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I love the talent which makes uther's target take reduced damage for 2seconds. Also love the holy fire change. A purpose staying close to enemies now. Damn sounds like fun, especially with the synergy of some other new talents. I do not understand why they made greymane's burst even higher... Thats a BAD change.
Need to try a whirlwind build of sonya now, the healing sounds very nice.
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On July 06 2016 09:53 NonY wrote: I like the intent of the minion changes but I already feel like lacking wave clear is a significant liability and this'll make it even more extreme.
I second this. The direction make sense(making wave management more important, buff to split-pushing), but people already super under-value wave clear in the current iteration of the game. And now it's more important early (denying / obtaining globes), mid (increased minion damage) and late (catapult buff).
My biggest surprise among all the changes was that there weren't any adjustments to xul/slyv/vikings.
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I don't mind the catapault change, but I really want to see structure scaling buffs. They had Core buffs in a PTR a while back but removed them before they got into the game. It's kinda ridiculous how a single catapault can do 4-5% damage to the Core with each shot. It also would prevent the (imo) silly situations in late game where 2 heroes on one team die and the enemy team is able to immediately end the game despite the Core and 3 other heroes attacking them.
I like the idea that the Core has scaling shields affected by how many structures are alive. Have 2 forts and 2 keeps alive, but 1 fort and 1 keep dead in one lane? Your Core still has a good 75% of its shields remaining. Have all 3 keeps dead? Your Core has only 25% of its shields.
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fyi endless creep is tied to nydus network as the level 20 upgrade.
the way banelings work now is interesting. She is now very long range pokey if she wants to be.
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On July 06 2016 02:52 Thezzy wrote:
Hook (Q)
Hook can now target allied Heroes by default. This functionality can be toggled on and off through a new “Helping Hand” button. (Default hotkey: 1)
I'm gonna screw this up for so long. The pro's are going to screw this up for so long. The potential plays though, that I do like.
I don't think the pros will screw this up for more than half a game. It's pretty straight forward. Hell I don't think I will screw it up at all and I am pretty far from being a pro.
I do think it will be useful in HL when your retarded teammates dive for no reason though.
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On July 06 2016 04:19 Thezzy wrote: Damn it. They just couldn't change Kerrigan without breaking Ravage. Close range Ravages on the Arthas bot completely whiff, dealing no damage.
Kerrigan has been the only hero to give me trouble on the PTR as guldan....just saying.
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On July 06 2016 15:06 Perseverance wrote:Show nested quote +On July 06 2016 04:19 Thezzy wrote: Damn it. They just couldn't change Kerrigan without breaking Ravage. Close range Ravages on the Arthas bot completely whiff, dealing no damage. Kerrigan has been the only hero to give me trouble on the PTR as guldan....just saying.
I tried it myself in a PTR game (the lag from EU...) and didn't notice it there. Maybe it's something with Arthas or a bot.
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On July 06 2016 15:05 Perseverance wrote:Show nested quote +On July 06 2016 02:52 Thezzy wrote:
Hook (Q)
Hook can now target allied Heroes by default. This functionality can be toggled on and off through a new “Helping Hand” button. (Default hotkey: 1)
I'm gonna screw this up for so long. The pro's are going to screw this up for so long. The potential plays though, that I do like.
I don't think the pros will screw this up for more than half a game. It's pretty straight forward. Hell I don't think I will screw it up at all and I am pretty far from being a pro. I do think it will be useful in HL when your retarded teammates dive for no reason though.
I have this picture in mind where your teammates dive heavily and you just hook them back everytime they go deep, too. The flaming though :D Should add a text like Tracer's "stuck" saying "NO!" when you hook them back.
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Hooking a friendly who has a Pyroblast or Pulse Bomb on them. Or even just a Living Bomb. Or Poly Bomb. Going to cause some funny moments.
The possible saves/plays with it will be interesting as well. I can also imagine a ping-pong effect in QM games when there are two Stitches.
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On July 06 2016 15:57 Sewi wrote:Show nested quote +On July 06 2016 15:05 Perseverance wrote:On July 06 2016 02:52 Thezzy wrote:
Hook (Q)
Hook can now target allied Heroes by default. This functionality can be toggled on and off through a new “Helping Hand” button. (Default hotkey: 1)
I'm gonna screw this up for so long. The pro's are going to screw this up for so long. The potential plays though, that I do like.
I don't think the pros will screw this up for more than half a game. It's pretty straight forward. Hell I don't think I will screw it up at all and I am pretty far from being a pro. I do think it will be useful in HL when your retarded teammates dive for no reason though. I have this picture in mind where your teammates dive heavily and you just hook them back everytime they go deep, too. The flaming though :D Should add a text like Tracer's "stuck" saying "NO!" when you hook them back.
"OBJECTION !" would be fine, that's why I yell when I stun Lili/ETC out of their ultimates.
I like the changes they made, and the insane PVE of Zagara. Looks interesting
I really like what they did to BW too, increasing the heal but lowering the burst / shields. Now with a proper frontline she'll be on Morales levels of annoyance. Also, let's hope the change on Chen isn't too significant. I'm starting to play learn him now (god he's so OP), and being able to stop drinking when you want feels natural.
