Winter Veil Event: Toys, toys, toys!



Heroes of the Storm PTR Patch Notes - December 3, 2018
Originally Posted by Blizzard (Blue Tracker)

Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting until December 10. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.


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Art
  • Stitches has received several updated effects and animations to match his gameplay updates.
  • Sylvanas has received several updated effects and animations to match her gameplay updates.


Design

Armor
  • Now, just like Movement Speed modifiers, the game will apply only the highest (or lowest) amount of Armor to a Hero at any given time. We've adjusted ability/talent Armor values on a per Hero basis to account for this change:
    • Anub’arak
      • Nerubian Armor (W)
        • New functionality:
          • Increase the Spell Armor granted from Harden Carapace by 20 (to 60)
    • The Butcher
      • Enraged (Passive)
        • Armor increased from 15 to 25
    • Chen
      • Purifying Brew (Trait)
        • Spell Armor increased from 30 to 40

      • Untapped Potential (R)
        • Armor increased from 50 to 60
    • Diablo
      • Sacrificial Soul (Q)
        • Armor increased from 20 to 25
        • Armor at max Souls increased from 40 to 50
    • E.T.C.
      • Rockstar (Trait)
        • Armor increased from 20 to 25

      • Show Stopper (Q)
        • Armor increased from 15 to 35
    • Gazlowe
      • Robo-Goblin (R)
        • Armor increased from 30 to 40
    • Lt. Morales
      • Safeguard (W)
        • Armor increased from 25 to 30
      • Trauma Trigger (Passive)
        • Armor increased from 30 to 40
    • Nova
      • Anti-Armor Shells (Passive)
        • Physical Armor shred increased from 10 to 15
    • Raynor
      • Bounty Hunter (Trait)
        • Armor increased from 5 to 10
    • Rexxar
      • Hunter-Gatherer (Passive)
        • Armor increased from 10 to 15
    • Tassadar
      • Khala’s Light (Q)
        • Armor increased from 15 to 20
    • Tyrael
      • Defense of the Angels (Active)
        • Armor increased from 40 to 50
    • Uther
      • Devotion (Trait)
        • Armor increased from 15 to 25
    • Valeera
      • Smoke Bomb (R)
        • Armor increased from 25 to 30
    • Zul’jin
      • Amani Hide (Active)
        • Armor increased from 10 to 15

Catapults
  • When a team destroys a Fort, they’ll now gain a Catapult in every 3rd Minion wave.
    • NOTE: In order to keep early-game Catapults from being too devastating to defending teams, Catapult attack splash size, attack range, and damage/health will gradually increase as the game progresses.

Experience Changes
  • Removed all Experience earned from destroying a Fort or Keep
  • Decreased Experience earned from destroying Towers by 50%
  • Passive Experience gain increased by 15%
  • Increased Experience gained by defeating defending Mercenaries by 100%
  • Laning Mercenary Experience
    • Defeating Laning Mercenaries will now grant 100% of Defending Mercenaries Experience.

Developer Comment: After listening to feedback, we have decided to pull back the laning Mercenary change outlined in our 2019 gameplay updates in order to give winning teams more opportunities to pull ahead.


Mercenaries
  • Boss Camps, Sentinel Camps (Hanamura Temple), and Support Camps (Volskaya Foundry) will now be flagged as Elite.
    • Elite Mercenary Camps are Unstoppable & Unbribable

Unit Radii
  • The unit radius values for most Heroes has been reduced by 5-15%


User Interface
  • Armor, increased Healing, and decreased Healing healthbar indicators have received a visual update.


