Heroes of the Storm - Heroes Lounge Season 4 Sign Ups Are Open! |
- Heroes Lounge Season 4 Sign Ups Are Open!
- [BUG] Getting Talents 2 levels earlier (with Chromie)
- Before Valeera Patch (Jan 24, 2017), Try Mode Remembered Your Selected Hero Level/Disabled Ally Malf Settings After Exiting. Can We Have This Feature Back?
- If Blizzard says that there are problems with Hanamura and changes are coming, what is the reason behind leaving it in rotation for Ranked play?
- Can we compromise on 2.5 base healing for Lucio
- Rexxar's lvl 16 talent "feign death" is bugged, and it's been killing me.
- Most heroes ability damage scales at 4% per level, but here are the other scalings you might not know.
- [Fan Art] Khalai Kael'thas
- [Bug] Boss goes afk in lane
- Having a bad day? Here's Lunara in an office chair.
- New player here, this game is supprisingly enjoyable
- Why can Jaina not control Elemental while channeling yet Rexxar and Kerrigan can?
- We need more Support-function in any Role, not just more Healers.
- TFW you're not allowed to leave.
- A Serious, Critical Analysis of the Reverse Draft Meta Game–MSB Draft Breakdown
- Murky's lvl 1 talent is majorly bugged right now!
- A look at the Korean Prizepool from 2016 and 2017
- [Fan Art] The Fountain
- Noblesse annouced his movement to Estar Gaming for a mobile game with Duckdeok
- Another Chance At Tickets For Blizzcon® 2017—on Sale July 5!
- Cassia, the Amazon Waifu
- Ashmane, the Greymane skin that we all need
- Hero Discussion: Rexxar
- Blizzard at DreamHack Summer 2017
- Hanamura has its issues, but it has some neat ideas that I hope will be explored in the future
- Newer player here. Can anyone explain why Stitches paper spray is a pigeon? Am I missing a joke?
| Heroes Lounge Season 4 Sign Ups Are Open! Posted: 21 Jun 2017 03:13 AM PDT Heroes Lounge has opened its doors for what is sure to be another incredible season of amateur HotS! Head on over to www.heroeslounge.gg before midnight on July 9th to sign up. If you are not yet familiar with Heroes Lounge, we are Europes largest Heroes of the Storm amateur league where teams can compete once per week in a Best-of-3 series. Regardless of ability, from bronze to GM, theres a place here to play with people at your level, competitively, and in an encouraging and fun environment. Our team of casters try to cast as much matches as possible live on our Twitch.tv channels. Whether you have a team or not, there is a way for you to join in. Already have a full roster? Then head on over and register your team. Don't quite have 5 people to play with? Register the players you have and we will fill your team with free agents of a similar level. Want to become a free agent? Sign up on our website and register as a free agent to be placed with like-minded and similarly skilled players. In all of these cases, there are always teams and players looking for each other on out discord server (Heres the link). If you have any questions, don't hesitate to ask. We also have a fantastic community over on our discord server, so feel free to join in the discussion. Hope to see you in Season 4! [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||
| [BUG] Getting Talents 2 levels earlier (with Chromie) Posted: 21 Jun 2017 08:10 AM PDT Was playing a QM game with Chromie on Sky temple and was getting talents earlier than our team level. I only really noticed it when I was able to pick my ult at level 8 but it continued on. Anyone else notice this bug? [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||
| Posted: 21 Jun 2017 09:40 AM PDT Before Valeera Patch (Jan 24, 2017), Try Mode remembered your manually-set hero level after you exited out. If you turned off allied Malfurion, it remembered this as well. You didn't have to reset these settings every time you went back into Try Mode, like how we have to now.
Whenever I launch Try Mode, the first thing I do is crank my hero level to 20 so I can quickly go through and test all the talents. I also turn off Malfurion so I can solo lane vs. the Arthas and not get healed constantly (or have Malf push the lane while I'm idle reading my talents). I'm kind of getting tired of having to manually reset my preferences every time; QoL went down. I submitted a bug report on the official PTR bug forum on day 1 of Valeera PTR. It's been half a year and I'd love to have this feature back.
This function was lost when Blizzard started implementing more features to Try Mode, like the complete quest button, being able to choose the enemy hero, and being able to choose an allied hero to replace default Malfurion. I'm guessing something broke in the process and they never bothered to fix it.
