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On April 08 2017 05:44 SC2Toastie wrote:Show nested quote +On April 08 2017 04:59 Salazarz wrote:On April 08 2017 01:30 MotherFox wrote:On April 07 2017 06:35 Foxxan wrote:On April 05 2017 03:50 Cyanocyst wrote: Will they ever fix Varian's QM MM categorization? They call Varian, multi class tank / assassin. Though none of his builds are really assassin like. He goes between tank and bruiser. Both of which provide better front line, than the single Ragnaros on my team just now.
Even had a match last week where the enemy team had both Sonya and Varian, and the only melee hero my team had was Zera.
Need to differentiate the warriors further. Tanks, Off Tanks, Bruisers. Taunt Varian being a tank, other Varian's being Bruisers. Would have to limit the heroic selection, depending on opposing comp.
Hate when its Varian vs Varian in QM where their the only front line for either team. And I get the dumb ass, who takes duel wielding heroic. ...i've reported several varian's for that. You are the reason the silence system dont work. Congratulations pretty sure his activity has nothing to do with the silence system. It's hard to make an efficient reporting system when a lot of people throw reports every which way whenever they lose a game. Reporting someone because they didn't pick a hero you wanted them to pick in ranked shouldn't happen, reporting someone because they didn't go taunt on Varian in QM shouldn't happen, reporting someone because they had a bad game and died more times than you did shouldn't happen -- but it does, and forces Blizzard to 'tune' the reporting system with that in mind, making it far less sensitive and accurate. Part of the problem there is that I can literally fire out 20 reports in 10 seconds. Make it harder to report people, limit the amount of reports, and remove this auto silencing. Unless somebody is racist/sexist or whatever, just mute people. I've been reported (and silenced) with my allied chat disabled and literally the only line I said was "Uther isn't a good supp vs lunara + guldan". Response: "stfu toxic. report" BING Silenced.
That makes no sense. Are you sure it was for that line in particular and not something else? Because that seems like a random as fuck silence, which again makes absolutely no sense. I've gotten a lot of petty "reported" thrown my way and so far no silences. knock on wood.
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On April 08 2017 10:05 JacobShock wrote:Show nested quote +On April 08 2017 05:44 SC2Toastie wrote:On April 08 2017 04:59 Salazarz wrote:On April 08 2017 01:30 MotherFox wrote:On April 07 2017 06:35 Foxxan wrote:On April 05 2017 03:50 Cyanocyst wrote: Will they ever fix Varian's QM MM categorization? They call Varian, multi class tank / assassin. Though none of his builds are really assassin like. He goes between tank and bruiser. Both of which provide better front line, than the single Ragnaros on my team just now.
Even had a match last week where the enemy team had both Sonya and Varian, and the only melee hero my team had was Zera.
Need to differentiate the warriors further. Tanks, Off Tanks, Bruisers. Taunt Varian being a tank, other Varian's being Bruisers. Would have to limit the heroic selection, depending on opposing comp.
Hate when its Varian vs Varian in QM where their the only front line for either team. And I get the dumb ass, who takes duel wielding heroic. ...i've reported several varian's for that. You are the reason the silence system dont work. Congratulations pretty sure his activity has nothing to do with the silence system. It's hard to make an efficient reporting system when a lot of people throw reports every which way whenever they lose a game. Reporting someone because they didn't pick a hero you wanted them to pick in ranked shouldn't happen, reporting someone because they didn't go taunt on Varian in QM shouldn't happen, reporting someone because they had a bad game and died more times than you did shouldn't happen -- but it does, and forces Blizzard to 'tune' the reporting system with that in mind, making it far less sensitive and accurate. Part of the problem there is that I can literally fire out 20 reports in 10 seconds. Make it harder to report people, limit the amount of reports, and remove this auto silencing. Unless somebody is racist/sexist or whatever, just mute people. I've been reported (and silenced) with my allied chat disabled and literally the only line I said was "Uther isn't a good supp vs lunara + guldan". Response: "stfu toxic. report" BING Silenced. That makes no sense. Are you sure it was for that line in particular and not something else? Because that seems like a random as fuck silence, which again makes absolutely no sense. I've gotten a lot of petty "reported" thrown my way and so far no silences. knock on wood.
