2018 report 2017 report submitted by
Despite the solid number, this was a bit of a mixed year. Free/nominal fees for subscription services meant I spent a fair bit of time on games which were not on my backlog (albeit most were on my wishlist, so I can treat them as a preemptive elimination!). I also had a few timesinks which I regularly went back to as I found many new games to be unsatisfying.
|Game ||Hours |
|The Lion's Song ||4 |
|AER Memories of Old ||3 |
|Mad Max ||35 |
|Quantum Break ||11 |
|Hitman - The Complete First Season ||12 |
|Grim Fandango Remastered ||6 |
|The Deadly Tower of Monsters ||5 |
|Overfall ||12 |
|Rock of Ages 2 ||5 |
|Battlefield 1 ||6 |
|Soul Gambler ||1 |
|Stikbold ||3 |
|Cultist Simulator ||14 |
|Ziggurat ||5 |
|Tyranny ||18 |
|Orwell: Ignorance is Strength ||3 |
|Tesla Effect: A Tex Murphy Adventure ||10 |
|Train Valley ||8 |
|Rakuen ||6 |
|Dangerous Golf ||7 |
|Mutant Year Zero ||13 |
|Dishonored 2 ||18 |
|Finding Paradise ||5 |
|The Witcher 3: Wild Hunt GoTY ||85 |
|SteamWorld Dig 2 ||6 |
|Batman: Arkham Knight ||30 |
|West of Loathing ||~15 |
|The Flame in the Flood ||7 |
|Monster Prom ||7 |
|Yakuza 0 ||38 |
|Dominique Pamplemousse ||1.5 |
|South Park: The Fractured But Whole + DLC ||?? |
|Hellblade: Senua's Sacrifice ||8 |
|Pizza Express ||8 |
|Yoku's Island Express ||6 |
|The Darkside Detective ||4 |
|Tales of Berseria ||47 |
|The Outer Worlds ||21 |
|Agents of Mayhem: Day One Edition ||26 |
|Game ||Hours |
|PixelJunk Nom Nom Galaxy ||4 |
|Action Henk ||2 |
|Shantae and the Pirate's Curse ||4 |
|Castlevania: Lords of Shadow Ultimate Edition ||5 |
|Sheltered ||12 |
|Sid Meier's Civilization VI ||31 |
|Porno Studio Tycoon ||3 |
|Aarklash: Legacy ||2 |
|Intergalactic Bubbles ||2 |
|Tom Clancy's The Division ||21 |
|Kingdom: New Lands Royal Edition ||4 |
|Halcyon 6: Lightspeed Edition ||9 |
|FIFA 18 ||22 |
|Seven: The Days Long Gone ||7 |
|Age of Wonders 3 ||12 |
|The Dweller ||1.4 |
|Out of the Park Baseball 19 ||30 |
|Niche: A Genetics Survival Game ||3 |
|Royal Heroes ||4 |
|Endless Space 2 - Digital Deluxe Edition ||41 |
|Monster Slayers ||11 |
|Dark Train ||0.5 |
|State of Decay 2 ||~5 |
|The Banner Saga 3 ||~2 |
|Gremlins, Inc ||5 |
|Warhammer 40,000: Space Wolf ||8 |
|Strider ||2 |
|Warhammer 40K: Dawn of War 2 ||9 |
|The Painscreek Killings ||2 |
|Road Redemption ||8 |
|Moonlighter ||7 |
|Shelter ||1 |
|Mainlining ||2 |
|Reassembly ||5 |
|12 Labours of Hercules V: Kids of Hellas ||3 |
|Aaero ||2 |
|Purrfect Date ||5 |
|Space Hulk Ascension ||3 |
|Super Daryl Deluxe ||8 |
|Think of the Children ||2 |
|Legend of Grimrock 2 ||4 |
|FIFA 19 ||18 |
|Out of the Park Baseball 20 ||1 |
|Oriental Empires ||6 |
|Iratus: Lord of the Dead ||9 |
|Into The Breach ||5 |
|There Came an Echo ||1.3 |
|World of Mixed Martial Arts 5 ||~120 |
|Star Trek Timelines ||~180 |
|Football Manager Touch 2019 ||~80 |
Favourite games of the year
2) Finding Paradise
3) Monster Prom
4) Witcher 3 GotY
5) Yakuza 0
Most disappointing games of the year
1) The Outer Worlds
2) State of Decay 2
3) Warhammer 40,000 – Space Wolf
4) Purrfect Date
5) Tom Clancy’s The Division
Thoughts on each game The Lion’s Song
Quite an interesting little game. It manages to link stories about music, painting, mathematics and war in a clever and engrossing way. The choices are genuinely impactful and make for tough decisions at times. AER: Memories of Old
A short game, but quite relaxing and pretty – especially in the flight sections. I had no interest in the story, but the relatively gentle puzzles and enjoyable flights made it worthwhile. Mad Max
Much like Mafia III, this is a 10-hour game elongated into a 30+ hour game by copy-pasting tasks. While in theory most tasks are optional, the slow progress and gating of upgrades essentially requires completion of much of them. This becomes a grind, and the gameplay isn’t quite enough to keep it interesting. Quantum Break
