Quote from DoLLeTheBeast
Quote from Sacrieur
Rating TS Heroes by Tiers
A trick from D&D, tiers fits certain classes into tiers to help gauge their power and put everything into perspective. And contrary to popular belief, the heroes are not balanced in the slightest. Just because a specific build can be countered or beaten by another does not make that build or hero balanced.
Tier 1: Tier 1 heroes are those who can perform well in almost all situations, and nearly invulnerable to all other builds. In addition, the various builds available to these heroes enable them a wide range of versatility and flexibility, and grants them an option in nearly every situation.
Mech
Tier 2: Tier 2 heroes can perform well in most situations with excellent versatility. They have powerful attacks and spells with only minor setbacks.
Archer
Tier 3: At tier 3, heroes can be useful in most situations. They have good versatility and can shine in a few areas. They can easily be beaten or out-shined by tier 1, however, and are vulnerable to number of strategies or attacks.
Special Ops
Volt
Warrior
Light Mage
Assassin
Mutant
Tier 4: Anything here is vulnerable to most attacks, and only shine in a very limited capacity. They may be able to contribute a thing or two to a team, but can have a lot of difficulty taking on tier 1 or 2 units.
Alchemist
Assault
Summoner
Dark Mage
Tier 5: These are one-trick ponies. Any other abilities they have are done better or more effectively by higher tiers. They are weak and can only perform one or two tasks well. This leaves them in a dreaded support capacity, unable to do much of anything on their own.
Medic
Magician
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Mage needs a new l1. A permanent observer would be excellent.
1) Special Ops l2 is a permanent detector.
2) Mage is too vulnerable to too many types of things (fast units, cloaked units, large units).
3) Mage l1 is underpowered.
4) Mage l1 is less effective than Mutant l1.
In all above cases a permanent observer would fix the problem.
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Mage l3, despite its uses, is more fitting of an illusionist's l1. Furthermore, summoner l1 is more powerful and far cheaper than Mage's l3. Putting this into the perspective of other l3s, it is far more than simply underpowered, it's actually at the bottom rung in terms of useful l3s in the entire game. He needs more spells that can combo better. His l2 is nice, but does not play the role of magician well. When one thinks of magician one thinks of dozens of magical tricks and abilities, some powerful, some flexible.
But imo, all heroes need to be reworked.
A trick from D&D, tiers fits certain classes into tiers to help gauge their power and put everything into perspective. And contrary to popular belief, the heroes are not balanced in the slightest. Just because a specific build can be countered or beaten by another does not make that build or hero balanced.
Tier 1: Tier 1 heroes are those who can perform well in almost all situations, and nearly invulnerable to all other builds. In addition, the various builds available to these heroes enable them a wide range of versatility and flexibility, and grants them an option in nearly every situation.
Mech
Tier 2: Tier 2 heroes can perform well in most situations with excellent versatility. They have powerful attacks and spells with only minor setbacks.
Archer
Tier 3: At tier 3, heroes can be useful in most situations. They have good versatility and can shine in a few areas. They can easily be beaten or out-shined by tier 1, however, and are vulnerable to number of strategies or attacks.
Special Ops
Volt
Warrior
Light Mage
Assassin
Mutant
Tier 4: Anything here is vulnerable to most attacks, and only shine in a very limited capacity. They may be able to contribute a thing or two to a team, but can have a lot of difficulty taking on tier 1 or 2 units.
Alchemist
Assault
Summoner
Dark Mage
Tier 5: These are one-trick ponies. Any other abilities they have are done better or more effectively by higher tiers. They are weak and can only perform one or two tasks well. This leaves them in a dreaded support capacity, unable to do much of anything on their own.
Medic
Magician
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Mage needs a new l1. A permanent observer would be excellent.
1) Special Ops l2 is a permanent detector.
2) Mage is too vulnerable to too many types of things (fast units, cloaked units, large units).
3) Mage l1 is underpowered.
4) Mage l1 is less effective than Mutant l1.
In all above cases a permanent observer would fix the problem.
---
Mage l3, despite its uses, is more fitting of an illusionist's l1. Furthermore, summoner l1 is more powerful and far cheaper than Mage's l3. Putting this into the perspective of other l3s, it is far more than simply underpowered, it's actually at the bottom rung in terms of useful l3s in the entire game. He needs more spells that can combo better. His l2 is nice, but does not play the role of magician well. When one thinks of magician one thinks of dozens of magical tricks and abilities, some powerful, some flexible.
But imo, all heroes need to be reworked.
Horrible tier list, needs a rework.
Hero overview:
Assault: Awesome Hero. 2x Exp w/ splash, Good DPS, Good Armor, good health, counters spawn rushing and combos well with your spawn (web harass, disable their Spawn). Shutdowns Spec Ops, Mutant, Medic, Warrior, early game LM and controls summoner. Bomber is godly map control, he can take caps whenever he wants. Mech, Volt, Late game LM, and Hydra only counter him. Mech's L4 is owned by his L1, and if the Assault has had a good game 1v1 he can STILL win. Volt cannot kill him efficently, but bat should never be able to 1v1 him, and if volt is pumped enough Spawn rushing won't work. Late game LM can be spawn rushed. Archer just rolls him. Easily tier one by far, hard hero to play. Versatile in ANY lineup. Ok starting when capping, he can stall but really shines in capturing top.
