You aren't getting what you would get if you leveled a brand new account in crates as ChaosOS said in his post. But you got more gold from leveling your account initially, got each color tint for base mounts and heroes unlocked which they will have to get from crates, ect. You need an account hero level of at least 1,000 to get all 70 crates, and you will still get a crate every time you level a hero once it goes live. Keep in mind that you get 4 items of some type from each crate, you can re-roll multiple times, and you can unlock epic and legendary items, including multiples in even common crates. You are going to get a ton of free stuff if you have been playing for a long time and you can get stuff that previously you could only get by spending real money.
You also should get at least 1000 gems which you can use to buy more chests or new heroes/skins whatever.
I don't see anything in that blog post which specifies exactly what the ratio of the 70 chests would be. Like, they don't say "If you have earned more than 70 chests, you'll get X basic chests, Y rare chests, and Z legendary chests"
They just have the 70 cap and then the rate at which you earn chests, so it isn't clear what someone with player level 1500 would receive exactly. (other than no more than 70 total chests)
You aren't getting what you would get if you leveled a brand new account in crates as ChaosOS said in his post. But you got more gold from leveling your account initially, got each color tint for base mounts and heroes unlocked which they will have to get from crates, ect. You need an account hero level of at least 1,000 to get all 70 crates, and you will still get a crate every time you level a hero once it goes live. Keep in mind that you get 4 items of some type from each crate, you can re-roll multiple times, and you can unlock epic and legendary items, including multiples in even common crates. You are going to get a ton of free stuff if you have been playing for a long time and you can get stuff that previously you could only get by spending real money.
You also should get at least 1000 gems which you can use to buy more chests or new heroes/skins whatever.
I don't see anything in that blog post which specifies exactly what the ratio of the 70 chests would be. Like, they don't say "If you have earned more than 70 chests, you'll get X basic chests, Y rare chests, and Z legendary chests"
They just have the 70 cap and then the rate at which you earn chests, so it isn't clear what someone with player level 1500 would receive exactly. (other than no more than 70 total chests)
Played at least 1 game - 5 common
Per 10 account levels - +1 Common (Max 35)
Per 25 account levels - +1 Rare (Max 20)
Per 100 account levels - +1 Epic (Max 10)
Add up the max of each type and you get 70.
Danke, the max's on the end of each line is what tripped me up
edit->
So, a reddit user took the xp charts bliz provided and put together an excel sheet that estimates approximately what your new player level will be:
I've been playing since the beta and my estimated player level will be 1006. That means...
* I'm receiving about 65 fewer basic loot boxes * I'm receiving about 20 fewer rare loot boxes * I'm receiving exactly the number of epic boxes I deserve
This seems pretty fair to me. Obviously more stuff would be welcome, but it doesn't seem like 85 loot boxes is anything to cry about.
Keep in mind that every level after 10 is now the same xp and there is no hero cap. So I don't think veterans are going to be worse off than new players in earning rewards on any hero post-10 and 10 is going to be much easier to reach.
Some of the new skins look interesting. Nightmare Diablo whilst mounted looks like a Xenomorph crawling around. Sulfuron Uther is also eye candy. Infiltrator Dehaka looks sick as well.
I did notice (but this is probably PTR) that two skins I got via a code are locked on PTR, though the skins I've actually directly bought are available. I barely have any hero levels on PTR as the PTR is laggy for me playing from Europe.
My total hero level right now is a bit over 300 so I'm assuming I'll get a lot of chests when this hits live?
Most likely your new hero level will be even higher than 300 after they scale each hero up, especially if you have multiple heroes who are level 10 or higher. It looks like every level 10 or higher on live is going to convert to ~ 3 levels in 2.0. But if it was 300 then you would get 35 common, 12 rare, and 3 epic.
I'm interested to see when the Amazon is going to go live. I'm guessing next week. I know 2.0 doesn't come until April 25th, but it seems unlikely to have zero new heroes for over a month in live. If she does go live in the next two weeks, I am curious what other changes that aren't on the PTR might be coming with her. Also new mouse targeting option in 2.0:
k i'll be the guy to say it. attack move target point is the MBS/automining of moba
"you have no dexterity? no quickness, no accuracy? you can still get the same result as someone who has worked harder than you to improve those attributes!"
in SC2 it turned out ok because in RTS it's easy to fill a player's plate, giving them more things to do than they can possibly do. so they'll never successfully do everything they need to be doing. MBS/automining shifted attention away from doing those tasks and put it onto different kinds of tasks. overall difficulty didn't reduce, but rather the kinds of things you do changed. produce units faster/easier, get workers mining easier, then go spend more time harassing/defending. but for your basic moba hero, you've only got one task at a time. in this case, you are spending your time stutter stepping no matter what. and you're either doing it well or you're doing it poorly based on your skill. the easier the task is to perform, the less players can differentiate themselves, and therefore the less personal progress a person can make over months and years of playing the game.