A mediocre story and a mediocre shooter, yet somehow more than the sum of its parts. Maybe I’m just nostalgic for the days of FMV integration in games, but this wound up being quite entertaining. Hitman – season 1
My first and only other Hitman game is Absolution, which apparently was a departure for the series. That leaves me in the position of finding this return to normality for the series as rather jarring. I prefer the linear and tighter nature of Absolution – since I don’t care enough to go back and complete them in different ways, it felt like a bit of a thin and shallow experience with a threadbare story. Grim Fandango Remastered
I’m dreadful at P&C puzzle games, and quickly realised I wasn’t going to get far without a guide. As such, I cheated my way through most of it and just played it for the writing. Thankfully, the writing is so good that it was still fun. I wasn’t keen on Full Throttle, which I played last year, but this was amusing throughout. The Deadly Tower of Monsters
A fun concept – a B-movie spoof – combined with surprisingly forgiving platforming mechanics. I’m not a fan of platformers generally, but the frustration-alleviating features and general sense of humour in the game made for a good experience. Overfall
Solid roguelike tactical combat, marred by some sloppy writing [I don’t think English is the first language of the writers, but at least a spell-check would have helped], a wonky interface [pertinent information like resistances is obscured] and a strangely harsh unlock system. Not a bad game by any means, but could have been better with a bit more care. Rock of Ages 2
Bizarre concept, even more bizarre writing, but entertainingly so. It’s surprisingly good-looking and quite fun, but five hours was quite enough for me. Battlefield 1
I haven’t played a Battlefield game since Vietnam, so this took a bit of adjusting. The campaign is very well presented and offers a nice bit of variety, but it’s over so fast. I had no interest in multiplayer, so this made for a brief, if fun, experience. Soul Gambler
A very brief visual novel, but at least it had distinct story paths. The writing was decent, if a bit awkward. My main gripe was that you had to individually click through each line on subsequent playthroughs, which is something many visual novels these days manage to avoid. Stikbold
A rather strange dodgeball game. I didn’t find the strangeness nearly as amusing as Rock of Ages 2, but it was a moderately entertaining experience with a bit of variety through the different settings and objectives. Cultist Simulator
I’m a bit mixed on this. On one hand, it had a surprising amount of content and complexity to it. On the other, it drastically inflated the complexity by veiling basic gameplay aspects. That could mean a lot of wasted time – or worse, inadvertently wrecking a multi-hour playthrough - because it wasn’t clear what you should be doing next. Walkthroughs and guides were essential. While there’s merit to a game which rewards experimentation and discovery of mechanics, there is a point at which it’s just too obtuse, and at times the game did go a bit too far in that respect. Ziggurat
A quite clever blend of roguelike and FPS. I’m not much of a fan of the latter, but the gameplay was fun and the roguelike elements softened the blow of failure. Tyranny
I disliked Pillars of Eternity and went into this with some trepidation. Fortunately, it was a more enjoyable and accessible experience. Where Pillars just threw a mindnumbing amount of lore at me, this offered a relatively comprehensible story doled out in appropriate chunks. While it did have some of Pillars’ mechanical issues, like poor pathfinding in combat, they did not seem nearly as bad (perhaps due to the smaller scale of battles). The base management stuff seemed tacked on, confusing and wholly unnecessary. It was far from my favourite RPG, but solid enough – and didn’t overstay its welcome. Orwell: Ignorance is Strength