Heroes

Assassin

Fenix


Abilities
  • Purification Salvo (R)
    • Damage reduced from 86 to 79

Talents
  • Level 4
    • Inhibiting Energy (W)
      • Now applies to all slows (except itself), and not just Plasma Cutter’s slows
      • Slow duration reduced from 4 to 3 seconds
      • Slow amount reduced from 35 to 30%
    • Warp Conduit (E)
      • Removed
  • Level 7
    • Warp Warfare (E)
      • Added functionality:
        • Now also resets the cooldown of Warp when Fenix gets a Hero takedown
    • Divert Power: Weapons (Active)
      • New functionality:
        • Activate to gain 40% Basic Attack damage for 5 seconds. Basic Attacks against Heroes refresh this duration. When this damage bonus falls off, remove all of Fenix's Shields. 40 second cooldown.
  • Level 13
    • Dampening Field (Trait)
      • Spell Armor increased from 20 to 25
    • Auxiliary Shields (Trait)
      • Shield amount increased from 20 to 40%
      • Health loss increased from 10 to 30%


Specialist

Sylvanas


Stats
  • Health increased from 1425 to 1550
  • Health Regen increased from 2.969 to 3.23
  • Basic Attack damage reduced from 90 to 81

Abilities
  • Withering Fire (Q)
    • Adjusted functionality:
      • Pressing Q once fires 5 Withering Fire arrows at the closest enemy
    • Mana cost increased from 0 to 25
    • Damage reduced from 48 to 39
    • Range increased from 6.25 to 8
    • Cooldown increased from 2 to 8 seconds
    • Cooldown now restores all charges
    • No longer gains charges on Minion kills
    • Nearby Heroes takedowns now refresh the cooldown of this ability
    • Fire rate reduced from .188 to .375 (50% slower)
    • Withering Fire cannot be cast while a previous cast of Withering Fire is still firing
  • Shadow Dagger (W)
    • Adjusted functionality:
      • Shadow Dagger no longer spreads to nearby targets each time it does damage.
      • Damage dealt by Sylvanas to the primary target of Shadow Dagger spreads its effect to all nearby enemies.
    • Mana cost decreased from 75 to 50
    • Duration increased from 2 to 2.5 seconds
    • Damage reduced from 37 to 29
  • Haunting Wave (E)
    • Banshee travel speed increased by ~6%
  • Mind Control (R)
    • Cooldown reduced from 60 to 50 seconds
    • New functionality:
      • After a .25 second cast, launch a missile that impacts the first enemy Hero in its path. Impacted Heroes are Silenced, Slowed by 30%, and forced to walk towards Sylvanas for 1.75 seconds.
  • Black Arrows (Trait)
    • New functionality:
      • Activate to cause all Basic Attacks and Abilities to Stun Minions, Mercenaries, and Structures for 3 seconds over the next 10 seconds. 40 second cooldown
    • New Passive functionality – Banshee’s Curse:
      • Basic Attacks infect enemies with Banshee’s Curse for 3 seconds. Sylvanas deals 25% bonus damage to enemies with 3 stacks of Banshee’s Curse.

