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Heroes of the Storm |OT| Pretty sure that Abathur is AFK

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Alur

Member
How viable or not viable is playing a support?

Healing in HOTS is like MMO healing, not like traditional MOBA support. Tassadar and Tyrande don't really have enough healing to function as a full support so they are a bit rougher to solo with (but extremely fun to play with), the rest of the supports can function solo to varying degrees. One or two (Uther in particular) can function in any comp. Starting out any of those other supports are fine.

I main support but I would not suggest maining support to start the game out unless you're pretty damn confident you can herd cats. You're going to start out with other new players and be heavily reliant on them to make the decisions necessary to kill the enemy. In general the bad positioning of new players will create more damage than you can patch up, so at best you're hoping they get on the right targets and kill faster.

At the starting MMR, a few of the ranged assassins and specialists make "carrying" the easiest (and this is pretty much the only time in HOTS that you can carry hard unless you get in a game at a higher level with a large MMR gap), and for someone wanting to enjoy the game that would be my suggestion. Play for at least 20 games (preferably 50+) in quick match with one of those heroes til you get your MMR out of the gutter range, then swap to support and have a much better experience.

That's just for optimal experience though. If you were good at League you'll do fine regardless in this game. YMMV, do what makes you happy.

Alur too cool to respond in game or text back. I see how it is.

Feel the hatred of 10,000 straight losses.
 
Very interesting that this is now the highest win rate Abathur build according to hotslogs. Reflects my recent experience as well, support build is still fine but sometimes not as reliable. I'm thinking it's because with the greater abundance of CC and a heavily warrior skewed meta right now, split pushing is now more predictable than team fighting, and mines provide such amazing waveclear late game that it makes Monstrosity feel like even more of a liability.

My Kerrigan build is letting me down lately, though amusingly the abilities I pick seem to have the highest winrates, the actual build I run with is not even in the top 10 most used. Ultimately it's my issue as something has just felt off since they changed her. Majorly disappointing results of late, I think my win rate is down 5%. Meanwhile my new best character appears to be Uther, which has surprised the hell out of me, and my winrate with him is up roughly the same percentage.

I had some ideas of Kerrigan builds after the patch that I sorta forgot about. One has the second highest winrate right now, going to try that one first. My aversion to battle momentum on her prevents me from going with the Ravage DPS build, but I can certainly see the synergy there now.
 

Yoshichan

And they made him a Lord of Cinder. Not for virtue, but for might. Such is a lord, I suppose. But here I ask. Do we have a sodding chance?
50% xp increase during the event

anyone wanna play non-stop so i can drench my sorrows on vent/skype with you...? eu only but i can talk to everyone
 

protonium

Member
Ok HotS peeps

How viable or not viable is playing a support?

If I like Sona and Soraka from LoL what should I go for here?

I don't think there's a direct comparison but I'd suggest:

Soraka (Ranged)
- Abilities: AOE damage and self-heal, AOE silence, Targeted heal and self-damage
- Ult: Global heal

Sona (Ranged)
- Abilities: Damage, AOE heal and shield, AOE IMS (increased move speed)
- Ult: AOE stun

-------

Tyrande (Ranged)
- Trait: increase damage taken by target
- Abilities: Targeted heal+self-heal, global range scout and damage, AOE stun
- Ult: AOE damage and slow / global heal+stealth
- Note: She's an off-support

Brightwing (Ranged)
- Trait: Periodic AOE heal
- Abilities: AOE damage, Targeted polymorph, Targeted IMS+damage mitigation
- Ult: Targeted teleport and heal / AOE CC and damage
- Note: Her damage is low
 

Alavard

Member
What's the difference?

Warrior is the role as defined by Blizzard.

The community has sub-divided Warriors into Tanks and Bruisers.

Tanks are warriors with high health, survivability, lower damage, some CC, and good engagement tools. Muradin, Johanna, and E.T.C. for example. If you only have one warrior, you usually want it to be a tank if possible.

Bruisers tend to have lower health and/or survivability, but higher damage. Sonya, Artanis, and Tyrael are examples of bruisers. Generally, if you have a bruiser, you'd like a tank to go along with them.

Artanis probably counts as a bruiser because of his high damage. Despite his high survivability, from his trait, he doesn't have strong enough engagement tools or CC to be considered a real tank.
 