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On July 06 2016 17:12 Leolio wrote:Show nested quote +On July 06 2016 15:57 Sewi wrote:On July 06 2016 15:05 Perseverance wrote:On July 06 2016 02:52 Thezzy wrote:
Hook (Q)
Hook can now target allied Heroes by default. This functionality can be toggled on and off through a new “Helping Hand” button. (Default hotkey: 1)
I'm gonna screw this up for so long. The pro's are going to screw this up for so long. The potential plays though, that I do like.
I don't think the pros will screw this up for more than half a game. It's pretty straight forward. Hell I don't think I will screw it up at all and I am pretty far from being a pro. I do think it will be useful in HL when your retarded teammates dive for no reason though. I have this picture in mind where your teammates dive heavily and you just hook them back everytime they go deep, too. The flaming though :D Should add a text like Tracer's "stuck" saying "NO!" when you hook them back. Also, let's hope the change on Chen isn't too significant. I'm starting to play learn him now (god he's so OP), and being able to stop drinking when you want feels natural.
You still can; you just have to walk away. They just want to avoid someone accidentally clicking D twice when he wants to drink and therefore cancelling the entire drinking while putting it on CD. I think it's a good change. :-P
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Ok thank you for explaining ! If it's just that, it's perfect. I'm the kind of idiot who spams R and insta cancel a 4 man Mosh Pit, so it'll actually help.
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They just made lane pushing specialists significantly more important, didn't they? Also protecting your keeps is even more important now.
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On July 06 2016 21:37 Thax wrote: They just made lane pushing specialists significantly more important, didn't they? Also protecting your keeps is even more important now. Has anyone tested how this works out with Merc Lord?
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On July 06 2016 09:38 Ramiz1989 wrote:Show nested quote +On July 06 2016 06:17 FeyFey wrote: freaking hell most of my favorite characters changed and nerfed in the process. Now I hate Gul'dan even more. Atleast he sucks against stuns or in short sucks in heroes. Gul'Dan will probably be really good, just from the look at numbers and abilities, let alone talents that are sick. He is ranged assassin, but he will probably be the tankiest ranged assassin there is, with a lot of ways to give his HP back or to increase it through talent. He will also be great laner.
his sustain talent forces him to stand still. He also needs to use his sustain talent because of his trait. Unless he as a ranged assassin gets healed. So yeah he needs strong talents to make him even work in the slightest, since you usually don't want to waste heals on a ranged assassin. Don't mind though he will be played alot when released and my Chromie training will pay off big time against him muahahaha,
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I feel like the regen globes buff will benefit tassadar as a solo healer. Atleast in hero league.
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Meh my zagara is now a noob pve push bot... also they nerfed blink heal and shield but gave nothing to brightwing in return ?
At least I like the catapult change, should make it more consistent how threatening they actually are (sometimes you have all 3 keeps and for some reason it puts 0 pressure on the core, only gives vision).
Although clearly waveclear is going to become sooooo important, they will probably have to balance how much damage heroes deal to minions. Heroes with poor waveclear will be punished heavily.
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On July 07 2016 05:11 RouaF wrote: Meh my zagara is now a noob pve push bot... also they nerfed blink heal and shield but gave nothing to brightwing in return ?
At least I like the catapult change, should make it more consistent how threatening they actually are (sometimes you have all 3 keeps and for some reason it puts 0 pressure on the core, only gives vision).
Although clearly waveclear is going to become sooooo important, they will probably have to balance how much damage heroes deal to minions. Heroes with poor waveclear will be punished heavily.
Is the substantial boost to her passive heal not something in return?
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On July 06 2016 13:59 Larkin wrote:
I like the idea that the Core has scaling shields affected by how many structures are alive. Have 2 forts and 2 keeps alive, but 1 fort and 1 keep dead in one lane? Your Core still has a good 75% of its shields remaining. Have all 3 keeps dead? Your Core has only 25% of its shields.
It's a good idea, but how about a "simpler" effect ?:
The core gets 100% dmg reduction when 3 keeps are alive (as is right now), but 66% dmg reduction with 2 alive, 33% with 1 alive and 0% when all keeps are down.
That way it'd automatically scale (minions and heroes dmg is reduced by a flat percentage, thus scales with level).
And it should lead to more fighting to get the keeps as it's easier to end the game then - and less "no matter what we did before, when 2 opponents die at lvl 20+, we end". I mean the latter makes for good comeback effects, but I definitely would rather see such a "core gets less dmg the more keeps are alive" change instead of buffing catapults etc.
[edit] For 2-keep maps it would obviously mean 100% dmg reduction with both keeps alive (like it is now), and 50% with 1 alive
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On July 06 2016 12:52 Thetan wrote:Show nested quote +On July 06 2016 09:53 NonY wrote: I like the intent of the minion changes but I already feel like lacking wave clear is a significant liability and this'll make it even more extreme. I second this. The direction make sense(making wave management more important, buff to split-pushing), but people already super under-value wave clear in the current iteration of the game. And now it's more important early (denying / obtaining globes), mid (increased minion damage) and late (catapult buff). My biggest surprise among all the changes was that there weren't any adjustments to xul/slyv/vikings.
Yeah, this.
Like the intent of the changes, but there were ALOT of hereos with great waveclear in the last year (not only xul but Kaelthas or even warriors like leoric or Johanna got great waveclear comapred to "oldschool beta heroes" like say, ETC. Would be nice to see some "heack, lets just tack good laning onto this hero" revised then.
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