Brawndo Addict
Banned
The problem with the Hotslog talent data is that it really only tells you what's popular (or due for a nerf). Nearly every talent is going to have a winrate between 45-55% to begin with, and once you factor in a margin of error it's basically a 50/50 wash. Sure, it can help you identify 'trick' talents which you're not supposed to take, or 'OP' talents they haven't tuned yet, but those are few and far between and you could probably figure those out already. Their talent build section is incredibly, incredibly misleading because the win-rate percentages reflected there are not accurate whatsoever. Obviously a hero with an overall win-rate of ~50% and a individual talent win rate of ~50% cannot have 10 talent builds all above 60%, it just doesn't add up. The reason this happens is subtle but obvious once you think about it.
The reason why is because it's restricted to talent builds that go to level 20. There are more games where the winning team hits 20 and the losing team does not than there are games where both teams hit 20. This is why you can see a winrate spike towards 60% for the individual level 20 talent tier for every hero, it's reflective of those teams having already won their games, not because of the talents themselves. Even a 'bad' level 20 talent is a gigantic power increase over an opposing team without level 20. This effect filters down into the talent build section because they only include builds that reach level 20. So all the win-rates for those builds may say they're above 60%, but it's because they're reflective of the data being overpopulated with lopsided games.
I think it's more important/useful to use Hotslog data to think about why certain talents are so popular and how they interact. Take Xul's level 4 talent tier for example. When you look at the individual talents, Jailor (which spawns 2 Skeleton Warriors with Bone Prison) is ahead of the other two, increased range on spectral scythe and gain mana when trait activates (although they're both close to 50% too I might add). Why is that? Well if you look at the talent build section, you can see that it's very popular to take Jailor in conjunction with the trait enhancing talents at 7/13/16. Since Jailor directly synergizes with those talents, it gains more value as the game goes on. So by level 16, Jailor doesn't just summon two extra skeletons. It summons two extra skeletons who heal you, explode, and do 50% more damage than they normally would.
Many heroes have talent interactions like this involving similar feedback loops. But it's also important to remember to take into account the map you are playing on and the enemy team you are facing. Giant Killer talents (extra dmg based on HP pool) gain more value if the enemy team has more warriors or high health heroes. Extra range on ability talents are more useful on maps where you can poke over static objectives. And some heroes are just plain better/worse at certain maps (all of Xul's talent win-rates go down on Battlefieds of Eternity for example). By thinking about how a talent changes the way you play (either based on the map, enemy heroes, or just your own kit), you can make better decisions over whether it's the right choice for that game. Just because something is the "best" build overall doesn't mean it's the best build for that map, for your composition, or against the enemy team.
The reason why is because it's restricted to talent builds that go to level 20. There are more games where the winning team hits 20 and the losing team does not than there are games where both teams hit 20. This is why you can see a winrate spike towards 60% for the individual level 20 talent tier for every hero, it's reflective of those teams having already won their games, not because of the talents themselves. Even a 'bad' level 20 talent is a gigantic power increase over an opposing team without level 20. This effect filters down into the talent build section because they only include builds that reach level 20. So all the win-rates for those builds may say they're above 60%, but it's because they're reflective of the data being overpopulated with lopsided games.
I think it's more important/useful to use Hotslog data to think about why certain talents are so popular and how they interact. Take Xul's level 4 talent tier for example. When you look at the individual talents, Jailor (which spawns 2 Skeleton Warriors with Bone Prison) is ahead of the other two, increased range on spectral scythe and gain mana when trait activates (although they're both close to 50% too I might add). Why is that? Well if you look at the talent build section, you can see that it's very popular to take Jailor in conjunction with the trait enhancing talents at 7/13/16. Since Jailor directly synergizes with those talents, it gains more value as the game goes on. So by level 16, Jailor doesn't just summon two extra skeletons. It summons two extra skeletons who heal you, explode, and do 50% more damage than they normally would.
Many heroes have talent interactions like this involving similar feedback loops. But it's also important to remember to take into account the map you are playing on and the enemy team you are facing. Giant Killer talents (extra dmg based on HP pool) gain more value if the enemy team has more warriors or high health heroes. Extra range on ability talents are more useful on maps where you can poke over static objectives. And some heroes are just plain better/worse at certain maps (all of Xul's talent win-rates go down on Battlefieds of Eternity for example). By thinking about how a talent changes the way you play (either based on the map, enemy heroes, or just your own kit), you can make better decisions over whether it's the right choice for that game. Just because something is the "best" build overall doesn't mean it's the best build for that map, for your composition, or against the enemy team.