank players who know when and how to crisply initiate, and support players who know when and how to catch dps spikes/stunlocks and/or counter-engage crisply are essential. Timing is of paramount importance in this game, because of crisp execution. Generating those momentum swing moments is huge - which means ancestral/palm to catch spikes, Dream to swing a fight with big silences, Mosh Pit to stop a team... and on assassins/utility, abilities like Void Prison and Leyline to stall a team-fight and reverse momentum. (Related: This is also why Aka can't carry GFE on Malfurion - the team doesn't respond as a unit to Dream - whereas he can on Lucio/Rehgar because of sound barrier/ancestral having defensive utility in correcting slight mis-positioning errors.) NA has a relative lack in both categories, and it shows, but this is why it's so huge. Out-farming with your ADC just isn't a thing in this game; which caps rotation/soak optimization, and enhances the importance teamfight coordination.

  7. Finally, it explains why ego/shotcalling conflict and team practice/ethic are so important. Being on the same page for when and how to initiate a teamfight is huge. You cannot consistently perform well if players are constantly doubting one another, especially their callers, or if there is conflict in shot-calling.

submitted by /u/Delavan1185
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