Warrior is the role as defined by Blizzard.

The community has sub-divided Warriors into Tanks and Bruisers.

Tanks are warriors with high health, survivability, lower damage, some CC, and good engagement tools. Muradin, Johanna, and E.T.C. for example. If you only have one warrior, you usually want it to be a tank if possible.

Bruisers tend to have lower health and/or survivability, but higher damage. Sonya, Artanis, and Tyrael are examples of bruisers. Generally, if you have a bruiser, you'd like a tank to go along with them.

Artanis probably counts as a bruiser because of his high damage. Despite his high survivability, from his trait, he doesn't have strong enough engagement tools or CC to be considered a real tank.
Thanks for the explanation. I mostly play him as a tank, with most of the skills invested in reducing shield CD, despite that Artanis still has very decent damage output.
 
Thanks for the explanation. I mostly play him as a tank, with most of the skills invested in reducing shield CD, despite that Artanis still has very decent damage output.

Yeah, he does, his only issue is if you over commit or go in at the wrong time you're basically screwed as he has essentially zero escape. It's an interesting sort of "we're either going to win this fight, or i'm going to die" sort of duality.

I also find myself *really* appreciating clutch healers when playing Artanis. There's a great rhythm of "Here we go! Oh... oh this isn't going as planned... OK shield is up, c'mon c'mon just another second.." and then the clutch heal comes in while you've been wailing away on the enemies, hoping for the best.

I do wish his E was actually useful in it's current incarnation, but it seems like essentially a dead skill at the moment. Too short of a range, and holy cow does the projectile move slow.
 
Yeah, he does, his only issue is if you over commit or go in at the wrong time you're basically screwed as he has essentially zero escape. It's an interesting sort of "we're either going to win this fight, or i'm going to die" sort of duality.

I also find myself *really* appreciating clutch healers when playing Artanis. There's a great rhythm of "Here we go! Oh... oh this isn't going as planned... OK shield is up, c'mon c'mon just another second.." and then the clutch heal comes in while you've been wailing away on the enemies, hoping for the best.

I do wish his E was actually useful in it's current incarnation, but it seems like essentially a dead skill at the moment. Too short of a range, and holy cow does the projectile move slow.
Yeah, you're dead meat once you get stunned during Q. I use E as soon as a group fight breaks out, to maximize an enemy's exposure to friendly attack, it's practically impossible to catch someone running away with it.
 

Alur

Member
What's the deal with all the posts in the pasts week or two on reddit implying the player base for HOTS is low or struggle?

Granted most are coming from the very top end of MMR ranges (3500+) where the pool is actually smaller and made even more so artificially because a lot of those players willingly take themselves out of public availability (ie: queuing outside of scrims/groups) due to one reason or the other, but outside of this area I'm legit not seeing it.

There sure as hell seem to plenty enough players in our ~3000 MMR range night or day.

The vast, vast majority of players are closer to 1700, not 3500...so why does this thinking prevail?

I understand there is an indication that maybe HOTS is not retaining players at the rate most would prefer, but that is still a long way from having population issues. It will cause them long term, no doubt, but right now? Ehh.

Maybe I'm coming at this from my MMO background where you could legit see the population dry quickly and PVP die on dead WoW servers and in games like SWTOR and Wildstar. I just don't see anything like that here. It seems no different for me to queue today than it did months ago.

EDIT: Also worth noting the probably sizeable amount of folks like me who have gotten rank 1 and never play there again because they - in their infinite wisdom - made it so you gain about 20-40 points for a win and lose 100 for a loss once you are in rank 1 effectively guaranteeing you lose your rank unless win 5 games for every 1 you lose. That hurts the pool at the top end for sure.
 

patchday

Member
Ok HotS peeps

How viable or not viable is playing a support?

If I like Sona and Soraka from LoL what should I go for here?

Hi, I play LoL as well as this game. I'd recommend LuLu or Lt Morales. Lulu comes with starter pack and she has highest win rate too once you get to HL.

Uther is more like Taric somewhat

There is also Malfurion but not too familiar with him. Don't think hes very popular
 

Vanillalite

Ask me about the GAF Notebook
So I installed tonight, ran through the tutorial stuff, bought LiLi, and I played some bot matches to get a feel.