Do others here share the same frustration? [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||
| Posted: 21 Jun 2017 10:20 AM PDT Last time this happened with a map (Haunted Mines) they removed from rotation until they believed it was ready to go. What is the reason behind leaving Hanamura in the ranked rotation as opposed to taking it out until changes are applied? Honest question, no trying to flame, just curious why that decision was made. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||
| Can we compromise on 2.5 base healing for Lucio Posted: 21 Jun 2017 01:58 PM PDT 33% nerf was huge, to the point where healing without amp it up is laughable. If you don't want to revert back to 3 blizz, that's fine, but a value more than 2 would be awesome. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||
| Rexxar's lvl 16 talent "feign death" is bugged, and it's been killing me. Posted: 21 Jun 2017 07:56 AM PDT I don't know if this was addressed or not but here goes nothing. Before, you could use it like ice block but the good thing is that you can control misha while in the stasis. The problem now, is that you can't use your W which is the STUN misha provides when you're in stasis. She used to be able of doing it but now she can do it no longer. As a rexxar main level 37, I find it too hard to use feign death now because of the missing stun from misha. The good thing about rexxar is his ability of going alone camping and split-pushing without fear of a gank since he can use feign death as a "let's wait for my allies". But now you can't use the stun which makes it so bad as a lvl 16 talent choice. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||
| Posted: 21 Jun 2017 01:07 PM PDT Assassins: Falstad - Hinterland Blast - 4.75% Gall - Shadow Flame 5% , Twisting Nether 5% Guldan - Fel Flame 4.5% , Corruption 4.5% Li Ming - QWE 3%, both R 5% Lunara - Passive 5% (hots wiki misled me) Tracer - Pulse Bomb 5.5% Varian Class Varian - Passive 3.5% Specialists Murky - Puffer HP 5.5% Probius - Q W 5% Hammer - BFG 3% Zagara - hunter killer 3.5%. Infested Drop 3% Warriors Cho - Hammer of Twlight 4.5% What does this mean? Some heroes (Li Ming and Zag) have lower basic ability damage as the game goes on. Other heroes (probius, gall, guldan) have slightly higher damage as the game goes longer. Tracer's ult starts off weak, but thanks to the best scaling in the game (5.5%) it deals almost 300 extra damage at 20. Li Mings QWE scales worse than most mages, but her ults scale better, so its a trade off. I found this interesting, and it is a factor in why some heroes seem stronger early and weaker as the game goes on. However there are many other factors at work in what makes a hero strong early vs late. Interestingly most of this list is assassins with no supports deviating from 4%. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||
| Posted: 21 Jun 2017 07:55 AM PDT My take on a Protoss themed skin for Kael'thas, probably violating at least several in-universe dress codes for the different castes since it's been forever and a day since I last played StarCraft. Suggested by /u/VeryC0mm0nName in the last post I made on reskins. I'd love any suggestions for other reskins! (And of course opinions/advice) [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||
| Posted: 21 Jun 2017 05:52 PM PDT This push would have likely won us the game, we went in expecting a boss and a full zerg wave to follow up. Instead this happens. https://www.youtube.com/watch?v=BDfaWOmcj2U Result: enemy that has been losing all game long and would have lost the game here, is not only still in the game. They end up with a level lead. I lost my promo to master because of this :( [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||
| Having a bad day? Here's Lunara in an office chair. Posted: 20 Jun 2017 10:38 PM PDT
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| New player here, this game is supprisingly enjoyable Posted: 21 Jun 2017 01:44 AM PDT I've been playing almost every moba titles, but only LoL can stick around with me. I started to play this game recently, and holy hell I can't tell how much less toxic this game compare to LoL. Default mute all, no gold, no items, fast-pace gameplay, diversity in playstyle thank to the talents, everyone's lv is equal to each other. The best part is I can play the hero I want anytime. I played 2 games in the last couple hours. in these 2 games me and my team were on the edge of losing, but everyone still try their best. Eventually, we won. Why didn't I find this game earlier ? I feel like I've missed so many fun stuff in the game . Anyway, this is just a dumb post I made after a couple of awesome matches in this game. Which was a really great experience for me, especially when it's a moba. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||
| Why can Jaina not control Elemental while channeling yet Rexxar and Kerrigan can? Posted: 21 Jun 2017 07:55 AM PDT Any idea of why this is? Anyone able to spread any light on why she cant yet others can? Basically this is just subtext due to rules [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||
| We need more Support-function in any Role, not just more Healers. Posted: 21 Jun 2017 10:22 AM PDT I read a thread titled "We need more supports" and while I generally agree with the sentiment, I think the whole argument is misdirected within much of the community. I have seen a gradual change over time in HOTS from Alpha to now. Also I want to state a clear difference between Support and Healer. I will henceforth refer to Healers as HealBots, because that is what they are. In alpha, Supports were necessary but you really only needed 1 because outside of Healbotting, Supports did not bring a lot to the table. Also, Healing output to DMG ratio was high in the pre-Scaling Redesign days, and as such, most supports felt like HealBots with some limited utility. This role, "Support" being synonymous with Healing made the role very unattractive for most players, and really repetitive for "Support Mains" who are relegated to picking the SAME 2-3 supports every game, whichever at the time happened to offer the best Healing output, because that is what you were there for. Rehgar was top dog because ChainHeal spam was reliably effective, Ancestral was huge, and no other support at the time came close to his numbers (pre Malf rework). Piano Uther was huge because he had a Shield on a separate CD, Benediction for double Q, DShield, and Shrink Ray. It was always one or the other, and after Malf rework, it was always Malf or Rehgar. The problem: In a solo Healbot meta, there will always be 2-3 standout Heroes due to their ability to just heal. Even worse, the existence of Healbots created a HUGE crutch that other players came to expect. Many players are lazy about dodging skillshots because they expect to be constantly healed, they often don't pay attention to positioning, and are quick to blame Supports for their deaths when they aren't completely healed to full every 6 seconds. This crutch has to go, this design has to go, and the answer is to lower the HPS of ALL heroes, while opening new utility. And this is exactly what Blizzard has been systematically doing over the past year of Reworks.
