Too much "slow" effect!

Just a small vent on my part , or oppinion rather.

I find that currently there is way too much slow effects in the game . either everything has a built in slow effect or gets one in its talents.

There are also skills that dont need slow effects like fenix’s laser . he doesnt have mana, he doesnt need a free decent damaging slowing effect on top of that .

Maybe im wrong but when i started back in beta…( damn i feel old saying that lol ) slow actually ment something , you couldnt have everything so either you had to seek damage , surviability or utility . now some heroes seem to get too much and its everywhere . there are tons of original side effects we could have , everything in this game doesnt have to rely on stuns and slows.

Anyway , thats just my own oppinion about things . have a good week everyone ! :+1:

I don’t mind range dps having slows.
I do mind when they have a strong executor talent and the means to have their own slows to proc the effects themselves.

But he is not a ranged dps, he is a bruiser.

I find his laser extremely oppressive because of his ability to kite whoever he is preying off of.

Xul says hi. :slight_smile:
(sorry I deleted the post you replied to, I just wanted to add something else to my post without having to make another pointless post)

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I think the logic for Marksmen having slows is it is a means to stick to targets. AA heroes are great, its nearly unavoidable damage, but unless you can attack while moving, you will always fall behind your target if you they walk away. Slows negate that, and remember that the last AA hero who used a Run-and-Gun style was branded the most toxic and overpowered AA for a long time. Slows offer a stick tool on a cooldown, each one has a condition and a setback

Fenix:
Strength: easy to apply slow, lasts a while and allows kiting and chasing
Weakness: Cooldown, if the enemy dashes in, or far enough out, the slow will not last long.
Raynor:
Strength: self speed boost with increased sustain damage
Weakness: longer cooldown, and the low amount of the speed boost negates the increased attack speed if they walk away, forcing him to just hit the nearest target if he wants to get value
Graymane
Strength: near Teleport dash, that puts him right on top of a target, plus it gives him a mini dash to chase, and a big dash to disengage or chase
Weakness: using the strong dash puts you in melee form, which means even a minor slow will make inner beast run out, effectively halving your damage, also puts you in a very dangerous position.

Zul’Jin
Strength: hard to dodge slow that deal strong damage to retreating enemies, allowing him to catch up to them
Weakness: slow can not be reliably applied to medium ranged targets, and to gain max value of the slow he needs to be at a low health pool while chasing, making him vulnerable to burst.

Tracer:
Strength: Very high mobility, can attack while moving, has a burst option to pair with these traits
Weakness: Very squishy, almost every AA hero can out trade her in damage, and unlike nearly every other AA hero, she has no self healing until level 20

Lunara:
Strength: passively faster then everyone else, has a strong slow, and at level 10 can jump in front of an enemy, slow them, and deal high damage.
Weakness: very squishy, and has no escape tools beyond her movement speed, which get countered by a tank if she overextends

Bonus rounds for pseudo Marksman

Valla:
Strength: high auto attack power, a decent dash, and high spell power
Weakness: has a ramp up time, very squishy, and no slows, but she does have self speed boosts.

Falstad:
Strength: A multihitting slow plus a passive speed boost on himself, plus a dash
Weakness: Hammer is easy to dodge, and secret weapon, which boosts his damage while hammer is out, rarely gets good value if the hammer misses.

Sgt. Hammer
Strength: longest attack range in the game, high damage
Weakness: literally can’t chase at all in a team fight scenario.

Note: i know you mean in general slows are very common, but i just wanted to share logic on why AA heroes, such as fenix have them. Went a bit overboard

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Almost every hero has always had access to slows(or hard CC which was actually more common via talents) even in beta. In the old days you just couldn’t usually take the slow because it was generally the weakest talent of the tier. There is and even back then was slows abundantly so there wasn’t really point in taking extra since they don’t stack. Only thing that really has changed is duration of slows has steadily increased and they’ve become more and more baseline while hard CC durations went drastically down over time except for more recent heroes.

Also when you take somebody like Fenix whose kit is heavily reliant and balanced around slows, you do realize you would have to buff him a lot if you removed the slow? His entire kit is about keeping the enemy at an arms length from him. He has MS buff for himself and debuff for enemies for that very purpose. He also has gigantic hit box that allows you to hit him despite that and that hitbox is what makes it easy to stop his shield regen which in turn makes his trait very ineffective at TFs compared to normal health bars. Then you have the extra damage modifiers for Q and Salvo which are completely balanced with the expectation that enemy is slowed. Given HoTS only has skeleton crew left there is no way they would start biggest balancing act so far. Every remaining CC would become even more valuable, every talent/ability that relies on CC as extra damage or to hit would need buffs. So in short we would need to rebalance every single character in the game.