The changes to towers favour ranged heroes more than melee heroes

Melee heroes won’t be able to do anything during a fort push now.

Since no one can enter fort range without getting melted by the fort and the enemy heroes. At least ranged heroes can use their range to hit the structures.

I guess HOTS just didn’t have enough ranged assassin mains, we needed more of those

It’s not that bad, as they focus the first target, which is typically the tank. Most melee are single target, so as long as you don’t hit a hero, you are fine.

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The OP doesnt play other mobas.

But be aware that all melee dps can be self-healing or have some form of autosustain, plus it has much more hp than a range dps.

Most ranged dps heroes can’t out range the towers. Otherwise everyone would melt them without needing a minion wave.

But also meaning they’ll just can’t approach alone cause they’ll have two choices: Let the enemy destroy them
Or attack the enemy but beeing melted…

So the best solution is : Don’t push if you’re melee

It will be pretty uless when one hit will be 1/2 of your hp :x

As long as you don’t hit an enemy hero, you are fine. It isn’t bad on single target melee like Artanis, but can be tough if you naturally have splash damage. Pushing is very different, but not impossible for melee. Granted, it isn’t easy, and I do think they need to tone down the armor debuff, but without the slow and attack speed slow, pushing in a way is a bit easier.

The focus fire of towers leading to super defensive play, is part of the reason why I don’t play other Mobas much…
I consider it a negative aspect of those games.

But we’re talking about towers retargeting because you hit an enemy hero, and that’s only really an issue if they’re in front of the tower.
So sometimes you can hit them without being in range of the tower, or step out of tower range before it locks on and fires.

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front towers deal 250 damage
Forts deal 375 damage
back towers 330 damage
Keeps 440 damage

Are you playing Abathur running into a keep early game?

Im pretty sure the main reason you dont play the other ones is because they have items lol.

These tower changes adds so much more depth to the game, so much more playmaking potential as well.

It doesnt add to defensive play. The current iteration of the towers adds to defensive play.

It takes hundreds of games to fully understand the complexity of this change.

I hate the items too.
They create a false sense of freedom.

Explain.
How does targeting enemy heroes if they tap you, and doing higher damage, and removing their armor, not contribute to defensive play?

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The whole game favors ranged heroes already this not new.
The moment melee were at an advantage was early xp globes and that was changed (for the better however) very fast.
It is a miracle the globes stayed already.

Unclear… Clarify?

With the target priority of towers in other games, there are very few complaints about it over the years, so its clearly not bad as what some hots people think.

So to now respond to the defensiveness of this and current towers:

After thinking about it some more, I think I need to change my course of thinking and instead say currently, its not fair and not fun when your opponent can safely attack you under tower. Its YOUR tower, it SHOULD defend you no matter what, it makes sense.

Also with the current iteration (whats on the live servers right now): It makes for no decision making whatsoever. It takes no skill and there is no counter play. There’s no baiting, there’s no stunning, there’s no grabbing, there’s no sleeping, there’s no polymorphing etc. to punish a tower diver. It makes the game boring to not only play but also to watch. I want to watch pros do some sick baiting, and other sick plays that punish divers. Being powerless under your tower is a terrible feeling, and it makes games boring and not good to play or watch.

With the new target priority changes, everything will change for the better, and I guarantee you, since this is not your traditional long laning and long games moba, you won’t notice it as much as other mobas.

With the new changes, the defending player will have way more fun defending knowing they won’t be powerless and watching pros will be much more exciting. Tower diving will be much more fun and satisfying to pull off. It feels terrible tower diving right now because no one can punish me for diving at a bad time or at all.

Give it a chance these next few months, and while not everyone who’s against it will be for it, there will be more people that will be for it. It takes time to fully see this change and why it’s good.

This game is so objective based (camps included) that I don’t think it will add much to defensiveness.

So that’s what I say, you can’t attack them, and they’ll know it, so if you want to push, they’ll know they can approach and damage you freely

So if a genji just dash in/out, he’ll instantly take 1/2 of his life as I said, without have the armor reduction yet. So now if you try to attack an heroe under tower (not counting the forts) you’ll take 500 damages + -20% armor + the enemy damage, so i’ll rewrite what I said : You’ll take more than 1/2 of your hp :stuck_out_tongue:

Exactly the same

Genji only has 880hp at level 1?

Assuming you’re dashing into a keep at level 1.

Currently, dashing in for a kill has zero risk for Genji, unless the target has a stun. (In which case presumably you’re not dashing in…).

while the severity of the new anomaly looks (idk about feel) to be high, currently it is way to low for heroes with fast escapes.

I do want to emphasize, the anomaly does look overly severe to me. But making dashing in and out on Genji actually involve some level of risk is good.

Meanwhile i can poke with impunity with any mage.
It seems the anomaly may be too low for heroes with long range attacks.

Don’t tell me landing skillshots with a mage is harder than landing genji’s E when diving.

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Since almost no Assassin can outrange the forts, I dunno how this favours them.

Ming, Hammer, and Junkrat all have no problems shelling away with impunity.

Edit: Chromie can, as well, but is not as potent until late game.

if I’m standing behind my fort to hearthstone, it sure it. Genji can still dive and kill me. To keep with the Genji example.

I like I said:

However, I did indeed fail to clarify that I agree the disproportionate negative effects falling on melee heroes is something that needs to be looked at.

Off the top of my head, I am not thinking of any easy to implement things that would “fix” or merely “make it slightly more equal”. :frowning: