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Heroes of the Storm Raynor

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Guest Apogee

I enjoyed reading your guide, thanks for taking the time to write it. However, I think you're seriously undervaluing the "Double-Barreled" and "Bullseye" talents (at levels 13 and 16 respectively). Double-Barreled by itself isn't worth much, but combined with the 1.5 second stun that Bullseye adds ends up giving Raynor a respectable amount of CC.

 

In particular, the situation that comes to mind is when you're not comfortable enough to take Seasoned Marksman over Give Me More. In a game where you're already giving up (IMO) the best auto attack talent, you lose a lot of incentive to continue picking talents that synergize with autos. And presumably, if you're starting out with Give Me More you probably expect to be under quite a bit of pressure, in which having 2 charges of 1.5 second stun can help out quite a bit.

 

While DoubleBarreled/Bullseye are generally picked defensively, you definitely can't overlook their offensive capabilities. I mean, you have 3 seconds of chain stun for gods sake. 

 

I agree that the full auto attack build is probably "better", certainly it has better synergy with Raynor's trait. I'm only a 3k mmr scrublord, but in my ~150 games with Raynor I find myself using DoubleBarreled/Bullseye probably 1/3 of the time with good success. 

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Guest Zagbok

First off your build is quite nice, I use that same one especially with moral or abb on the team. Though I have been finding a usefulness out of a different build recently. It's more of a stun lock build and makes you extremely dangerous in really any situation. As we know raynor of course is AA char, though his penetratin round has a lot of promise. If you take seasoned marksmen, confident aim, revolution is great of course, but I have also found usefulness with puttin on a clinic, then raiders, double barrel which is necessary with confident aim at lvl 4, then Bullseye here is where this build starts to shine. A 1.5 sec stun on a char with who does not have one plus PR's range at 2 charges you can pop off a PR, inspire, AA until stun is off then PR again each successful hit reduces PR by 4 seconds so with -8 sec on a 12 sec cd I can get off 3 PR's for a total of 4.5 sec stun before anyone can do anything. From their either nexus frenzy or dusk wings I prefer nexus as I chop opponents health down closing the gap for PR. Now f u happen to be in a lane fightin with minions ur cd is for Abilities is shorter from clinic at 7. I have found it effective vs pretty much everyone so far especially buthchers. I just laugh as I stun lock someone from full health to none. Though it's harder to kill tanks this works great for ambushes. Your damage does suffer but the advantage your team gains by being able to lock a single target down in tf's is great.

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Guest GG

Bullseye from level 16 should be changed to recommended. It gives a 1.5 seconds stun which is huge, allowing ur allies to chain cc on a target , also raynor's Q is instant making the stun instant as well. I kill other assassins that jump on me with a Q and 3-4 autos, the stun allows no retaliation.

Berserker is really overkill imo, u have to stay still while using it because the attack speed is really high and if u shutter step u lose 2-3 autos.

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I always have a hard time against Nova, especially in the later part of the game where she get more power spike. A well aimed combo will instantly vaporize Raynor, making his self-heal officially useless. So when I'm up against Nova I take Fight or Flight, purely for the damage reduction, it guarantee that she won't be able to burst me down within 1 sequence. I wanna know your thoughts about this issue?

 

I know giving up movespeed from Revolution Overdrive for the sake of survival is kinda sad, but Raynor's playstyle encourages staying in as far in the backline as possible, but Nova also tends to aim for the backline too, it's hard not to be in her shooting range. Raynor's Q is also not good to de-cloak, unlike Valla's Multishot, hence it's very dependent on teammate to protect him from Nova.

 

So I'm looking for opinions and/or solution for my dilemma :(.

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I know giving up movespeed from Revolution Overdrive for the sake of survival is kinda sad, but Raynor's playstyle encourages staying in as far in the backline as possible, but Nova also tends to aim for the backline too, it's hard not to be in her shooting range. Raynor's Q is also not good to de-cloak, unlike Valla's Multishot, hence it's very dependent on teammate to protect him from Nova.

 

So I'm looking for opinions and/or solution for my dilemma sad.png.

 

Well its pretty simple, you must take deffensive build " Give me More ", " Vampiric Assault " and " Banshee". First will help you to live through here opening, second will help you survive in almost any fight long enough to kill her. Once you found the right one Nova, simply "Banshee" her, that wont allow her to cloak (unless she will take talent for that), while not invisible she will got 2 options run away, or try to kill you which will fail.

Edited by Dantalian

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Guest Weleroth

What do you think about 'putting on a clinic' (level 7 reduce cooldown) combined with hyperion? dropping your heroic ability every 60 seconds or so seems huge to me.

