Slyv rework Quirks: The more you know!

  1. Dagger isn’t a chaining attack anymore (doesn’t move from one target to the next in line all the way down the line) Its more of an infectious aoe spread from the original target. If sylv throws the dagger at the melee minions, it won’t spread to the whole wave; if it marks the mage minion (orb dropper) then it will spread to more units.

This means sylv wants to dagger the unit in a the middle of a cluster instead of the front-most unit to get as much aoe effect out of using W.

  1. Dagger isn’t limited to spreading from auto attacks; ability damage will spread the effect as well.

Hitting the center dummy on Try Mode followed by Haunting Wave spreads dagger to the other dummies.

  1. Black arrow’s banshee curse bonus damage applies to structures.

This means that despite of the nerfs, sylv’s targeted damage at structures has improved to some degree.

  1. Q is reset on takedowns instead of minions. With how her other talents interact with ability modifiers and talented effects, W or E are going to be better for waveclear than Q now.

W quest + unstable poison being the ‘safest’ as the increased damage on dagger does apply to non-heroes, while windrunner resets on E can have similar clearing power.

  1. Festering Wounds applies 3 stacks of Banshee’s Curse to target’s hit by Haunting Wave. Since this applies her trait, and the talent boosts the damage of the ability, this effectively boosts the damage of Haunting Wave by 50% (*to target’s affected by Black arrow)

The curse/stack also works with Drain life so any unit* hit by Haunting Wave would then heal sylvanas as it applies the curse and damages at the same time.

  1. Mercenary Queen stuns mercs with 3 stacks of Benshee’s Curse and Festering Wounds applies banshee’s curse to any target able to be afflicted by Black arrows. However, while Haunting wave wont stun the mercenaries, it does seem the stacks are ‘there’, but aren’t active until Sylv hits the mercenaries with basic attacks.

I’m not sure if this is unintended behavior (oversight on how the game checks for banshee stacks on units) but if Sylv is using Festering Wound, switching which target she attacks will then ‘trigger’ the banshee stack and allow her to stunlock multiple mercs without having to activate her trait.

  1. Barbed Shot’s 350% bonus spike isn’t a base-damage modifier so effects like Might of the Banshee Queen (for spell power) or Merc Queen aren’t significant boosts to the 5-shot bonus damage from this talent in the same way damage boosts effect Festering Wounds on Haunting Wave.

I think its ~9% extra damage on that hit.

  1. Barbed Shot applies to any target hit by all 5 shots of Withering Fire: structures, mercs, monsters, etc

  2. While Cold Embrace shares wording with Barbed Shot (any enemy) the armor debuff doesn’t work on structures or bosses.

Cold Embrace does work on monsters.

I did a write-up on possession years ago when the ability was a heroic. Far as i can tell, the effects of the current possession are still the same now as they were then (exception being stealing mercs) despite the ability having now been moved a few tiers and having the charge quantity/refresh shifted. Hence, I will copy the pertinent effects of the current Possession compared to back then:

  1. -Units killed by Possession grant immediate xp to Sylvanas and if they drop something, it will drop
    —eg using possession does not deny your team stuff they would get from otherwise killing enemy units.
    -Possessed units do not give the enemy xp or drops.
    -Possessed units can earn xp for the team in the same way other allied summon-units do: if they get the last hit, then it counts as xp for Sylv.
    -Possessed units are healed to full, even when taking units Cursed by the Ravenlord.
    -Converted units afflicted with black arrow or dagger may continue to have those debuffs and be frozen and/or taking damage
    -unit ai can sometimes continue to attack and kill units converted by possession. Its rare, but is a form of friendly-fire in the game XD
    -If boosts were applied on-target rather than as auras, then possession would steal those effects. That may be part of why more effects are aura-based than targeted on-use effects for non-hero units. (ie, old Promote could be stolen while Zag’s version is not)
    -Converted minions do benefit from Zag’s or azmodan’s unit boosting effects.

While I understand some of the sentiment and concern that things have changed for Sylvanas, I think some of the incentives to pick and play her are for her ‘specialist’ quirks (boosts to push power esp with mercs or objectives) and she still has some power in trying to split a push herself, I will say that the current interaction with her talent trees are ‘better’ for the way these talents interact with one another, so her build options don’t seem to be one-trick mods to a single ability.