Talents
  • Level 1
    • Overflowing Quiver (Q)
      • Removed
    • Dreadful Wake (E)
      • Removed
    • Overwhelming Affliction (Trait)
      • Moved from Level 16
      • Adjusted functionality:
        • Enemy Heroes with 3 stacks of Banshee’s Curse are slowed by 15%. Basic Attacks against Slowed enemy Heroes deal 1% of their maximum Health in damage
    • New Talent: Unfurling Shadows (W)
      • Quest: Each time Shadow Dagger deals damage to enemy Heroes with 3 stacks of Banshee’s Curse, increase its damage by .5%
    • New Talent: Banshee’s Curse (Q)
      • Hitting an enemy Hero with Withering Fire increases Sylvanas’ Attack Speed and Ability Power by 5% for 6 seconds, stacking up to 5 times
    • Level 4
      • With the Wind (Q)
        • Removed
      • Mercenary Queen (Trait)
        • Moved from Level 1
        • Adjusted functionality:
          • Friendly non-Elite Mercenaries near Sylvanas deal 60% more damage. Sylvanas Stuns and deals 30% additional damage to Mercenaries with 3 stacks of Banshee’s Curse.
      • Possession (Active)
        • Moved from Level 7
        • Now requires 3 charges to be used on Catapults
      • Unstable Poison (W)
        • Moved from Level 7
        • Damage increased from 116 to 130
        • Now triggers on enemy minions who are afflicted by Banshee’s Curse, Black Arrows, or Shadow Dagger
        • Radius increased from 2 to 2.5
    • Level 7
      • Barbed Shot (Q)
        • New functionality:
          • Hitting the same enemy with 5 shots of Withering Fire causes the last shot to deal 350% bonus damage
      • Lost Soul (W)
        • Moved from Level 4
        • Adjusted functionality:
          • Reduce Shadow Dagger’s cooldown by 1.75 seconds each time Sylvanas uses a Basic Attack on an enemy Hero with 3 stacks of Banshee’s Curse.
      • New Talent: Festering Wounds (E)
        • Haunting Wave deals 25% more damage and applies 3 stacks of Banshee’s Curse.
    • Level 13
      • Cold Embrace (W)
        • Moved from Level 16
        • Duration increased from 2 to 2.5 seconds
        • Now also reduces the Armor of targets that Shadow Dagger spreads to by 10
      • Spell Shield (Active)
        • Removed
      • Remorseless (Trait)
        • Moved from Level 16
        • New functionality:
          • Increase Sylvanas’ Basic Attack range by 1. Basic Attacks against enemy Heroes with 3 stacks of Banshee’s Curse fire an untalented shot of Withering Fire. This shot applies Banshee’s Curse.
      • Windrunner (E)
        • Adjusted functionality:
          • Teleporting with Haunting Wave resets the cooldown of Withering Fire. Haunting Wave can be cast a second time for free within 5 seconds after teleporting
    • Level 16
      • Life Drain (W)
        • Moved from Level 13
        • New functionality:
          • Dealing damage to enemies with 3 stacks of Banshee’s Curse heals Sylvanas for 15% of the damage dealt. Doubled against Heroes
      • Evasive Fire (Q)
        • Adjusted Functionality:
          • Hitting enemies with Withering Fire grants Sylvanas 6% bonus Movement Speed for 2 seconds, stacking up to 30%. Basic Attacks refresh this duration.
      • Will of the Forsaken (Active)
        • Moved from Level 13
    • Level 20
      • Dark Lady’s Call (R)
        • New functionality:
          • Reduce the cooldown of Mind Control by 30 seconds. Heroes hit by Mind Control have their vision greatly reduced for 5 seconds.
      • Withering Barrage (Q)
        • Moved from Level 4
        • New functionality:
          • Hitting an enemy Hero with Withering Fire decreases its cooldown by .75 seconds


Warrior

Stitches


Abilities
  • Hook (Q)
    • Range reduced from 12.5 to 11
  • Slam (W)
    • Cast time increased from .25 to .313
    • Cooldown reduced from 8 to 6 seconds
    • Range increased from 8 to 9.5
    • Mana cost reduced from 40 to 30
    • Added functionality:
      • Now has an Inner area that deals 40% Bonus Damage and applies a 40% slow for 1.5 seconds
  • Devour (E)
    • Ability Effects now occur at the start of the ability's cast, rather than at the end
  • Vile Cleaver (Passive)
    • New Functionality:
      • Basic Attacks apply Vile Gas to nearby enemies, poisoning for 45 damage over 3 seconds. Re-applying Vile Gas increases its duration rather than resetting it, up to 10 seconds.

