Heroes of the Storm - Kendricswish latest person to be silenced inappropriately |
- Kendricswish latest person to be silenced inappropriately
- Blizzard, can we not prioritize nerfing the survivability of Warriors every time they are over-preforming?
- Almost all new heroes have no need for mana management whatsoever: Blizzard should balance using mana more often.
- Cho’Gall: Are Two Heads Better than One? - Something is rumbling in the Korean Meta
- Bug: Black heart's bay map is bugged, Showing wrong number for coins owned by both teams.
- Alexei Dunkov
- Cap. ADab revealed his thoughts on the 'surrender' system.
- [Bug] Pressing Stukovs E more than once before he starts casting it will cancel the effect immediately.
- [FANART] Flamelord Thrall
- Math of the Storm: Patch 26.3 Live Balance Changes (Malthael, Tyrande, Anub'arak)
- Illusion Master STILL doesn't work as intended, been bugged for over a month now.
- I'm sick of people who say "gg" before the game ends
- Stukov has no mana problems whatsoever. Considering he is a combined sustain/burst healer, I think he should.
- Dunk, Mewn, BamBam, Cyasteve, and Horsepants getting farmed on Hanamura best moment
- My first Stukov QM was probably the funniest time I've had in this game in a while
- On another topic other than Stukov, Xul's rework is absolutely incredible.
- Hero League: Small changes to fix big problems
- Next level Stukov plays
- Guide to increasing build complexity to learn Stukov
- BHB Coin indicator.
- Stukov, saving the enemy one shove at a time
- As usual: new patch, new bugs :)
- I picked Auto Select and it gave me a Spray that Blizz will add Soon™
| Kendricswish latest person to be silenced inappropriately Posted: 12 Jul 2017 12:37 PM PDT
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| Posted: 12 Jul 2017 01:38 PM PDT So, in the recent year or so, I've noticed a pattern with mainly Warriors and how they seem to want to balance them, and from what I can tell a lot of the times, if a Warrior is over-preforming or under-preforming, Blizzard is always willing to either to nerf or buff the health of the Warrior more so then any other aspects? When Diablo and Chen were reworked to be more solo tanks, they both were over preforming, but instead focusing on aspects of their kit that was too strong, the main nerfs to those heroes was their survivability Even when some Warriors were under-preforming, like Stitches Anub'Arak and Cho'Gall, one of the first series of buffs the Warriors received is Health buffs. Now, I'm not saying this isn't an effective way of balance a hero, as I'm sure the changes are effective at doing what they need to do, but I just wish Blizzard would focus more on chancing aspects of the heroes base kit. Let's take the Anub'Arak changes from yesterdays patch. Personally, along with the Cocoon changes, I would've maybe reduced the stun duration on his impale or reduced the speed of his charge ( or something like that. ) instead of nerfing his HP. Now, I'm no balance expect, nor am I claiming to be, but I don't want to lose another solo warrior, and frankly I just want my Warriors to not die in the first few seconds of a team fight. I understand that we have Bruisers like Artanis and whatnot, but our solo tanks, like Diablo, Chen, Johanna, and now Anub'Arak, feel so squishy, more so then they've ever before, and it's just doesn't feel right. TL;DR I wish Blizzard would stop nerfing Warriors by reducing their HP and instead nerf other aspects of the Heroes kit. Warriors feel very squishy because of it and that, to me, doesn't feel quite right. Edit: I am loving the discussion of the many different options we are seeing on this thread. Some things we're said that people agree with, and disagree with, which is great. Keep it up. [link] [comments] | ||
| Posted: 12 Jul 2017 11:53 AM PDT In every case of a new hero being too powerful, they've been nerfed after identifying what makes them so strong. However, almost never have they been nerfed by making them more mana-dependent. The latest hero released I can name with real mana problems is Li-Ming. I was kind of shocked to go through the list and find out that it's been almost one and a half years since the last mana-hungry hero was released. (EDIT: Fine, Xul too. That's 21 heroes ago instead of 22.) In order of release: Stukov: Can go oom, but takes a very long time to do so. Malthael: Can also go oom, but only after spamming his Q off cooldown for almost a minute, which will only happen in teamfights and his oom-ness will only really occur afterwards, not during. D.Va: Has no mana. Genji: Has no mana issues. Cassia: I don't think I've ever seen a Cassia being out of mana... Probius: Generates mana for himself. Lucio: He only has one mana-intensive ability, but it's not enough to make him oom unless he fights for way longer than he should