Seems much less measured than LoL or DOTA and more go go go from the get go.

In some ways I like that they stripped stuff out, and the matches appear to be shorter. In other ways no money, shop, items ect... seems to make it harder to differentiate.

It's nice as a support though as in LoL I could stay in lane as a support for a while without dying which meant I never had a good chance to go back and buy at the shop without B'n.

Having different maps definitely adds more to learn. Of what I've played I like some more than others. Map secondary objectives seem key almost to the point of being primary objectives. Not sure how that all plays out yet. Part of me thinking it's GG if the other team gets the secondary objectives with no real chance to come back.

Graphics seem better than LoL, but maybe not as good as DOTA2. YMMV though as I thought certain maps looked alot better than others. That pirate map looked meh.

Community seemed nice, and overall I like the less stressful environment. Will play more this weekend.
 

Werd

Member
I understand there is an indication that maybe HOTS is not retaining players at the rate most would prefer, but that is still a long way from having population issues. It will cause them long term, no doubt, but right now? Ehh.

I've barely touched ranked play, so I won't pretend to speak on the issues going on there, but on the general topic of player population.... after taking a break from the game and looking around coming back I was surprised that there didn't seem to have much growth since release. Twitch counts still low, subreddit subs slowing way down, etc. Blizzard doesn't give any actual numbers at all do they? Revenue?

Given that I just play it casually and half the time against bots to do daily quests faster it's not a huge concern for me, but I guess just on the Blizzard name and pretty good reviews/impressions I thought it would have more momentum at this point. Maybe it's just unrealistic expectations.
 

TDLink

Member
So I installed tonight, ran through the tutorial stuff, bought LiLi, and I played some bot matches to get a feel.

Seems much less measured than LoL or DOTA and more go go go from the get go.

In some ways I like that they stripped stuff out, and the matches appear to be shorter. In other ways no money, shop, items ect... seems to make it harder to differentiate.

It's nice as a support though as in LoL I could stay in lane as a support for a while without dying which meant I never had a good chance to go back and buy at the shop without B'n.

Having different maps definitely adds more to learn. Of what I've played I like some more than others. Map secondary objectives seem key almost to the point of being primary objectives. Not sure how that all plays out yet. Part of me thinking it's GG if the other team gets the secondary objectives with no real chance to come back.

Graphics seem better than LoL, but maybe not as good as DOTA2. YMMV though as I thought certain maps looked alot better than others. That pirate map looked meh.

Community seemed nice, and overall I like the less stressful environment. Will play more this weekend.

Yes, the point is definitely to be more mass appealing. No in-match shop and item builds. Instead your build is based on what traits you take every few levels. Different builds work better with different team comps and on different maps, so ideally you want to learn what works best in each situation and then build to that.

I love the map variety as well. The objectives should definitely be seen as must-do. Ultimately you want to still destroy the enemy's core but all of the objectives help you do that. The maps and their varying objectives is really where HOTS sets itself apart from the boring same-old of LoL/DotA/etc.

And yes, maps are intentionally short and sweet. No 40 minute games. I've never had a game go more than 30 minutes, and really most will be around 20. There's basically no "laning" phase.
 
I've barely touched ranked play, so I won't pretend to speak on the issues going on there, but on the general topic of player population.... after taking a break from the game and looking around coming back I was surprised that there didn't seem to have much growth since release. Twitch counts still low, subreddit subs slowing way down, etc. Blizzard doesn't give any actual numbers at all do they? Revenue?

Given that I just play it casually and half the time against bots to do daily quests faster it's not a huge concern for me, but I guess just on the Blizzard name and pretty good reviews/impressions I thought it would have more momentum at this point. Maybe it's just unrealistic expectations.

The subreddit slowed down since the mods decided to disallow direct gfycat and imgur links. Those have to be posted in a text post now which makes all of it just a bigger hassle.
 

Maledict

Member
Given the amount of time they are spending on Heroes at Blizzcon (equal with WoW, more than any other game), and the creation of the new e-sports division I think people panicking about the games subscribers levels probably need to chill out.
 
Having different maps definitely adds more to learn. Of what I've played I like some more than others. Map secondary objectives seem key almost to the point of being primary objectives. Not sure how that all plays out yet. Part of me thinking it's GG if the other team gets the secondary objectives with no real chance to come back.