I enjoyed the first Orwell game and initially found this a similarly good experience. The few changes were worthwhile ones, and the story seemed to be building up well. Then it suddenly ended. Surely I done something wrong and met an early endgame? Nope, that was it – a mere few hours of gameplay, with an ending so abrupt that I had no idea it was one until the credits rolled. There are different endings, requiring additional playthroughs, but after that disappointment I wasn’t interested in going back to it. Tesla Effect: A Tex Murphy Adventure
This was my first game in the series, and I found it enjoyable. I only had to cheat a few times (which is remarkably good by my standards!) and the cheesiness of it was all rather endearing. The sequel is now on my wishlist (though it seems to be a fair way off). Train Valley
A decent puzzle/strategy game, which quickly escalates from rather placid to chaotic. The simple concept still requires a fair bit of thought to succeed, and while I bumbled through somewhat, it was fun. Rakuen
Beautiful. One of my favourite games, evoking the spirit of To the Moon by dealing with weighty topics in a whimsical manner. Wonderful soundtrack and great design. Dangerous Golf
I enjoyed this more than I’d expected. It’s all a bit messy, as one would expect from a heavily physics-based game, and almost throws in too many variations, but it is fairly satisfying. In some levels it’s all too easy to get a platinum medal through sheer luck, but in other levels it takes a fair bit of skill and thought to get a good score, which is rather more satisfying. Mutant Year Zero
This was frustrating. It has the ingredients for a solid game – great presentation, imaginative world, decent writing and voice acting and the core of a solid tactics game. The problem is that it is structured essentially like a puzzle game. The odds are so intensely stacked against you in a group battle that you must pick off enemies one by one. This makes for a slow and tedious process, especially when combined with the impact of RNG and the unsatisfying ending. Dishonoured 2
I felt a little let down by this. Presentation was good, story was fine, but the powers were mostly unengaging and the combat was frustrating. The combat issues were partly my fault in that I tried a non-lethal run, but while there were a few more non-lethal options, I would have loved an option to just punch someone in the face rather than having to stand around waiting to parry in order to launch a non-lethal attack. Finding Paradise
This had a lot to live up to – To the Moon and A Bird Story are among my favourite games – but once again Kan Gao delivered. Touching, funny, surprising and engrossing. The Witcher 3: Wild Hunt – GotY Edition
I went into this with a bit of trepidation, having strongly disliked the first two games in the series. While I am a big fan of the books, the gameplay never clicked with me. This was an improvement to some degree, but I still found the combat in particular frustrating and relatively shallow. I wound up just playing it as a story, and it delivered in that respect – even many of the side quests were more memorable than the main storylines of a lot of other RPGs I’ve played. While I certainly won’t be joining the “Praise Geraldo” crew, I at least had a better experience than I did with the other games in the series. SteamWorld Dig 2
I loved the first game. This was certainly enjoyable but did not reach quite the same heights; perhaps through lack of ambition if nothing else. Solid enough, but lacking the impact of its predecessor. Batman: Arkham Knight
This felt like the weakest of the three main Arkham games (I didn’t like Origins much at all, but that is somewhat separate). The combat, setting and presentation were all as interesting as ever, and the story got genuinely interesting towards the end, but the damned car seemed to drag down everything it was involved in. From puzzles to battles, it always felt a bit wonky to me – a particularly sharp contrast to the famously smooth and refined movement and combat the series is known for. Unlike Asylum and City, I didn’t complete the Riddler challenges. This was primarily due to the car, which I was thoroughly sick of by the end. Perhaps I was rendered a bit grumpier than usual by that, but I also found the Rocksteady tendency to lead the player by the nose at some points, and then leave things utterly oblique at other times, to be particularly grating. West of Loathing
