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- Jan 12, 2011
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As the title says. If you give us and example, try to tell us why?
As the title says. If you give us and example, try to tell us why?
I really agree with you.
But the Death Knight is really weak, it can be killed quickly when melee units surrond him and ranged units. And i know i should use teleporting away, but the dk loses hitponts so quickyl that when i am about to move him away and tp away, he is already dead.
Oh, thanks, i do not use this spell, but i will then. Maybe then he will be much more powerful.
Priestess of the Moon. Useless in any build but mass archers.
Alchemist. Useless at everything.
Pit Lord. Useless at everything.
Crypt Lord. Useless at everything, except maybe impale + mass ghouls for good surrounds.
Keeper of the Grove. Only decent ability is entangle roots.
Above are worst heroes imo.
potm - starfall is useful in team games, so is trueshot. searing arrows is useless, you want dps, you choose trueshot or you dont train this hero and u go demon hunter or warden. ive admitted i was wrong about this hero, unless were talking about 1v1s. so no use arguing about her anymore.
alchemist - every point is just ur fucking exaggerated opinion. observe as i replace some key words 'if used right, then the wisp is quite powerful. dont just think the wisp build shit. restore is an awesome ability, just dont be dumb with it, as it costs resources. heals every mechanical unit. its far better than holy light, which cant even target mechanical units. detonate - guess you never seen a summoned unit. this thing can take down a 100 water elementals, provided they are all on 100 HP and in a small area of effect, which is a huge bonus for endgame where archmages spam them. special lumber harvest - unlimited lumber, what more is there to say. special gold harvest - hides inside a mine AND get gold. that's too weak for you? the wisp is very powerful'
pit lord - because in wc3 there are massive armies. again youve done the same shit you did with the alchemist, just spout out some bullshit compliments that can be applied to any unit/ability in the existence of rts gaming.
crypt lord - same crap youve said before. plus he has fucking terrible armour, 5 at level 10. bm has 5 at level 1. you clearly havent seen a pro game. surrounds are very common kid.
kotg - seriously ffs. i could make any old shit seem like the best build ever 'vampiric aura + mass militia with researched attack is just awesome'.
xonok, in short ur opinions arent backed up except by overly situational and positively exaggerated strategies. i would like to get ur opinion on wat the worst heroes are, since ur such a pro ("crypt lord has nice armor" just lol). i wouldnt be surprised if u said something like 'blademaster is worst because wow windwalk u can just counter with shades'.
@aero: but archmage and far seer have more than 1 decent ability. u raise fair points, unlike xonok who is patronising and tells me i listed a bunch of heroes ive never played with.
Definitely not the heroes are balanced, otherwise people wouldn't use Blademaster and Demohunter 95% of their games.All I am saying is that the heroes are very balanced.
Definitely not the heroes are balanced, otherwise people wouldn't use Blademaster and Demohunter 95% of their games.
Yes I get some heroes are easier to play but still the best players use Blademaster. That hero is simply too imbalanced(why the heck they made that windwalk can go through units? I don't get it). Demon hunter isn't that strong, but still the second strongest hero?
Not to sound like a complete douche, but I'm pretty sure that blizzard balanced the game out to 1v1, because that is "what matters". I don't know which heroes are worst, but in competitive play, I'm pretty sure, that some heroes are almost never used, and the Blademaster and I [/I]think[/I] Demon Hunter are some of the best.
theres no debate, youre points are retarded. and when i say ur wrong u call me a troll or say i lack knowledge in wc3.
You are right that there was no debate.alchemist - every point is just ur fucking exaggerated opinion. observe as i replace some key words...
pit lord - because in wc3 there are massive armies. again youve done the same shit you did with the alchemist, just spout out some bullshit compliments that can be applied to any unit/ability in the existence of rts gaming.
crypt lord - same crap youve said before. plus he has fucking terrible armour, 5 at level 10. bm has 5 at level 1. you clearly havent seen a pro game. surrounds are very common kid.
kotg - seriously ffs.
xonok, in short ur opinions arent backed up except by overly situational and positively exaggerated strategies. i would like to get ur opinion on wat the worst heroes are, since ur such a pro ("crypt lord has nice armor" just lol). i wouldnt be surprised if u said something like...
All I am saying is that the heroes are very balanced. Troll on, as you haven't raised any points, you're just laughing over mine. Learn to debate you troll.
PoTM - Mass archers is how you would try to abuse her aura, that doesn't make her useless elsewhere. Starfall is just epic and searing arrows does good damage. Btw, she gives damage to quite about any NE unit, so it's far from mass archers.
