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Heroes of the Storm Balance Update: September 19th

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35003-balance-update-patch-notes-dec-20.

 A new balance patch will go live this week and here are the official patch notes a few days ahead of release. 

Tomorrow, Mephisto will be live for two weeks and that means we're getting a balance update. This week's patch includes buffs to Chromie's Health and Dragon's BreathDragon's Breath, adjustments to Falstad's Mana costs, cooldowns, and more. 

Blizzard LogoBlizzard (Source)

We’ve just released a new Heroes of the Storm patch to apply a number of balance changes and bug fixes.

Battlegrounds

Hanamura Temple

  • Sentinel and Engineer camps have had their XP and XP scaling values adjusted to grant more overall experience
  • Recon camps have had their kill and capture XP adjusted to grant slight less overall experience
  • NOTE: These changes are intended to slightly increase the amount of overall experience available from mercenary camps, but in a more consistent spread.

Heroes

Assassin

Chromie

Divider_Hero_Chromie_Crop.png

Stats

  • Base Maximum Health increased from 1323 to 1390
  • Health Regen increased from 2.76 to 2.9

Abilities

  • Dragon's BreathDragon's Breath (W)
    • Cooldown reduced from 9 to 8 seconds
  • Bronze Talons (TimewalkerTimewalker Passive) (Trait)
    • Bonus attack damage increased from 125 to 140%

Talents

  • Level 1
    • Mounting SandMounting Sand (Q)
      • Bonus Echo damage increased from 40 to 50%
    • Deep BreathingDeep Breathing (W)
      • Damage per quest stack increased from 3 to 5
      • Hits required to complete quest reduced from 20 to 12
  • Level 5
    • Mobius LoopMobius Loop (W)
      • Cooldown reduction for Hero hit increased from 2 to 3 seconds
      • Mana refund from Hero hit increased from 50 to 100

Falstad

Divider_Hero_Falstad_Crop.png

Abilities

  • HammerangHammerang (Q)
    • Mana cost reduced from 70 to 60
  • Lightning RodLightning Rod (W)
    • Cooldown reduced from 15 to 13 seconds
    • Mana cost reduced from 70 to 60
  • Barrel RollBarrel Roll (E)
    • Cooldown reduced from 14 to 13 seconds
    • Mana cost reduced from 75 to 70
  • FlightFlight (Z)
    • Cooldown increased from 55 to 60 seconds

Fenix

divider_hero_Fenix.png

Abilities

  • Purification SalvoPurification Salvo (R)
    • Cooldown increased from 75 to 90 seconds

Genji

Divider_Hero_Genji.png

Abilities

  • Swift StrikeSwift Strike (E)
    • Damage reduced from 205 to 190

Mephisto

Divider_Hero_Mephisto_crop.png

Abilities

  • Lightning NovaLightning Nova (W)
    • Damage reduced from 48 to 45
    • Damage bonus reduced from 4% to 3%
    • Maximum damage bonus reduced from 40 to 30%
  • Consume SoulsConsume Souls (R)
    • Slow amount reduced from 40 to 25%
  • Durance of HateDurance of Hate (R)
    • Missile Speed increased by 25%
    • Ability range increased by 25%
    • Root duration increased from 2 to 2.5 seconds
    • Damage increased from 160 to 250 over its duration

Talents

  • Level 1
    • Unyielding PowerUnyielding Power (Q)
      • Damage bonus upon hitting 20 Heroes increased from 60 to 100
    • AngerAnger (Passive)
      • Basic Ability cooldown reduction from Basic Attacking Heroes increased from .75 to 1 second
  • Level 4
    • Static BarrierStatic Barrier (W)
      • Shield amount reduced from 50% to 40% of Lightning Nova’s damage dealt to Heroes
  • Level 16
    • Lightning ReactionLightning Reaction (Q)
      • Damage reduced from 144 to 138
    • Static FieldStatic Field (W)
      • Damage reduced from 12% to 10% of enemies maximum Health
  • Level 20
    • Shade LordShade Lord (E)
      • Cooldown reduced from 60 to 40 seconds
Developer Comment: Mephisto is certainly making an impact on the Nexus. He's been on the higher end of Hero winrates and, judging from how players with a lot of games are performing with him, we expect that he will continue to rise as players gain experience. Our goal with these changes is to bring his overall damage down, balance out a few of the Talent tiers performance, and increase the consistency of Durance of HateDurance of Hate.