Talents
  • Level 1
    • Chew Your Food (E)
      • Removed
    • Dampen Magic (Passive)
      • Removed
    • Heavy Slam (W)
      • Removed
    • Hungry for More (Passive)
      • New functionality:
        • Quest: Regen Globes grant 30 permanent Health
        • Every 15 Regen globes, Stitches gains 5% permanent Movement speed up to a maximum of 20%
    • Savor the Flavor (E)
      • Moved from level 7
        • New Functionality:
          • Casting Devour on a Hero restores an additional 10% of maximum Health and Mana over 5 seconds and permanently increases Stitches’ health regeneration by 1.
    • New Talent: Patchwork Creation (Passive)
      • Increase all healing received by 15%.
      • Nearby Minion and Hero kills Heal Stiches (Minions for 30, Heroes for 300)
  • Level 4
    • Amplified Healing (Passive)
      • Removed
    • Restorative Fumes (Trait)
      • Removed
    • Putrid Ground (W)
      • Removed
    • New Talent – Playtime! (W)
      • Heroes hit by Slam reduce the cooldowns of Stitches's other Basic Abilities by .5 seconds. This cooldown reduction is increased to 2 seconds for Heroes that are hit by Slam's inner impact area.
    • New Talent – Chop Chop (W)
      • Hitting a Hero with the inner area of Slam increases Stitches' Basic Attack Speed by 50% for 4 seconds.
    • New Talent: Serrated Edge (Q)
      • Hooking an enemy Hero deals 5% of their max life as damage and decreases Hook’s cooldown by 4 seconds.
  • Level 7
    • Last bite (E)
      • Removed
    • New Talent - Blight (Trait)
      • Vile Gas heals for 33% of the damage it deals. Activate to apply Vile Gas to all nearby enemies and reduce their healing taken by 20% for 5 seconds. 40 second CD
    • Cannibalize (Passive)
      • Moved from level 20
      • New functionality:
        • Heroes hit by Basic Attacks and Slam’s inner area heal Stitches for 2% of his maximum health.
    • Tenderizer (Passive)
      • New functionality:
        • Basic Attacks slow the target by 25% for 2.5 seconds. If the target is afflicted with Slam’s Slow, refresh its duration.
  • Level 13
    • Flea Bag (Passive)
      • Removed
    • Mega Smash (W)
      • Removed
    • Indigestion (E)
      • Removed
    • New Talent – Lacerate (W)
      • Slam afflicts enemies with Vile Gas and reduces armor by 10 for 4 seconds.
    • New Talent – Digestive Juices (E)
      • Devouring an enemy Hero reduces their damage dealt by 40% for 4 seconds.
    • New Talent – Gas Flare (Passive)
      • Stitches deals 16 damage per second to enemies around you. This damage is increased by 150% for 4 seconds after successfully Hooking an enemy Hero
  • Level 16
    • Pulverize (W)
      • New functionality:
        • Slam slows all enemies by 75% for 1 second.
    • Shish Kabob (Q)
      • Removed
    • Toxic Gas (Passive)
      • Removed
    • Fishing Hook (Q)
      • Range bonus increased from 40 to 50%
    • New Talent - Meat Hook (Q)
      • Hooking an enemy Hero restores 16% of maximum health over 4 seconds. For 4 seconds, Basic Attacks against the Hooked Hero will refresh the duration of this healing effect.
  • Level 20
    • New Talent – Second Helping (E)
      • Gain an additional charge of Devour. Devouring an enemy Hero reduces the cooldown of your Heroic ability by 5 seconds.
    • New Talent – Shambling Horror (Active)
      • Passive: Stitches is no longer affected by Slowing effects
      • Activate to gain 50 Armor for 4 seconds. 60 second CD.


Collection
Many seasonal items have made their way back into the collection and will be available for crafting and in Loot Chests for a limited time!

New Bundles
  • The following new bundles are only available for a limited time!
    • Toy Heroes Bundle
    • Cuddle Bear Stitches Skin Pack
    • Cosmic Force Valeera Skin Pack
    • Dehakasaurus Rex Skin Pack

New Skins (Limited Time Only!)
  • Stitches
    • Cuddle Bear Stitches
    • Snuggle Bear Stitches
    • Honey Bear Stitches
  • Dehaka
    • Dehakasaurus Rex
    • Dino-Metal Dehakasaurus Rex
    • Playtime Dehakasaurus Rex
  • Valeera
    • Cosmic Force Valeera
    • Psionic Cosmic Force Valeera
    • Nega Force Valeera
  • Sylvanas
    • Mint Sugar Plum Sylvanas

New Mounts (Limited Time Only!)
  • Cosmic Lion
    • Psionic Lion
    • Nega Lion
  • Plush Unicorn
    • Plush Zombicorn
    • Pretty Plush Unicorn
    • Fuzzy Plush Unicorn
    • Honey Plush Unicorn

New Portraits, Sprays, and Emojis
  • Several new emoji packs and portraits have also been added to the game.


Bug Fixes

General
  • Fixed an issue causing camera jumps and cursor resets when using drag scroll.
  • Made a number of improvements to AI behavior.