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A lower cooldown on Hyperion is certainly useful, however, even a reduced CD on Hyperion does not make up for the loss of mobility Raynor would have to suffer from without Revolution Overdrive. 

 

Raynor has virtually no mobility at all. Taking away the only chance of ever escaping enemy Warriors or melee Assassins is very dangerous. Also, most of Raynor's damage comes from being able to stutter-step and use Basic Attacks, not from Hyperion. 

 

Still, if you achieve great results with Puttin' on a Clinic, feel free to continue to use it. :)

Thank you for sharing your idea, Weleroth! 

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Guest Dreadp1r4te

I'd really say that Raynor's double-barrel trait is more useful than stated here, especially combined with Bullseye later on. This gives him 2 stuns, and if you're fighting naturally fast enemies like Lunara, even the Slow from Hamstring shot can be useful (and benefits from double barrel) as now you have a stun, with a slow, times two... making up for Raynor's lack of an E.

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On 11/3/2016 at 0:09 AM, Guest Dreadp1r4te said:

I'd really say that Raynor's double-barrel trait is more useful than stated here, especially combined with Bullseye later on. This gives him 2 stuns, and if you're fighting naturally fast enemies like Lunara, even the Slow from Hamstring shot can be useful (and benefits from double barrel) as now you have a stun, with a slow, times two... making up for Raynor's lack of an E.

Will tag @KendricSwissh and let him answer, since I don't play enough Raynor to help properly.

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Guest Taz
On 12. 4. 2016 at 5:23 PM, Guest Weleroth said:

What do you think about 'putting on a clinic' (level 7 reduce cooldown) combined with hyperion? dropping your heroic ability every 60 seconds or so seems huge to me.

putting on a clinic is for fun builds in QM, where u cannot assemble your team. its really powerfull on maps where u can easily rotate two lanes to get max cd reduction for hyperion. also, lvl 20 talent card to play is extremly fun to play with in QM against or with murky and vikings, it provides so much CD reduction u can cast two hyperions to be at the battlefield at one time!

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On 2/8/2017 at 2:42 PM, Guest Taz said:

putting on a clinic is for fun builds in QM, where u cannot assemble your team. its really powerfull on maps where u can easily rotate two lanes to get max cd reduction for hyperion. also, lvl 20 talent card to play is extremly fun to play with in QM against or with murky and vikings, it provides so much CD reduction u can cast two hyperions to be at the battlefield at one time!

I definitely feel like you need some level of map control to make it work, since you'll need to roam heavily to actually get the max reduction from the talent without over-pushing a lane. Since you've tested the talent yourself, do you often find yourself getting caught by the enemy team while trying to roam and pick creeps?

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On 2/10/2017 at 7:58 PM, MarioToast said:

The weaknesses list is a bit wrong. Raynor isn't "Weak early game". He's weak all game.

That's a bit harsh! He still has that strong basic damage as long as he left to attack. It doesn't happen often, but he just fills that role of consistent basic damage.

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3 hours ago, Fayte said:

Card to play mentions a talent no longer in the game, "Bolt of the Storm"

Thanks! It should be Nexus FrenzyNexus Frenzy instead of Bolt of the StormBolt of the Storm.

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Aloha,

fyi: the icon for Jimmy's T13 talent "Steel resolve" has a red cross (= not recommended), but the text description tells a different story (=recommended). I guess the icon should be maybe flagged with a "?" (=situational)? Or even a green hook to fit the text description. Your choice ofc. =;o)

Edited by Emergenza
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Guest JakeCWolf

This guide is badly in need of an update, it's nearly a year out of date and I'd like to know what Jimmy's role in the current meta is.

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Howdy,

Jimmy needs more love! Soon™!! =;o)

I just wanna remind you of the error in the description of L20's "Card to play" (reported by Fayte @ 07th January), which hasn't been edited yet. Talkin' bout a talent that no longer exists (Bolt of the storm) may confuse new Hots-players (not me) while searching for input on your nice homepage and lead them to wrong impressions ref. icy-veins (-> confusing / bad infos -> not worth to visit it again).

So maybe you'll be so kind as to find the time to ask Kendric once again to fix this (not to mention the small "error" reported by myself @ 16th February; but this one is imho less confusing for new players than Fayte's one). It's just a small issue, solved by just replacing "Bolt of the storm" by "Nexus frenzy", as already mentioned by positiv2.

Thx!

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Hey, 

thanks for the reminder. I now am able to fix these issues myself, and since Kendric is unavailable, I have submitted a fix. Hopefully that will resolve the problems that were pointed out, aside from the guide being out of date in terms of what Raynor's role in current meta should be, and in being in the old guide format (both of which will be updated when Raynor receives a rework or a bigger update).