Alchemist - If used right, then this hero is quite powerful. Don't just force heroes into niches. Healing spray is an awesome heal ability, just don't be dumb with it, as it heals enemies. 120 - 350 healing to every unit in the area. It's far better than most healing abilities. Acid bomb - I guess you just never get armor upgrades. This thing kind of takes down the upgrades, which is a huge bonus in the endgame. Chemical rage - burst DPS, what more is there to say. In warcraft you are not meant to have 1 hero tank a whole army, so I don't get why you say hes weak. Transmute - instakill an enemy AND get gold. That's too weak for you?
Pit lord - Crazy masskiller and reduces enemy damage greatly, which makes him an even greater masskiller. Also, doom creates a doom guard, which is also a masskiller. This unit is almost as niche as it can get. However, this is one of the most useful ones.
Crypt Lord - stun + damage. Also spawns minions for extra tank. Anything attacks it gets damaged and it also has nice armor. This is an awesome tank. Surrounded? You kidding? If your hero gets surrounded in warcraft, then you are playing very poorly.
Keeper of the grove. Thorns aura + mountain giants with researched armor is just awesome.
Overall, you just listed some random heroes that don't have any common weaknesses. I guess you just haven't learned to play any of them.
Semi-trollish-stuff
/Valid points
Now, to the original topic. The reason Keeper of the Grove is one of the least useful heroes is because Tranquility is its only really good ability. Entangling Roots is also fantastic, but that's about it. Now, one might say 'but you admit Tranquility is fantastic', and that is correct, yes indeed I do. It heals all friendly units in a massive area and has a really short cooldown coupled with a low mana cost for an Ultimate abliity.
But that's just it. It's an Ultimate ability. You are relying on this hero getting to level 6 just to be viable, up until then, you are going to alternate between Entangling Roots and filler. It's not completely useless, granted, but it is overshadowed by the multitudes of other Hero options you can get from the Altar of Elders or the Tavern.
Priestess of the Moon is also one of the less useful heroes. Searing Arrows adds nice damage at the cost of mana every time you attack, making it difficult to use Starfall (another Ultimate abliity, I might add, which is overshadowed by anything that stuns it during channeling) without sacrificing a crucial part of the PotM's power. Trueshot Aura is the only really viable thing, although I do like Scout and it is handy for early detection. The pros, however, prefer Dust of Appearance and/or Faerie Fire.
Goblin Alchemist is one of those incredibly situational heroes. It has the health of a tank, but its lack of agility gives it such a low armor rating that, iirc, it actually takes extra damage from attacks at level 1. That is not really good. Simple way to avoid it being used effectively against you is to spread your units out and keep its mana low as it has no active passive abilities. Transmute is good, but again requires level 6. Isn't really good for an ultimate ability unless your opponent has one Frost Wyrm and decided 'Frost Wyrms aren't really working for me', so there's that. I would like to use him just because of how under-utilized he is, though.
Pit Lord. Doom is a nice (Ultimate) abliity, as it kills an enemy unit AND gives you a Doom Guard for a short while. But I would rather have the Dreadlord's Inferno for a couple of reasons. First of all would be that the Infernal creates an impact when it is summoned, stunning units as it appears. That is nice. Secondly, it is immune to magic, or at least it used to be, now I think it just has Resistant Skin which I think the Doom Guard has now, so they're kind of on par with each other a little more. Anyway, people generally don't use either of the heroes who have access to these abilities and honestly, I think you spend too much time thinking about the Ultimate abilities rather than thinking about what you will do in the event you cannot achieve level 6 on any of your heroes.
Crypt Lord's summons... I don't really like them personally. I like his Impale ability in the right situations, as stunning everything down a line is really nice. It's generally not used, but I think it's one of the better heroes in the list, personally. Its passive gives it extra armor and deals damage back like its own personal Thorns Aura. Except Thorns Aura wasn't enough to redeem the Keeper of the Grove.
On a side note, in professional level play, Night Elf players generally use the Demon Hunter, Warden, Naga Sea Witch, Beast Master or the Pandaren Brewmaster. Undead players generally use Death Knight, Lich and Dark Ranger. By which I mean the one match I saw where they didn't go that combination, they had a Naga Sea Witch for some strange reason. All the Human heroes have their use and Human players generally don't use the Tavern (not always, but generally).
Orc players generally don't use Far Seers or Tauren Chieftains, although I believe they are more likely to use the Tauren Chieftain. So I would put the Far Seer as /one/ of the most useless heroes in the game, but as we all know, 'if you use it right then it is good'. What a horrible reason for something not being classed as the 'worst' out of a group of things.
Now, as you may have noticed, this post was really long and my fingers are bleeding. Any opinions/argument against what I have stated are welcome, just don't use the 'you're just a troll' as an 'insta-win' command. We know that means you can't come up with a reasonable argument to back up your points. You're not fooling anybody.