Here is a 2.0 level converter and lootbox calculator someone made. Also the datamined 2.0 future bundle files revealed that Cassia is scheduled for release next week.
On April 01 2017 02:27 NonY wrote: k i'll be the guy to say it. attack move target point is the MBS/automining of moba
"you have no dexterity? no quickness, no accuracy? you can still get the same result as someone who has worked harder than you to improve those attributes!"
in SC2 it turned out ok because in RTS it's easy to fill a player's plate, giving them more things to do than they can possibly do. so they'll never successfully do everything they need to be doing. MBS/automining shifted attention away from doing those tasks and put it onto different kinds of tasks. overall difficulty didn't reduce, but rather the kinds of things you do changed. produce units faster/easier, get workers mining easier, then go spend more time harassing/defending. but for your basic moba hero, you've only got one task at a time. in this case, you are spending your time stutter stepping no matter what. and you're either doing it well or you're doing it poorly based on your skill. the easier the task is to perform, the less players can differentiate themselves, and therefore the less personal progress a person can make over months and years of playing the game.
I was thinking this more solves the problem of things overlapping visually on my screen causing confusion on what my targets are. (so targeting murky's egg is possible even if murky is causing his avatar to block sight of the egg), or targeting chromie can't be blocked just because diablo's body is slightly infringing on her hitbox.
Seems like a usability issue more than an accuracy one. If the game was truly 2d I don't think this change would be as needed, but the isometric view really screws with accurate clicks since battles are frequently very congested and things end up overlapping (esp on small monitors like mine)
On April 01 2017 02:27 NonY wrote: k i'll be the guy to say it. attack move target point is the MBS/automining of moba
"you have no dexterity? no quickness, no accuracy? you can still get the same result as someone who has worked harder than you to improve those attributes!"
in SC2 it turned out ok because in RTS it's easy to fill a player's plate, giving them more things to do than they can possibly do. so they'll never successfully do everything they need to be doing. MBS/automining shifted attention away from doing those tasks and put it onto different kinds of tasks. overall difficulty didn't reduce, but rather the kinds of things you do changed. produce units faster/easier, get workers mining easier, then go spend more time harassing/defending. but for your basic moba hero, you've only got one task at a time. in this case, you are spending your time stutter stepping no matter what. and you're either doing it well or you're doing it poorly based on your skill. the easier the task is to perform, the less players can differentiate themselves, and therefore the less personal progress a person can make over months and years of playing the game.
Uh, I'm not sure exactly what you're going for here. The previous system was horrible because it didn't matter where you a-clicked on the screen, you would always attack the closest character. The newest system greatly improves it by attacking whatever is closest to your cursor.
As far as attack move goes as a command in general, I don't even think of it as anything related to move or right-click focus. Of all people, I feel that you should be able to relate to the differences in attack move and normal movement in a pioneer game like Brood War. There are tons of examples where each command has it's own function (you do not a-move BW mutalisks, banelings need to be micro'd, etc.), though a-move does tend to be the default when moving large grounds of units.
In terms of MOBAs, I think a-move has a particular function in that it allows a unit to attack without the risk of moving. Even if you're the most god tier super gosu awesome mouse god king, right-click only stutter stepping sucks and is a lot slower than accurate a-move stutter stepping. The fact that a single misclick is so punishing in terms of losing DPS and putting yourself out of position is really the reason why right-click only is a nightmare and would be disastrous for a game.
Perhaps the issue is that heroes/champions autos specifically target models and can shoot over each other in the common MOBAs. If you implement something like a ARTS system where you can fire while standing still by holding Shift or something like Battlerite or Smite, there's definitely a lot more to stutter stepping and mouse accuracy. But trying to apply that to a game like LoL or Heroes of the Storm is so far out there, I'm not sure the current game would even be compatible.
Either way, I'd still take the improved a-move targeting over the shitty one that was in place before.
On April 01 2017 02:27 NonY wrote: k i'll be the guy to say it. attack move target point is the MBS/automining of moba
"you have no dexterity? no quickness, no accuracy? you can still get the same result as someone who has worked harder than you to improve those attributes!"
in SC2 it turned out ok because in RTS it's easy to fill a player's plate, giving them more things to do than they can possibly do. so they'll never successfully do everything they need to be doing. MBS/automining shifted attention away from doing those tasks and put it onto different kinds of tasks. overall difficulty didn't reduce, but rather the kinds of things you do changed. produce units faster/easier, get workers mining easier, then go spend more time harassing/defending. but for your basic moba hero, you've only got one task at a time. in this case, you are spending your time stutter stepping no matter what. and you're either doing it well or you're doing it poorly based on your skill. the easier the task is to perform, the less players can differentiate themselves, and therefore the less personal progress a person can make over months and years of playing the game.
idk, I feel you could argue that against anything HOTS has/doesnt have compared to other games in the genre.