Map objectives are very, *very* important. But it's also important to know when to contest them and when it's not worth it (i.e. it's not always worth throwing your whole team at an objective come hell or high water, and sometimes the right play given the game situation is to ignore a particular instance of an objective completely).

One thing I like about the map objectives is it adds to that sense that there's always 1 more thing you should be doing at a given moment than you are actually capable of doing. That whole "I really need to be soaking/pushing in lane so we get to level 10 before they do, but I also really should be rotating down to stop that damn merc push that's wrecking our bottom towers, but I also really should be helping nab this second tribute..." I think it's that push and pull between multiple conflicting things that you "need" to be doing simultaneously that makes the game interesting, and the objectives add a neat layer on top of the traditional MOBA "soak/gank/merc" trilogy
 

jon bones

hot hot hanuman-on-man action
Map objectives are very, *very* important. But it's also important to know when to contest them and when it's not worth it (i.e. it's not always worth throwing your whole team at an objective come hell or high water, and sometimes the right play given the game situation is to ignore a particular instance of an objective completely).

One thing I like about the map objectives is it adds to that sense that there's always 1 more thing you should be doing at a given moment than you are actually capable of doing. That whole "I really need to be soaking/pushing in lane so we get to level 10 before they do, but I also really should be rotating down to stop that damn merc push that's wrecking our bottom towers, but I also really should be helping nab this second tribute..." I think it's that push and pull between multiple conflicting things that you "need" to be doing simultaneously that makes the game interesting, and the objectives add a neat layer on top of the traditional MOBA "soak/gank/merc" trilogy

as a MOBA noob, i am really enjoying this dynamic. it keeps the game really fast paced, even at early levels, when i am trying to figure out the best place i need to be at any given moment.

it's been tough figuring that out - especially considering that they aren't 'necessary' in the co-op mode - but i think i'm slowly getting the hang of it. i've been reading icy veins' strategy for each character i enjoy playing to get a sense of what i should be doing and when, but there's still a lot of wiggle room.
 

Alavard

Member
Entered vs AI with human allies for the first time in months last night in order to quickly finish a few dailies, so I could get back to playing Artanis.

I almost can't believe how badly people were playing. Sure, we always won, and in decent time, but man. There was an Artanis that insisted on going everywhere solo and died seven times before he managed to kill anything. People were constantly splitting up trying to do multiple things at once, like ETC trying to solo a bruiser camp while someone solo pushed and other members ran to objectives. And then on Blackheart's Bay, the team seemingly decided to keep going for coins despite the AI team having no structures left and their core at 20% and us with a 3 level lead.
 

Alur

Member
I've barely touched ranked play, so I won't pretend to speak on the issues going on there, but on the general topic of player population.... after taking a break from the game and looking around coming back I was surprised that there didn't seem to have much growth since release. Twitch counts still low, subreddit subs slowing way down, etc. Blizzard doesn't give any actual numbers at all do they? Revenue?

Given that I just play it casually and half the time against bots to do daily quests faster it's not a huge concern for me, but I guess just on the Blizzard name and pretty good reviews/impressions I thought it would have more momentum at this point. Maybe it's just unrealistic expectations.

The Twitch counts are as much an issue of personalities as they are the game itself. Not many personalities with decent sized followings started streaming HOTS due to the way they roped it off with the Alpha access (and how feature bare it was), and then over time we've lost a few as well. That is only going to be exacerbated when Overwatch beta drops in a few days. I'm pretty sure ZPs will head to Overwatch, which is one of the only 4-5 decent sized followings the game has on Twitch.

People seem far more content to watch the tournaments and otherwise watch someone else playing some other game the rest of the time.

The reddit growth stopped because of stuff like this:

The subreddit slowed down since the mods decided to disallow direct gfycat and imgur links. Those have to be posted in a text post now which makes all of it just a bigger hassle.

It was going to be an uphill battle to take mind share from Dota 2 and League of Legends anyway. Blizzard seem pretty content to not do much of that based on their design, their pricing, and the way they are targeting players. And because of that and what Maledict said...

Given the amount of time they are spending on Heroes at Blizzcon (equal with WoW, more than any other game), and the creation of the new e-sports division I think people panicking about the games subscribers levels probably need to chill out.

