I’ve been playing a lot of Sylvanas lately

This post is over 9 years old and may contain information that is incorrect, outdated, or no longer relevant.
My views and opinions can change, and those that are expressed in this post may not necessarily reflect the ones I hold today.
 

I’ve started playing a lot more Heroes of the Storm recently, and I’ve formed a particular liking for Sylvanas. She seems to be a hero that, if left unattended, can cause massive destruction to the enemy team. Due to her great pushing power, as well as decent mobility, I’ve been playing her a lot and trying to figure out the best way to abuse her skill set.

Similar to how I’ve done in the past with Diablo, I decided to use my blog as dumping ground for my thoughts and notes. I decided to go through Sylvanas’ talents and pick out the ones I feel would be viable to use.

This isn’t necessarily designed for public use, and more of a place for me to organize my thoughts; it’s also def­i­nite­ly not guaranteed to be “correct,” and shouldn’t be used as a guide. Still, I decided to post it publicly in case there are people who are completely lost, and would like a starting point for theorizing about Sylvanas’ talents.

Like always, I recommend using guides as a way to help you direct your thinking, rather than something that you should mindlessly follow.

Tier 1

  • Lost Soul: Reduces the cooldown of Shadow Dagger by 2 seconds. I think this two seconds is a huge deal, because often times, when I need to use this ability, there’s a few seconds left on the cooldown and I don’t get maximum value from it. It’ll also be helpful in team fights, as being able to use this ability more often means I get to heal more off my Tier 7 talent.
  • With the Wind: Increases Withering Fire’s range by 25%. I used to use this talent, but decided that lower Shadow Dagger cooldown is a bit better. This helps with long-range poke, but if I’m basic attacking my opponent at the same time, I don’t feel like this 25% is worth that much anymore.

Tier 4

  • Paralysis: Increases duration of Black Arrows by 100%. This talent synergizes well with the Tier 13 talent Overwhelming Affliction, as well as helps Sylvanas out when clearing mercenary camps. This talent allows Sylvanas to solo a siege camp while taking no damage by constantly basic attacking one monster and using Withering Fire on the other. It refills just in time for Black Arrows to reapply before running out.
  • Ranger’s Ambush: Using Haunting Wave to teleport refills all charges of Withering Fire. This ability is good for bursting people down, but I feel as if it’s outclassed by the synergy between Paralysis and Overwhelming Affliction.

Tier 7

  • Life Drain: Shadow Dagger heals you for 10 each time it spreads to a new enemy. I think having sustain on Heroes of the Storm is extremely important, and this allows Sylvanas to stay healthy and lets your healer save their cooldowns for someone else. During fights, this can be used as a baiting mechanic when people are focusing you down, because you can throw out your Shadow Dagger and keep healing. If you’re forced out of a fight, you can go over to a nearby minion wave, heal back up, and rejoin the fight.
  • Unstable Poison: Minions and Mercenaries that die under the effects of Black Arrows explode, dealing 75 damage to nearby enemies. I guess this talent is fine for a double-support composition where you need more damage and you have plenty of healing from your allies. This feels like more of a surprise talent where people run away into a minion wave, then die for it because they don’t expect their own minions to blow up and hurt them.

Tier 10

  • Wailing Arrow: Shoot an arrow that can be reactivated to deal 200 damage and silencing ene­mies in an area for 2.5 seconds. The arrow detonates automatically when it reaches maxi­mum range. This heroic ability deals a good amount of damage and disables the enemies from using abilities. This seems way too good to ever be a second choice behind the other heroic, Possession. All Possession seems to do is give you more pushing power, which I believe Sylvanas has plenty of. Possession also encourages constant laning and split pushing, which is counter­productive in Heroes of the Storm.

Tier 13

  • Overwhelming Affliction: Black Arrows now also applies to Heroes, slowing their Movement Speed by 5% for the duration. Stacks up to 5 times. This synergizes well with Paralysis, and can cripple the enemy team over the span of a long team fight. This stacks up to 5 times, which means that you have a 25% slow – yes, this means you slow people as much as Jaina does, and she is a frost mage. This movement will massively turn fights into your favor because low-mobility heroes now have even lower mobility, and anyone with a gap closer can easily catch up and lock them down.
  • Spell Shield: Upon taking Ability Damage, reduce that damage and further Ability Damage by 50% for 2 seconds. Can only trigger once every 30 seconds. This seems like an okay talent if you’re getting focused down a lot and the enemy team has a lot of burst damage. However, this seems like a talent better fit for someone with no mobility abilities who ends up getting forced to tank through spells. Sylvanas should be able to get away, so Overwhelming Affliction generally seems like a better idea in most situations.

Tier 16

  • Cold Embrace: Shadow Dagger makes enemies Vulnerable, taking 25% more damage, but the range of Shadow Dagger is reduced by 25%. By this point in the game, you should be constantly moving around with your team, and making enemies vulnerable will help out a lot during team fights. Remember that Shadow Dagger spreads a lot, and already has its cooldown reduced from the tier 1 talent, so this will be a massive damage boost during team fights. Shadow Dagger already has a pretty long range, and this range reduction shouldn’t cause much of a problem – I barely even notice it.

Tier 20

  • Deafening Blast: Enemies at the center of Wailing Arrow’s explosion take 50% more damage and are silenced for twice as long. If you’re able to initiate with this spell and catch a large number of people, you basically have five seconds to kill the enemy team, which has effectively been reduced in usefulness to a bunch of minions (because they can’t use their abilities anymore). The damage increase and silence duration increase seems too good, as it brings way too much powerful utility to your team. Mix this in with the vulnerability from Shadow Dagger and a good Sylvanas initiation could mean an instant team fight win.
  • Fury of the Storm: Every 5 seconds, your next basic attack will deal an additional 20 damage to the target, and 20 damage to all nearby Minions and Mercenaries. I’ve taken this talent once to save my Core and won the game off of it. This is obviously a very situational talent that should only be taken if you are about to lose the game to minions, and the only way you can clear all of them quickly enough is to use Fury of the Storm.

 

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“Heroes of the Dorm” still doesn’t meet the high standards of eSports

This post is over 9 years old and may contain information that is incorrect, outdated, or no longer relevant.
My views and opinions can change, and those that are expressed in this post may not necessarily reflect the ones I hold today.
 

Blizzard said that they listened to our feedback regarding the original Heroes of the Storm “Heroes of the Dorm” broadcasts, and made some changes.

They published a blog post stating that a lot more scenes had been added, but pretty much spent most of the time justifying why it’s not possible to include all this information on an ESPN broadcast. The tl;dr version is that TV screens come in a lot of different shapes and sizes, and they need to simplify the broadcast interface in order to make the viewing experience good for everyone.

If that’s the case, then Blizzard made a mistake broadcasting eSports on national television.

As League of Legends analyst Christopher “MonteCristo” Mykles said, “In some ways it feels like a step back­ward to be on TV.”

In my opinion, there are two very easy ways to fix this.

The first is to have two different live streams, one for television and one for the Internet (through an outlet like YouTube Live or Twitch). The casting would be the same, but the video would be more in-depth and have a more informative overlay for the people who elect to watch online.

The second is to just broadcast the more informative overlay to the television viewers, and just add black bars to the top and bottom for those who still have 4:3 ratio televisions.

Technology, especially technology relating to the Internet, is evolving way too fast to be accommodating for television viewers.

A lot of new games nowadays are released only online through digital download. Game companies aren’t going to burn the game onto a DVD (or a dual-layer DVD for most new games) and ship it to your front door. If you have slow Internet, you’re just gonna have to let it run for a few days. You adapt to the game companies; they don’t adapt to you. The same should be for the Heroes of the Storm broadcast – the viewers adapt to the game companies; the game companies don’t adapt to the viewers.

(Note: Yes, there are some prerequisites for this statement to be effective. The game company should research the viewers and make sure that the highest standard is set for their broadcast. But, after that, the broadcast should not have to adjust and accommodate to every obscure outlier with an old television set.)

(Second note: It’s not like these outliers are being restricted from viewing. They’ll see the broadcast, it’ll just have black bars on the top and bottom, similar to how we see them on YouTube for videos that aren’t 16:9. On the other hand, a lot of gamers who really do care about Heroes of the Storm ARE being restricted from viewing because they don’t have an ESPN subscription.)

Sure, my ranting here isn’t going to change much. But, in my opinion, it’s not something that can just be ignored either. And hopefully, as eSports continues to grow, better solutions can be found to broadcast problems like the ones ESPN is facing right now.

 

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Heroes of the Storm should not be streamed on ESPN

This post is over 9 years old and may contain information that is incorrect, outdated, or no longer relevant.
My views and opinions can change, and those that are expressed in this post may not necessarily reflect the ones I hold today.
 

I was pretty excited today to watch Heroes of the Dorm, a Heroes of the Storm tournament hosted by Bliz­zard.

I was a little bit confused when, part-way through the day, I saw a tweet that said Heroes of the Storm was now live … on ESPN3.

I figured they were trying something new, and were moving on to a broadcast station instead of just streaming it on Twitch and YouTube like normal eSports. I heard that ESPN had streamed DotA2, so I assumed that it wouldn’t be that bad.

When I expanded the tweet, the first thing I noticed was that there were a bunch of people tweeting at Blizzard about how they weren’t able to access ESPN from their country. I was a little disappointed that Bliz­zard had selected a streaming platform that wasn’t open to everyone in the world.

Regardless, I opened up the stream and waited a little bit for it to load up. I tuned in during the middle of the game, and noticed that the stream felt incomplete.

Upon further scrutiny, I realized that ESPN had essentially removed a lot of the user interface from the broadcast.

More specifically, there was no mini-map, no detailed information about heroes and their health, and no map-specific mechanic counters. Some of this information was somewhat present, but it was over­sim­pli­fied and unintuitive.

At this time, I tweeted:

(The full two tweets might not appear if you have Javascript disabled in your browser.)

I kept watching and it felt as if the casters weren’t allowed to get excited. They were spending a lot of time trying to make the gameplay as easy to understand as possible, and ended up going down as low as to say things that would’ve been obvious, even to someone who had never played Heroes of the Storm before.

To expand on why it’s so bad not to include the mini-map in the broadcast, ESPN basically treated Heroes of the Storm like a physical sport. Physical sports are fine to broadcast like that because there is only one ball, and the camera just follows the ball around.

Using the ball analogy, there are basically four balls in Heroes of the Storm at the same time. Of course, you can’t follow all four balls around at the same time, and doing a split-screen type of broadcast wouldn’t be the best because the individual quarters would be too small and unpleasant to observe.

Instead, the mini-map needs to be broadcasted so viewers can get a feel as to where the other “balls” are on the map, and how the “balls” are being played. If this information isn’t provided, the game feels suf­fo­cating and the viewer feels as if they can’t see the big picture of the game.

As for the lack of detailed information, I understand that someone who has never watched eSports before tuning into ESPN would get overwhelmed by all the information on the screen. But, eSports relies heavily on small calculations that aren’t present in physical sports (for example, it’s very likely and common for eSports fights to go down to the last several hit points, and for that to change the outcome of the game, but in physical sports, taking a step two inches too far will pretty much never make any difference).

Overall, I’m pretty upset that Blizzard passed on the Heroes of the Dorm broadcast to ESPN, rather than running it themselves (or with a professional eSports broadcasting company) who actually know how to ca­ter to an eSports audience.

The bright side to this is that this is the first day of the first ever “official” Heroes of the Storm tournament. I trust Blizzard enough that they have quality assurance analysts who are able to identify these problems, and hopefully they’ll be quick enough to make enough improvements before the next broadcast.

 

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