Rain of destruction <Garbage ult

Haunt wins games
Rain deals damage but nothing compared your team can do after someone is haunted

It doesnt deal that much dmg that you need to walk out of it.
Ow yeah and you can walk out of it …

Even on choke points haunt is better.
So why does this ult remain so bad?

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in ARAM it’s pretty dang good!

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I don’t like RoD too, but I admit that this heroic has it’s use for pushing or zoning.

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It can zone out squishies, and nice for push.
Haunt is still superior, but I think it’s similar to Gust vs HinderlandBlast.

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I almost forgot about this ult still existed lol.

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I agree, rain of destruction is better than Garbage ult.

Although I kind of forgot, which hero’s is the “Garbage” ult?

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That would be Hogger’s Hoardapult.

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You know whats better for a push?
Dead enemys

Haunt range is large and instantly cast.
If its cast good you can gravely wound or kill a couple of their team. So even for pushing with a slow wind up time im not convinced taking it

It used to be worse when the area was much bigger, but even with reduced area you can still just stand there and almost never get hit. They should reduce the area again to make it much more a zone control ult. Reduce damage if needed.

I rather have it on a small area but hitting people everytime I used it even for low damage than big area never hitting anyone.

Fear would still be better anyway, but at least rain would freaking hit someone.

If you have good pushing teammates, it can deal nice damage to towers and bases.

But I think the ult needs a homing missile effect where the fireball has a target location of the enemy and rains down on that location after maybe 0.75 seconds, not just some random place.

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Well then it will just be a hyperion with fireballs.

Not really

Hyperion is locked on the enemy and is guaranteed to hit a hero if in the AOE, this change has a fireball enemy location delay but it has a larger fireball AOE and the ult area of effect doesn’t move.

I’d say it would be simpler and more true to current design to just increase the radius or number of projectiles and adjust damage (and lvl20 slow duration) to get the same average result. It’s not a bad ult design, it’s just way too inconsistent as it is (high variance lottery without even a jackpot result). There aren’t that many random target abilities in the game, so it’s nice to keep the ones that are already in - just reduce the randomness when it’s too high.

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Exactly, it’s just TOO random. I remember watching a stream where the guy was playing Hammer. He was in siege mode and enemy guldan used rain. He literally didn’t move at all, just stayed there shooting and didn’t get hit by anything :joy:

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it remains “bad” because players tend to fixate on only one application of abilities, one set of builds, and then fault anything else that deviates from what they are willing to try.

Functionally, yes, cc tend to help win fights, and when the enemy is dead, teams can push. Alternatively, some pushes can be made without having to kill the enemy team, or the team could have rez/revive mechanics so they aren’t as hampered by occasional picks.

Anyone forget that azmo’s rain of demons was the meta/dominant pick for backdooring structures? Yea, that has summons to take tower shots, but the strat still works for having hero abilities that improve siege since structures tend not to heal, while heroes do respawn.

The idea is to have options, so if one heroic is already the standard for teamfights (cc wombo) then the other option should try to encourage a different take and it’s not as if gul’dan can’t out-siege structures.

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Totally agreed. It’s probably the same with Murky’s choice of heroics. Most people prefer Octo-Grab, but March of Murlocs has it’s niche like Rain of Destruction.

Honestly 1 Murky with march will hit more people than 5 guldans with rain :joy:

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And still most people pick Octo-Grab, because it’s hard to miss an point and click cc compared to a zoning tool, isn’t it? :wink:

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You make a good point but I don’t think it would hurt to make a few adjustments to the ult.

A few ideas I have is to attach an additional functionality to it. Maybe something that interacts with his basic abilities. For example, maybe while the ult is active, his basic spells deal additional damage to enemies hit by the meteor.

In teamfights Octo is pretty garbage since Murky will die faster then the cc’ed hero. Only reason Octo would be good is if you can catch one alone and you got your team to back you up.

Murlock ult is good at zoning the other team but you pin yourself to the ground and mages can just throw a spell on you and you die.