Here is a guide for Heroes of the Storm with information on how to play as each hero. Each hero has strengths and weaknesses, so make sure you know what type of game you are playing before diving into Hero League matches.
The “heroes of the storm characters” is a guide for the Blinds in Heroes of the Storm. The guide includes information on how to build, play, and win with each hero.
In a nutshell, there are problems, and the system is disorganized.
Assume that when I say “blinded” or “blinds,” I’m referring to the target being evaded; otherwise, things will take an inordinate amount of time.
To begin with, Qhira’s Upstage is intended to just affect Heroic Basic Attacks, and although it does block all damage from Heroes, there is a problem —
Blinds-checking summons are still disregarded. This is because the mechanism that handles it only allows Genji’s Dodge to be used, rather than Genji’s Dodge plus Qhira’s Upstage.
Then there’s the fact that when you use Blinds to avoid damage from Summons, your Self Healing score isn’t improved. When Summons are blinded, they don’t try to inflict the right damage; instead, they deal 0.001 damage.
Related to Giant Killer and their ilk, the damage isn’t done, but that’s because they don’t do anything if Blinded, and instead, their damage should be lowered to 0 in the same manner that Basic Attack damage is decreased, for the same reason as above – to keep the numbers true.
Those two are aspects that are easy to overlook if you don’t pay attention to stats; now there’s something that’s a little more difficult to overlook — the impacts of Basic Attacks when blinded. Artanis, for example, still receives a cooldown reduction from Basic Attacks when blinded. There are quite a number of them, and they’re strewn throughout the area.
Now onto stacking from Basic Attacks, my personal expectation is that you shouldn’t progress on them, this means that Kharazim’s level 1 wouldn’t progress, Arthas’ Rune Tap wouldn’t progress, Qhira’s The Hunted wouldn’t progress, and things that are removed on reaching a final point also won’t be removed. This includes things like Orphea’s Overwhelming Chaos or Valorous Brand from Imperius. Right now it seems the rule is that things can progress and be removed, but don’t gain any benefits, but that’s not 100% consistent, like Kharazim’s level 1 can progress without giving mana & cdr or healing(Insight still gives quest stacks, strangely enough), but Rune Tap on Arthas can’t progress whatsoever.
Then there are attacks like Anduin’s Surge of Light and Azmodan’s Bombardment, which occurs when the attack is launched rather than when it strikes; we’re going to disregard the status of Blinds for them, since it makes no sense to seek for Blinds before an attack hits. For those two, I can say that this is the present behavior.
There are also things that do splash damage with their strikes, like Kel’Thuzad’s Chilling Touch or Ragnaros’ Empower Sulfuras, and we’re going to keep the area of effect boost but not the damage to the targeted creature, exactly like on-fire effects. This isn’t the situation right now, and I believe it’s incorrect. You may or may not agree with me.
Next, when Blinds stops damage to Heroes, the damage stopped by it is shown as Healing. It’s really rather simple to do so. It’s in my Replay Stat Kit, which converts replays and adds a number of metrics.
Finally, for something a little more daring:
Blinds should be modified to operate similarly to Summon damage – now, attacks include what’s known as a “impact set,” which contains all of the effects at once (sometimes they’re nested within other sets, but that’s irrelevant here). The Summon damage has a switch effect, which means it fires a distinct impact set based on a variety of various situations. I’d want to see hero strikes redesigned to operate like that — a switch effect that toggles between one that simply does damage while blinded and one that deals damage and all associated effects when unblinded. This would imply that it would function consistently when it came to charging.
Certain adjustments to effect order would still be required, since some Basic Attacks perform actions in the incorrect order (Sylvanas and Nova, for example)
Include objects like Giant Killer in the “only deal damage” group, and tweak Blinds to search for the damage effects alias instead, similar to how Defense Matrix doesn’t lower the damage of percent damage (FYI, Defense Matrix works extremely similarly to Blinds, except instead of preventing 100 percent of damage, it prevents 50 percent of it). To prevent this from causing problems with charge-based evasion, I’d create a damage response that is applied alongside the evasion and has a higher priority (meaning it will check for damage before the evasion does), and have that look for a specific damage effect, and then have the “only deal damage” set also deal that effect, albeit at 0.001 damage. Other options might be used, but this one would be the most reliable.
This wouldn’t be easy — each hero’s working style would have to be altered – but it would result in much more uniform behavior.
PS: Why doesn’t Illidan earn a Healing stat for avoiding splash damage to his allies since Evasion already stops it?
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The “heroes of the storm patch notes” is a guide to the latest patches that have been released by Blizzard Entertainment. The guide includes information on changes in game balance, bug fixes, and more.
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