-
Content Count
12 -
Joined
-
Last visited
Community Reputation
4 NeutralAbout Mefi
-
Rank
Commoner
-
Well, that should definitely work that way as far as consistency goes. i.e. Surging Winds boost Lili's healing output.
-
I can't think of any season where tempo mage or freeze mage were particularly bad, also quest exodia mage was viable for quite some time, even if not that popular. There is always a viable warlock (handlock/aggro)dech for each expansion. There were times where handlock had a thin arsenal or had to go with huge cheesy 'can't attack' minions, but thanks to his powerful base cards you can build a viable handlock deck in any season.
-
Taunt varian is ultimately at the similar power level in late game, because he gets a lot of value from Lion's fang healing and Glory to The Alliance at level 20 thanks to his base armor, which makes every ounce of HP gain that much stronger. The problem is with his W being much, much weaker against ability damage, because the upgrade comes quite late, so while Taunt Varian might get through just fine, thanks to early HP/Armor boost, then Smash and Twin Blades have no means of protecting themselves pre-10 and even then the actual uptime of W has gone way down, so it's basically a nerf to Twi
-
Tyrael's not that weak. His shield is very valuable, as it can nullify a lot of aoe damage, his rework helped his mana issues, also made him a bit more durable, a pretty solid pick vs burst/aoe mages, given that there is another warrior with CC in your team. However he's not too good against sustained damage, so he's struggling against thrall and sonya, but if those are already banned, he might be a fit.
-
Any changes to the list after today's patch? Maiev got hit pretty hard imo, thrall is somewhat less opressive too.
-
Whether she'll get nerfed to the ground depends on how solid her initial design is. Garrosh for example was too good in many areas (hard to kite, decent damage, cc which punishes even slight mistakes and very resilient, especially with support), now he's got his niche as a supportive tank which helps some tanks engaging and is able to peel his backline and that's fine. My favourite example of a poorly designed hero is Chen. Don't get me wrong, he's cool and I somehow enjoy playing him in QM, because people these days don't even know what he's capable of or they simply lack a proper team com
-
I think Maiev is in a good spot now. Relatively easy to deal with if countered (although she still has outplay potential in her trait and W) and managable vs random composition. People usually believe the first thing they hear, so even after nerf they think that Maiev has to be banned 24/7, but I think people will just play her less, since she requires a bit more of a thought and she'll stay as she is. I personally wouldn't ban maiev, because first I know that hardly anyone can play her really well and second I have a bit of knowledge on how to deal with her kit, so I'd rather ban relentl
-
Mefi changed their profile photo
-
I get your point and I hope you guys are ready for some more simulations. If you're dealing purely with %HP based damage, then the additonal HP fully covers for the bonus damage it causes (as mentioned above) for the first 3500HP of the damage you take in a fight, but then if you'll even heal up to the initial 3000HP, then indeed % based damage will still do a bit better, but how does it go against alexstrasza's kit? Flat damage is unrelated, so let's do some calculations on the actual healing output vs bonus damage based on max HP. Let's imagine that Alex was matched against 2 best %HP s
-
There is a common misconception while deciding to build HP vs %based damage. The bonus health is never counter-productive in terms of your survivability. Let's assume there is a teammate affected by Malthael's untalented passive which deals 1,75% HP/s and Malthael is using only Death Shroud to maintain pure %HP damage. That means that virtually any character will die from it after 100%/1,75% = ~57 seconds (ignoring natural health regen ofc) and whether you have 3000HP or 3500HP won't affect the tempo of health loss, so in this case %HP damage is ignoring the bonus HP, giving a zero inc