/more semi-trollish stuff
fine, since you clearly dont understand how ur your points are so retarded and can be applied to anything in a similar manner, ill go the old fashion way and prove you wrong point by point. you can tl;dr the paragraphs by looking at the bold words.
/Valid and explained points
potm - starfall and trueshot are good in team games, but neither have a strong enough impact in 1v1s. the potm also has no good way of surviving or disarming enemy heroes. the demon hunter has good armor + HP, and all his abilities basically negate any unit's impact. even the keeper of the grove has entangle, which could stop a blademaster or dh dead in their tracks. with the potm, you need melee units to tank for her (making trueshot redundant) or she will get surrounded and murdered with no form of self defense. searing arrows is redundant or outclassed, by heroes with true nuke abilities (eg. lich, warden) or high dps without the cost of mana anyways (eg. the blademaster, demon hunter). sentry is a useful ability, but there are other effective ways of detection without wasting resources for the permanent purchase of the potm. eg. dust of appearance, reveals from goblin labs. scouting for tech in wc3 is important, but not nearly as important as in sc2. and once you've seen the enemy hero, you could already assume the player is going for one of two or three builds, making the scout somewhat redundant. in short, potm is a good choice in team games, trueshot aura and starfall work really well in mass. however, searing arrows is useless, whilst scout is useful but only to a small extent. would never choose this hero over dh or warden in a 1v1.
alchemist - this is what i mean by your points; they are just sweet-talk and i could sugar coat a unit like a wisp in the same manner that you sugar-coated the alchemist. if used right, ANY hero is powerful. that is an incredibly obvious and stupid statement, plus i like how you ignore basically all the faults of the heroes listed (which btw outweigh their 1 or 2 benefits). however, you asked to get told, so heres to you getting told; healing spray is weak because it can be cancelled, it is not instant therefore moving units can miss being healed, and most importantly it can heal enemies, therefore is ineffective in the heat of battle. holy light is better in effect, versatility, amount healed, and mana cost. it is better in every way except it being area of effect. acid bomb's armor reduction is decent, its damage is awful, no need to elaborate on that i hope. BUT the ability's potential usage amount is crap, it costs 75 mana and has a 12 second cooldown. even faerie fire is more effective than this ability. the aoe is only 200; you'll hit like 4 units with that on average. chemical rage is bad; why must i pay 25 mana to get some actual decent dps and move speed when other heroes have awesome defensive powers like divine shield or can get away without even using abilities (most agi heroes). transmute might have been effective if it wasnt an ultimate ability, but seeing as it is, killing one unit late game, especially for 150 mana, well again the ability is worthless, since you can get better heroes with better dps that kills units instantly without as much mana cost + they are aoe and more accessible, like a level 3 frost nova, storm bolts, shadow strike, mana burn (not that much dps, but awesome effectiveness). lets not forget the composition of a hero is important. this hero.... just what the fuck, none of his abilities compliment each other, and each ability, in their respective field of effect, are useless (healing/weaken/dps/focus).
pit lord is a masskiller, but wc3 is NOT a mass units game. the max effect of rain of fire is dealing mediocre damage to half a dozen units, but it can also be cancelled. blizzard and flame strike, along with shockwave are much better abilities. howl of terror is a good ability, but doesnt fit alongside his other abilities. imagine if howl of terror reduced armour instead. couple that with rain of fire or cleaving attack, mass rape. cleaving attack is a clone of pulverise (aoe damage isn't even that useful in wc3, sc2 may be a different story), except even a tauren has better dps than a pit lord lol. doom is effective, but why would you invest on a hero for only its ultimate? heroes are strongest in early game, but lose significance late game. pit lord has crap dps for a hero that supposedly kills in masses. doom is its crutch, but i doubt you could reach level 6 with this horrid hero; its likely to get stunned and surrounded before you can finish saying 'mannaroth'.
you make it sound as if 'stun + damage' is awe-inspiring. newsflash, there are so many abilities with higher dps or better disabling than impale. even still, impale is somewhat effective for surrounds, but you're better off using death knight's unholy aura, which is much more versatile and better at getting those surrounds. again, its spawn ability pales in comparison to any other heroes. the undead are good enough at swarming without the clutter of this useless hero anyhow, so this ability is redundant. we have rods of necromancy and ghouls/fiends (plus skeletons are way more versatile than carrion beetles, since there are two, and there is no limit). spiked carapace... i just lol. when was the last time dealing 10 damage to melee attackers a super effective thing to have? divine shield surpasses this, evasion surpasses this, windwalk, immolation, fan of knives, thunder clap, war stomp...they all surpass this. locust's damage is poor, and healing rate is poor. the hero is a slow vulnerable turd anyways so you could just move away from it. and like i stated, its armor is crap. this just shows how much expertise you really have. the crypt lord is slow, weak, and has abilities with limited effectiveness. you want to stun or slow the enemy, plus deal damage? go lich. you want surrounds and support go dk? you want a worthwhile ultimate? go any hero but this guy.