Nova

Divider_Hero_Nova_Crop.png

Talents

  • Level 1
    • Advanced CloakingAdvanced Cloaking (Trait)
      • Movement speed bonus increased from 5 to 10%
  • Level 7
    • Perfect ShotPerfect Shot (Q)
      • Cooldown reduction on Hero hit increased from 3 to 4 seconds
  • Level 16
    • Explosive RoundExplosive Round (Q)
      • Area of effect damage increased from 70 to 80%

Raynor

Divider_Hero_Raynor_Crop.png

Stats

  • Basic Attack Damage reduced from 103 to 101

Specialist

Sgt. Hammer

Divider_Hero_SgtHammer_Crop.png

Abilities

  • Neosteel PlatingNeosteel Plating (E)
    • Cooldown increased from 12 to 16 seconds

Talents

  • Level 4
    • Siege TacticsSiege Tactics (E)
      • Shifting out of Siege Mode now removes the Unstoppable effect.

Support

Deckard

divider_hero_deckard.png

Talents

  • Level 4
    • Potion of ShieldingPotion of Shielding (Q)
      • Shield amount reduced from 135 to 122
  • Level 13
    • Ancient BlessingsAncient Blessings (Trait)
      • Cooldown increased from 30 to 60 seconds

Tyrande

Divider_Hero_Tyrande_Crop.png

Stats

  • Light of EluneLight of Elune (Q)
    • Mana cost increased from 10 to 15
    • Heal amount reduced from 275 to 265
  • ShadowstalkShadowstalk (R)
    • Heal amount reduced from 40 to 38

Talents

  • Level 4
    • Lunar BlazeLunar Blaze (E)
      • Bonus range from reduced 50 to 40%
    • Trueshot AuraTrueshot Aura (Active)
      • Bonus Basic Attack damage reduced from 20 to 15%
      • Activated Basic Attack damage reduced from 20 to 15%
  • Level 7
    • Elune's ChosenElune's Chosenn (Active)
      • Duration reduced from 10 to 8 seconds
  • Level 13
    • Quickening BlessingQuickening Blessing (Q)
      • Movement Speed granted from Light of Elune reduced from 20 to 15%
  • Level 16
    • Darnassian ArcheryDarnassian Archery (Active)
      • Duration reduced from 8 to 6 seconds

Whitemane

Divider_Hero_Whitemane_crop.png

Abilities

  • Desperate PleaDesperate Plea (Q)
    • Heal amount reduced from 145 to 140
  • Searing LashSearing Lash (E)
    • Cooldown increased from 5 to 6 seconds

Talents

  • Level 1
    • Righteous FlameRighteous Flame (E)
      • Bonus damage increased from 50 to 75%
  • Level 4
    • IndulgenceIndulgence (E)
      • Mana return on hit increased from 10/25 to 20/40

Warrior

Anub'arak

Divider_Hero_Anubarak_crop.png

Abilities

  • Harden CarapaceHarden Carapace (W)
    • Cooldown reduced from 7 to 6 seconds

Arthas

Divider_Hero_Arthas_crop.png

Stats

  • Base Maximum Health increased from 2650 to 2782
  • Health Regeneration increased from 5.52 to 5.80

Abilities

  • Frostmourne HungersFrostmourne Hungerss (Trait)
    • Cooldown reduced from 12 to 10 seconds

Blaze

Divider_Hero_Blaze.png

Stats

  • Base Maximum Health increased from 2775 to 2900
  • Health Regeneration increased from 5.78 to 6.04