Is Dota 2 really less skillful because it has quickcast compared to Dota 1? Is League of legends more skillful than Dota/HOTS because League of legends doesn't have shift queue casting ?
new Mastery Taunts explained. Not sure what to think because taunts in general are rarely ever used. Maybe if you could move while taunting they would have more of a place.
More Uther news:
On March 30 2017 08:25 karazax wrote: Uther details they remembered from summit (they didn't remember exact details on all of this):
new additional trait function that gives armor when ever you heal, (2 seconds of 25% armor after heal, does not stack)
Q casts heal uther too
Level 1 talents
W quest at 1 gives mana efficiency
Q quest to reduce Q mana cost
stun quest
level 4
all damage/offensive talents
level 7
Q talent that when you get stunned you can reset holy shock which can be buffed at level 4 for dmg
cleanse variant with cool down reduction when you auto attack but longer base cool down
Armor bonus from trait boosted to 60 as viable alternative to cleanse
10
basically the same
13
dmg amp and slow talent was the one they remembered
didn't remember 16 and 20 talents or didn't get that far in their games.
Hello. Figured I'd tell you guys what I remembered. I played a decent amount of uther there but I was pretty hammered not gonna lie so here's the talents/build I went. Also his Q is like Tyrandes now, self heals self always. His trait gives 25 armor for 2 seconds. Still has death passive on it too.
I went the holy shock damage uther. It really makes you feel like a retribution paladin because you had hammering people, drenching them in light, self healing, and gaining armor. You are tanky with self sustain heals, sustained damage, and damage mitigation.
Also, I was told we were playing an old build of the uther rework. I'll just say he will be one of the most broken heroes this game has ever seen if he is released with the numbers he had there. While the shock build is REALLY good, his healing build will be retarded.
Talents
1.
Varian quest but for Q. Each one you complete reduces mana cost of Q by 10 (the mana cost is still 90). Once you complete all 3 the range of your Q is increased by 40 percent. The mana portion of this quest was bugged and wasn't reducing the cost so I did not take this.
W quest. Every hero you hit refunds 8 mana. I believe the quest was just to heal/damage people like 80 times. The reward was increasing the 25 armor on healing people from 2 seconds to 4.5.
E quest. Hit people, get 1.5 percent mana back. Hit enough people and the reward is every auto reduces E CD by 1 second.
4.
HOLY SHOCK. Removed the thing that made it so your next Q healed allies more. Still does 50 of the healing as damage, but it also now refunds 40 mana. Had the Q quest worked each shock would have cost 20 mana.
FIRE. I believe the numbers were about the same.
MS increase when you Ed someone.
7.
When you get stun/rooted your Q CDR is 100 percent faster for 6 seconds. Means 3 second CD holy shocks.
The thing that makes him broken is this: if you heal a stun/rooted (maybe slowed?) ally you increase the armor bonus from 25 to 60 or 65. This means uther essentially gives Rag's 13 to all heroes. There is no cooldown. It will last for 4.5 seconds with W quest. This does not work on uther himself. Pray we don't get this on live. This is better than cleanse.
Cleanse that goes on faster CD when you auto. 90 second CD.
10.
Same
13.
There was an important talent for the shock build but I forgot it. Bless open bar.
WELL MET! Hammer stun slows MS by 25 percent, reduces damage they deal by same amount for 3 seconds
lol alcohol
16.
Benediction
When below 50 percent health, the self heal on Q heals you for 100 percent more. This basically means you do a full heal of Q on yourself whenever you holyshock/heal someone when youre below 50 percent HP. So now you get stunned, have CDR, and holy shock. You can do full Q burst heals on yourself every 3 seconds while doing good damage. Again 13 had a talent that played into this build but I can't remember
That Valkyrie drink was LIT 100 100 100
20.
Believe everything here was the same. One new talent: The 25 armor bonus is doubled on uther. Autoing refreshes the duration. Basically you'll have a permanent 50 percent armor with the retribution dream.
Overall if you like Uther get VERY hyped. His healing build feels more paladin like with the armor and damage reduction, his mana issues aren't anywhere near as bad since they tied mana correction issues into all of his level 1 talents (this is good because atm you HAVE to get mana reduction at 1, can't go for like auto CD reduction on E).
His healing build is retarded simply because you can give your allies 4.5 seconds of 60 armor any time they are CCed. It's way too much.
And my personal favorite, holy shock build, totally makes you feel like a retribution paladin. You can play super aggressive like a warrior through self healing, sustained damage, and armor. Then you can bring off heals to your teammates as needed. I was always at least 2nd-3rd damage in my games, while first damage was never more than about 10-15k more than me (was hitting like 40-55k damage in games with very good healing). Basically we get the paladin fantasy now.