kotg's only decent ability is entangle roots. summon treants requires nearby trees, and the treants are really weak. thorns aura is meh, i kinda explained it with the spiked carapace ability already. like wazzz said, tranquility is a clutch which any decent player should never have to fall on. you dont pick a hero for a semi-decent ulti. regarding your expert reasoning, a combo of a mediocre ability with large, easily targetable, scarce, slow, and expensive tier 2 units that require fully upgraded tier 3 expensive armor, is not justification for the hero being good. the kotg has crap abilities, save entangle. easy to kill, and its summon ability cant even produce reliable tanks coz they go down so fast, and they require you to be near trees to cast.
there, every fucking point well explained. call me a troll again and ill have to assume youre the fucking troll who cant raise a half-decent point in an argument if it depended on your life. if you respond more rubbish and sugar coating, whilst ignoring any points ive raised and also ignoring the faults of the heroes whilst blatantly highlighting the tiniest benefits, i will just ask you to go f*** yourself. (also please dont suddenly pull out that 'calm down bro, ur such an angry troll' card, you brought this on yourself for patronising and belittling me)
@aero and wazzz: far seer is 2nd best starter for orc. many pros start with farseer, often with faster tech builds since the wolves can compensate for a delayed barracks. far seer also hard counters mass casters for humans (which hard counter a lone blademaster, slow just destroys the purpose of his existence).
tauren chieftain's endurance plus war stomp makes it an awesome surrounder. stun + quickly get in position. shockwave is a decent damage spell, not as a good as chain lightning imo.
It should be clear that Infernal is way better than Doom Lord when it comes to 'tanking'. I mean, Infernal has spell immunity. Wutafukkaa!?
Whoa, Huge walls of texts this thread has...
Not gonna read em...
===================================
Well, warcraft is a pretty well balanced game.. there are heroes who can deal high damage in a short amount of time but will also damage allies.. heroes with single target and support spells.. So there's no weak / worst heroes.. it mainly depends on the strategy and how player does his game.. Like me, I am an aggressive type of player so I usually use high damage heroes with units with huge hitpoints..
too passive/covered by something else/too situational/not synergizing with stats or other abilities
We're finally having good discussion here, just keep the comments coming.
What does people think about Dreadlord?
/more trollish stuff
Anyways:
Keeper - I still like the thorns aura, although I admit that passive abilities are not as effective as active. So basically, the problem with keeper is the lack of proper active abilities. It can be used, but only as support. //Lack of actives
Priestess - I've also experienced the fact that searing arrows drains mana quite fast. I could think of moon wells as a cure for that, but I admit it's naive to hope that. A blood mage would help greatly, but then again, a blood mage is always useful. //Lack of mana
Alchemist - Okay, now I get it. Basically what's missing is the synergy. It could be a nice hero, but it simply isn't. //Too much micro and no real synergy
Pit Lord - Here I can't agree. Firstly, infernal doesn't necessarily kill a unit as it appears, while doom guard does. Also, the doom guard is even better at crowd control, as it has war stomp and cripple. Basically it seems to me that infernal is tankier and has better AoE damage, while doom guard is better at harassing single enemy units(heroes) or perhaps buildings, but I admit I haven't really used rain of fire. //Would be a good hero, if synergy was better
Crypt Lord - I agree that the summons are not useful. They could be good, but they just aren't.
The thorns side of him hasn't really been useful to me either, as it takes an extreme situation to use it properly. //Minions that aren't useful and thorns that can't be used without a special situation.
Re-read please. That's what was said.
We're finally having good discussion here, just keep the comments coming.
What does people think about Dreadlord?
UD: Dreadlord. This buddy is terrible. Ultimate simply sucks, sleep is useless unless you play against a total newbie, and vampiric aura is usefull only for abominations.
Excellent hero as a second or third hero. Hex is a good way to kill units and heroes and Heal is average healing method in battles. Ward is good in early situations but I do not recommended in solo matches. Good in team games when you for example have 3 or 4 Shadow Hunters at the beginning of game. Simply go to an enemy base and start to spam wards. With this tactic I earned rank 1 at 4v4(but I've also earned that rank with other not so lame tactics).ORC: That healer hero, I don't even remember his name. He is pretty good as a 3rd hero, but otherwise - totally useless.
If you were average player you wouldn't say Shadow Hunter is useless hero which means you're not even an average player. :[Well, I was not a brilliant WC3 player, that's for sure. So my opinion is based on games with average players and I may be mistaken. ;-)
Ya, ya, ya.Wazzz said:When you say Vampiric Aura is especially god with melee units, I assume you mean Vampiric Aura is /only/ good with melee units?