Abilities

  • Flame StreamFlame Stream (Q)
    • Mana cost increased from 25 to 30
  • Oil SpillOil Spill (W)
    • Mana cost increased from 40 to 50
  • Jet PropulsionJet Propulsion (E)
    • Cooldown reduced from 12 to 10 seconds
  • Bunker DropBunker Drop (R)
    • Flamethrower damage reduced from 179 to 170
    • Cooldown increased from 60 to 80 seconds
    • Mana cost increased from 40 to 80
  • CombustionCombustion (R)
    • Damage increased from 52 to 55
    • Self-Slow amount decreased from 50 to 40%

Talents

  • Level 1
    • Endurance StimpackEndurance Stimpack (Active)
      • Shield amount increased from 450 to 480
    • Neural StimpackNeural Stimpack (Active)
      • Mana restoration reduced from 50 to 30
    • New HabitsNew Habits (Trait)
      • Regeneration Globe collection cooldown reduction increased from 5 to 8 seconds
  • Level 13
    • Nanomachine CoatingNanomachine Coating (W)
      • Attack Speed slow increased from 40 to 50%
  • Level 16
    • Thermal ProtectionThermal Protection (E)
      • Cooldown reduction decreased from 2 to 1.5 seconds
    Developer Comment: Blaze is performing very well in professional play but is currently our lowest winning Warrior in the game. To balance his effectiveness in the pro scene, we’re increasing the cooldown and lowering the effectiveness of Bunker DropBunker Drop. His laning phase is also not as interactive as we’d like it to be, so we’re increasing the Mana costs of his abilities to reduce his perpetual wave clear and sustain in the early phases of the game. In exchange for these nerfs, we’re giving him some base survivability buffs, reducing the cooldown of Jet PropulsionJet Propulsion, and improving some of his talents.

    E.T.C

    Divider_Hero_ETC_Crop.png

    Stats

    • Base Maximum Health increased from 2180 to 2250
    • Health Regeneration increased from 4.54 to 4.69
     

    Tyrael

    Divider_Hero_Tyrael_Crop.png

    Stats

    • Health increased from 2468 to 2517
    • Health Regeneration increased from 5.14 to 5.24

    Abilities

    • RighteousnessRighteousness (W)
      • Cooldown decreased from 10 to 9 seconds
      • Mana cost reduced from 50 to 45

    Yrel

    divider_hero_Yrel.png

    Abilities

    • VindicationVindication (Q)
      • Mana cost increased from 50 to 65
    • Righteous HammerRighteous Hammer (W)
      • Mana cost increased from 50 to 65
    • Avenging WrathAvenging Wrath (E)
      • Mana cost increased from 50 to 65

    Bug Fixes

    General

    • Tyrande: Fixed an issue preventing the cooldown for the RangerRanger talent from appearing in the tooltip.

    Heroes, Abilities, and Talents

    • Li Ming: Fixed an issue that could cause DisintegrateDisintegrate to cast immediately and become uncontrollable if Li Ming’s abilities were reset with specific quick cast settings.
    • Tyrande: Fixed an issue preventing damage dealt to targets with Hunter's MarkHunter's Mark from splashing to Laning Mercenaries after learning the Huntress' FuryHuntress' Fury talent.
    • Tyrande: Fixed an issue allowing ShadowstalkShadowstalk to affect players in vehicles. (Garden Terror, Dragon Knight, etc)
    • Like 1

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    58 minutes ago, Dejo93 said:

    Whitemane nerf and tank buffs 😄

    I don't know if I'd really call it all that much of a nerf for Whitemane.  The nerfs are pretty minor.  5 hp?  Meh, Zeal is where the real healing is anyway.  Meanwhile the 1 second longer cooldown is a bit sad but it's best to combo with her W anyway so for her combo it won't matter.  Meanwhile she got a pretty good buff to Righteous Flame.  Since I like her E build the most anyway, I'd consider that a pretty good trade off (for me anyway).

    Edited by KSDT

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    Kinda disappointed with the Tyrande nerfs. And did they really have to double the CD on Ancient BlessingsAncient Blessings at once? It's not even my favorite on that tier, but still.

    Otherwise, looks like solid changes.

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    3 hours ago, Stan said:

    Ancient BlessingsAncient Blessings (Trait)

    • Cooldown increased from 30 to 60 seconds

    And they keep nerfing this more and more. They could at least revert some of the nerfs they did to this talent.