Heroes, Abilities, and Talents
  • Brightwing: Fixed an issue preventing Brightwing from applying the Sticky Flare talent effect if it hit more than one target.
  • Brightwing: Fixed an issue preventing Brightwing from applying the Hush! talent effect if it hit more than one target.
  • Chromie: Dragon’s Breath’s warning splat will now display after the ability has been cast.
  • Deckard: Fixed an issue causing Deckard’s portal to be visible in Fog of War when using Hearthstone.
  • Leoric: Fixed an issue that allowed Drain Hope’s damage and healing to persist through time stop effects.
  • Lunara: Fixed an issue preventing Lunara from playing a voice line when she died.
  • Stukov: Fixed an issue causing Massive Shove to remove Weighted Pustule from its target.

User Interface
  • Fixed a number of tooltip issues and inaccuracies across the game.
  • Fixed an issue causing Hero models to prevent players from pressing the Ready button in the queue screen.
  • Fixed an issue causing grandmaster numbers of 3 digits to extend beyond portrait frames while in a party.
  • Kel’Thuzad: Added a quick-cast option for Glacial Spike.
  • Zul’jin: Added a quick-cast option for Amani Rage.
This article was originally published in forum thread: Winter Veil Event: Toys, toys, toys!, PTR Patch Notes - December 3, 2018 started by Nerraw View original post
Comments 33 Comments
  1. caervek's Avatar
    Quote Originally Posted by Villager720 View Post
    I'm not sure what role Sylvanas serves now on any team.
    They've made you work harder to achieve less.
    The new HotS team are are getting rid of the specialist role in favour of converting the game into pure team based deathmatch, to the point where pushing a lane will now be bad for your team (no exp from main buildings, it just pushes the xp away so the other team can soak easier).

    This is what happens after years of HotS simply being treated as a second rate franchise and anyone who stands out being transferred to another team (WoW/OW/HS/etc) lol.
  1. Nerraw's Avatar
    I don't entirely agree with the doom and gloom about Sylvanas in this thread, but I need to do more tinkering on the PTR to flesh out my thoughts on that. And I don't agree with the upcoming XP changes at all, but we'll see how it plays out on live servers.

    What I'm worried most about is the lack of news on the upcoming ranked season. If the same format from the current season is carried over, HL is going to be even more dead. And if it's not, it'll still split up the queue unnecessarily.
  1. Gurluas's Avatar
    Quote Originally Posted by The Stormbringer View Post
    At least her Master Skins are good. Giant hair buns ftw!
    True I still use her master skin since I was super happy to having achieved it. When Heroes 2.0 made it a useless achievement I was a bit peeved but since she had no better skins in my opinion I kept using it.
  1. KainneAbsolute's Avatar
    I watch some Sylvanas videos and I seems I will have to take back my words. She does lots of damage, even to the tanky ones. The arrow or dagger builds seems viable. There are talents that seem useless but they have potential.
  1. Nikkaszal's Avatar
    Quote Originally Posted by KainneAbsolute View Post
    I watch some Sylvanas videos and I seems I will have to take back my words. She does lots of damage, even to the tanky ones. The arrow or dagger builds seems viable. There are talents that seem useless but they have potential.
    Dagger build seems to have more potential, I think. Q build has burst but in reality that will mostly concentrated into the enemy's tanky frontline due to how Q works (unless you do ballsy high-risk Windrunner plays by diving in with E, unloading and diving back)

