I am aware of that, the circumstance I described was when I was already using her Gift of Life and already picked the talent.
I took that HGC beings one of best Heroes of the Storm eSports which was cancelled few years ago.
Some healers are OP. Ana, cain and rehgar who can counter alex hard.
Also AoE mages too. Mephisto, chromie, orphea, ktz, etc.
But donât need alex buff. Her E build is broken.
Just nerf OP heroes.
Ana canât selfheal herself (reliably) yet sheâs not mentioned to have problems.
But Alex who can (more effectively) is somehow too limited?..
Itâs fine if someone doesnât like Alex or bad with her, but sheâs hella fine and strong.
âIs AlexStrasza outdated?â
looks at Uther, his CDâs and mana costsâŚ
Yeah, of course, Alex definitely need changesâŚ
Her AoE healing needs to be a little less obvious to enemy team.
My problem with her is peppering her with damage becomes a valid counter.
Healers are supposed to alleviate that worry, though, in the first placeâŚ
Her circle is just a big invitation for long range aoe heroes ever since her release.
Dragon Mom is still fun and good. As someone who mained her since her release I canât complain.
Yea honestly sheâs just difficult to play. Q build could definitely use some buffs but its just a lot better on paper than the other two. In reality e/w are the correct builds to go 70% of the time.
She is not stroing enough outside of her dragon form. Never like the part of her kit where you loose health each time you Q.
Iâd still hit it.
But her healing doesnât rely on her being at decent health.
Alex sacrifices health.
Tyrande, Malf, and Whitemane need to hit enemies to increase their healing, which can be a risk of theyâre at low health, though self healing can reduce that risk.
Ana just shoots allies, she doesnât have to put herself in harms way to hit enemies in order to heal allies better. So if sheâs at 2 health she will heal just as well as at full, unlike any of the others mentioned who might die if they try it, so then have to have reduced healing until they get themselves back up.
Ana is more comparable to Morales then, except her healing range is even higher and safer.
But of those who need to be near enemy heroes in order to heal better, how do they compare in bringing themselves back up to a reasonable level in order to get back into the fight?
They each heal:
Alexstraza 340 every 14 seconds
Whitemane 140 every 4 seconds
Tyrande 510 every 16 seconds
Malf 380 every 20 seconds
Malf is clearly in last place for healing rate (and Whitemane for mana conservation). But they all at least get better healing when the fight resumes.
Alex just doesnât. Her Q is only ever good in certain situations, in certain windows, and I donât think that feels good, even if sheâs a decent healer.
No, I donât think you know, let alone the fact that you are encouraging people to clump up more for the course of the 3 seconds with the 1 second interval else they lose HP values.
Currently its a 3 seconds that requires you to be touching the part out of the circle when its about to proc, so in general, you have 3 seconds to not clump up until like the last 0.5 which would be far better than being clumped over it for the course of 3 seconds.
You should think this more properly because your suggestion is going against your clumping philosophy because you only making it worse.
I think sheâd become a lot more viable, with 1 simple change - the ability to trigger her W heal early.
Kinda goes against the idea of the ability. I donât like it.
In that scenario than the heal should be less if triggered before it expire by itself: the earlier you make it pop, the less it heals.
The gap between each âstepâ should be significant but that way the ability will be more flexible and can lead to some nice counterplay against enemyâs aoe/poke.
Iâd rather if they just gave her the ability to heal early, and nerf it only if itâs overperforming.
For some reason I suspect that sheâll be rather balanced despite the buff.
She should have at least 0,5 sec delay before being able to activate it tho.
I donât think early trigger would work well.
First, uncoordinated teammates - if I see it, I know I have to be there in 2.5 seconds. Not earlier, going passive - the big caveat of the ability -, but just then.
Second, coordinated teams - it would put them at advantage, because they can make ad hoc agreement on when to clump up. Itâs kind of the same with Rehgar, except that ability is instant, so I can heal whenever the team is randomly together.
This would make it rather complicated to counter.
If you want it to be impossible to be countered, then effectively consider adding a Protected + Condition Removal to anyone walking to it, and then consider what that means and compares to.
The more we talk about it, the more I think that ability just shouts bad design.
(Right now itâs not about the counter, but how it requires the team to cancel their engage - or, when placed strategically in front, encourages backline to hug the tank, except when they start QQ about it, âW is always backline behind the walls, noobâ.)
There is actually a similar ability available to a hero with similar healing strategies: Auriel.
my idea allows more opportunities to get healing from the circle. I donât think you understand how this works. your desire to âwinâ one on me is clouding your judgement.