    #FEELSMAD

    Edited by Valhalen
    • Like 3

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    Increase chromie hp 67 for what? not even can hold 1 hit from most of hero nor ability dmg.

    The most important is give back the range and dmg not HP. Chromie is not tanker give 67 Hp for what purpose.

     

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    The 'Press R -> FIVE MAN TEAM WIPE' isn't nerfed!? What? Is this real life?

    The Chromie changes don't mean anything. She's still an annoying and uninterractive hero as long as Time Trap build exists.

    I like the Falstad changes. He ain't gonna OOM every 30s now.

    Ancient Blessing will still be a 'must pick', not only because of its utility, but also the fact that the other talents are so awkward to get value from.

    The tank changes are good, but won't change the current tank meta that much because these tanks still don't have the 1v9 potential of the current 'meta' tanks. (read: Diablo, Muradin, Johanna, Garrosh)

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    7 hours ago, Valhalen said:

    And they keep nerfing this more and more. They could at least revert some of the nerfs they did to this talent.

    #FEELSMAD

    Agreed. But as ShadowerDerek pointed out, is that both other level 13 talents on Deckard are hard to get value from. Super Potions can be fun though if you have the time to set up an area well in advance, say, on Volskaya Foundry.

    • Like 1

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    Blaze is the lowest win rate tank in the game.... lets nerf him into the ground. His laning phase isn't interactive? Let's make him recall for mana every 3 minion waves. Blaze is looking real nice now,  SEND OUT THE PATCH! all sarcasm. How do i get in touch with the balance team? I want to have a word. 

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    14 minutes ago, Orshova said:

    Blaze is the lowest win rate tank in the game.... lets nerf him into the ground. His laning phase isn't interactive? Let's make him recall for mana every 3 minion waves. Blaze is looking real nice now,  SEND OUT THE PATCH! all sarcasm. How do i get in touch with the balance team? I want to have a word. 

    Yeah, I don't get that "laning phase" argument either. Blaze is usually picked as a solo laner.

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    Not enough of a nerf for Mephisto IMO. Consume Souls is still so broken and slight buffs to Durance of Hate ain't gonna change that. I think a great balance change would be to make consume souls only work on enemy heroes that you have vision on on the map. Because right now you get punished for winning close fights. You can be a solo laner and win a 1v1 with only a little HP left and all a Mephisto has to do is press R. You can win a team fight but if Mephisto is up all he has to do is press R. If it only worked on visible heroes at least that gives a team a chance to try to disengage quickly and try to escape vision when low health, but also rewards the team with mephisto for taking heroes/talents that increase vision for him.

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    11 hours ago, Dax said:

    [About Consume Souls] If it only worked on visible heroes at least that gives a team a chance to try to disengage quickly and try to escape vision when low health, but also rewards the team with mephisto for taking heroes/talents that increase vision for him.

    That's actually a very cool ideia. I support this.

    The other option would be to nerf to the ground it's damage, but then it simply wouldn't be fun anymore.

    Edited by lChronosl

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    4 hours ago, Dax said:

    Not enough of a nerf for Mephisto IMO. Consume Souls is still so broken and slight buffs to Durance of Hate ain't gonna change that. I think a great balance change would be to make consume souls only work on enemy heroes that you have vision on on the map. Because right now you get punished for winning close fights. You can be a solo laner and win a 1v1 with only a little HP left and all a Mephisto has to do is press R. You can win a team fight but if Mephisto is up all he has to do is press R. If it only worked on visible heroes at least that gives a team a chance to try to disengage quickly and try to escape vision when low health, but also rewards the team with mephisto for taking heroes/talents that increase vision for him.

    If any character with a global is up (Falstad, Brightwing, Tyrande Ult, Dehaka, ect...  All can turn a win into a loss from the other side of the map) you wouldn't have won that "close 1v1 fight" either.  If you're in a direct team fight with him and escape with low HP then he ults you, remember that if he had a normal ult like most other assassins you wouldn't likely have escaped from the fight at low hp in the first place as he would have had the ult to use during the fight.