    W build seems to apply a lot more sustained damage, and you'll be able to spread it all the way through their team just by pumping into the tank
  1. Charge me Doctor's Avatar
    Quote Originally Posted by Stormcall View Post
    I haven't seen her numbers yet, but...Mind Control is really, really underwhelming isn't it? It's like a weaker Stitches hook, with like, what, 4x the CD? Or like a ranged Taunt, that can(and probably often will) be blocked by the enemy frontline? And the projectile speed is pretty low too, so good luck catching anyone mobile with it...
    It used to be a better version of murky disable, now it at least requires some brainpower to use and gives your opponents opportunity to outplay you
  1. Stormcall's Avatar
    Quote Originally Posted by Charge me Doctor View Post
    It used to be a better version of murky disable, now it at least requires some brainpower to use and gives your opponents opportunity to outplay you
    It used to be a channeled skill that basically screamed to the opponent's team "if you jump Sylvanas now she can't do shit about it!". If you used it before "without brainpower" you were basically deleting yourself from the game, which is why it was so unpopular to begin with. The reward was high, but so was the risk. Now it's a fairly slow moving skill shot, which can miss(like hook), be dodged(like hook) blocked by a hero you don't want to hit(like hook), that brings the opponent towards you(like hook), at a reduced speed(unlike hook), with a CD 4x longer than hook.
  1. Charge me Doctor's Avatar
    Quote Originally Posted by Stormcall View Post
    It used to be a channeled skill that basically screamed to the opponent's team "if you jump Sylvanas now she can't do shit about it!". If you used it before "without brainpower" you were basically deleting yourself from the game, which is why it was so unpopular to begin with. The reward was high, but so was the risk. Now it's a fairly slow moving skill shot, which can miss(like hook), be dodged(like hook) blocked by a hero you don't want to hit(like hook), that brings the opponent towards you(like hook), at a reduced speed(unlike hook), with a CD 4x longer than hook.
    yeah, just like powerful murky disable but without downside of being forced into melee as extremely low health character, you know.
    And no, with old MK you remove opponent from the game, instead of yourself, because, you know, that's how stuff works, you MK someone, run him into all bullshit your team throws and done, it's 4v5. Even if enemy dive character jump on you - it's still a win, since you chromie is safe to lob shit at everyone for next 10 seconds and re retreat to safety.

    I can't call any point and click CC spells in this game a "high risk". You barely risk anything outside of being a murky, since, you knowm you are put into a disadvantage for enemy to counterplay it.

    MK doesn't bring opponent to you, it brings opponent to whatever you want him to go, that's why it's powerful, even against "a hero you don't want to hit"- you just move that Diablo without charge away and he'll have to shamble back into the fight all while his team being exposed to pummeling. Seriously, if you treat MK as a 100% accurate hook that goes through shit right into your target - you are doing it wrong
  1. Stormcall's Avatar
    Quote Originally Posted by Charge me Doctor View Post
    yeah, just like powerful murky disable but without downside of being forced into melee as extremely low health character, you know.
    And no, with old MK you remove opponent from the game, instead of yourself, because, you know, that's how stuff works, you MK someone, run him into all bullshit your team throws and done, it's 4v5. Even if enemy dive character jump on you - it's still a win, since you chromie is safe to lob shit at everyone for next 10 seconds and re retreat to safety.
    Yeah, your Chromie "lobbing shit at everyone" is totally gonna stop that Li Ming from hitting her full combo and deleting your perfectly immobile Sylvanas who can't dodge shit cause, you know, that's how stuff works. Assuming they didn't have Chromie on their team, who would just love having a low health target that stands perfectly still for them. There's a big reason why Mind Control had such a low pick rate, bro, and if you can't see why, I can only assume you're deliberately closing your eyes so that you don't have to. The new version, if you move that Diablo away? You've moving him away with a 30% move penalty, so you aren't moving him far...and unless you're far from your team, you're gonna be bringing him right to your team anyways(and if you ARE away from the team, you're taking yourself out of the fight as well)

    Also, why do you keep calling it MK? It's Mind Control, not Mind Kontrol. This isn't Mortal Kombat lol.
  1. Charge me Doctor's Avatar
    Quote Originally Posted by Stormcall View Post
    Yeah, your Chromie "lobbing shit at everyone" is totally gonna stop that Li Ming from hitting her full combo and deleting your perfectly immobile Sylvanas who can't dodge shit cause, you know, that's how stuff works. Assuming they didn't have Chromie on their team, who would just love having a low health target that stands perfectly still for them. There's a big reason why Mind Control had such a low pick rate, bro, and if you can't see why, I can only assume you're deliberately closing your eyes so that you don't have to. The new version, if you move that Diablo away? You've moving him away with a 30% move penalty, so you aren't moving him far...and unless you're far from your team, you're gonna be bringing him right to your team anyways(and if you ARE away from the team, you're taking yourself out of the fight as well)

    Also, why do you keep calling it MK? It's Mind Control, not Mind Kontrol. This isn't Mortal Kombat lol.
    You are arguing semantics at this point, for the sake of arguing. MK comes from transliteration of "Mind Control" into russian and i just got used to it since i just had the very same argument in russian.