Yea, you don't get silenced for just one report. From my experience the silence system works just fine. The last 3 silenced people I got queued with proved just how "undeservedly" they got silenced by pingspamming like idiots for any and all reasons or throwing any chance of a late game recovery by going afk when we were losing.
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Silence system is broken as fuck. Its one reason why i dont play this game.
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The only people that seem to be unfairly effected by the silence system are high profile players or streamers who attract reports from twitch trolls. I've played thousands of games, I am not toxic, and I have never been silenced. I think if you're getting silenced you're probably toxic, and the system is working as intended.
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@im a roc You are probably very toxic and have never been silenced, system aint working. I know for a fact that the silence system is not working properly so spare me your anecdotal evidence.
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Similarly I've played thousands of games and never been silenced. Even gotten into arguments etc.
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I got silenced twice, once after I spent a full week seeing with how much assholery I could get away with and the 2nd when I got matched with party of 4 and they all reported me after feeding and flaming for 10 minutes. That was across ~3k games.
So indeed it does take a complete tool to be silenced multiple times.
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United States4883 Posts
On April 09 2017 06:58 Foxxan wrote: @im a roc You are probably very toxic and have never been silenced, system aint working. I know for a fact that the silence system is not working properly so spare me your anecdotal evidence.
What is your non-anecdotal evidence?
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On April 09 2017 14:31 EsportsJohn wrote:Show nested quote +On April 09 2017 06:58 Foxxan wrote: @im a roc You are probably very toxic and have never been silenced, system aint working. I know for a fact that the silence system is not working properly so spare me your anecdotal evidence. What is your non-anecdotal evidence? Silenced 5 times within 1,5 months and all removed.
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On April 08 2017 10:05 JacobShock wrote:Show nested quote +On April 08 2017 05:44 SC2Toastie wrote:On April 08 2017 04:59 Salazarz wrote:On April 08 2017 01:30 MotherFox wrote:On April 07 2017 06:35 Foxxan wrote:On April 05 2017 03:50 Cyanocyst wrote: Will they ever fix Varian's QM MM categorization? They call Varian, multi class tank / assassin. Though none of his builds are really assassin like. He goes between tank and bruiser. Both of which provide better front line, than the single Ragnaros on my team just now.
Even had a match last week where the enemy team had both Sonya and Varian, and the only melee hero my team had was Zera.
Need to differentiate the warriors further. Tanks, Off Tanks, Bruisers. Taunt Varian being a tank, other Varian's being Bruisers. Would have to limit the heroic selection, depending on opposing comp.
Hate when its Varian vs Varian in QM where their the only front line for either team. And I get the dumb ass, who takes duel wielding heroic. ...i've reported several varian's for that. You are the reason the silence system dont work. Congratulations pretty sure his activity has nothing to do with the silence system. It's hard to make an efficient reporting system when a lot of people throw reports every which way whenever they lose a game. Reporting someone because they didn't pick a hero you wanted them to pick in ranked shouldn't happen, reporting someone because they didn't go taunt on Varian in QM shouldn't happen, reporting someone because they had a bad game and died more times than you did shouldn't happen -- but it does, and forces Blizzard to 'tune' the reporting system with that in mind, making it far less sensitive and accurate. Part of the problem there is that I can literally fire out 20 reports in 10 seconds. Make it harder to report people, limit the amount of reports, and remove this auto silencing. Unless somebody is racist/sexist or whatever, just mute people. I've been reported (and silenced) with my allied chat disabled and literally the only line I said was "Uther isn't a good supp vs lunara + guldan". Response: "stfu toxic. report" BING Silenced. That makes no sense. Are you sure it was for that line in particular and not something else? Because that seems like a random as fuck silence, which again makes absolutely no sense. I've gotten a lot of petty "reported" thrown my way and so far no silences. knock on wood. His entire point was that it was for something else. Such as someone dont liking what talent he picked, what hero. Someone just being unhappy about anything really and doing the report button.