...I struggle to believe that they aren't somewhere near where they wanted to be. I agree with Maledict, I think it's overblown.

There are plenty, plenty of fish in the sea queue unless you are one of the elite players and as I've said about 10x now, it's at least 25-30% their own fault that none of them play as it is the lack of Grandmaster/bans. They bitch about no competition and say they'd be happy to "just play even games against equal skill level" even sans those features but a huge chunk of them don't queue up to be part of the competition due to grouping or scrimming or burnout.

Most of this complaining comes from here in NA, as EU and Korea seem to have little issue with it because their players continue playing the actual game outside of scrims/practice. Outside of that very small segment of players I can't see the issue.
 

brian!

Member
What do the financial reports look like, like how is it usually broken down

Agree w/ alur that a portion 1%ers dropping out is a drop in the pool, it might have had bigger implications (streamers, etc.) but 2016 is supposed to be esports year. Curious about retention stats in other demographix after post-launch like someone mentioned before, but as far as i can tell like if they can invest heavily in 2016 it probably means they saw a pretty decent return on heroes esp. since they price kind of heavily
 

Alur

Member
Abby is my most-played... Might dive in on Pajamathur.

Doooo it.

What do the financial reports look like, like how is it usually broken down

No clue, but even though I firmly believe the population is fine I still wouldn't take whatever estimate they said on their financial calls seriously. IIRC the last numbers we got were just people "signed up for beta", not actual players.

I'd definitely eat my hat if they aren't making good money off of this regardless of whether population is rising or falling, doe. The fervor from those still around is just too great for new stuff/mounts/heroes. And it ain't like it's cheap.
 

Ketch

Member
how is the freaking out over population justified at all? is there any proof? sounds pretty anecdotal to me. "Well, I noticed my ques getting long." and "People don't stream as much, look at those twitch numbers!" ..... pssshhhh stfu.

more like bored people on reddit with no esports tournaments or meta shifts to talk about so they make up some drama.

it's amazing to me how deep people dive on their theories about what's going on behind the scenes when all they have is circumstantial evidence at best or flawed third party statistics at worst.

"The only thing we have to go off of..." does not all of sudden create valid information.
 

Vanillalite

Ask me about the GAF Notebook
So you can level your overall self and you can level individual characters as well to unlock new talents?

Am I getting this right?

PS: If anyone wants a LiLi tonight for non ranked I'd n00b heal for you. Haha
 

jon bones

hot hot hanuman-on-man action
So you can level your overall self and you can level individual characters as well to unlock new talents?

Am I getting this right?

PS: If anyone wants a LiLi tonight for non ranked I'd n00b heal for you. Haha

you unlock all talents for a given character quickly, at character level 4

player level gives you gold early on, which is good to buy a couple more characters you enjoy

also, i'm down for that
jonbones#1233
 

brian!

Member
Freaking out over population is a reaction to ppl being vocal about being tired of the game and matchmaking having been poor(?) since inception, which is often rationalized w/ low population, same w/ browder saying unranked draft and other things not being feasible atm because they would ruin mm and split the populations, none of it is really based off of concrete things

A big dialogue thread pre-launch was that a lot of the things that ppl expected to be solved by launch would have eventually fallen into place once population was at a good point
 

Alur

Member
EDIT: Da fuq? Breez from Fnatic is 16 years old? Man. I feel old.

So you can level your overall self and you can level individual characters as well to unlock new talents?

Am I getting this right?

PS: If anyone wants a LiLi tonight for non ranked I'd n00b heal for you. Haha

Yes. Each hero can be leveled to 20, with various rewards at various levels (gold, skin colors, mount colors, etc).

Then you also can level your own account from 1-40 which unlocks stuff as you go and gives a lot of gold. Lots of carrots.

Freaking out over population is a reaction to ppl being vocal about being tired of the game and matchmaking having been poor(?) since inception, which is often rationalized w/ low population, same w/ browder saying unranked draft and other things not being feasible atm because they would ruin mm and split the populations, none of it is really based off of concrete things

A big dialogue thread pre-launch was that a lot of the things that ppl expected to be solved by launch would have eventually fallen into place once population was at a good point

Yeah I don't think the comment on unranked draft splitting the population was a comment on the population being bad, myself. I just read it as being conservative because they (rightly) fear that one or the other QM queues would eventually die if they had both going. They could also fear it harming HL queues to a large degree - particularly with no ladder yet. I get that concern.