Genuinely funny at times, and I loved the art style, but it did drag on a little. The Flame in the Flood
Quite an atmospheric and appealing game. The presentation is gorgeous, albeit marred by irritating pop-in even on a GTX 1080. The gameplay is pretty easy to pick up, and while it can be frustrating in the way that a survival game with randomisation inevitably can be (and why the hell can’t I boil water to remove the bugs?!), the checkpoint system is generous enough to ameliorate this. Monster Prom
I am not usually one for VNs, but this is great. Entertaining characters, often hilarious (and oh so wrong) writing and easy enough to play through in 15 minutes (it says the short game is 30 minutes, but it doesn't take me anywhere near that). There is plenty of content, some of which is unlockable, meaning there is substantial replayability. Yakuza 0
The first in the series for me, and quite enjoyable. It was funny at times, though the main plot did cause me to drift off towards the end – I wound up doing crosswords during some of the interminable cutscenes. The combat got a bit repetitive, but it was easy enough to get the hang of. I didn’t enjoy it enough to get stuck into the numerous side activities, but the main game was decent enough. Dominique Pamplemousse
This is a curious game. It is brief (barely an hour long) and linear. The puzzles are simple. Much of the dialogue is sung, for no apparent reason - and not particularly well. The art style has been described as "claymation noire"; there's little er..."mation", and it all looks a bit muddy. Writing is fine. I chuckled at a few bits, but it's hardly memorable.For all that, I quite liked it. It's original and there's heart to it. In a sea of lazy asset flips, generic AAA games with no respect for your time and visionless projects, here's an example of people actually daring to have a go with a unique vision. South Park: The Fractured But Whole
Not nearly as well-written as its predecessor, but with significantly better combat. The badge progression system was clumsy, and at one point I was left with a stack of grinding to do. Generally a solid experience, though. Hellblade: Senua’s Sacrifice
Wonderful presentation, with some of the best voice acting I’ve heard in games. The gameplay itself was decent. Combat was a little too simple, and puzzles could be frustrating at times, but it’s really all about the experience. Pizza Express
I feel a little silly having spent a lot of money on a gaming rig when I use it to play stuff that looks like something out of the early ‘90s. Nonetheless, this was good fun – amusing story, addictive gameplay and a surprising amount of content. Yoku’s Island Express
Cutely presented and an interesting concept. It can be infuriating at times, requiring a degree of precision which is perhaps best not associated with pinball, and getting around can be a bit confusing. Overall, though, it’s quite fun. The Darkside Detective
A pretty simple point & click adventure (aside from one strangely hard instalment), broken into small episodes to make it easy to get through a portion at a time. Nothing exceptional, but a decent way to spend a few hours. Tales of Berseria
A surprisingly engrossing tale. It's frequently funny and features likeable characters. The voice acting is excellent - it's a tour de force for Cristina Valenzuela in particular.
That helps mitigate a convoluted combat system. It was still throwing tutorials at me after 15 hours; I wound up ignoring them and button mashing, which seemed to work fine on Normal difficulty anyway.
Performance is rock solid. Smooth FPS, fast loading and limited pop-in.
I have never played a Tales game before, and may not play another one, but it doesn't take a love for the series to enjoy this game. Perhaps the group best warned to stay away are achievement hunters - some of them seem to take a heck of a lot of work. The Outer Worlds
Disappointing. The simplistic combat not only makes that portion of the game dull, but also weakens the RPG aspects since you can pour all your upgrade points into speech skills, making those challenges a breeze. The writing is one-note (everyone is quirky, snarky or both), the choices are binary and rarely provoke thought (indeed, the hardest choice was one of the very first) and the characters aren't particularly interesting - nor are they given much chance to be in their shallow quests. It also performed poorly on a decent rig - though that's to be expected from Obsidian. Agents of Mayhem
It's...not that bad. Sure, it's flawed - repetitive quests, buggy at times and nowhere near the level of Saints Row's writing - but it has an enjoyably distinct set of characters (sadly enough, the character missions were more interesting than those of Outer Worlds) and the combat is enjoyably free-flowing. PixelJunk Nom Nom Galaxy
I liked the idea of discovering ingredients and turning them into various products, but it quickly became centred around ever more complex process designs which were of no interest to me. Action Henk
A fun runner; gorgeously presented. I sucked at it though! Shantae and the Pirate’s Curse
Presented in an enjoyably light-hearted manner, but it felt like it was dragging on even after four hours. Castlevania: Lords of Shadow Ultimate Edition
I was quite excited to play this, since it featured three of my favourite actors – Patrick Stewart, Robert Carlyle and Jason Isaacs. That’s the only reason I managed to last five hours. I hated pretty much everything about it; the shoddy fixed camera, the tedious fighting, the cringeworthy writing… The sad thing is that I bought another two games in the series. Sheltered
A solid little survival management game. I didn’t enjoy it nearly as much as Zafehouse Diaries or Dead State, mainly because the RNG was a bit too impactful. It’s far too common for a game to simply be unwinnable due to a lack of rain and/or the distribution of resources in nearby locations. When things are fairer (or the difficulty is lowered) it becomes quite a grind – with no real winning condition and little in the way of variety (there are a few shallow quests of minimal value or interest) tedium ensues. Civilization VI
Quite liked the new mechanics and enjoyed playing as Australia (though Walzing Matilda is so distinctive that it gets a bit grating). Having spent many hours in its predecessors though, there was nothing particularly groundbreaking which compelled me to play more than a few games. Porno Studio Tycoon
I’ll give pretty much any management game a go! Unfortunately, things weren’t particularly well explained and while there seemed to be a bit of depth, a lot of it was blocked off (to add to the confusion, the tutorial focused on mechanics which were blocked off for much of the early game). Aarklash: Legacy
I normally like tactical games, but this was just too unforgiving and there was no ability to grind to reduce the difficulty. Intergalactic Bubbles
It’s basically Bubble Bobble, which is fine. It’s quite nicely presented. The problem is that each level is meant to be completed in a certain number of moves, but since the bubble colours are randomly generated, it’s mostly down to luck – you might be able to wipe out half the bubbles on your first move, or might struggle to get any matches at all. Tom Clancy’s The Division
I got fairly close to the end of this game but was just so fed up with it that I couldn’t push myself to get through it. The story was forgettable, the shooting mechanics were mediocre, all the extraneous gameplay elements were just an annoyance and I felt the game was balanced against me as a solo player (only twice did I find a co-op partner, and both of them screamed in Korean throughout). It looked impressive, at least. Kingdom: New Lands Edition
I really thought I’d like this game, and had it on my wishlist from release. I love management games, and have no issue with passive management. It also looked gorgeous; this is one of the best-looking pixel-art games I’ve played. Unfortunately, it did not click at all. The AI was not bright, which is inevitably a source of a lot of frustration in a passive management game. Further, the gameplay was just dull. I felt like I was running back and forth endlessly for little reward – pretty though it may have been, I found myself wishing for a button to speed up time. The positive reviews suggest it is a relaxing and chill game – I just found myself frustrated with the AI and bored by the gameplay. Halcyon 6: Lightspeed Edition
For some reason I thought this was more of a starbase management sim rather than a tactical space battle sim. The starbase elements are there, but they are pretty thin. Most of the game is about the tactical space battles, which were interesting and varied enough early on, but after nine hours and no end in sight I was sick of them. FIFA 18
I haven’t played a FIFA game since ’98, so it was interesting to give this a go. The story mode was okay – quite well presented, but the player rating system was infuriating at times (the out-of-position penalties in particular). I did find that there was a huge gap in the difficulty settings – one was ludicrously easy (insultingly so; the AI kept missing from close range), but the next was a bit too steep for someone essentially new to the series. An option between the two would have been nice, or at least an easier difficulty which at least tried to mask how easy it was making things! I also tried management mode, but having been used to Football Manager’s detail I was not able to get into this. Seven: The Days Long Gone
