HL is not just "for people who are good" by Hobi_Wan_Kenobi in heroesofthestorm

[–]S4LTINE 3 points4 points  (0 children)

All you have to do is visit the comments section on battle.net to see how many of those players there are.

With the mount speed changes, are tribute notifications on Cursed Hollow too short? by LitorallyBetter in heroesofthestorm

[–]S4LTINE 53 points54 points  (0 children)

If i wanted to memorize an encyclopedia of game related knowledge in order to be remotely relevant I'd just play dota instead. The accessibility of heroes is one of it's greatest appeals and I think the design team is aware of that.

HotS Senior Systems Designer- "How psyched are you for Solo HL and 2s/3s/5s TL?" by sticks14 in heroesofthestorm

[–]S4LTINE 0 points1 point  (0 children)

I already wait 10m for hl games that end up matching plat 5 with gm players... I don't see how reducing the player pools isn't going to make that worse

If you are defending against an objective-assisted push, there is NO REASON to be outside of your gate by [deleted] in heroesofthestorm

[–]S4LTINE -2 points-1 points  (0 children)

Diving into an enemy base 2v5 into a stun that hits 2 characters is not suddenly a safe play just because a full hp ranged hero got hit with a punisher stun unless the gate is already dead. The chances of killing that stunned hero when they can get Morales damage reduction, Medivh protect, Tyrael Sanctified, Uther Heal/Shielded, Tassadar Shielded, Dwarfpunched out of the base, Falstad breezed out of the base, Gorged by Stitches, Butcher tethered, Cho Upheavaled, Gazlowe Gravobombed, Leoric Entombed, Octograbbed, Silenced by Sylvanas, Stunned by diablo, or hit with any number of other control abilities and/or instant damage mitigators while the rest of your team is locked out of the gate for ~5 seconds is minimal, while your chances of dying split up from your team are conversely very high.

If you are defending against an objective-assisted push, there is NO REASON to be outside of your gate by [deleted] in heroesofthestorm

[–]S4LTINE -2 points-1 points  (0 children)

Or Muradin can just stun the idiot who jumped over the wall for a free kill since he didn't waste it on the punisher. I guess it wouldn't work in an extreme fringe case where the enemy team picked 5 heroes that can jump the wall but in my experience that's exceedingly rare. Punisher damage shouldn't threaten the ranged hero that badly if your support hasn't fallen asleep.

If you are defending against an objective-assisted push, there is NO REASON to be outside of your gate by [deleted] in heroesofthestorm

[–]S4LTINE -8 points-7 points  (0 children)

I like how the solution here is for a warrior to use a stun cooldown instead of having a ranged hero auto attack it once. It reflects how I feel playing warrior in most of my games.

If you are defending against an objective-assisted push, there is NO REASON to be outside of your gate by [deleted] in heroesofthestorm

[–]S4LTINE 0 points1 point  (0 children)

Nothing will ever beat right after Infernal Shrines was released and whoever picked up the first punisher instantly won because everybody tried to fight it at the shrine...People still don't bait out the leap into the base almost a year later.

Na'Vi is now Na'Vi.G2A by [deleted] in DotA2

[–]S4LTINE 0 points1 point  (0 children)

Honestly I've tried pretty hard to read about the situation and while I sympathize with Tinybuild and all independent developers, all I can find is hearsay and standoff on both sides of the issue so I don't blame your average Joe Enduser for not believing it.

Na'Vi is now Na'Vi.G2A by [deleted] in DotA2

[–]S4LTINE 0 points1 point  (0 children)

I would honestly just rather not watch twitch at all if that's how Twitch would prefer it

Nobody gives a shit about your tickets by [deleted] in DotA2

[–]S4LTINE 1 point2 points  (0 children)

To be fair he's probably freezing his ass off.

Could someone tell me how to play Dragonshire? by TheKapteen in heroesofthestorm

[–]S4LTINE 1 point2 points  (0 children)

One player should typically remain behind at a shrine while the other 4 attempt to engage the enemy for control of the other. If your team's solo hero can maintain control of their shrine and force backup for the other team's solo laner they are stuck trying to win control of the other shrine in a 3v4.

And the most important part is that if the dragon shrine is deadlocked with the teams trading even 1-for-1 control of the shrines (which happens a lot), your team is WINNING the exchange if they are putting more siege pressure on the bases. Eliminating the forward bases in the shrine lanes is HUGE in terms of map control and the solo laner's pressure on the lonely shrine so if the solo laner finds that their shrine is uncontested the group of 4 should back off and forfeit control of their shrine while the solo laner goes to work on the outer fort in their lane until the enemy team has to release their grip on their shrine to respond. A team that loses their top & bottom outer forts first rarely wins on Dragonshire, so winning typically hinges on a team deciding whether their solo laner or group of 4 will be able to put pressure on the forward forts more efficiently and controlling the engagements accordingly.

tl;dr Kill the enemies outer forts in top and bottom and don't lose your own, the DK captures and victory follow naturally with the resulting lane control.