Its not right to report someone for playing bad but people do that ALOT iam sure of it, iam the proof of that. Fucking people they are the ones that should get silenced when they abuse the system like this.
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you also get blacklisted by the silence system for doing reports like that. But you would have to do a few of those weird reports to end up blacklisted. And I think you have a talent for making people do their first report.
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For sure i have talent for it, i am playing the game, iam not toxic iam not trolling. A true talent right there. For sure i deserve to be silenced.
Just look at cs:go, people WANTS TO KICK YOU when you play bad or THEY THINK you play bad. They want to kick you FOR ONE MISTAKE.
So in hots, instead of kicking they report you.
you also get blacklisted by the silence system for doing reports like that How do you know this?
User was warned for this post
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Got warned for idk why, while feyfey can write "i thuink you have a talenbt for making people do their first report" LOL
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On April 09 2017 18:55 Foxxan wrote:Show nested quote +On April 09 2017 14:31 EsportsJohn wrote:On April 09 2017 06:58 Foxxan wrote: @im a roc You are probably very toxic and have never been silenced, system aint working. I know for a fact that the silence system is not working properly so spare me your anecdotal evidence. What is your non-anecdotal evidence? Silenced 5 times within 1,5 months and all removed. But thats anecdotal..
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Balance Patch update
Cassia + Show Spoiler + Abilities
Fend (E) Cooldown decreased from 10 to 8 seconds Mana cost reduced from 50 to 40 Ball Lightning (R) Mana cost increased from 40 to 60 Valkyrie (R) Cooldown decreased from 90 to 60 seconds Mana cost reduced from 70 to 60
Talents
Level 1 True Sight (W) Quest requirement reduced from 80 to 60 hits Passive damage bonus against Blind targets increased from 10% to 15% Level 7 Impale (E) Health required to trigger bonus damage increased from 40% to 50% War Traveler (Trait) Movement Speed bonus increased from 3% to 4% per stack Surge of Light (Trait) Damage dealt on activation reduced from 250 to 225 Level 20 Infinite Lightning (R) Cooldown reduction reduced from 4 to 3 seconds per bounce
Developer Comment: Cassia has hit the Nexus right in stride. Showing around a 48% win rate this early lets us know she is tuned pretty well. We expect her to go up a bit more over the next few weeks but wanted to make some lightning quick adjustments to some under/over performing talents. The base buff to Fend should help players get more value out of those talents as well..
Greymane + Show Spoiler + Abilities
Inner Beast (W) Cooldown increased from 16 to 20 seconds Every Basic Attack while Inner Beast is active now reduces its cooldown by 0.5 seconds Cursed Bullet (R) Damage increased from 35% to 40% of the enemy’s current Health
Talents
Level 1 Wolfheart (W) Now increases the cooldown reduction per Basic Attack from 0.5 to 1 second while Inner Beast is active Level 4 Insatiable (W) No longer has a restriction on the amount of Mana that can be restored
Developer Comment: We think that the mini-game of keeping your Inner Beast active as long as you can is enjoyable gameplay, and we want to celebrate those giant combos with gameplay rewards. To do so, we’ve baked part of the functionality of the old Wolfheart Talent into the baseline ability.