What I am getting at, is Blizzard has been on the warpath to reduce the "healbot" nature of the current Support role, while making the "Support-Role" Heroes more engaging and versatile, to open the Meta AWAY from Healbots! I saw a Comment on the aforementioned thread that said:
With the mindset of "best solo support" then yea, there are 2-3 supports that will always provide the best HPS over the rest. This is a game design problem, but Blizzard appears to be systematically tearing it down, and rightfully so. In the larger perspective, all "supports" are viable, just not always a strong SOLO Healer. Adding more Off-support Talent options to other Roles allows Teams to draft any Support early, knowing another Hero Role later in draft could fill in any obvious support weaknesses, which creates a system where all Heroes viable. Everyone in this community needs to purge the notion that the ideal team comp gets 1 support, and that hero maximizes Healing so no one else has to support the team; this is absurd, and any look at HGC or play in GM TL will show that 2 "support" comps are common and exceedingly strong. I still use each and every support in TL, because all are viable knowing that another teammate can pick a 2nd sup to fill any weaknesses. Generally early Draft picks put an emphasis on Uther/Auriel/BWing/Rehgar for the most part. But for the 2nd off-support, I include Lucio, Malf, Kharazim, Zarya, Medivh, Tass and Tyrande as standout options. Even Shield-Abathur, Tyrael (shields and sanct), and ETC (huge peel, Groupies, move speed) are amazing to fill in the support gaps. My point here is the player base must start to conceptualize what a Team needs during draft to sustain through poke and survive burst, and that the solution to this question is NOT just a single Hero, it is a combination of Heroes. Personally, in the current build I always aim to draft around Uther/Auriel early picks then add a 2nd support late to fill out our weaknesses. Uther plays a mean 2nd Frontline who can eat dmg with self-heal from Q, deliver reliable CC on any target to lockdown kills, and can peel for his backline with stun, DShield or DStorm. To play this way, Uther really needs a backline 2nd support pick to sustain the rest of the team while Uther keeps being a boss. Auriel is a HPS monster if you create a comp that never stops fighting, but she suffers during siege/objectives without easy access to Hero-on-Hero dmg for Hope. Throwing a 2nd sup in there offsets this liability, and heroes like Rehgar/Malf(new Mage Malf)/Lucio and even Abathur can bring enough to the table that together you have strong sustain and team fight potential. My point here is that all players should start playing support/offsupport more to understand the versatility, and then Draft with the flexibility of off-supporting in mind! Yes, we need more "support" options, but this includes any hero with Talents or skills that offer strong off-support potential in the form of Shields, Mobility, Armor, or low sustain HPS. This can come from any Role, including Tanks, Support, Specialists and even Assassins (lets be honest, Tyrande is a an assassin off-support now). The continuous reworks has gradually shifted away from Support = Healbots, and as a result the meta in HL and TL has opened up to MORE diversity in Team composition, because STRONG compositions can utilize a MainSup+OffSup just as you may have a MTank and a OTank (Bruiser/Uther/Rehgar). Reworks that focus on decreasing Healing output while increasing CC/DMG/Utility are key, as they allow mixes of 2 "support like" roles, which create flexible combinatoric options during Draft. TLDR: When Supports are just heal bots, then a team only needs 1, and the obvious result is the meta devolves to favor 1 or 2 Support Heroes because they will rise as the best at that 1 task: Healing. Adding MORE ways to support opens Draft composition options to >1 support functionally and makes the game more dynamic and flexible. We need more off-support potential in Talent reworks and new Hero releases to continue to expand the options during Draft, and eliminate the "first pick top Healbot" meta that was Malf's state 1 month back. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||
| TFW you're not allowed to leave. Posted: 21 Jun 2017 07:10 PM PDT
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| A Serious, Critical Analysis of the Reverse Draft Meta Game–MSB Draft Breakdown Posted: 21 Jun 2017 10:01 AM PDT
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| Murky's lvl 1 talent is majorly bugged right now! Posted: 21 Jun 2017 03:41 AM PDT I'm not sure how known this bug is, but for some reason the'Egg Hunt' talent at level one, no longer gives stealth. It says "Stealth for 0 seconds" as the passive instead of 3(?) seconds like it used to be. I tested it, and it gave no stealth at all, as the tooltip claims. If this was a direct nerf why would they leave the stealth for 0 seconds there in the first place, it is most likely a bug. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||