    I would also love to see your source of MC having a low pick rate (hotslogs says othervice, and higher ranks you check - higher pick rate of MC goes). MC is better than arrow in most situations since it ables your team to make guaranteed kills, while arrow favors blobfights that rarely happen with better players (unless you play against rehgar-bloodlust-centered teams, but such a gimmick is autowin at this point.

    Yes, he is slowed by 30%, now lets see the numbers:
    base MS of a hero is 4,4 slowed hero runs at 3.
    Apply it to a Diablo who just shadow charged in your face.
    you move him 7,5 meters away granted to obstruction, which is range of untalented shadow charge.
    All while him getting beaten up and not utilizing his body blocks, healing.
    It's an awesome ability and it doesn't make sense that people don't recognize its obvious power.
  1. Stormcall's Avatar
    Quote Originally Posted by Charge me Doctor View Post
    I would also love to see your source of MC having a low pick rate (hotslogs says othervice, and higher ranks you check - higher pick rate of MC goes). MC is better than arrow in most situations since it ables your team to make guaranteed kills, while arrow favors blobfights that rarely happen with better players (unless you play against rehgar-bloodlust-centered teams, but such a gimmick is autowin at this point.

    Yes, he is slowed by 30%, now lets see the numbers:
    base MS of a hero is 4,4 slowed hero runs at 3.
    Apply it to a Diablo who just shadow charged in your face.
    you move him 7,5 meters away granted to obstruction, which is range of untalented shadow charge.
    All while him getting beaten up and not utilizing his body blocks, healing.
    It's an awesome ability and it doesn't make sense that people don't recognize its obvious power.
    Hotslogs has MC picked 40% vs 60% for Wailing.

    As for your example-first of all, it assumes Diablo is diving in way ahead of his team. If you're far enough back that Diablo has to walk 7.5 meters to get to you(and if you were among your team, it's unlikely he will even be able to walk that far without being body blocked himself)you are no threat to his team, which means you're out of the fight as well. And if your team is beating him up...you're doing exactly what he dove in for in the first place, which is keep pressure off his backline. It's also a slow projectile, so you're not even guaranteed to hit it from relatively close range.
  1. mmoc5ef3a4fb0f's Avatar
    Quote Originally Posted by Charge me Doctor View Post
    You are arguing semantics at this point, for the sake of arguing. MK comes from transliteration of "Mind Control" into russian and i just got used to it since i just had the very same argument in russian.

    I would also love to see your source of MC having a low pick rate (hotslogs says othervice, and higher ranks you check - higher pick rate of MC goes). MC is better than arrow in most situations since it ables your team to make guaranteed kills, while arrow favors blobfights that rarely happen with better players (unless you play against rehgar-bloodlust-centered teams, but such a gimmick is autowin at this point.

    Yes, he is slowed by 30%, now lets see the numbers:
    base MS of a hero is 4,4 slowed hero runs at 3.
    Apply it to a Diablo who just shadow charged in your face.
    you move him 7,5 meters away granted to obstruction, which is range of untalented shadow charge.
    All while him getting beaten up and not utilizing his body blocks, healing.
    It's an awesome ability and it doesn't make sense that people don't recognize its obvious power.
    https://www.hotslogs.com/Sitewide/He...?Hero=Sylvanas
    Bullshit. If u check hero league master ranks arrow is picked >70% of the time .If I add Diamond it goes down to 65% and if I add plat it goes even more down to ~61%.

    Mind Control right now is overrated by you greatly. MC in next patch is complete garbage(but then again so is the hero). You're forgetting that as a ranged assassin you need to be a very high impact char in teamfights.
  1. DesoPL's Avatar
    This year event is far better than year ago. Allthough we need right now more power rangers skins. xD

    Imagne Hanzo power ranger skin.

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