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Stan

On "Assassins of the Storm"

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1 hour ago, Stan said:

Axolotl hasn't posted for some time, the guy who wrote about the Malthael kit was an imposter.

I have a feeling Axolotl was an intern or worker (or had a source) at Blizzard that moved on. As long as he didn't truly blow any reveals, Blizzard didn't care that much. But there is no other way he was always 100% right.

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20 hours ago, Valhalen said:

Modish can also make shield (with invulnerability) the entire party as well, every 5 seconds. His Arcane Rift is harder to hit, but it does provide a much larger AoE damage due the reduction in CD if it hits enemy Heroes. Even with the rework, I doubt Tassadar will perform as good. He will, however, provide a huge pool of utility, more than before.

The shields that you get from Medivh are only for 5 seconds, meaning that if you throw them at the wrong moment you no longer have any shields, but the shields from Taz are always there until damage break them so there is not risk at using them at any moment. Not only that but the shields give target another stats more than just protection. Something else when Medivh  is scouting on Raven form he pretty much cant do anything but to scout, while Taz can be doing anything while scouting as well not to mention that it scout invisibility right away which I'm not sure if Medivh does. When it comes to the R of both heroes yes is a matter of which one you like the best but the wall its something that I will pick over any of the 2 Medivh ultimate because of the gank potential that it represents and then you have the archon to even get into the first line if you don't have a main off solo tank. Thats without mentioning that when it comes to survival the E of Taz is way better than the gates of Medivh. Also you mentioned it before the AOE of Medivh is 3 times harder to hit with than the W of Tazzadar. That's without also taking in consideration that Taz now slow by every  hit with basic attacks.

That's why professional match ups pick Taz over Medivh.

Edited by Klovzz

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On 18.1.2017 at 5:52 PM, Plergoth said:

Nice to see a little reasoning from them. To me personally, I wasn't THAT annoyed, as there will often be more damage dealers on your team than Supports, Warriors and Specialists, so it stands to reason that they will add more Assassins than all of the other roles. One of those heroes, Varian, technically counted as two types, as for the sake of simplicity, Varian is referred to as either a warrior or an assassin depending on his build, rather than a multiclass. 

The bit about Ragnaros also explains a great deal why he has a lot of Specialist elements too. 

However, having a bunch of assassins from the same universe sort of sucked out the excitement and hype for new heroes. I'm not exactly fond of another stealthy assassin so soon after Samuro, especially one that throws stuns and an entire arsenal of jukes in there, and I am also unsure why they feel the need to flesh out the roster of Assassins more when there is such big gaps between leading Support and Warrior meta picks and the less picked options. 

Besides that, it's the 20th Anniversary of Diablo! The HotS in game event was over before the events in other games had even run halfway, and while we had a substantial event last year, a d3 Diablo skin and another hero from the 'verse are highly requested. 

I've read good and bad things about the Tassadar and Rexxar reworks, I'll have to try both of them, but I am already dubious about a 40 regen globe quest for shields to get the maximum value, as well as still not having vector targetting for Force Wall. 

My thoughts completely! 

Also I wonder how far ahead they plan if they could not see the 20 year anniversary of Diablo or the 5 Warcraft heroes in a row coming.

Tried the new Tassadar a lot and overall I think his changes made him better. Even though,to go full support you will need to get at least the 20 globes really quick,wich makes him weak on some maps and in uncoordinated teams. 

Ah yeah,there's the one thing I completely forgot. His phase walk got nerves significantly. I do think that is ok, as now,with the higher cd you have to use it in the right moments. Bit stil I feel like it makes him a lot weaker in self sustaining... 

Also I think that the level 7 and 13 talents are great,but the cd reduction on oracle is just too great and you need both talents for that,so there is really not to much freedom in picking other utility talents. Therefore his talent diversity, at least from my point of view will still be pretty non-existent, other than then two builds he has now. Full support or full damage Tassadar,with maybe adjustmemts on one or two levels per build (namely 1, 4, 16 and 20). 

Rexxar reworks felt quite nice and more intuitive than his playstyle now and the changes to his abilities don't feel that drastic. I think he will still be able to perform pretty well as a tank with great cc as well as a jungler (even if you gotta give most credit for that to Misha tbh). So overall I'd say they improved him without changing him to much and I like that a lot 

 

Edited by ecO1
I keep forgetting stuff...

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      Abathur Level 10 Ultimate Evolution Clones of Kharazim that have selected Insight now treat the quest as completed. Alarak Level 10 Counter-Strike Now increases Alarak's Self Healing score for damage it absorbs. Ana Base Aim Down Sights [Trait] Fixed an issue that caused Aim Down Sight's Healing Dart bonus to last after Aim Down Sights has ended. Activating Aim Down Sights will now also Dismount Ana from the Toy Train. Azmodan Base Summon Demon Warrior [W] Fixed an issue that caused Azmodan's Demon Warrior's aura damage to not behave similar to other aura damage effects. Brightwing Base Soothing Mist [Trait] Fixed an issue that caused Smoothing Mist to activate around Brightwing when in Stasis. Dehaka Fixed an issue where Basic Attack's would potentially not consume evade stacks if attacking within .25 seconds of Drag ending. Jaina Level 16 Snowstorm Fixed an issue that caused Snowstorm's bonus to not apply correctly. Kael'thas Level 7 Sunfire Enchantment Fixed an issue that caused an active Sunfire Enchantment Spell Power buff to be removed when Kael'thas is killed. Kharazim Level 10 Divine Palm Fixed an issue that caused Divine Palm's Stasis to remove Damage Over Time effects from Kharazim. Fixed an issue that caused Divine Palm to not remove negative effects that were applied alongside the triggering effect. Greymane Level 4 Insatiable Fixed an issue that caused Human Form Basic Attacks to trigger Insatiable twice. Leoric Base Drain Hope [W] Fixed an issue that caused Stasis on Leoric or Drain Hope's target to not break Drain Hope. Li Li Fixed an issue that caused Water Serpent to move at a reduced speed. Level 4 Surging Winds Fixed an issue that caused an active Surging Winds buff to be removed when Li Li is killed. Li-Ming Level 1 Power Hungry Fixed an issue that caused an active Power Hungry buff to be removed when Li-Ming is killed. Lúcio Level 7 Good Vibrations Fixed an issue that caused Good Vibrations to not gain Shields from Soundwave hitting Neutral Mercenaries. Lunara Level 10 Leaping Strike Fixed an issue that caused Leaping Strike to stall game logic. Malthael Level 1 Fear The Reaper Fixed an issue that caused Fear the Reaper's duration indicator to not be tied to the ability button. Stitches Base Hook [Q] Fixed an issue that caused Hook to not reveal their caster if the Hook is visible. Tassadar Base Shock Ray [Q] Fixed an issue that caused Shock Ray to not reveal their caster if Shock Ray is visible. The Butcher Fixed an issue that allowed The Butcher to disjoint while collecting Fresh Meat. The Lost Vikings Fixed an issue that caused Longboat to move at a reduced speed. Tychus Level 20 Focusing Diodes Now grants an additive damage bonus. Tyrael Level 13 Law and Order Fixed an issue where maximum bonus was capped at 4 allied Heroes. The cap has been increased to 15. Whitemane Level 10 Divine Reckoning Updated Divine Reckoning's mana restoration based off of damage dealt to display only one instance of floating text. Zul'jin Level 20 Forest Medicine Selecting Forest Medicine will no longer interrupt an ongoing Regeneration channel. Return to Top
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