be. Valeera: Does not use mana. Zul'jin: Only his mage build (which isn't even viable) can realistically get out of mana. Ragnaros: Maybe if laning for over 5 minutes. Mana doesn't limit him. Varian: No mana issues. Samuro: Does not use mana. Zarya: Does not use mana. Alarak: Pre-rework he might've gone oom sometimes, but his rework lowered his mana costs even further. Auriel: Does not use mana. Gul'dan: Mana is life. Life is mana. Medivh: Extremely extensive team fights and missing your Q might make you go oom, but it's never really a problem. Chromie: No real mana problems. Any she might have (after fighting for an hour or so) is countered by Timewalker's Pursuit. Tracer: No mana. Dehaka: His cooldowns are all fairly high compared to his mana costs, and even if you were in mana issues, you can teleport across the map. Xul: Pre-rework he had mana problems if he duo-soaked, but talents easily fixed it. Li-Ming: Can actually go oom if she gets a lot of resets and uses her ults constantly. TL;DR Maybe give new heroes mana costs actually worth taking into account if they're too powerful? [link] [comments] | ||
| Cho’Gall: Are Two Heads Better than One? - Something is rumbling in the Korean Meta Posted: 12 Jul 2017 06:23 PM PDT
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| Bug: Black heart's bay map is bugged, Showing wrong number for coins owned by both teams. Posted: 12 Jul 2017 08:39 AM PDT It is just a visual bug, but it really made the game so hard .. People were so confused .. "Turn in" Spams were everywhere .. "GUYS WHO HAS THE COINS" .. This must be fixed soon. [link] [comments] | ||
| Posted: 12 Jul 2017 02:12 AM PDT | ||
| Cap. ADab revealed his thoughts on the 'surrender' system. Posted: 12 Jul 2017 08:19 AM PDT | ||
| Posted: 12 Jul 2017 01:59 PM PDT Has to be one of the most frustrating bugs for a button masher :(. [link] [comments] | ||
| Posted: 12 Jul 2017 07:25 AM PDT
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| Math of the Storm: Patch 26.3 Live Balance Changes (Malthael, Tyrande, Anub'arak) Posted: 12 Jul 2017 07:11 AM PDT | ||
| Illusion Master STILL doesn't work as intended, been bugged for over a month now. Posted: 12 Jul 2017 07:08 AM PDT This is how it is meant to work As you can see, images follow commands and keep them commands when you select another image / switch with Illusion Master. On live selecting an image will cause it to stop, swapping with an image will cause Samuro and that image to stop. [link] [comments] | ||
| I'm sick of people who say "gg" before the game ends Posted: 12 Jul 2017 01:25 PM PDT Alright short backstory and short rant. My two friends and I get into a game on Dragonshire. Game goes pretty well. A lot of back and forth. Due to some unfortunate mistakes the enemy got 2 DKs into a row. At that point our Butcher declared GG. We were even on keeps. We were even on levels. We successfully defend mid as 4 against 5 while Butcher pushes top mindlessly and relentlessly. My friend had pinged him a few times and even said "you're going to die" at which point he did. He says "no shit, this game is over" I said alright Butcher I'm going to show you how wrong you are. He says fine then carry me, spawns and returns to top. During this time frame at the 20 minute mark I get a kill, followed by another 2 kills 30 seconds later. We start pushing into their base. I can feel my heart racing. This might be it. We might win. Then my screen turns black. Windows has decided to update. My mouth drops. I'm boiling with anger. Now this Butcher will simultaneously believe he was right and also that I quit the game. He can even justifiably report me for leaving. My friends inform me Artanis bot killed himself and we lost. There's no happy ending to this story. But there could have been. And not just because we almost pulled it off but because if he had just hung in there ON A LATE GAME HERO we could have won. But no game was "gg" I'm sick of this attitude. I'm sick of nothing happening to these players when they're reported. You only get silenced for abusive chat. He said he was feeding and he gave up. That should put him on an instant timeout. The dude needs a break. I don't want to play with people like this. And I hate how common it has become. The game is over when it ends. Not a second before. [link] [comments] | ||
| Posted: 12 Jul 2017 06:45 AM PDT After 5 minutes of laning with taking just the fountain and no mana talents whatsoever, I still had plenty of mana as Stukov while not even trying to manage my mana. With the strength of his heal, I really think he shouldn't be able to use all of his abilities liberally, even if he turns out to not be overpowered (though I think he is). I really hope his mana costs get changed significantly, especially on Healing Pathogen (30 mana for what it does and allows is way too little); OR add a significant mana cost to Bio-Kill Switch. EDIT: At level 1, heroes regenerate 3 mana per second. Stukov using his heal off cooldown will expend 3 mana per second. A very similar heal over time healer, Malfurion, will expend 9 mana per second. [link] [comments] | ||