Nazeebo + Show Spoiler + Abilities
Plague of Toads (E) Damage increased from 126 to 140 over 6 seconds Gargantuan (R) Basic Attack damage reduced from 175.5 to 150 Health reduced from 2500 to 2300
Talents
Level 13 Superstition (Passive) Spell Armor reduced from 50 to 40 Level 20 Humongoid (R) Cooldown reduced from 45 to 40 seconds Vile Infection (Trait) Voodoo Ritual stacks required increased from 150 to 175
Auriel + Show Spoiler + Abilities
Sacred Sweep (Q) Damage increased from 75 to 80 Center damage increased from 150 to 160 Detainment Strike (E) Damage increased from 100 to 115 Terrain collision damage increased from 100 to 115
Talents
Level 1 Increase Clarity (Q) Damage bonus for completing the quest increased from 120 to 150 Righteous Assault (Q) Cooldown reduction increased from 2 to 3 seconds per Hero hit No longer has a cap Level 4 Repeated Offense (E) Quest reward damage bonus increased from 200 to 250 Level 7 Glimmer of Hope (Trait) Energy cost reduction increased from 50% to 75% Empathic Link (Trait) Energy stored for damage taken by Bestow Hope’s target increased from 20% to 25% Level 13 Blinding Flash (Q) Blind duration reduced from 3 to 2.25 seconds Piercing Lash (E) Now also reduces the cooldown by 2 seconds for each enemy Hero hit Level 20 Shield of Hope (Active) Cooldown increased from 45 to 60 seconds
Li Li + Show Spoiler + Abilities
Blinding Wind (E) Cooldown decreased from 10 to 8 seconds Mana cost reduced from 40 to 30 Damage increased from 132 to 140
Developer Comment: Adventures are hard to have when you keep getting bogged down by pesky Basic Attackers. She is too mild-mannered to demand buffs, so Chen sat us down, handed us some brew and talked us into helping her out a bit.
Tassadar + Show Spoiler + Stats
Basic Attack damage increased from 10 to 12
Abilities
Plasma Shield (Q) Duration decreased from 5 to 4 seconds Shield amount decreased from 550 to 475 Force Wall (R) Cooldown reduced from 10 to 8 seconds Mana cost reduced from 30 to 25
Talents
Level 1 Khaydarin Resonance (Passive) New functionality: Quest: Regeneration Globes grant 50% more Mana to Tassadar Reward: After collecting 15 Globes, increase the Shield amount of Plasma Shield by 15% Reward: After collecting 30 Globes, increase the Shield amount by an additional 15% Level 4 Khala’s Celerity (Q) Movement Speed bonus reduced from 25 to 20% Movement Speed bonus duration reduced from 5 to 4 seconds Khala’s Embrace (Q) Life steal increased from 50% to 60% Level 20 Twilight Archon (R) Updated functionality: Basic Attacks while in Archon form increase Archon’s duration by 2 seconds
Developer Comment: It’s no secret that Khaydarin Resonance has consistently proven to be a problematic talent on Tassadar. We want to keep the talent ‘support natured’ which the new design embraces. With the volatility of him in competitive drafts we are striking at his Plasma Shield duration again and offsetting the nerfs with some base damage buffs. The rest of the changes address some talent imbalances and should help even out a few of his Talent Tiers.
Anub'arak + Show Spoiler + Abilities
Burrow Charge (E) Hovering over this ability will now show the range indicator for distance traveled, as well as the area affected when he emerges from burrow Locust Swarm (R) Damage per second reduced from 60 to 55 A range indicator will now appear to Anub’arak while Locust Swarm is active
Talents
Level 7 Subterranean Shield (E) Shield amount reduced from 365 to 345 Level 13 Urticating Spines (W) Hovering over the ability button after selecting this talent will now show a range indicator Level 16 Epicenter (E) Cooldown reduction decreased from 2 to 1.5 seconds per Hero hit
E.T.C. + Show Spoiler + Stats
Health increased from 2100 to 2180 Health Regeneration increased from 4.375 to 4.543
Talents
Level 1 Guitar Hero (E) Healing increased from 40% to 50% of damage dealt by Basic Attacks Level 4 Speed Metal (Passive) Movement Speed increased from 10% to 15% Level 7 Pinball Wizard (W) Damage increased from 200% to 300% Hammer-On (Passive) Damage increased from 30% to 35%
Stitches + Show Spoiler + Stats
Health increased from 2900 to 3000 Health Regeneration increased from 6.043 to 6.25