Summoner: High Risk, High reward hero however he can effectively win games by himself. Tri-lane feed at night? Sim map at night. Yes please. Counters Mech, Volt, Medic, Archer, DM. Can't be spawn rushed if he has any team mates. Has a critical mass point where it will be impossible to kill him. His only true hard counter is Spec Ops. He is soft countered by DT, Bat, Mutant. (Get at me if you want to debate this.) Godly map control mid-game, can create assimilators. However he can be shutdown with proper map control. Great capper simply because he can stall forever.
Volt: Absolute monster. 3HP kit makes him near unkillable and his farm is through the roof. Has a transformation, godly combo, only really two hard counters. That being late game LM and Summoner. DM soft counters with ensnare. Counters Assault, Spec Ops, Warrior, Mutant, Early game LM. For all the noobs, cry: MECH DOES NOT COUNTER VOLT PERIOD. Good versus spawn, has a mana drain, huge survivalbility and one of the best temple siegers in the game. He also defends the temple so godly. The only crucial element missing is map control and early game. Capping abilities are supbar at start. Could be tier one but easily top of tier 2.
Warrior: Should be tier two, simply because he scales incredibly throughout the game. No farm mechanism however. He is also a hard counter to Mech, Mutant, Spec Ops, LM, and Archer. What keeps him from being god tier is his hard counters beat him bad DM, Assault, DT, Volt and endgame Summoner. However his auto-attack damage is through roof, you can never spawn rush him, and the longer the game goes on he gets harder and harder to kill. Also very good early game when capturing outposts. Very balanced hero.
Mutant: Get ready for the pubs to cry: Near garbage hero. Lets start with the good first, has one of the best utility spells in the game L1. Has a transformation which grants him survivalbility. Can't be spawn rushed. And is godlike endgame, and has huge farming mechanism if he gets the proper mana. The bad: He sucks in lane because hes melee and has Low hp and no survivalbility, almost anyone can harass him out of feeding. Shitty capper at start however, he can be a decent staller. Can't Assim. Only really gets going late mid-game when he can start lurker farming. L2 is dodged with a right click, L3 is easily avoidable and countered by armor. Has so many counters DM, Assault, Medic, Warrior, Volt. He counters Archer, DT to a degree, Spec Ops to a degree, LM. Really relies on the mistakes made by other players and his endgame to win. He is a pubstar hero for a reason, he becomes a monster if he gets any hero kills (Which anyone good should no be feeding)
Mech: Popular for a reason. 2HP-3HP kit makes him near unkillable by normal means. Good map control. Good DPS. Good Harass. Good range. Bike mode is beast. Can always perform well. Needs assims badly though and his starting game is pretty weak. Falls to being overwhelmed with spawns. Extremely versatile hero. Hard Counters Spec Ops, LM, Assault, DM. Countered by Warrior, Summoner, DT (<- One stun and mech dies and he has to get fairly close to kill him and no detection. Easily be top tier.
DM: Powerful hero. Absolutely destroys certain set-ups. Godlike capping abilities and stalling. Awesome map control, has a mana drain. Sucks vs spawns. She can farm decently with storms and leftover L4. Also a great hero to seige a temple with makes sitting at the temple useless. Great disable. Overall great hero. Counters: Archer, Spec Ops, Warrior, LM, Mutant. Soft counters volt with snare, otherwise shes owned by him. Hard Countered by: Assault, Medic, Summoner, Archers companions, and Mech.
DT: Another powerful hero, but has some faults. This is another guy who can destroy certain setups. Has a stun, a teleport, rapes spawns, godly base sieging ability. One shot's popular heroes (summoner). Daytime he can be useless and easily harassed. His trump card is he can literally solo your base by himself at around 10 ups. His hard counters shut him down pretty bad Spec Ops, Mutant, DM, Medic. He counters Archer, Warrior, LM, mech. Could be Tier 3 bottom Tier 2.
Medic: Low tier, especially since the crybabies demanded she be nerfed, but still a hero who can literally transform games into auto-wins. Power med can literally shut down specific heroes. Counters DT, Warrior, LM and to a certain extent DM. She messes up certain heroes like volt and warrior because they rely on combos to win. Rapes lane hard against certain heroes like spec ops, warrior, mutant, LM, Dt. She really shines on a team with good temple siegers as once she has free access to your base with 200mana and all spells its over. She is hard countered by Archer (L4 has delay so therefore it will go through disable, one shots her at like 10ups and companions), Assault (Bomber = gg), Summoner is explanitory.
LM: Varies, in a sense he could be contender for the worst hero but he has somethings going for him. He literally eats the other teams farm so somebody on the opposing team will be starved via spawn manipulation. However he is easily killable by other heroes and he slow. However, once he reachs critical mass he becomes a moving fortress. L1+L3 combo with proper ups pretty much death to anyone outside of Warrior. He will be able to demolish opposing outposts in seconds. Feeds like a monster. And hallucination has huge utility in assaulting capture points and bases. He has the potential for the heavist damage in the game but a team needs to be built around him. Letting him get into late game would be a huge mistake unless he is the last one left. If he has a team and is still left alive you will have a serious problem. He counters Summoner (He will never be able to kill your base and feeds heavily), Volt (L3+L1 = death), Assault, and in sense mech because outside of double L3 mech cannot kill him easily if he is propely farmed. Overall low tier but has great potential.
Thanks. I was getting pretty sad after reading these people's reasoning and almost wrote my own post.. LOL.
I joined a couple random games a couple weeks back, and afterwards I basically wanted to figuratively commit suicide, yea, that's how terrible tsers are today(maybe it's just because there isn't a pro scene anymore).
None.