12 posts in this topic
Recently Browsing 0 members
No registered users viewing this page.
The final installment of Midgame Moves is here and Fnatic's Warrior player Pontus "Breez" Sjögren talks about understanding your power spike and scaling.
The series will be back later this year with Endgame Moves.
Part One: Map Pressure & Camp Timings Part Two: Boss Control Part Three: How to Recover from a Lost Fight Part Four: Pressing Your Advantage Blizzard (Source)
No Worries, We’re Scaling
It’s Midgame Moves week for Heroes of the Storm! It’s time to continue theeducational content series that kicked off 2018 featuring some of the smartest personalities in the scene. Midgame Moves is focused on the meaty middle portion of a competitive match. We’ve touched on map pressure, boss control,recovering from a lost team fight, and pushing your advantage. Today we will learn about scaling!
What is scaling? The basic concept is that, as a game of Heroes of the Storm progresses, Heroes on both sides of the Battlefield grow stronger. It may sound simple, but it is actually quite complicated. Thankfully, Fnatic’s Warrior player Pontus "Breez" Sjögren will be your guide to scaling (with style).
Understand Your Power Spike
“The midgame starts at Level 10,” Breez says. “It ends at Level 16 because that is when you have all your basic talents and you can play your Hero to its full potential.”
Knowing when your Hero has come online is of paramount importance, especially for a Warrior player like Breez who spends most of his time on the Battlefield in the thick of things. “Try and learn at least the basic ability of every Hero,” he says. “When you want to take it to the next level, you really must know the talents—at least the important ones. You should do your best to know what talents could come into the game and change things.”
At Level 16, you must be aware of which Heroes excel in the late game. “I only really know stuff about my role,” said Breez. “I do know you will get punished for only picking Heroes that are weak in the early game but strong in the later stages. That being said, good late-game Heroes would be like Diablo, Muradin, Tracer, Jaina, and Tychus. They are all very strong beyond Level 16.”
Which Battlegrounds would these Heroes with late-game power spikes be considered the strongest on? “Thanks to the Tower experience changes that came after the HGC Finals, most maps do not snowball anymore,” said Breez. “Anyway, it's the maps that are least likely to snowball where you will want to pick these late-game scaling Heroes. Good Battlegrounds for these Heroes would be like Towers of Doom, Cursed Hollow, and Dragon Shire.”
What About Volskaya?
“In the professional meta, getting the first Protector Mech on Volskaya Foundry is fairly important. Usually if you get the first robot, you just can get the fort or multiple towers easily. It is a little easier to get an early lead on Volskaya if you know what you are doing!”
It’s not just about knowing what your power spike is, or when the enemy team picks up talents like Icy Veins and Get Stuffed. Passively keeping track of player quests also will give you a competitive edge. “You have to be aware of when Gul'dan is landing his Corruption and when he finishes his Level 1 quest. It happens often that instantly when he finishes his quest people aren't aware of it and he just melts people.”
Regeneration Globe quests have been buffed across the board thanks to the same gameplay update that Breez referenced above. As such, Breez says, "If you have a stronger early game and you can get two globes from every wave, you can be done with the globe quest incredibly fast now. That is a good example of something that people don't really think about in pro play—if you can just get 30 Globes on Stitches or whoever super early, then that Hero is going to be very hard to kill for the rest of the game.”
Keep Tabs with Tab
Make a habit of checking everyone's Talents and Quest progression on the Leader Panel throughout the game. How is someone to supposed to keep track of all this information?! “Click tab,” says Breez. “Click tab more! Keep track of the talents that are being picked, see what is working and what is not working for other Heroes other than yourself. Check to see what Heroics the enemy team takes as soon as they hit Level 10.”
Hopefully you’ll heed Breez’s advice next time you hit that Ready button! Be sure to check out the Heroes of the Storm website for more information on Hero roles and Battlegrounds and scope the new Hero page right here at playheroes.com/esports for an inside look at the professional meta. We will return with Endgame Moves later this year!
Quite a few interesting items will be on sale next week. You can buy the entire Farstrider Hanzo Skin Pack for the first time and the Ripper Mount will become purchasable for 10,000 Gold through August 20.
Heroic Deals: July 24 – July 30, 2018
Our next set of Heroic Deals will begin on Tuesday, July 24! Check out the list of upcoming featured items and Hero discounts below. Upcoming Hero Sales
Artanis — Sale Price: 312 gems Hanzo — Sale Price: 375 Gems The following skins and mounts will be added to the featured item rotation and will become purchasable with gems until this round of Heroic Deals comes to an end:
Upcoming Featured Skins
Farstrider Hanzo Skin Pack* Stealth Mecha Dehaka Scarlet Dream Genie Chromie Citrine Knight Owl Medivh Death Knight Sonya Upcoming Featured Mounts
Brown Dire Wolf Amber Spectre Phantom Drakkari War Bear * First time featured item!
The following Gold Mount changes will take place once this week’s round of Heroic Deals begins: Ripper Mount — Will become purchasable for 10,000 gold through August 20. Piggy Bank — Will no longer be purchasable in the Collection.
Silver City is a single-lane map with shuffle pick, standard play and the first team to destroy the enemy Core wins. Complete three matches to receive a Loot Chest.
This week’s Heroes Brawl is Silver City! Battle against the enemy team on this single-lane Battleground featuring a familiar design straight out of the High Heavens, Mercenary Camps ready to be swayed to your team’s favor, and tons of action. Queue up, choose your hero, and try your best to send the enemy team to the Burning Hells!
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 Silver City 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.
Team Octalysis' flex player Francisco "Goku" Avalos talks about how to make the best use of your time while the enemy team's dead in the fourth installment of Midgame Moves.
Part One: Map Pressure & Camp Timings Part Two: Boss Control Part Three: How to Recover from a Lost Fight Blizzard (Source)
How to Push Your Advantage to the Max
It’s Midgame Moves week for Heroes of the Storm! It’s time to continue the educational content series that kicked off 2018 featuring some of the smartest personalities in the scene. Midgame Moves is focused on the meaty middle portion of a competitive game! We’ve touched on map pressure, boss control, and recovering from a lost team fight. Today, we will learn about how best to press your advantage.
You’ve successfully navigated a team fight and there are multiple Heroes dead on the enemy team now. What is the best use of your time while those enemy death timers tick down? Team Octalysis’ flex player Francisco "Goku" Avalos is on hand to help you understand how best to further your lead.
Take Everything in Close Proximity
Pushing your advantage is entirely dependent on the situation you find yourself in. Usually, the best call is to push a nearby structure, but if the fight ended on top of a camp it will only take a few moments of your time to capture that as well. Perhaps splitting the team up and clearing waves to get ahead in soak is the best call. There are multiple considerations, and time is of the essence.
“The amount of travel time is very important,” Goku said. “If you're top and you win a fight, it's not worth it to travel all the way down to take camps on bottom. [The other team will] be back up soon, and they might be able to defend against you. You usually want to take whatever you're close to after you've won the fight—it’s best to press your advantage wherever you're at.”
Experience leads come and go, lanes get pushed back and forth, and dead players respawn—remember that structure damage is permanent (unless you’re playing against an Abathur with M.U.L.E). Taking a structure after winning a fight typically yields far more value than doing a Mercenary camp.
“I think a lot of people make the mistake of doing camps just for the sake of doing camps,” said Goku. “Ask yourself what you can do with a camp when you take it. Try and play in the mindset of a 6v5, your Mercenary camp is another player slowly pushing in.”
Avoid Wasting Time
There are a few common traps that players fall into once they feel like it’s time to capitalize on their winning position in the game. The first would be assuming that an early game objective is going to set you up for success.
“If you complete the objective very early, most of the time it's not going to get much done,” said Goku. “The first set of Web Weavers on Tomb of the Spider Queen are very easy to clear, and an early Curse on Cursed Hollow isn’t that impactful. A good rule of thumb is to just try to obtain as much soak as possible after you've taken an early objective. Then you're setting yourself up for the next team fight, and it becomes more difficult for the enemy team to bounce back.”
The second mistake Goku points to is the immediate call to do a Boss after a fight has been won. This commonly happens on Sky Temple after the level 10 fight on bottom Temple. “I think it's like a 7- to 8-minute Boss at that point, which doesn't do much,” said Goku. “It's just way better to push bottom or middle lane. You can also take their Siege camp instead.”
Set Yourself Up for The Next Fight
When you’ve won a fight, do whatever you can to bolster your odds of winning the next fight. If that means taking an enemy Well near a future objective spawn or stealing a camp to deny your opponents a way back into the game, remember that the last fight is inevitably the only one that truly matters.
It’s best to not get overly ambitious with shot calling in these situations. “If their death timers are around 40 seconds and you still must go through a Fort and a Keep, then it's better to play around the map and try to get a level advantage for the next fight instead. If you're close to their Keep and you have most of your team alive then it's probably best to push,” said Goku.
How do you know if it’s safe to push or not? “Ask yourself: Who on the enemy team is still alive? For example, if a mage is still up and they still have a Support—that is still a solid defense," said Goku. "But if it's a Warrior or an off-laner, then that's easily your best chance to try and push or end the game.”
“The best Hero for 'snowballing' would be Jaina in my opinion,” said Goku. “The burst she provides demands a constant response from the enemy team. if she gets a level lead it's even more devastating what she’s capable of. Being a talent tier down on Jaina doesn't feel quite as good but you can comeback—one good Ring of Frost or one decent flank can turn the game around.”
Now that you understand the basics and some of the common mistakes players make when attempting to retain their lead, hopefully you’ll find yourself prepped and ready for the next team fight after winning the last one. Midgame Moves Week continues tomorrow with a guide to scaling featuring Fnatic’s Warrior player Pontus "Breez" Sjögren.
