I know alot of you casuals are just happy to see changes but the structure changes are just bad, 50 armor once attacked under fort removes game mechanics like diving, especially for 1v1’s it makes it more stale and boring. Before you had to actually take risks to go for the kills but with the changes it’s just nothing. However if there are 2 or more heroes under the fort/keep then you could hit a hero once to proc the armor for 4 seconds then immedietly go for the other hero, it just over-complicate things which wont work without comms. I see nothing fun about this change.
Dehaka changes are also bad, a big nerf to staying in a lane but a big buff to roaming or double soaking. Just a weird unecessary change.
Structures having more HP=longer matches, did anyone ask for this?
Mercenaries spawning sooner is also bad, might aswell just afk until the camp spawn since there will be little point in early game fighting.
XP globes disappearing is also bad, lower total XP=lower levels=even longer games. It’s like they are trying to promote lane sitting for the casuals.
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Attacking someone with 50 armor while slowed is not a risk?
Only if they both stand right next to each other and don’t move. Otherwise, unless you’re high mobility, you won’t catch the second target (Also, you’re slowed?)
Can’t argue there. But you also deal a lot more damage when pushing with minions so. Cancels out? I think the extra damage means you can take structures down faster than before though. Even with the HP buff.
Don’t understand what you mean there. Unless you spend more than 30 seconds deathballing mid. I don’t think it has any effect.
Ok, you are completely wrong here. SMALL xp globes will fizzle sooner. Which means you CAN actually outplay your opponent in lane and cost them xp. Right now, it almost doesn’t matter what you do if you don’t kill the enemy, because denying XP is almost impossible. Even if they leave and come back they still get most of the XP.
If you’re there to catch the big Xp globes, then it makes no difference.
This doesn’t help casuals, it makes it HARDER for them. Ppl who ignore xp will get punished more. Higher skill players can now deny xp to their opponent in lane, so the matchups will be more skill intensive, not less.
it seems like this one should even out with the increased minion damage. I think the goal is to make it harder to kill a fort/keep with out any prior set up or map control. Especially in the late game, there are a lot of heroes who can just walk up to a fort and kill it almost for free. If this is what ends up happening then I’m totaly fine with this change.
I’m more or less middle of the road on the merc and exp changes. My thoughts are just: eh, people are gonna have to learn how to actually play a moba. we still have it so much easier then league or especially dota in terms of scaling.
The other fort changes are what im not sure about the most though. I assume the goal is to make 1v1 dives harder and make pushing less annoying for heroes who cant help but draw tower aggro like AA tass.
I like the idea but I dont like the solution. The armor mechanic feels clunky and I worry that in game, it will come across as a little unclear as to whats happening in a fight. Im also pretty apprehensive about how this may promote a lack of teamwork being stronger then working as a team. If a group goes to defend, the armor going to the wrong person could likely decide an entire push. While just sending a single person to solo clear means they are always going to get the armor and it could be detrimental to send a second person to help.
I wanna see them experiment with just giving forts an armor aura instead because I do agree that forts/keeps over all are a bit to wimpy.
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I thought the minions damage boost was for the defending team, I guess that makes some sense then. But since the fort dont aggro the attacker anymore I think we just brought back a problem, diving with minions. Let’s say 2 heroes are defending a lane, and you are ganking with a crew, let’s say alarak E’s the hero you dont go for now you just dive the hero without the armor buff now that the hero has 0 help or assistance from the fort. People are going to exploit this for sure unless I missed something about the aggro part but games are still going to be longer because minions tend to be useless in alot of cases. Imagine your azmo or KT sitting back and Q’ing the waves, now you just have an on average 12.5% longer games.
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Did you play any matches on the PTR?
Please be respectful and bust out your tiny violins for Medivh. 
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Seems like you kind of nailed it here. Only thing I think that was missing was would’ve been to critique the fact that it’s easier to push forts/keeps because minions get inspired. So naturally…yea you’d want to raise the HP. Wasn’t a lot of critical thought from OP about this patch.
Dehaka needs a bigger nerf anyway, his global presence will be even more empowered with the XP changes.
You can’t, the forts/keeps/towers are bugged and won’t attack anything lol
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