Abilities
Slam (W) Damage increased from 96 to 104
Zarya + Show Spoiler + Abilities
Energy (Trait) Rate of decay increased from 2.5 to 3 per second Graviton Surge (R) Cooldown reduced from 100 to 80 seconds
Talents
Level 1 Demolitions Expert (Q) Cooldown reduction decreased from 0.5 to 0.4375 seconds per 5 Heroes hit, up to 3.5 seconds Together We Are Strong (E) Damage needed per point of Energy gained reduced from 9 to 6 Maximum Charge (Trait) Energy gained from Regeneration Globes increased from 15 to 20
Level 4 Give Me Twenty (E) Cooldown reduction granted upon completing the quest decreased from 3 to 2 seconds Speed Barrier (E) Movement Speed bonus increased from 35% to 50% Level 16 Cleansing Shield (E) Cooldown reduction increased from 2 to 3 seconds Plasma Shock (Q) Slow duration increased from 1.5 to 2 seconds Level 20 Gravity Kills (R) Damage increased from 140 to 175 over the duration Clear Out (R) Bonus maximum Energy increased from 10 to 15 per Hero hit
Developer Comment: Zarya has continued to be one of the most powerful Heroes in the Nexus. We’re targeting a nerf at her Energy decay rate because we think that’s it’s too easy for Zarya to stay at really high Energy amounts over a long period of time. Rather than continuing to reduce her potential damage output, we want to make the moments that she gets to maximum Energy more rare (but still scary).
Bug Fixes
Heroes and Talents
E.T.C. – Fixed an issue causing Powerslide to fail to trigger the Rockstar effect after learning the Crowd Surfer talent. Medivh – Fixed an issue that could cause Medivh to become unresponsive when entering vehicles. (Dragon Knight, Garden Terror, etc.)
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So I figure I go level Li Li for a change. Get a few levels for the upcoming 2.0 chests. We get the above comps and I'm like...welp...so much for that. No damage dealer and we got Gazlowe/Murky.
Instead, we destroy them. Hard. They literally can't finish any of us off. As soon as anyone gets low they get healed by me and Auriel, I blind them and suddenly they're being pecked to death by the whole team. Between Blind, Cleanse, Aegis and our heals they just can't seem to land a kill even though they have plenty of damage. It stays this way the entire game and we end up stomping them. So weird. You'd think they could just insta-nuke Murky or me and work from there but somehow they never finished us off. I suppose it did help that they didn't have much to cancel Cups but still. Am I just missing something?
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I mean, their comp is pretty trash, lol. Artanis Khara into blinds isn't great, Nova Valeera get kinda wrecked by double supports (and both Li Li and Auriel do solid damage as it is). Azmodan doesn't have enough burst and can't stack on BoE. Seems reasonable enough.
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On April 24 2017 06:33 Thezzy wrote:So I figure I go level Li Li for a change. Get a few levels for the upcoming 2.0 chests. We get the above comps and I'm like...welp...so much for that. No damage dealer and we got Gazlowe/Murky. Instead, we destroy them. Hard. They literally can't finish any of us off. As soon as anyone gets low they get healed by me and Auriel, I blind them and suddenly they're being pecked to death by the whole team. Between Blind, Cleanse, Aegis and our heals they just can't seem to land a kill even though they have plenty of damage. It stays this way the entire game and we end up stomping them. So weird. You'd think they could just insta-nuke Murky or me and work from there but somehow they never finished us off. I suppose it did help that they didn't have much to cancel Cups but still. Am I just missing something?
You'd think that between valeera and nova they should've been able to burst at least 1 of the sups down at the start of a fight. Their engage and peel is horrible though and you have ETC for that, I'm sure that helped. Add to that the blinds to take Artanis and the monk out of the fight, who both need to land hits for their sustain as wel, for a bit and I can see why you might win.