I think they vastly underestimate how popular that mode would be for people and how easy it is to pick up. I'm fine with it killing it regular QM to be quite honest.
 
I personally don't care about an unranked draft mode. QM team comps usually suck for both teams. I've had so many bad team comps in QM and have absolutely smashed teams with a "good" comp. QM is more about coordination and overall skill than team comp.
 

Vanillalite

Ask me about the GAF Notebook
Why do I feel like the gold grind is gonna be worse than LoL? Obviously DOTA2 lacks this as all the heroes are unlocked. Still I got this feeling looking through that the gold amounts for some of this are stupidly high.
 
Why do I feel like the gold grind is gonna be worse than LoL? Obviously DOTA2 lacks this as all the heroes are unlocked. Still I got this feeling looking through that the gold amounts for some of this are stupidly high.

Daily quests, hero-level gold, and profile level gold go a long way towards making it manageable. It's definitely slower than LoL in terms of highest champ price to currency per game, but there are a number of ways to make gold other aside from the 30 or so you get per game. I think it evens out a little bit in that sense. Also you don't need runes and runepages to be competitive with your heroes. Once you've bought a hero (and especially if you're at the point where all talents are just unlocked) you can be competitive with that hero right away.
 

Alur

Member
Why do I feel like the gold grind is gonna be worse than LoL? Obviously DOTA2 lacks this as all the heroes are unlocked. Still I got this feeling looking through that the gold amounts for some of this are stupidly high.

It sort of depends on your play. The gold gain is more or less a bridge that will get you to 10 heroes at account level 40 so that you can play ranked, as the free heroes are not playable in ranked without being purchased. So outside of ranked you may have 17 heroes, but in ranked only 10 are selectable.

Most of your gold will come from the dailies after a certain point, for sure, but the gain leveling up isn't that bad. It's when you cap out at 40 that it slows unless you are (smartly) playing each free hero to 5 for the knowledge AND the gold.

It's an interesting aspect of the game going forward for sure. There's a bunch of us here who have all the heroes and once you are caught up, you make enough gold per 3 weeks off of dailies to just purchase the new one with gold as soon as he/she comes out...for new players, each new hero added increases the free gold reward pool by 4250 gold, but cost 10000 gold even after the initial price drop so every few months you are a little further behind the eight ball.

EDIT: And like they said, no runes/runepages. That helps a bit.
 
Is there a list of the XP breakdown per hero account level? I feel like you can get to 6 decently quick but after that it's a ridiculously slow crawl to 9/10 (depending on whether you want the master skin or just the extra gold/profile).

Nvm I found it, jeez no wonder, 1-8 takes as much XP as 8-9. I just remembered they sell 'boosters' to increase your gold/exp gain by 100% too, that's gross. Balance the numbers instead of selling a way to make it more reasonable.

Experience amount needed per hero level and the total cumulative amount.
Level....... XP to Next ......... Cumulative XP
1 .............. 100,000 ..................... 0
2 .............. 100,000 .............. 100,000
3 .............. 100,000 .............. 200,000
4 .............. 475,000 .............. 300,000
5 .............. 475,000 .............. 775,000
6 ...............950,000 ............. 1,250,000
7 ............ 1,425,000 ............ 2,200,000
8 ............ 2,850,000 ............ 3,625,000
9 ............ 4,750,000 ............ 6,475,000
10........... 4,750,000 ........... 11,225,000
 

Alur

Member
I don't mind the model, but I do think a year or two from now when there's 60-70+ heroes that they may have to recalibrate (and maybe more than just the gold gain - the actual money).

On the one hand few people really NEED every hero, they just want them and hate being gated from them. In reality most people seem to only play the same 3-6 heroes.

On the other hand, gold gain growth doesn't rise anywhere near as quickly as the cost of goods so it's definitely a turn off to new players as is and will be even more so when the number of heroes is even greater.

If I were them I'd go the Hearthstone route and release an "expansion" once a year or something that is basically just a new starter pack bundle with a new hero or two, some old heroes, and a new mount and portrait/border as well as some gold just like they did with launch only bigger. You'll get sales from both new and old that way.