For instance, Windrunner’s reset (and history of interacting) on Q means its appealing for q talents, but having extra waves to cast means its also worth taking for E builds instead. The same applies to W and aa talents: just because sylv takes on talent doesn’t mean she’s then obligated to invest in all the mods for that talent; W-quest is improved by talents that apply banshee’s curse as a way to get more quest stacks rather than going all-in on W cdr or -armor where the quest may end up lagging behind Might of the Banshee Queen instead.

Now all this isn’t to say “ha, this is better and cope!” (esp despite my use of the word ‘better’ in design above) but rather this is being posted as a point of concern since these changes to sylv will be around for at least two weeks (track record on reverting reworks anyone? Bueller? Bueller?)

I’m not a sylv “main” but I am the sort of player that does grind through specific experiments and variations to see how stuff works (such as misleading tooltips, thanks game :wink:) and for me, not much has really ‘changed’ with sylv as I wasn’t invested in one sort of “build” to ‘carry’ games or the like, but rather, I tried variations to see how they work. For players that focused on one specific instance of play, that instance may seem significantly weaker on waveclear or mercs, while the potential for similar power is still in the kit, but its through different talents.

Q isn’t the all-bound savior for waveclear, mercs, and monsters as it had been before, so to get similar effects, players will need different talents than what they may expect, especially since many names have remained the same, but the usage of them is very different now.

Hence, a ‘guide’ or sorts to the possible quirks players may overlook when they find out that their ‘build’ doesn’t work the same as they would expect for a couple of quick games.

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The level 16 talent remorseless is the only way to apply Banshee’s Curse outside of auto attacks. Although its essentially worthless since you have to attack a hero who already has 3 stacks to activate.

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The lvl 13 talent :stuck_out_tongue:

Festering Wounds also has Haunting Wave apply Banshee’s Curse - the influence of that is in about 3 of the 10 items above.

Remorseless’ ability to apply the Curse is similarly not ‘worthless’ as the application of more stacks applies more of sylvanas’s other talented effects, such as the slow at lvl 1 or Drain life at 16. Having more stacks spread also boosts dagger and wailing arrows damage potential, so ya know “worthless” if you’re looking at on-text changes and afraid of playing this stuff out.

Sylv’s ability to skirmish with effects like Remorseless or Festering is different for builds that chose to reserve E for escapes by players that are accustomed to not attacking or using haunting wave offensively.

In that regard, that’s why I made this list for people that are obviously overlooking details to make claims that are not the case as you so have done.

:+1:

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Wasn’t looking at sylv at the time so i forgot a few things, just saw the details of the rework. I just view remorseless as a trash talent compared to the other options.

Nice slab of info, I’ll add to it

  1. Overwhelming affliction does not require 3 stacks to have the giant slayer apply, only that the enemy is slowed.

Meaning that if you have tanks that love passive slow effects, this is actually a pretty solid option at one even if you think you will not get all 3 stacks off, in fact it might be better in that situation.

  1. Overwhelming affliction applies the slow to anyone that has 3 stacks of banshee’s curse, including from festering wounds.
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It’s not exactly worthless when you get an increased range of +1. So even if your goal is not to spread the curse too much it does allow Sylvanas to play MUCH safer, which is greatly appreciated with her lack of survivability until level 16.

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The thing is sylvanas is actually designed to kill people now. Why is she not labeled as a ranged assassin ? people are still trying to play her the exact same say which is another problem. she’s no longer a specialist so blizzard needs to stop being lazy and just change the damn title on her. I just don’t understand at this point. really hope the role rework comes out in the next big patch which from the looks of it, will be when the new hero is announce. I think sylvanas is fine people need to just learn how to play her as a ranged damage dealer (which is what she is not) and stop trying to play her as a solo laner.

I primarily used sylvanas as a ranged damage dealer in team fights… she feels way off now. I hate her new q. I almost always took the talent that added an extra charge, shoot faster, and recharge faster… this new q feels clunky, costs mana, shoots slower and has no off button so even less precise. Half the time it’s not even pressed because you set up to use it, the enemy runs OR you have to run because you just telegraphed your next 4 seconds when you threw your dagger and got blasted by the enemy team.

Not enjoying new sylvanas so far

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it didn’t recharge faster.

if you’re concern of telegraphed attacks for the next 4 seconds is cuz of dagger, and you’re taking ol withering fire, I’m pretty sure its not the rework that’s doing that to you :stuck_out_tongue: