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I like the suggestion I saw on reddit to keep the current setup the way it is, but add a "kills" stat for assassins in the "role" column that tracks the number of kills they actually secured.
Well the Exp tab is pretty useless unless you are Abathur or Vikings and want to break records. But for most heroes the value will always be the same.
I look at the tab fairly regularly even when I'm not an xp-focused hero. I use it to gauge how much time I spent in lane in comparison to teammates, then ask myself it was really a problem if I had the lowest xp in a particular game. It's a stat that is best used in conjunction with reflection on how the game went. (but then again, what stat isn't like that?)
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United States4883 Posts
On November 12 2015 19:57 Swisslink wrote: I'm kinda uncertain as to whether these changes are good. Especially the removal of the xp stats... 1. There are lots of people who just stay out of fights to get lots of exp. And normally they even think they did well just because of that. I think that's gonna be hard without these stats. 2. Some people just ignore the lanes way too often. Now this won't sven be visible anymore and that's a bad thing, imo. 3. Lost Vikings/Murky/Abathur players are gonna have a hard time explaining what they contributed to the game. Especially the Lost Vikings. Because that's their most important contribution.
I usually have top siege damage with the Vikings too ^^. But yeah, I think the biggest problem is that there are no benchmarks or ways to tell if someone needs to be soaking more or not.
Here's what I would like to see, ultimately:
| Kills | Deaths | Assists | XP Contribution |
With a second tab during the score screen that shows:
| Siege Damage | Hero Damage | Damage Taken | Healing | Time Spent Dead |
I would love to just get rid of the "Role" column altogether if possible. It's fairly meaningless to call it a "role", but the numbers for Damage Taken and Healing are important benchmarks for some players, as are the numbers for XP contribution. I don't think the separation of kills and deaths really means anything other than giving casters something to latch onto. In games like Dota or LoL, kills are actually very significant vs assists because they indicate how much gold that player is getting and thus, how "fed" that particular Hero or Champion is. Since everyone is on an equal playing field across the team in Heroes, kills vs assists is rather meaningless, but I understand why Blizzard would want to split it up just for the sake of consistency.
I like the statistics on Time Spent Dead in LoL/Dota as well because it allows you to see why certain numbers like XP contribution and Damage Taken were rather low. In other MOBAs, it's a very useful statistic to measure how often you missed out on farm in lane, and to what degree trading kills is worth in relation to the importance of staying in lane. Now, these things don't translate directly, but they still give players a decent idea of why it seems like they didn't contribute as much as they would have liked to the team, especially with the increased Level 1-10 death timers.
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I think it's important to know that Browder has stated the reason for the Kills/Assists change: he wants to bring "honor" to assassins by highlighting the role they play on the team. This seems to me to be the goal of the "Role" column in general: not to give meaningful statistics to help improve play, but to give something players can feel proud of. I don't see a problem with this from a game-design perspective, but I do wish they would be a bit more consistent with how they separate "honor" stats from "performance" stats.
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United States4883 Posts
On November 13 2015 01:10 MotherFox wrote: I think it's important to know that Browder has stated the reason for the Kills/Assists change: he wants to bring "honor" to assassins by highlighting the role they play on the team. This seems to me to be the goal of the "Role" column in general: not to give meaningful statistics to help improve play, but to give something players can feel proud of. I don't see a problem with this from a game-design perspective, but I do wish they would be a bit more consistent with how they separate "honor" stats from "performance" stats.
Yeah, stats mean absolutely nothing during the game in Heroes other than numbers to argue over and bitch about. The only purpose they really serve are personal benchmarks so that you know approximately how much you should be healing, tanking, soaking as well as what your kill participation was.
Trying to "honor" people by creating statistics that encourage dick-measuring is not useful.
But that's just my take lol.
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I agree the "role" column is total BS.
Tyrael and ETC will heal you but the stat doesn't exist. Uther, Illidan, Kerrigan, Karazhim, or even TLV will soak damage for you but you won't see it either.
I think all the current columns are necessary, and even more , but after game. Whiners will whine, it calms down as you climb. The kill ratio is extremely important ingame, like our Raynor giving hate to people today but he was 3/9. So if he hadn't be such a douche he could have listened to us and actually waited his team and positioned in the backline. Usually people will listen.
If they put a kill column I'll have them all when playing as Nova. It's so stupid. And if MMR is based on this I'll be rank 1 in a week.
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On November 13 2015 01:17 SC2John wrote:
Trying to "honor" people by creating statistics that encourage dick-measuring is not useful. .
For real, we already have enough of that with all the huge beltbuckles in the game. (Which I assume is their purpose)
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So, I tried out some chen last night. I didn't realize that even after all this time his flying kick is still bugged--- after only a handful of games I had a kick fail to go to the other side of an enemy like 3 or 4 times. [Every time I noticed it it resulted in a failed gank or me dying because I couldn't escape.
Why isn't this ability fixed by now? There are plenty of bug reports out there from the last month, so Bliz should be aware already--- if this ability actually worked the way its worded (eg-- like illidan's leap) the character would be much more fun to play.
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I find Chen to be pretty fun to play anyway. He's basically a giant panda shaped troll, goading people into attacking him. Pretty good in lane and can push hard if left uncontested. Other than that, he's beyond useless.
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On November 17 2015 06:25 Larkin wrote: I find Chen to be pretty fun to play anyway. He's basically a giant panda shaped troll, goading people into attacking him. Pretty good in lane and can push hard if left uncontested. Other than that, he's beyond useless.
right...but if his q worked better, he might actually be capable of making plays more consistently.
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On November 17 2015 09:14 MotherFox wrote:Show nested quote +On November 17 2015 06:25 Larkin wrote: I find Chen to be pretty fun to play anyway. He's basically a giant panda shaped troll, goading people into attacking him. Pretty good in lane and can push hard if left uncontested. Other than that, he's beyond useless. right...but if his q worked better, he might actually be capable of making plays more consistently.
Eh, I'm not sure how much a difference it'd make, really. His mechanic is just too crippling, having to drink every few seconds to be able to achieve anything - it's not like Sonya who constantly regains fury with attacks, with Chen you literally have to stand still. If the other team attacks you while you're drinking, great, but other than that, you're not doing anything like damage or CC - and apart from slows, Chen doesn't offer much in that regard anyway. Except for the barrel heroic...
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Chen is awful and this is coming from someone who still finds him fun.
He's the only Hero I can think of that's offensive damage ult (Panda Pals) is a strictly inferior to his base form. Like you lose out so much when you pop panda's. You need that ult too because you don't do damage until lvl 16+ and only if you take Combination Kick.
Chen at this point needs a (minor) rework I feel like. So many parts of his kit are just plain absurd, not fun, and so brainless to play. LITERALLY Brewmaster's Balance is the only interesting part of his kit that forces you to make complicated decisions (knowing when to be above/below 50% is everything).
I would love to see some form of Brewmaster's be added base level to him (would have to be nerfed a bit obv) and Blizz taking another stab at his ults and some talents. I'm still surprised there is not a talent to allow you to move and drink, just at a reduced speed or something.
Honestly the only thing I think that could bring him back would be some sort of shield build using him as a tanky support, and still that's not even that appealing since it's on a 13 talent....
Chen plz...
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