In the third installment of Midgame Moves, Team Dignitas' Vilhelm “POILK” Flennmark details how to recover from a lost battle and get back into the game.
Part One: Map Pressure & Camp Timings Part Two: Boss Control Blizzard (Source)
How to Recover from a Lost Team Fight
It’s Midgame Moves week for Heroes of the Storm! It’s time to continue theeducational content series that kicked off 2018 featuring some of the smartest personalities in the scene, now focusing on the meaty middle portion of a competitive game. On day one we explored map pressure and mercenary camp timings, while yesterday we emphasized boss control. Today, we learn about safe rotations and trade pushing!
You’ve just lost a team fight and things are looking bleak; something needs to change to turn the tides. Team Dignitas’ Vilhelm “POILK” Flennmark is on hand to help you navigate to victory from the backfoot.
Attitude is Everything
“You should focus on what you can do, instead of what has happened,” said POILK. “You can’t change what has happened and what set you back, but you can look for things to do that will help you get back into the game.”
Do your best to be a part of the solution when it comes to mounting a comeback. “Instead of having that little argument in chat, talk about what you can do instead,” he added.
Playing Safe is the Only Option
Soaking experience is of paramount importance—it’s the only way you’ll return to even footing. To ensure that you aren’t staggering more deaths in the process, watch your pathing between lanes. “If you know where the enemy is then there is no problem taking the aggressive path between lanes,” POILK said. “It's when you don't know where they are that you should fear doing aggressive rotations because they could very likely be hiding in that bush between the lanes.”
It’s common for teams to set up with the intention of pouncing on any enemy Hero that walks by. “If you're leading on Cursed Hollow, you can take the aggressive rotation from middle to bottom where you pass the bush. I would recommend checking bushes with spells. If you’re behind, you can dodge the bush completely by taking a less direct route.”
Stop the Bleeding, Start the Trade Push
Before course-correcting a game gone sideways, you must stop the bleeding. “If something goes wrong and the fight starts badly, you just want to back off and avoid losing more people,” POILK said. “You always want to gain something in exchange for losing the objective, even if it's just catching some soak from waves.”
Enter ‘trade pushing’. A trade push is essentially giving up the objective on purpose in exchange for making progress elsewhere on the map. “Trade pushing during an objective you can't contest is a key part of returning to even footing,” POILK said.
To understand trade push, you must first comprehend the cardinal rule. “Soaking experience is the most important part of Heroes of the Storm, especially in the early and midgame,” POILK said. “If your opponent commits five people to do the middle Shrine but you get soak and structures on both top and bottom, that is a lot of experience gained. After level 20, soak is not that important.”
Structures are not Everything
Only one team is destined to destroy the Core, but there will be several small windows in which your team can safely soak and siege without fear. “The objectives don't really get super-strong until the late game,” POILK said. “The second Punisher on Infernal Shrines usually just gets a fort. With a coordinated team you could easily get a fort on your own with the amount of time the enemy team spends doing the objective.”
The 'Rage Push' Play
We covered the Hail Mary Boss play yesterday, but there is a dire play to be made in every situation. “A desperation play you'll see on Dragon Shire is where the team that is hopelessly behind will take the Siege Giants and bottom Knights to mount one last rage push. That’s what Team Dignitas calls it. You're hoping for a lucky pick and some structure damage to get back into the game that way. Sometimes just brute forcing is the best chance you'll have to get back in the game. Those circumstances are rare though.”
Fighting for the objective is often the most straightforward path to victory, but when you’re trying to come from behind you want to minimize your exposure to the enemy team. "On Infernal Shrines, it is very common for the experience levels to be 13-12 when the second Shrine spawns,” POILK said. “For whatever reason the losing team always makes the mistake of forcing a fight during this. If the second Shrine spawns top, you want to hide from the map before pushing bottom lane with your minion wave. This forces the enemy team to choose between pushing with the Punisher and defending, which usually gives you enough time to catch up in levels.”
Never Give Up; Never Surrender!
Team Dignitas mounted a comeback of their own against Gen.G Esports in the grand finals of the Mid-Season Brawl. POILK recently played a pretty major role in a great example of running back a game that looked all but over. “Our shot calling is very good—we are always looking for a way back into any game we might be losing,” he said.
In their match against Gen.G Esports on Towers of Doom, Team Dignitas did just that—patiently waiting for their Storm Tier Talents to even the playing field before wiping their Korean rivals. “I don't really remember what the coms were, but I know we weren't totally sure we could end. I said I could take bottom Fort, Wubby said he could do the Sappers, Zaelia said he could take mid Fort and Snitch was already on his way to top lane. It was like, everyone saw a thing they could do on their own. Everyone just knew exactly what they needed to do.”
While you shouldn’t expect to have the same coordination as one of the best teams in the world, that’s inspiring nonetheless—and acts as a great segue into tomorrow’s Midgame Moves article on pushing your advantage to the max, featuring Francisco "Goku" Avalos from North America’s Team Octalysis!