    People need to get the heck over this already.  This is not a new type of ability.  It has been around in this type of game for years.  If you don't want to die to Meph's ult then play around it.  You managed to escape before hitting zero hp, now learn to escape before hitting Meph ult range when he's on the enemy team.  It's not difficult.

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    On 9/18/2018 at 2:13 PM, KSDT said:

    If any character with a global is up (Falstad, Brightwing, Tyrande Ult, Dehaka, ect...  All can turn a win into a loss from the other side of the map) you wouldn't have won that "close 1v1 fight" either.  If you're in a direct team fight with him and escape with low HP then he ults you, remember that if he had a normal ult like most other assassins you wouldn't likely have escaped from the fight at low hp in the first place as he would have had the ult to use during the fight.

    People need to get the heck over this already.  This is not a new type of ability.  It has been around in this type of game for years.  If you don't want to die to Meph's ult then play around it.  You managed to escape before hitting zero hp, now learn to escape before hitting Meph ult range when he's on the enemy team.  It's not difficult.

    Meanwhile, the only ability that can negate it, besides Ice Block, was just nerfed to an 80 second cooldown.

    Also, even if being able to damage every hero on the map without aiming, the damage is still too high. The innate slow on the ability was not THE problem, it was A problem. Other abilities which target every other hero on the map, such as Apocalypse, can actually be evaded. Before this patch, people could counter the ultimate by drafting Blaze and getting everyone into Bunker. NOW, because he can reduce its cooldown at 16(?), with his trait, he can get it back before Bunker is up. 

    Furthermore, his level 20 talent incentivizes using his ultimate heroes which are already dead, so saying he would hold it to finish off enemy heroes is accurate, it gives him a second cast(Because it's not inherently broken enough already). Not only this, but the other heroes you mentioned; Falstad, Brightwing, Tyrande, Dehaka, can't just press a button to instantly kill an enemy hero. Flastad has to use Fly and then either auto attack or use an ability, one of which is very close range, the other two are skillshots. Brightwing can't even teleport without an ally, and her Q is slow and weak, Tyrande's owl is a weak skillshot, Dehaka needs a bush and has to get into melee. Comparing any of that to an ultimate which auto-hits for 350 damage(At level 0, which means it's already much higher than this by the level you obtain the ability), is absolutely silly. This ability is not a skillshot, it is not melee, and it does not require you to be there. You don't even have to click the targets, so even if there was a point-click, infinite range ability, THIS is still better.

    I'd also like to point out that because CC doesn't prevent Mephisto from teleporting back out of the fight if he engaged with his teleport, the scenario is HIGHLY likely.

    I'm getting the impression that you either play him, have not played against him, OR both.

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    4 hours ago, PumpkinRow said:

    Meanwhile, the only ability that can negate it, besides Ice Block, was just nerfed to an 80 second cooldown.

    Well lets start right there.  You don't need some special ability to counter his Ultimate (though you certain can get and use such abilities if you have them).  Something as basic as simply monitoring your HP and pulling out of the fight before you get into Meph ult range "counters" his ult as well.  Every hero requires you handle them differently, Meph is not special in this regard and honestly he limits you less in some ways than other heroes (Diablo's wall stun and slam combo or Garrosh's throw being obvious examples that argueable force you to play differently more than Meph's ult does).

    4 hours ago, PumpkinRow said:

    Also, even if being able to damage every hero on the map without aiming, the damage is still too high.

    It does 357 damage (+4% per level).  That's about on par with a Chromie base sand blast or a full Li-Ming base magic missiles.  A noticeable hit to be sure, but excessive?  I don't think it is.  As for hitting every hero on the map without aiming, well yeah, that's why it's an Ult and not a basic ability.

    4 hours ago, PumpkinRow said:

    Before this patch, people could counter the ultimate by drafting Blaze and getting everyone into Bunker. NOW, because he can reduce its cooldown at 16(?), with his trait, he can get it back before Bunker is up.

