I'm done with HotS

You get a pass, GeorgeV, but I’ve already explained this in a post responding to Paradox in another thread.

Zul’jin is not a durable hero. In fact, if you want to deal any meaningful damage with your AAs, you generally want to spend as much time as possible at about half health. That does not leave a lot of room for error or dealing with divers.

Because of that, Zul’jin is one of the last heroes you want facetanking things without his ult up, and it isn’t up all that often.

Before the Tower aggro changes, I would push up to a Tower and try to hit it. If the enemy player tried to hit me back, I could either back up, hit them back, or do both at the same time by stutter-stepping away. I could also peel for myself a little bit by using my Twin Cleave to slow them.
Generally, the only time I would need to run directly away would be if I was really low on health, if there were multiple enemies coming at me at once, or if all the minions were almost cleared, allowing Towers would aggro to me.

Now that Towers will aggro directly to you if you hit an enemy hero, I basically always have to run directly away, at least until I’m outside of Tower range.
If I try to hit them back, I draw Tower aggro. If I try to peel for myself with Twin Cleave, I draw Tower aggro.
And since I’m probably already at half-health (because that’s when Zul’jin gets the most bang for his buck) I cannot afford to draw Tower aggro or I will very likely die if the enemy hero has any significant damage or CC.

As a result, when an enemy hero with any noticeable amount of damage output or CC comes out from behind their Towers, I have to back straight up right then. But just standing around waiting for them to go back behind their Towers is wasting time, since the minions are dying and the defending hero can just come right back out to drive me away again.
Now, I find it far more effective to just rotate up to a different lane, try to get a gank and/or some stacks there, and if we’re lucky and get a good pick then we can shove that lane since there’s no one defending and no worries of having to avoid drawing Tower aggro.

And Medivh still has Force of Will and his portal.

Uh, not really?

I mean, both of them can straight-up ignore damage, and since Forts and Keeps no longer slow attack and movement speed they can actually do more damage in a shorter period of time.

Illidan dives are really strong now too, because his Evasion ability actually lasts long enough to reset the armor reduction if timed properly, and the loss of the attack speed slow means he gets way more healing and CDR than before under Forts and Keeps.

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ook,i too dislike MM and MMR system and half player base,but with last patch they did so great job,i can admin that.

Only that is problems. If you mean more dislikes,then i cant agree with you.
Of course i cant change your mind…keep on that you think with how you astimation things in game.

Unless there are more then one LenaOxton in this game :slight_smile:

Simply untrue as it affects all players the same - it requires both good and bad players to change their defensive and their offensive playstyles. You could argue that pushing requires more skill now, which is something that you still have to do in order to win anyway. It’s not an insult to anyone but just a change that requires all players to adapt to it.

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What does this mean?

Do You play on EU or NA Frogsaron?

It is a Furry term.

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What exactly makes the game unplayable ? Tower changes ? really thats what makes it unplayable ? Core changes ??? You loved old tassadar ?

What ??? dont just baby rage explain why.

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EU server. I was checking what was happening on Usa server and someone with your name had bnet invited me.

a needless change that doesn’t require you to learn anything . all you have to do now is follow instructions laser beam on every tower tells you what it’s shooting and how close you can get before getting shot zero intuition required . just another sad patch like exp globes which tell you where you need to be to get exp again no learning required just follow don’t think

I used to love doing this! Good times!

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I’m still struggling to adapt to the tower changes. I’m so used to thinking I am safe with minions in tower range that I often take so much extra damage and occasionally die because I forget the towers will attack me now.

It’s just a thing. I’ll learn. I’ll figure it out. I’ll get used to it. What I won’t do is moan or rage about it.

When I stop having fun doing the thing, I just stop doing the thing.

thats your opinion, in my opinion they should increase the dmg from turrets and keep and also ad a 10-15% slow on keeps/forts, or even better on turrets, right now in my opinion keeps got nerfed without the slow.

I know how you feel mate,im in the same position and stop playing at the moment Blizzard sh*t their self again and cut the game.
After they release HoTS 2.0 we was 5 friends and even tryhard at one point.This game was amazing back in the time.Some of them wasting time with QMs i want to play again but probably will pass,because i want to keep the good memories and experience from it.

Depending on exactly how stable my mental state is during a given HotS season, I usually average 51% winrate in QM, usually solo queue. That said, I’ve had varying numbers of friends as frequent companions, also in QM. Some of which hate it.

Interestingly, game quality is usually higher for me solo queue, or at least less BS. That may have to do with the fact that most of my friends are… not great. The one or two that are always try to treat QM like they can try meme/OP comps and win. QM requires consistent, good, adaptive decision-making because it is so… uh, I guess the nice way to say it would be ‘potentially varied’, but you could also go with chaotic.

That’s why I like it. It is possible to succeed at QM. “Herp derp clown fiesta” is frequently (not always) just an admission of an inability to function in a game mode that rewards varied personal hero pool, adaptability in build and strategy, and effective communication.

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Been playing since open beta and I like the fort/keep changes. Rewards the people that can actually push lanes punishes the hyper dive comps. Adds some more tactics to the game.

I’m with you on this one as I don’t mind these changes. But TBH haven’t noticed to much difference if the whole team still pushes 1 lane during objectives etc. I haven’t watched to many higher level games lately to see the difference.

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you’re right, the tower changes really don’t make much difference at all. and the recent 10% damage nerf has made it even more of a nonissue. the whining about it here on the forums has subsided a lot as of late, so i think most people are realizing this.

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