Thank you very much!

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      You undoubtedly have lots of internal statistics on which you based your hero balancing. Would you mind sharing these statistics? It does not have to be something fancy - for example just posting a spreadsheet here on the subreddit. I might be useful to see how i.e. hero winrates differ from the data available to community through replay analysis.
      We do use a lot of statistics when looking at balance. However, at this time we don’t have plans to share them publicly.
      I do share statistics from time to time, but am wary of showing something like a whole spreadsheet of win rates on some specific date. The main reason is because statistics can and almost always are misinterpreted to fit a certain narrative, and it takes lots of stats from different places to put together a complete picture about what’s going on.
      For example, in regards to purely win rates the game has almost always been in an excellent spot across the board, yet that hasn’t always felt like the case with player feedback, nor with what they are picking and banning at various levels of play. If we balanced the game purely based on win rates alone, you would see a whole lot of changes that seem to make no sense at all, because they don’t reflect the reality of what players are experiencing.
      I can give some broad points about our statistics over the years that I’ve observed:
      1. Win rates across the board, especially for talents, are almost always very close. I would say about half the time is the most picked talent the one that’s actually winning the most often.
      2. Niche heroes tend to have much higher win rates than others. This is even more impressive if you think about how they often have a negative stigma for not being strong, yet they still win despite that team morale hit that often happens when they are taken.
      3. Hero pick and ban rates rarely reflect what’s actually winning, and more often reflect community sentiment on what they believe is strong, or is something that players more generally just don’t want to play against.
      Can we get a look under the hood at the Match Point breakdown? as in how does one person get 15 points and the other 26 points in the same Bronze 5 win
      Hi there!
      There are a couple of factors involved with this:
      - Uncertainty: The more time between games, the less confidence the matchmaker has in your skill rating and so the more it is adjusted
      - Dampening: At extreme ratings, we limit the ability to move in a particular direction. This is so we don't get people off in Narnia without the ability to play with anyone
      - Bronze 5 Hugeness: Bronze 5 covers a large skill rating and has its own dampening in it as well, so while you are moving the same rating, you might not be moving the same ranked points until you get to Bronze 4.
      This last point is something we're taking very seriously and investigating what to do about it.
      Why don't you update all Regions at the same time? I'm just curious!
      We want to make sure the game is available to the maximum number of players the maximum amount of time, so we try to make sure we take each region down when the lowest number of players would be playing. When the US has the most people online, Europe has the least and vice versa. There are other factors that affect the time, but that is far and away the biggest reason.
      I am clearly biased when I ask this, but are there any plans to retune Butcher into baseline Ranked viability whilesimultaneously nerfing his snowball potential (so he doesn’t simply break QM completely, especially for new players)?
      We're currently taking a holistic look at Butcher, focusing especially on ways to make him more "generally" usable and reducing some of the pain points with his baseline quest ?
      Is it intended that Death wing can be stopped by void prison?
      Yes, this is intended. For most enemy interactions, think of Deathwing as a Johanna who always has her trait up.
      Since we got ARAM, both Chromie and Azmodan got reworked. Would you consider enabling them for ARAMs in their current state?
      Good news! Azmodan and Chromie are available in ARAM as of the Deathwing patch ?
      I'll bring up the Varian question in our next design meeting.
      Malthael is considered by most to have pretty poor talent diversity. And his trait build is lacking at the moment. Is this something you see with the data on your end and are you planning on giving a once over to some of the bigger offenders?
      After digging into the data, Malthael is still one of the best heroes in our game in regards to talent diversity. That narrative simply isn’t reflecting the reality of his talent choices. As an example, at Level 1, 40.3% of people are picking On a Pale Horse, 40% of people are picking Fear the Reaper, and 19.7% of people are picking Death’s Reach, with all 3 of them having similar win rates.
      That being said, like every hero in our game, I don’t believe his talents are perfect, and he can definitely still use improvements.
      We've heard many times how remaking Arthas's model is a large undertaking that, art-wise, is basically an entire new hero. How much work is just a new set of animations? 
      So, it's hard to say exactly how long just re-animating Arthas would take but generally it takes us about 20ish weeks to fully animate a hero start to finish. So, somewhere in that range. I can't give a specific range because every hero takes more or less time depending on their complexity. A simple biped like Raynor could take half the time to animate in comparison to someone like Deathwing who has 4 legs, wings, and a tail. All those extra bits really add up and extend animation time. Kit complexity, extra models, and stuff like that also add to animation time. We also have to consider what state Arthas is under the hood in terms of rig and data set up. Having extra issues to deal with on top of just doing the animating work can really slow down the whole process. Ultimately, slowing down the whole process impacts all of the cool new stuff we're currently working on too so it's a tough trade off.
      With Overwatch 2's recent reveal, will the artists and dev team be collaborating with the OW team to create new skins/ integrating talents for the existing roster of heroes perhaps during a rework?
      I don't believe there's any plans to update current heroes talents based on the OW2 reveal, however it's certainly possible in the future once the game is released. On the art side we always want to be sensitive to the source material for our content and if we decide to make a new hero or skin we would certainly collaborate with the OW team to build the best version possible.
      Good morning. when are you going to buff to tracer ?
      We do have plans to liven things up for Tracer, but we're not ready to share details quite yet ?
      When will quick match be removed from the game? Or at least fixed? Quick match's current incarnation being a problem has been common knowledge for years, but nothing has been done to address it, despite quick match being any new player's first experience with the game.
      Quick Match has been a topic that has blighted my dreams, affected my relationships, altered my gravitational pull with the Earth, caused many discussions in the office, and largely just followed me around like a shadow made of tears and frustration.
      From issues stemming from New Heroes being 2/3rds of the queue for the first week or so of a hero's release (seriously, how do you expect us to be able to matchmake that?), or issues with Call of the Nexus, or to the time it broke for 3 days and made any match it wanted to, Quick Match has kept me awake when I would rather be asleep for far too long.
      However, what can we do with it? It's our most popular game mode and we are, I think, the only MOBA that allows you to pick a hero before entering matchmaking. We are Just. That. Nice.
      So, what do we do with it?
      - Nothing: You can just play it as is, get some amazing games, get some... other games, play the newest and shiniest hero... eventually?
      - Blind Pick/All Pick: We become more like other MOBAs and you can pick your hero in turn and do/don't get to see what your opponents pick until the timer is up, and then the guy that didn't get what he wanted leaves the game and overall sadness goes up in the world by 0.002%
      - ANARCHY: We just turn all the Quick Match rules off and hope the problem solves itself!
      As us Brits like to say: Answers on a Postcard addressed to the Nexus and I'll collate the responses.
      Arams are amazing is there a plan to add a ranked version of it? This might add some sort of strategy to the mode.
      While that sounds like a nifty idea, we don't have any plans to add a ranked mode for ARAM at this time.
      I'd have a few concerns with doing it - primarily that ARAM is intended to be a fun, wacky mode where you can kind of wind down and relax. If we turn it into a competitive thing, a lot of that spirit can easily be lost in the name of created a better ranked experience.
    • By positiv2
      This thread is for comments about our Anomalies guide for Heroes of the Storm.
    • By Stan
      Sleepy Cloud is still on sale this week for 1,000 Gems, but you can no longer buy the 360 Day Boost.
      Don't forget to check out this week's Free Hero Rotation and Deathwing Patch Notes!
      Deathwing is free for all Virtual Ticket holders, but if you're buying the Hero with Gems/Gold, you may have noticed an increased price.