    His trait talent to reduce the cool down on his ult is level 13 Hysteria, which wasn't changed in this patch.  If he takes that talent he is giving up Abhorred Skull, also at 13, which is his most commonly taken spell power buff (meaning he likely isn't getting any increased damage on his ult, meaning again it doesn't hit that hard).  Blaze's bunker was changed but you hardly needed his bunker to counter Meph ult.  Heck any basic healing ability is likely to put you outside his damage threshold and again, the best option is available to everyone, ie don't get super low.

    4 hours ago, PumpkinRow said:

    Furthermore, his level 20 talent incentivizes using his ultimate heroes which are already dead, so saying he would hold it to finish off enemy heroes is accurate, it gives him a second cast(Because it's not inherently broken enough already).

    And if he's holding off on his ult to get that reset then you're facing a team with a 4vs5 ult advantage.  That's probably not a good idea for him.  Which is why most pros I've seen streaming him have gone for Mimic at 20, not his ult upgrade.

    4 hours ago, PumpkinRow said:

    Not only this, but the other heroes you mentioned; Falstad, Brightwing, Tyrande, Dehaka, can't just press a button to instantly kill an enemy hero. Flastad has to use Fly and then either auto attack or use an ability, one of which is very close range, the other two are skillshots. Brightwing can't even teleport without an ally, and her Q is slow and weak, Tyrande's owl is a weak skillshot, Dehaka needs a bush and has to get into melee. Comparing any of that to an ultimate which auto-hits for 350 damage(At level 0, which means it's already much higher than this by the level you obtain the ability), is absolutely silly. This ability is not a skillshot, it is not melee, and it does not require you to be there. You don't even have to click the targets, so even if there was a point-click, infinite range ability, THIS is still better.

    My comment about other global heroes is in regards to the previous poster saying Meph kills him with his ult from across the map after a close 1v1.  My point was that every hero I listed would have made that "close 1v1" a loss for him anyway (also it's not Tyrande's Owl, it's her global heal ult I was referencing).

    As for what you're talking about, you're going to need to define "better."  There are certainly situations were Meph ult is better than Falstad's fly, sure.  Then again there are also situations were Falstad's fly is much better too.  Like when 357 (+4% per level) damage isn't useful....  Which is more often then you seem to want to think, presuming of course you play around it (and again, yes you can "play around" auto hitting global damage.  It's not the same as playing around Apocolypse but it's still there).

    4 hours ago, PumpkinRow said:

    I'd also like to point out that because CC doesn't prevent Mephisto from teleporting back out of the fight if he engaged with his teleport, the scenario is HIGHLY likely.

    I'm not sure what that has to do with his Ult specifically.  CC does stop his ult from casting whether he teleports back or not.  If you're upset his teleport doesn't stop for CC that's an issue you have with his teleport, not his Ult.  If he wants to ensure his Ult going off he would just not teleport in in the first place.  This is all very tangentially related to his Ult and doesn't seem like the issue at hand...

    4 hours ago, PumpkinRow said:

    I'm getting the impression that you either play him, have not played against him, OR both.

    Of course I play him.  I play every character and level them all up equally.  So, yes, I've used Meph's Ult and yes, I've played against it.  Heck I've played against "Meph's Ult" for years.  Again, this isn't a new ability that just got dreamed up.  It's a classic that has been around in gaming in general and Mobas specifically forever.

    Edited by KSDT

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    On 9/20/2018 at 12:41 AM, KSDT said:

    Well lets start right there.  You don't need some special ability to counter his Ultimate (though you certain can get and use such abilities if you have them).  Something as basic as simply monitoring your HP and pulling out of the fight before you get into Meph ult range "counters" his ult as well.  Every hero requires you handle them differently, Meph is not special in this regard and honestly he limits you less in some ways than other heroes (Diablo's wall stun and slam combo or Garrosh's throw being obvious examples that argueable force you to play differently more than Meph's ult does).

    It does 357 damage (+4% per level).  That's about on par with a Chromie base sand blast or a full Li-Ming base magic missiles.  A noticeable hit to be sure, but excessive?  I don't think it is.  As for hitting every hero on the map without aiming, well yeah, that's why it's an Ult and not a basic ability.