| A look at the Korean Prizepool from 2016 and 2017 Posted: 21 Jun 2017 12:02 PM PDT I wanted to make this post because there are a lot of questions here on if or why the Koreans are leaving for money reasons. Disclaimer: Everything posted below comes from liquipedia for 2016, the prizepools for major events were:
This means that one team could potentially get $856,026 if they got 1st place everywhere. For 2017 (for so far we know)
So this means that the 1st spot prizepool this year is Mind you, this was Only about the KR HGC Top 1 team. The money in the league has gone up from $474,360 in 2016 to $ 850,000 in 2017. The Bottom teams of the league earned $23,718 in 2016, and $100,000 in 2017. As you can see the Top team is worse with the system, but from pretty much from place 2 and lower it evens out or gets better. From here on it is no more math: If I remember correctly, HGC Korea went from the big OGN studio from last year to the smaller on without audience because the stadium is already booked for other events in the weekend, and it had to move to the smaller studio we know now, since Blizzard wants to get the HGC leagues evened out and all on the weekend days. If that last part is not true I'd like to hear it and i will delete it. EDIT: Blizzcon's Prizepool is $1,000,000. Since there are 4 more teams now, the 1st place prize will probably be a bit lower than the 300,000 from last year, but we don't know what as of yet. EDIT 2: I will break down all of the major prizepools this weekend/next week when I've got more time on my hand. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||
| Posted: 21 Jun 2017 01:14 PM PDT My drawing of the fountain from Battlefield of Eternity http://lastivkadiana.deviantart.com/art/Tree-from-Heroes-of-the-storm-686827505 [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||
| Noblesse annouced his movement to Estar Gaming for a mobile game with Duckdeok Posted: 21 Jun 2017 08:23 AM PDT
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| Another Chance At Tickets For Blizzcon® 2017—on Sale July 5! Posted: 21 Jun 2017 04:53 PM PDT
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| Posted: 21 Jun 2017 09:20 PM PDT
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| Ashmane, the Greymane skin that we all need Posted: 21 Jun 2017 07:55 AM PDT | |||||||||||||||||||||||||||||||||||||||||||||||||||
| Posted: 21 Jun 2017 06:24 AM PDT Making this thread as there hasn't been a daily hero discussion for a few days and there haven't been many threads about Rexxar since his talent rework. I've recently picked up Rexxar and really enjoy his playstyle, however controlling Misha feels incredibly clunky due to being unable to make her passive like his old trait used to which leads to having to tell her to retreat only for her to immediately re-engage if Rexxar is attacking a target, which often leads to her getting killed. Rexxar is incredibly weak without Misha, which is fine as a trade off for having two heroes, but Misha herself is fairly easy to kill and relies on the healing from Mend Pet for her tankiness, this in combination with the clunky controls often leads to a dead bear and a useless Rexxar. From what i've read, Rexxar was once considered the strongest jungler in the game, and while he can still take any camp safely from early in the game, until he gets his level 13 talent (either Wildfire Bear or Direbeast) it just takes way too long. Animal Husbandry is a cool talent, but it's way too punishing if Rexxar dies, meaning that you have to play incredibly passive for the entire game, especially if the enemy has divers like Genji or Illidan (In which case you wouldn't choose the talent, but you're likely to get killed the second you show your face in a team fight regardless, making Misha useless). Disclaimer: I'm still fairly new to the game so take my opinions with a grain of salt. I'm interested in hearing advice from Rexxar mains on getting around his weaknesses and what he excels at. What do you think could be done to improve Rexxar? [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||
| Blizzard at DreamHack Summer 2017 Posted: 21 Jun 2017 09:30 AM PDT
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| Hanamura has its issues, but it has some neat ideas that I hope will be explored in the future Posted: 21 Jun 2017 06:25 AM PDT More specifically, the item camps - since they only give experience to the team that takes them, they act as an additional source of exp that can be farmed, on top of the utility that the items themselves bring. I hope that when Blizzard designs future maps, that they consider adding a mix of item camps and push camps; I think it could add another dimension to gameplay and enable different sorts of strategies on the map. Jungling could be a thing and teams could consider when to take which camp. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||
| Newer player here. Can anyone explain why Stitches paper spray is a pigeon? Am I missing a joke? Posted: 21 Jun 2017 08:33 PM PDT |
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