      Hero Sales
      The following Heroes are available for purchase at a reduced Gem cost:
      Heroes Old Price New Price Hanzo 750 Gems 375 Gems Imperius 750 Gems 375 Gems Muradin 500 Gems 250 Gems
    • By Stan
      This week's brawl is Industrial District! The single-lane Overwatch-themed map comes with standard play and shuffle pick and the goal is to destroy the enemy Core to claim victory. Complete three games to receive a Loot Chest.
      Blizzard (Source)
      This week’s Heroes Brawl is Industrial District! Slide around and slug it out in the heart of Volskaya in this Overwatch-themed, single-lane Battleground featuring lots of conveyor belts and tons of action.
      Rules:
      Shuffle pick - Choose from one of three Heroes before entering the battle. Standard play - no talent or level restrictions. The first team to destroy the enemy Core wins! Rewards:
      Complete three matches of the Industrial District Brawl to earn a Loot Chest! Find out more about the Heroes Brawl game mode on our Heroes Brawl site; and as always, you can find more information on this week’s Brawl by clicking the Brawl Info button at the bottom of the play screen when preparing to queue for the Brawl game mode.
    • By Stan
      Due to some unexpected issues, Blizzard's delaying the Deathwing patch in Europe and the update should go live at around 5 PM PST (2:00 AM CET).
      Meanwhile, the patch has hit other regions and you can read the full patch notes for details.
      Blizzard (Source)
      Hello,
      Due to an unexpected issue found, we’re delaying the Heroes of the Storm live patch release in EU region to 5pm, tomorrow, December 4, PST.
      Sorry for the inconvenience, and thank you for your understanding. We’ll get it ready as soon as we can!
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