This was a frustrating experience. I really liked the concept of an isometric thief RPG, and did my best to give it a fair chance. It had its positive aspects; freedom of movement, decent voice acting and reasonable graphics. However, the freedom of movement also worked against it; confrontations with enemies often spiralled into circular chases suited to Benny Hill music and I lost count of the number of times I plunged to an untimely death through a misstep. Moreover, it didn’t really work to its premise. The game started with a tutorial centred around a stealthy heist, which seemed to be the central premise of the game. The next time I encountered a situation close to that was six hours later. Age of Wonders 3
I loved Shadow Magic many years ago but struggled to get into this. Maps seemed to take an inordinately long time to the point that armies were monstrously large and there was no research left. Maybe I was too defensive, but the AI was very passive. The Dweller
A decent little puzzle game with minimal assets. Out of the Park Baseball 19
A slight improvement on its predecessor. The main addition was an online card-game mode, but I’m not sure that works well in a management game. My squad was rapidly full of high-end talent and I felt no real connection to the team. Niche: A Genetics Survival Game
Nice concept, but a rather wobbly execution. The genetics aspect tended to be lost due to the fast paced and tough nature of the game; the focus was so much on just keeping any creature alive that genetics didn’t come into my thinking. Apparently the best strategy is to sit on the first island for ages and build up a tribe, but the tutorial didn’t make that clear at all. Royal Heroes
A grindy and buggy mobile game. Endless Space 2 – Digital Deluxe Edition
I thought I was falling out of love with the space 4X genre, having been very disappointed with the last few I placed – particularly Stellaris – but this hit the mark. The alien races are distinct, making for significantly different gameplay. The gameplay itself is always interesting; unlike Stellaris, it doesn’t hit a dead patch mid-game. I found the combat a little frustrating – seemingly even contests would often have completely one-sided results for no apparent reason – but aside from that it was a solid game. Monster Slayers
An enjoyable little rogue-lite deck builder. While I normally prefer a bit more flexibility in deck building, tying cards to characters meant that each one had a distinctive feel which gave the game plenty of replayability. Dark Train
This sounded interesting in concept, but was way too oblique for me. State of Decay 2
This seemed like the perfect game for me – I love survival management and settlement building. Unfortunately, it wound up feeling rather like a shallow MMO – trite dialogue, grindy tasks and no real sense of purpose or direction. I just found myself engaging in long, dull runs between locations, engaging in the same shoddy combat over and over again. The Banner Saga 3
I played the first two games in the series to completion and seem to recall enjoying them, but something about this did not click at all. I had zero interest in the story – the time between instalments has dulled my memory of it – and the gameplay just felt so flat. I’m not really sure what changed between playing the last two games and now, but I had no motivation to keep playing. Gremlins, Inc
A reasonably enjoyable but forgettable board game. Warhammer 40,000 – Space Wolf
This is a game plagued by odd design choices. It has turn-based combat (which I love), but it is deprived of so much of its strategy by the way it is designed. Enemies appear at arbitrary moments from arbitrary locations (including amid your troops) without warning or logic, meaning that success requires either a degree of fortune or grinding missions to know when and where enemies will appear. Perhaps this is to compensate for the weak AI, which is prone to boneheaded acts, but it just makes things irritating and dull.
It also has a card collecting and deck building mechanic (again, which I love). The distribution of cards, however, is bizarre – completing tasks in missions (which can take 30+ minutes each) will give a couple of low-level cards. In contrast, activating one of numerous codes from the forums provides a pile of high-level cards. “Legendary” cards are so readily available in this form that a deck can be filled with them with a few minutes’ effort. There is a clumsy system for upgrading each card, none of which is explained in the shallow tutorial.
There is also an upgrade path for your squadmates – again poorly explained – which is reliant on grinding missions. They don't use your custom decks, so while you're flooded with Elite and Legendary cards for the leader, you have to grind just to eke out a few more Uncommons for the rest of your squad.
There's really nothing else to recommend the game. Graphics and sound are serviceable and the story is barely there. It just feels like yet another Warhammer game pushed out for the sake of it. Warhammer 40,000 – Dawn of War II
Another disappointing Warhammer game.
Again this had things I liked – a strategic layer with character progression, equippable loot, choice of missions and ebb and flow of the wider battle. However, I found this constrained by the limits placed on that strategy, with constant time pressure funnelling me into the key missions . I’m not sure how much that time pressure would have impacted on the outcome – would doing side missions result in overall failure – as it was never properly explained.
