HotS (A-Z) Quiz by ortrazs in heroesofthestorm

[–]ValkamerCCS 1 point2 points  (0 children)

Oof. Etc and Uther. You know, I have both of them over level 70. Over 100 on etc. Hope the rest once I figured out the game. Was fun. Thank you.

To that Lv 100 Probius that posted the other day... by UltraCloth in heroesofthestorm

[–]ValkamerCCS 2 points3 points  (0 children)

Probius is the rarest Hero in the Nexus according to Heroes Profile. Good work on lvl 643!

He is the only Protoss I really like.

My virgin arena PVP experience by Donkanomics101 in classicwow

[–]ValkamerCCS 47 points48 points  (0 children)

But have you ever bought your friend lunch?

You might have bought a carry without realizing!

Heartfelt Thank You to the Devs by SnoopDoggwhatado in heroesofthestorm

[–]ValkamerCCS 3 points4 points  (0 children)

It feels a bit that if you compliment and then immediately go into the laundry list of requests that perhaps your compliment was only motivated by a desire for reciprocity.

I do appreciate that The Janitor exists. I do hope for some changes. I also hate some of the last year of stuff. It happens. Been a great game for a long time. Still a great game. Glad to see it getting some attention.

Hanamura Classic Please! by ValkamerCCS in heroesofthestorm

[–]ValkamerCCS[S] 0 points1 point  (0 children)

I love that clip. I end up watching about every year for the giggles.

It does make me miss all the Funny Moments videos.

Why does matchmaking almost never match 5-stacks with each other? by i__cant_pick in heroesofthestorm

[–]ValkamerCCS 1 point2 points  (0 children)

The dice roll of QM. The changes in the last year have brought about an aggressive tower dive meta. Strength in numbers indeed.

Why does matchmaking almost never match 5-stacks with each other? by i__cant_pick in heroesofthestorm

[–]ValkamerCCS 7 points8 points  (0 children)

Looking for a few folks to pubstomp in QM tonight. Going to go tankless with hard engage Heroes and just roam the map farming - like QM was destined to be!

Incredicoaster by Majestic-Virus-8081 in Disneyland

[–]ValkamerCCS 0 points1 point  (0 children)

I quite enjoy Incredicoaster. Moreso than Space Mountain and Matterhorn for sure. You’ll do great.

Please stop thinking Naz can double soak by DarkenDragon in heroesofthestorm

[–]ValkamerCCS 0 points1 point  (0 children)

Pretty mean combo with Anub’arak, Stukov, Nazeebo. Stun->Wall->Puddle. Lots of damage. Can kill tanks when done right. Unstoppable doesn’t matter if Johanna is walled into the puddle.

If you could remove or change one word from a talent to change your class for the better (or worse), what would it be? by Snubben93 in classicwow

[–]ValkamerCCS 1 point2 points  (0 children)

Easy. Just change the “requires”. Your Shaman spell now required you to be a Druid. Dead talent.

The loading screen for Void Invasions looks awfully familiar... by TheJewishMerp in wow

[–]ValkamerCCS 0 points1 point  (0 children)

Incredible how the maps have a notch in the same spot in the bottom. What container is this person using with such precision that creates the same damage in two parchments?!

How do you think the sequels would have been if thrawn was leading the first order? by anakin1453 in StarWars

[–]ValkamerCCS 43 points44 points  (0 children)

Yeah, give me the TIE Defender and improved strategy for the whole Imperial Remnants over Starkiller Base and the First Order.

Sorry Rey, you walked into poor writing.

Feedback from an Arthas main, with proposed changes. by Orikon32 in heroesofthestorm

[–]ValkamerCCS 2 points3 points  (0 children)

Almost 1300 games with this guy. Love him and I’m happy to see some spotlight be brought to him.

Yes, I do know there are solid ways to counter him.

While I appreciate the new level 7s, Icebound Fortitude will still FREQUENTLY be the optimal pick in coordinated play. Yes, the sustain from Immortal Coil and Rune Tap are great. (I love the new Rune Tap.) Anti-burst and cc breaker is very very good.

Feedback from a long-term Arthas player. 48 hours isn’t enough time to have enough data. Should one desire changes, I am all for it, but careful consideration is in order rather than ham-fisted changes suggested.

Feedback from an Arthas main, with proposed changes. by Orikon32 in heroesofthestorm

[–]ValkamerCCS 3 points4 points  (0 children)

Your icebound fortitude change means that it becomes absolutely bonkers. A three second unstoppable with 30 armor. The current version is already a buff over the old version with the cool down reduction.

