Tower changes have made a lifetime player quit

Forts, Keeps, and Core will no longer prioritize and enemy hero while an ally hero is being attacked. I am life time player of this game, never made a post never made a single gripe when my friends made fun of me for playing this game. This change has single handedly ruined any sort of will to even give a hooey about Blizzard as a company, as a company you continue to make horrible decision after horrible decision for money and not for the love of gaming. and that sucks. you have the right to do it, but f you for being a company that doesn’t stand behind the people that support it. i wish i could spit on the ceo of the company. or whoever makes decisions. thats my rant and i hope you continue to not give a rats patootey you worthless tease of a company “hey lets make something great and completely smash it into the ground!”

6 Likes

April 14, 2020

  • Allied Heroes of the structures who are being attacked by enemy Heroes will cause the structure to focus the offender until the offender is dead or leaves tower range.

The game is 10 years old. They reverted the change from 5 years ago.

Are you a life time of half of the game’s life time?

11 Likes

It was they changed it back to how it was. back then i didnt mind but once you change it back from something better i got upset. Now im spamming illidan and having a ball after that so my tantrum is over. what remains is still blizzard not making good choices.

1 Like

You never said why the change was bad.

Also, whatever dive you can make with Illidan now would have worked before. He has evade, he doesn’t care about forts.

Again, the fort only ignores you if you have a minion wave. Which is when you’re winning.

2 Likes

Honestly, 35 armour to whichever defender takes damage first isn’t inconsequential either, it’s a nerf compared to the current setup (and personally I’d like to see armour stacking JUST for this, or some secondary effect that makes it worthwhile if it is affecting someone like Garrosh or Cassia.

there are a handful of heroes with AOE effects some of which can’t be avoided that made the towers even more debilitating then you might think at first glance. any hero with an AOE attached to their auto attack basically can’t siege at that point. like a Zul’jin who took the extra axes talent. something I’m glad is rectified here.

4 Likes

I’ve been here for 10 years game is broke mostly do to QM mirror matches and unstoppable azmodan pushes. you get a team with no wave clear its over and this can happen one game after another. there was a reason they got rid of this current play style. players hated it just that simple

2 Likes

The changes kinda brought me back after a two week funk, so I guess that is Balance in The Force and all that jazz.

2 Likes

I’ve been playing a decade as well. Always came back to it and play it often. This new patch consistently puts a minion hero that cannot be stopped no matter how much clearing happens. Once momentum is built in lanes, it is difficult to stop.
For the first time in a long time, I felt like I wasn’t having fun.

3 Likes

The changes of towers not targeting the diving player if minions/summons are present is honestly a bad change and just gives group comps even more power then they already had, ever since this change we’ve just ran more dive comps and have been slaughtering teams to the point it’s even more a joke than it was before.

Tower focus was already kinda laughable without slow even with the armour debuff, but now this just sad lol.

4 Likes

You are right that my post was just a rage rant. But the message gets across that the change back to how it was where towers dont care about heroes is not a good change at all. This purely benefits good players

2 Likes

Wait isn’t that what we want? Why is that bad?

3 Likes

I’m also done with this patch. I almost exclusively play quick match throughout my time playing since beta as I don’t care much for ranked gameplay ( for just about any game for that matter ) but this patch has been super frustrating. I rarely visit or post on forums, but it is somewhat nice to see that others have similar concerns about the game.

3 Likes

did they seriously just make this change out of nowhere?

So now people can hardcore dive into defensive structures with no penalty?

No defenders advantage?

Wow.

That’s a pretty dumb design choice and it’s going to turn the game into a mindless grind of glory kills.

3 Likes

i agree the cnages are stupid and pointless

1 Like

The 2020 change of towers aggroing attackers is pretty fresh for me. I wasn’t used to it until coming back to the game this year. Reverting the change is just making it how it used to be. You’re not a lifetime player.

1 Like

I’ve been playing since Alpha. These changes are bad even though they were how the game played in the past.

The problem is that it removes defenders advantage. and promotes dive play cheese.

Enjoy games were players chase each other all over the map… not for the win but for the glory kill.

3 Likes

that still exists?

depending how hard the enemy is diving, and who is diving, it can actually be more helpful than it focus firing one hero.

I don’t know what there backend data suggests, but they can always move the armor up.

I think someone said something about having special ammo that targets heroes only, which would also be interesting. Although I think there I would put it at a massive attack delay instead of ammo, like 15s cd, and giving a massive decaying slow.

Personally, I think it doesn’t feel as good because you don’t see the towers focusing down the diving hero, but I think the actual amount of times where it saved you dying is equal to or higher than what heroes were focused. In Large Part because the armor makes it so 2-3 people diving need to deal a lot more damage to kill you, about 50% more.

Where before, 3 people dive… one of them gets focused and jumps out… and you’re dead.

2 Likes

I do want to be clear, I think this is a situation where something absolutely feels worse, but generally:

  1. better when they dive in without minions
  2. a mixed bag depending on your HP if there are minions there
  3. far stronger if multiple enemies try to dive to kill a hero who has most of their health pool

It gets a lot weaker as your health gets lower, as the armor helps in absolute terms, about 50%, but it is much easier to deal an extra 200 in burst if your 2000 HP hero is at 20% hp.
Vs having to do 1000 more burst if your hero is at full HP,

But, like… encouraging people to have to make the choice to hearth back and miss out on all the EXP, or stick around risky seems… Like a kind of risk-reward formula to me seems good.

And it makes the solo dive without minions against targets with low HP purely more difficult.

1 Like

Because?

Which makes total sense. If you push your luck too much, you die.

1 Like

So now there is no incentive to defend a fortification during a push. Its more advantageous to abandon it and counter push one of theirs.

Engagements should be incentivized outside of fortifications. Winning that engagement then grants that team the advantage to then push one or more of the fortifications.

This is just bad game design, especially for a game intending to promote player vs player interactions.

1 Like