| Dunk, Mewn, BamBam, Cyasteve, and Horsepants getting farmed on Hanamura best moment Posted: 12 Jul 2017 08:53 PM PDT
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| My first Stukov QM was probably the funniest time I've had in this game in a while Posted: 12 Jul 2017 06:47 AM PDT I bought Stukov straight with gold and equipped his red skin variation. After quick AI training I went to quickmatch and after 13 minutes finally found a game. When the game started, the very first thing I wrote into the chat was "Check out guys I'm M Bison". After that, the rest of our entire match was filled with chat messages of Street Fighter movie (and some cartoon) references. Even though the match went badly for us for the first half (no, not because we would've been just typing jokes instead of playing), one of us got salty or angry at any point because we solely focused on having fun atmosphere. My favourite part was when we saw enemies approaching our core, one of our guys said "Quick, change the channel!" Though in the end we managed to win with almost team whipe and taking two temples and finished with "YESS, YESSS, YEEESSSSS!". I don't think I can recall ever having this much good team spirit with 5 random QM players. [link] [comments] | ||
| On another topic other than Stukov, Xul's rework is absolutely incredible. Posted: 12 Jul 2017 12:26 PM PDT Only just got around to playing him again for a few matches since the latest patch and I'm blown away. Tried a few different builds and he's just generally more fun to play, and you can play him far more aggressively now I feel. Props to Blizzard for this, really. [link] [comments] | ||
| Hero League: Small changes to fix big problems Posted: 12 Jul 2017 09:14 AM PDT
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| Posted: 12 Jul 2017 09:28 PM PDT
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| Guide to increasing build complexity to learn Stukov Posted: 12 Jul 2017 12:13 PM PDT Hi everyone! First major post here. Caveat: The following notes are suggestions only, not a declaration of what's best. Stukov has a lot of combos which can be daunting to new players. I wanted to give some build suggestions on how to slowly escalate the complexity of playing Stukov, so you can master him without feeling frustrated. Build 1: Baby's first Stukov game Lvl 1: Growing Infestation. It will synergize with lvl 7 recommendation. Can also pick Spine Launcher. Lvl 4: One Good Spread. Just remember to spread the love. Biotic Armor is also good if you are playing against an AA carry like Butcher. Lvl 7: Within My Reach to try to shutdown enemy healers. Though it is easy to get value out of any of the first three talents. Lvl 10: Massive Shove. You will get some bad shoves (like saving a low-health enemy, or putting yourself in a fatal position) but it is better to start practising early than to rely on a bad talent like Flailing Swipe. Lvl 13: Reactive Ballistospores if you have died three or more times already. If not, Lingering Spine lets you be more mobile. Lvl 16: Universal Carrier. Just set it and forget it. Alternatively, go with Superstrain if enemy has VERY obvious stuns like Butcher charge, Hunt, Judgement. Probably not worth it if the stuns are executed faster, like Lunar Flare or Gravity Lapse. Lvl 20: Push Comes to Shove. Shoves them faster, makes your channelling time shorter. Playstyle: Focus on getting a good spread of healing before detonation with D. Try to shut down enemy healers by placing lurking arm in chokes. Get some sense of positioning for Massive Shove. Don't worry about W combos, just cast it regardless of D or E. Build 2: The Quests Begin Lvl 4: Vigorous Reuptake. Other than that, you can follow the above build. Playstyle: Same as above but starting at lvl 4, you'll want to spread the Q and kill it with D during any available downtime until you complete the quest. Doesn't matter if your allies are already full health, just do it any time you don't anticipate a teamfight in the next 12-ish seconds. Build 3: Double burst healing – Getting complex now Lvl 1: Spine Launcher. To combo with lvl 7. Lvl 4: Vigorous Reuptake. Lvl 7: Targeted Excision. Slow the enemies with an auto attack, then try to land your W on just one enemy. Then hit D. Lvl 10: Massive Shove Lvl 13: Reactive Ballistospores if they keep diving you. Lingering Spines otherwise. Lvl 16: Pox Populi. Because you will be exploding the healing pathogens quite quickly (see Playstyle below), you will get more value out of Pox than UC. Lvl 20: Push comes to shove. Playstyle: In addition to playstyle descriptions of Build 1 and 2, now it actually matters if you land your Ws. This is why picking the slow on lvl 1 is helpful. Assuming a 5v5 teamfight scenario: start by casting Q then, while it is spreading, slow an enemy with your auto-attack, cast W on that enemy. Ideally, by now your Q should have ticked down to 6 second cooldown and your W should be on just one enemy. Hit D. You will get the aoe burst healing, and your Q and D will be on a 5 second CD. In 5 seconds, you can cast the Q again, and once it spreads, hit D. Don't wait for your W, as it will be on a longer cooldown. In my experience so far, just being able to get two quick burst heals on the entire team is enough to turn most teamfights in your favour. By getting comfortable with Targeted Excision, you will be able to unlock a lot of Stukov's healing potential. Builds 4-6: Complexity intensifies For each build, swap out talents from Build 3 and slot in the ones given below. Build 4: Lvl 13: Virulent Reaction. Spread Q, hit one enemy with W. Pop down your E under the W target before hitting D. Easier if they are slowed by your Auto Attack. But be quick, or your Qs will start expiring on allies. Build 5: Lvl 1: Poppin' Pustules. You no longer have your AA slow, so Ws will be harder. But Targeted Excision will now be more rewarding, because exploding W on a single target will cast the effect on enemies near the target. This is currently my playstyle and preferred build. I haven't managed to master the higher complexities. Build 6: Lvl 1: Fetid Touch. Getting all 40 stacks early will allow you to repeatedly burst heal the group at 5-6 second intervals (assuming you are getting Targeted Excision off every time). This is INSANE levels of healing, but it is also insanely tough to do because stacking Fetid Touch is very, very slow when trying to proc Targeted Excision. I guess if you are facing Vikings or a 4-man bot-lane, it is possible to get most of the stacks before lvl 7 * shrug *. Build 7: GOD TIER STUKOV Lvl 16: Universal Carrier Playstyle: With healing pathogens on most of your team, and one single W on your Targeted Excision target, you want to hit the D right when healing pathogen is MID-AIR while transferring back and forth through Universal Carrier. This means infinite healing pathogen on everyone at all times. Ideally, you'll also have Fetid Touch and Vigorous Reuptake completed. Ideally, you'll also be using Virulent Reaction to root the Target. Ideally, you'll also be juggling five knives IRL with one hand and rocking a baby to sleep with your other hand. And while you're at it, why not throw in the lvl 20 Bio-Explosion Switch and try to get a 5-man silence there, Bakery. Making the rest of us support mains look like monkeys... * clears throat * Getting back to Stukov, I suggest slowly increasing the complexity of playing him instead of jumping into the deep end and being frustrated constantly. Also, I have a few suggestions for Activision-Blizzard:
Other than that, I'm very happy with Stukov right now. Lots of complexity, lots of timing / positioning concerns, and high rewards for those willing to put in the practice. A+ support. [link] [comments] | ||
| Posted: 12 Jul 2017 12:21 PM PDT Before starting, no, this is not a post about the recent bug involving the wrong number of coins. This is something I have been thinking for a while now. The indicator at the bottom right of the screen shows how many coins have been paid, how many coins do each team need for the next round of shots and how many coins has the team in total. This information is CRUCIAL for making decisions on this map. Now, when a team is firing its shots, this indicator desapears. WHY? Why does this happen? What's the point in this? If the enemy team is firing, I need to know if the coins I carry will be enough to sneak a turn in, I need to know if the enemy team will try to camp the chest to get another turn in right away, and so on, and on... Is there a reason why the indicator dissapears when the shots are fired and I'm not aware of? [link] [comments] | ||
| Stukov, saving the enemy one shove at a time Posted: 12 Jul 2017 08:48 AM PDT Seems like Stukov is the new Dibbles. All you Stukov mains out there, there's no need to shove the enemy when they're CCed and about to die. That is all. [link] [comments] | ||
| As usual: new patch, new bugs :) Posted: 12 Jul 2017 02:18 AM PDT Hello, The new patch just hit recently, and New/old bugs are beginning to (re)surface: Here are a few i have personally experienced:
I am sure there are more out there, Have you noticed anything new? Here is a shortlist of the Bugs people mentioned in the commencts so far :
[link] [comments] | ||
| I picked Auto Select and it gave me a Spray that Blizz will add Soon™ Posted: 12 Jul 2017 04:47 PM PDT |
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