    His trait talent to reduce the cool down on his ult is level 13 Hysteria, which wasn't changed in this patch.  If he takes that talent he is giving up Abhorred Skull, also at 13, which is his most commonly taken spell power buff (meaning he likely isn't getting any increased damage on his ult, meaning again it doesn't hit that hard).  Blaze's bunker was changed but you hardly needed his bunker to counter Meph ult.  Heck any basic healing ability is likely to put you outside his damage threshold and again, the best option is available to everyone, ie don't get super low.

    And if he's holding off on his ult to get that reset then you're facing a team with a 4vs5 ult advantage.  That's probably not a good idea for him.  Which is why most pros I've seen streaming him have gone for Mimic at 20, not his ult upgrade.

    My comment about other global heroes is in regards to the previous poster saying Meph kills him with his ult from across the map after a close 1v1.  My point was that every hero I listed would have made that "close 1v1" a loss for him anyway (also it's not Tyrande's Owl, it's her global heal ult I was referencing).

    As for what you're talking about, you're going to need to define "better."  There are certainly situations were Meph ult is better than Falstad's fly, sure.  Then again there are also situations were Falstad's fly is much better too.  Like when 357 (+4% per level) damage isn't useful....  Which is more often then you seem to want to think, presuming of course you play around it (and again, yes you can "play around" auto hitting global damage.  It's not the same as playing around Apocolypse but it's still there).

    I'm not sure what that has to do with his Ult specifically.  CC does stop his ult from casting whether he teleports back or not.  If you're upset his teleport doesn't stop for CC that's an issue you have with his teleport, not his Ult.  If he wants to ensure his Ult going off he would just not teleport in in the first place.  This is all very tangentially related to his Ult and doesn't seem like the issue at hand...

    Of course I play him.  I play every character and level them all up equally.  So, yes, I've used Meph's Ult and yes, I've played against it.  Heck I've played against "Meph's Ult" for years.  Again, this isn't a new ability that just got dreamed up.  It's a classic that has been around in gaming in general and Mobas specifically forever.

    Chromie's Sand Blast and the Magic Missiles are SKILLSHOTS, slow and thin skillshots, from MAGES, making the damage from them acceptable, because they're avoidable. Mephisto's ultimate starts hitting for 1/3rd of your HP about the time you get it. Not only that, but it's like a global version of Malthael's good ultimate. Even when monitoring your HP, it's forcing you to pull out at roughly 1/3rd HP, otherwise, before level 20, Malthael can just cheese you, or after level 20, he can just cheese your whole team. Other than bunker, there's no ability that can negate the damage from that ultimate on every hero at once. Even if you survive, he slow will probably get you killed anyway.

    Blaze's Bunker was the strongest counter to Mephisto's ultimate, which is probably why they nerfed it. As for how hard it hits, he's basically sand-blasting every hero on the enemy team with no aiming required, by your own logic, and applying a slow with it. That's inherently absurd. Besides that, with the amount of CC and burst in the game right now "Don't get low" really isn't an option.

    He may not have to, since he can just grab Hysteria and cheese the enemy team with his ult twice instead.

    My point was that they aren't as strong, since they have to physically be there in most cases, unlike Mephisto, who can just cheese you from anywhere, without sight range or aiming. You can juke global heroes, and they have limitations like aiming and sight, while Mephisto has none of those problems.

    Healing is weaker than doing damage, Tyrande's global healing ult is far more balanced. By better, I meant in a teamfight, where globals are weaker, due to lower HP or weaker kits for teamfights, like Dehaka or Falstad.

    My problem is with Mephisto as a whole, the ultimate is just a big part of why I have a problem with Mephisto as a whole. A hero that makes themselves immune to CC by teleporting back anyway does not fix the current state of the game, I'd much rather Cleanse be brought back on more healers. The fact that what we got instead was a hero with far too much damage and busted ult who can teleport out of CC only make issues with the game even worse.

    It's a completely new ability, there's not a single other ult in the game which hits every enemy hero without targetting, aiming, or sight.

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