Moreover, I found the RTS gameplay really quite dull and repetitive, such that I didn’t feel compelled to continue. Road Redemption
Incredibly dumb – horrible dialogue, clumsy gameplay (trying to aim guns while riding was a nightmare) and buggy (the one round which I won was as a result of a bug which caused me to be invincible for most of it), but it did have some entertainment value. Moonlighter
Having spent 125 hours in Recettear, it's fair to say I am very much open to the burgeoning shopkeeper-by-day/dungeon-crawler-by-night genre. Unfortunately, this fell flat. Even after a relatively short period it became a dull grind.
Much of that is due to a distinct lack of charm; it looks nice in screenshots, but lacks any real character or presence in game. The absence of any decent writing is another problem; what there was of the story didn't interest me in the slightest. In contrast to a game like Recettear, filled with charm and heart, this was utterly bland. Add in the clumsy storage system, shallow shopkeeping, sluggish combat and irritatingly repetitive music, and seven hours was more than enough for me. Shelter
Was rather surprised to dislike this. I found myself getting lost far too easily, which given that it was a very linear game meant a lot of frustration. The visual presentation was grating and confusing. Mainlining
Moderately interesting hacking game, but too shallow, linear and not particularly well written. Reassembly
Took a while for this to click, but once it did it was decent enough. I could have spent many hours playing this in the ‘90s, but it didn’t have enough of interest for me to do so now. 12 Labours of Hercules V: Kids of Hellas
Cute enough, I suppose, but quickly became repetitive. Aaero
A music-based shooter with poorly explained shooter mechanics and music which was very much not to my taste. One track really stood out as effectively blending the music and game mechanics, but that should have been the standard rather than the exception. Purrfect Date
This game is presented as a cutesy, tongue-in-cheek game and for the most part it pulls that off pretty well. If that was the sum of it, I'd be reasonably satisfied. Instead, there is a dark, unpleasant story underneath, with numerous descriptions of animal abuse.
It's utterly jarring - a game which is presented as being for cat lovers (not that
kind of lover), yet featuring descriptions of them being victims of torture, experimentation and killing.
The closest thing to a warning on the store page is a reference to "black humour", which doesn't cover it in my view. There is no humour in these scenes, so it’s not “black humour”. I don’t know what it is, other than a simply bizarre choice. Even putting aside the lack of warning, it's an unpleasant and jarring experience. I'm at a loss as to what on earth the devs were thinking.
The writing is otherwise reasonably good. The structure of the game, however, is poor. It requires multiple playthroughs to get a proper ending, and there is no way to quickly skip the text. Prepare for RSI, clicking through page after page of dialogue, if you ever want to get to the ending.
Suffice to say, going through this once is quite enough for me. Space Hulk Ascension
I normally love turn-based combat, especially with RPG progression, but this was just dull and frustrating. Not having a good year with Warhammer games. Super Daryl Deluxe
All very QUIRKY, and constantly at pains to remind you of how QUIRKY it is, without ever being particularly amusing. The art style is at least eyecatching, and some of the music is decent, but the writing didn’t grab me at all. The combat was a grindy battle of attrition – the only thing worse than “kill x monster” quests are “collect x items which randomly drop from only a small percentage of monsters after you kill them” quests. Add in the ever-frustrating boss fights where you had to win through repeating an unintuitive set of actions several times, and I didn’t feel like going much further. Think of the Children
Nice idea, and it’s good to play a locally-made game, but it’s dreadfully designed for a single player. Although it can have up to three co-op partners, it doesn’t adjust the difficulty in the slightest to cater for a solo player rendering it near-impossible. Legend of Grimrock 2
Obtuse puzzles, clumsy combat and bland design made this quickly unappealing. FIFA 19
I mainly just played for the story mode, which was fine. Didn't notice much of a difference from 18. Out of the Park Baseball 20
No discernible improvement upon its predecessor. Oriental Empires
Some nice ideas, but thoroughly dull. In six hours I was attacked three times by bandits and spent the rest of the time painstakingly building farms. Iratus: Lord of the Dead
An enjoyable little strategy game. I will probably go back to it since it's in early access and is constantly being rebalanced. Into the Breach
Moderately interesting strategy, but not enough to keep me coming back. There Came An Echo
Iridium's previous game, Before the Echo (aka Sequence) was a flawed but enjoyable hidden gem.