Is there a list of the XP breakdown per hero account level? I feel like you can get to 6 decently quick but after that it's a ridiculously slow crawl to 9/10 (depending on whether you want the master skin or just the extra gold/profile).

Nvm I found it, jeez no wonder, 1-8 takes as much XP as 8-9. I just remembered they sell 'boosters' to increase your gold/exp gain by 100% too, that's gross. Balance the numbers instead of selling a way to make it more reasonable.

I'm pretty sure your numbers are wrong or maybe I can't read your format.

8 to 9 takes 2,850,000. 9 to 10 takes 4,750,000. Every level after 10 also takes 4,750,000.

Either way, your realistic gains are all from level 1-9. Beyond that is gravy and a stimpack helps greatly with 1-9. Don't get it for gold gain though.
 
I can't get the formatting to work, indent makes a new line instead of just moving it farther down the line, and using spaces just defaults to one space.

Anyway, I think the XP requirements should scale more linearly into level 10 and then get closer to exponential after that since 10 is a sort of 'mastery' level. If you want players to bottom out, I think that's where you want to do it. It is dumb that the total amount of XP to get to level 8 (~3.6 million) is close to the amount needed to go from level 8 to level 9 (~2.9 million), apologies for saying the same when I meant that more generally.

Just a visual representation of the data if it helps
HKO9rHE.png
 

Mengy

wishes it were bannable to say mean things about Marvel
Entered vs AI with human allies for the first time in months last night in order to quickly finish a few dailies, so I could get back to playing Artanis.

I almost can't believe how badly people were playing. Sure, we always won, and in decent time, but man. There was an Artanis that insisted on going everywhere solo and died seven times before he managed to kill anything. People were constantly splitting up trying to do multiple things at once, like ETC trying to solo a bruiser camp while someone solo pushed and other members ran to objectives. And then on Blackheart's Bay, the team seemingly decided to keep going for coins despite the AI team having no structures left and their core at 20% and us with a 3 level lead.

Yeah, I play a lot of AI games and there are many bad players in that mode. I don't mind though, even bad players can have fun playing AI games, and even with bad players it's really hard to lose at an AI match.
 

Syf

Banned
The game would definitely be more appealing if they addressed the grindy feel of it. Anecdotally speaking my friends think the game is fun but get turned off of actually getting into it as their main game because of the high gold costs and long xp grinds, so they just continue with whichever other MOBA they were already invested in.
 

Ketch

Member
Definitely the most grindy feeling out of the mobas ive played

really? I felt like league was super bad. I remember playing that game for months and only ending up with like 3 heroes owned. but here I i had like half a dozen in a month or less. They give you so much gold when you're starting out, and league didn't give me shit, granted I played a long ass time ago though.



Also just played a HL on haunted mines where the enemy team went full push and didn't first pick sylvanas. They went gazlowe, zagara, brightwing, witch doctor and muradin. We got sylvanas and tassadar and won easily.


haunted mines is the only map where I prioritise tass or sylvanas. My mind says it's cool that some heroes can really shine on specific maps, but when I play haunted mines it feels bad and not fun. You either get those heroes and win easily, or the other team does and you automatically lose. Do you guys think this is good? Hows is it possible for haunted mines to easily be the worst map in the pool since the very moment it came out until present day? Just go away shitty map pls.
 

Alur

Member
haunted mines is the only map where I prioritise tass or sylvanas. My mind says it's cool that some heroes can really shine on specific maps, but when I play haunted mines it feels bad and not fun. You either get those heroes and win easily, or the other team does and you automatically lose. Do you guys think this is good? Hows is it possible for haunted mines to easily be the worst map in the pool since the very moment it came out until present day? Just go away shitty map pls.

I like heroes being good on certain maps. I don't like heroes being the flat out best pick on certain maps like Sylvanas (and to a lesser extent Tassadar) on HM and Leoric/Johanna were pre-nerf on Infernal Shrines due to breaking the objectives. Haunted Mines is like 90% a win if you get Sylvanas and your team understands what to do. 100% if you get her and Tassadar.

I'd love for Haunted Mines to die in a digital fire. It's not fun at all, and on the rare occasion a game actually makes it late it feels more like everyone did bad than the fact that the game was even.
 
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