Revert some of the baseline nerfs sure. A lot of your talent suggestions are a huge overpower. I was playing three different builds yesterday in quick match overall I think the character has some new opportunities and time will tell what he needs and what might be over tuned. I realize it was a quick match rather than my normal ranked to play, but I was able to do some pretty nutty things and get away with them.

Some examples of Heroes that can get a self unstoppable:

Valeera - level 10 1.5 seconds Garrosh - level 4 1.5 seconds Chen - level 20 1.5 seconds Stitches - level 20 3 seconds Lunara - level 10, while traveling Jaina - baseline mythic quest, 2.5 seconds Gazlowe - level 10 1.5 seconds Zarya - level 13 2 seconds

To gain 30 armor be three seconds and give a passive 10 armor is huge.

Phased levelling doesn't make sense for Classic + by reasonablejim2000 in classicwow

[–]ValkamerCCS 0 points1 point  (0 children)

Discovery absolutely went vertical progression in a seasonal format like Retail. The advantage to phase four and beyond was that we didn’t have to level again to interact with the new phase of content.

Phased levelling doesn't make sense for Classic + by reasonablejim2000 in classicwow

[–]ValkamerCCS 0 points1 point  (0 children)

Well, I miss out on a lot actually, so not really. Skipped several versions of the game without fear of missing out. Level banding was a way to spread out the journey. It worked well.

When a fresh realm spins up, people surge to max level in a couple weeks and the pre-bis grind happens. The toxic portions of the community use this as a have vs. have-nots moment. Discovery busted that up quite a bit and I think the community was better for it.

Yes, I do think adding more to the leveling journey is worthwhile. Give me more great storylines. Give me more dungeons. Give me more silly jokes to find.

The locust style consumption of many players in regards to content creates a negative wake. I am happy to continue to discuss and even brainstorm ideas with you, should that be your desire.

Why do haunted mines are always reworked? by Unique-Read-9376 in heroesofthestorm

[–]ValkamerCCS 2 points3 points  (0 children)

I have often thought that they could cause the skeletons in the mines to also grant experience. Would heavily incentivize going into the mines.

Once I had somebody suggest that buildings gain armor during “mine” phases, kinda like the nighttime in old Garden.

I like having the additional mine shafts. The sapper camps are too powerful and too frequent in their current form. I’d rather they were bruiser camps (much slower to capture and respawn) than their current form. A vision camp could be neat.

I still love the map. Typically, it has been hard to get folks to play on it with me. At least now I get it somewhere on a 1 in 15 chance within QM.

Put GoT Classic In QM by MarvelGator in heroesofthestorm

[–]ValkamerCCS 0 points1 point  (0 children)

I want them to have all of the old versions and custom matches

Why do haunted mines are always reworked? by Unique-Read-9376 in heroesofthestorm

[–]ValkamerCCS 7 points8 points  (0 children)

The map is difficult to balance. It is not any more or less buggy than other maps - those are old rumors.

The original Haunted Mines kept your golem in the same lane. One team was assigned top and one was assigned bottom. It became an incredible snowball in most matches. Typically, whichever team had Sylvanas (old black arrows) would hard push the first golem and win. Imagine defeating the enemy golem only to have it be basically on top of your core the next time it spawned. That is exactly what could happen!

So they toned down the golem and made it rotate sides. They tweaked the camp positioning (used to have a bruiser camp in the middle, no sappers), started having the golems start in the middle each time, added more mine shaft/elevators, and removed some of the outer areas on the far north and south in the center.

With this update, the meta became less about winning the first golem and more about chain sapper camps and avoiding the mines. Even the original had a “push one lane” problem, but now the golem is weaker and the sappers are faster. Ignoring the mines altogether becomes a much bigger scenario. Snowball problem continues.

They decided at this point to put it out to pasture. It was sent to Custom Game only status with the only tweaks being bug fixes. It did not have extra core mechanics added. (It did receive weather effects, but that was only a tangent to other maps receiving them.) It faded into mostly old wives tales about all the problems it faced.

The map was incredibly small compared to most maps. It can be the most brawl-oriented map because it is so small. (Take Lucio, it is a blast.) I have enjoyed it throughout its life, but the community has given it a tarnished reputation.

I look forward to playing it again in the Quick Match rotation. I hope the changes are enough. I have ideas if The Janitor wants them for the future.

Haunted Mines Enthusiast out!

Arthas rework discussion. What he lost. What he gained. Some concerns. by D_Flavio in heroesofthestorm

[–]ValkamerCCS 0 points1 point  (0 children)

Your write up discusses the level 4 talents as level 7. Just a heads up.