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Some of the changes on the DVa PTR patch have gone live today:
Cassia + Show Spoiler + Abilities
Ball Lightning (R) Damage reduced from 200 to 180 Valkyrie (R) Damage increased from 190 to 225
Talents
Level 1 Charged Strikes (Active) Damage bonus reduced from 25 to 20%
Genji + Show Spoiler + Talents
Level 4 Dragon Claw (Passive) Damage activation requirement reduced from 415 to 375 Level 7 Cyber Shield (D) Spell Armor duration increased from 2 to 2.5 seconds Dodge (Passive) Cooldown increased from 5 to 8 seconds
Illidan + Show Spoiler + Talents
Level 1 Unending Hatred (Passive) Increased the amount of Basic Attack damage gained from killing Minions from .1 to .2
Nova + Show Spoiler + Talents
Level 7 Snipe Master (Q) Stacks are no longer lost when hitting non-Heroic targets
Zul'jin + Show Spoiler + Stats
Basic Attack damage reduced from 110 to 106
Talents
Level 13 Voodoo Shuffle (Active) Cooldown reduced from 30 to 10 seconds
Varian + Show Spoiler + Stats
Basic Attack damage increased from 87 to 91
Talents
Level 1 Overpower (W) Reduced the damage bonus after Parrying a Basic Attack from 25 to 20% High King’s Quest (Passive) Increased the Basic Attack damage bonus from completing all 3 quests from 30 to 45 Level 4 Warbringer (E) Added functionality: Now also reduces the Mana cost of Charge by 50% Level 7 Live by the Sword (W) Increased the amount of parried Basic Attacks needed to reduce the cooldown of Parry from 2 to 4
Probius + Show Spoiler + Abilities
Pylon Overcharge (R) Health bonus decreased from 50 to 30% Damage decreased from 55 to 52
Null Gate (R) Damage increased from 16 to 17
Auriel + Show Spoiler + Abilities
Bestow Hope (D) Hope generation from damage dealt to non-Heroes reduced from 8 to 5%
Li Li + Show Spoiler + Abilities
Cloud Serpent (W) Damage reduced from 29 to 25 Blinding Wind (E) Cooldown increased from 8 to 9 seconds Mana cost increased from 30 to 35
Talents
Level 1 Gale Force (E) Damage bonus reduced from 50 to 40%
Level 7 Lightning Serpent (W) Damage reduced from 15 to 14
Developer Comments: While we’re happy that we’re seeing more Lili due to her recent buffs, they have gone a bit far in making the hero too powerful, particularly in double-support compositions. We’re reverting part of her Blinding Wind buff, and reducing the power of her Cloud Serpent so that she is not putting out quite as much damage in games.
Lúcio + Show Spoiler + Abilities
Healing Boost (W) Heal amount reduced from 3 to 2
Talents
Level 16 Heliotropics (Q) Removed
Uther + Show Spoiler + Talents
Level 1 Wave of Light (W) Mana return reduced from 10 to 8
Anub'arak + Show Spoiler + Abilities
Locust Swarm (R) Damage reduced from 55 to 50
Talents
Level 1 Nerubian Armor (Passive) Cooldown increased from 8 to 12 seconds Level 4 Bed of Barbs (Q) Damage decreased from 23 to 21 Level 7 Chitinous Plating (W) Cooldown reduction increased from .75 to 1 second
Sonya + Show Spoiler + Abilities
Whirlwind (E) Cooldown increased from 4 to 5 seconds
Bug Fixes Heroes, Abilities, and Talents + Show Spoiler + Abathur: Fixed an issue in which Networked Carapace provided a lower than intended Shield amount. Abathur: Secondary Shields granted by Networked Carapace will no longer benefit from Sustained Carapace. Azmodan: When Demonic Invasion is cast on an area of terrain that is not pathable, the Demonic Grunts will now be placed as close as possible to the casting location, rather than failing to spawn. Azmodan: Issuing a Move Command during All Shall Burn’s wind-up time will no longer cancel the Ability cast. Gazlowe: Fixed an issue preventing Rock It! Turrets from being self-cast or placed beneath unit and Hero models. Kerrigan: Bladed Momentum will no longer grant cooldown reduction for secondary targets hit by Basic Attacks after learning Fury of the Storm. Leoric: Fixed an issue in which Renewed Swing dealt more damage than intended.
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So...Snipe Master is now a flat 75% bonus to Snipe?
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