There Came an Echo has a similar level of charm, but two fundamental problems.
The first is that it was simply unplayable on my PC. A black screen after loading; no way past it. Apparently it was due to an incompatibility with my microphone which is rather problematic when I don't HAVE a microphone.
The second is that (having used my partner's computer to run it) ultimately it's a very raw proof of concept. Like its predecessor it has charm in the voice acting and writing, but unlike its predecessor it is just not a lot of fun to play. Put aside the gimmick of giving voice commands and you're left with a short, clumsy, shallow and frustrating experience. World of Mixed Martial Arts 5
As usual for the series (indeed, the dev in general), a stack of good ideas marred by fundamental flaws. Good as a hypnotic experience between other games. Star Trek Timelines
I tried this briefly a few years ago and didn't get into it, but I certainly did this year. It's all pretty shallow, but as a fan-friendly timewaster it's decent enough. Football Manager Touch 2019
Endlessly infuriating, and a bit buggy, but always manages to draw me back in.
So, as I'm sure some of you have noticed, I post a lot about Chromie, and frankly have for a very long time. To clear the air about my position and expose any bias I might have, I will state that I don't think the hero has ever been OP or "unfun to play against", probably because I played her a lot and thus when going up against one on the enemy team had a pretty good idea of how they would play and how to counter them. I do respect the viewpoint though, and that's why my upcoming post on her rework and possible changes that could be made to it does it's best to keep that in mind. I'm not even close to GM, I'm not even the highest-leveled Chromie on this sub by a long shot, I'm just someone super passionate about the hero who nerded out over the past few days and did some MATHS and shit.
Thus, the stated goals of this post:
-Make Chromie more fun to play for the people who enjoyed playing her prior to this or other reworks.
From my general anecdotal experiences in various Twitch chats, it feels like most players including many former pros and GM players say that while the hero is stronger numerically, she's much less fun to play, and IMO her pick rate sitting at a fairly lackluster 11% in Storm League confirms that. She only has a 50% winrate, so it's also clear that she's not excelling even when played by those still enthusiastic about the hero or in situations that would be good for her to be drafted, as is the case with most niche picks. She's not the WORST hero in the game by a long margin, but if the dev comments on her 8-28 buff patch
are any indication, it's clear that Blizzard's internal data probably has her struggling a bit too.
-Make her emphasis fully on spells rather than her current combination of spells and sand clone auto-attacks.
She's a mage hero, and one with the longest range in the game. Nobody plays her to be a right-click bot, and yet right-clicks are a pretty big part of her damage - more than half her Q DPS if we're being exact here. This obviously isn't Whitemane rework levels of AA-focus, but it's still pretty high and if we look at other mage AA talents as any indication, it's obvious that people don't prefer or like those talents and prefer the focus for mages remain firmly on their spells. Yet because Chromie's AA gimmick is a baseline part of her kit, and not just an individual talent, obviously other parts of her kit were made deliberately weaker to compensate for that. I'd like to see that addressed, and think it would go a loooong way towards achieving stated goal number 1, which is to make her more fun to play.
-Buff her slightly in ways that aren't straight numerical changes.
See my above point about why she could probably use some slight tweaking. I think throwing numbers at Chromie is exactly why her last rework (with Temporal Loop/Timely Surprise one-shot shenanigans) grew to be so problematic, and I don't want to see that become the case here and see this sub fill up with posts again about how she needs to be dumpstered. Frankly she's finally almost
at a good place in the game and I think with some slight changes she could basically be almost perfect, or at least as perfect as she can be without pissing off people en masse.
-Fix her problematic level 1 and level 18 talent tiers.
There are no real choices at 1 or 18, and I personally think this is a shame because if those tiers were fixed, the hero could actually have THREE separate, viable builds IMO - a Q build, a W build, and a generic "spellpower" build that doesn't hyperfocus on either ability but rather buff them both mildly.
-What these changes are NOT proposing are increasing her burst, range, or other factors that players typically associate with frustration when playing against her.
I can't stress that enough. I think her current damage is fine for the most part, albeit a bit too reliant on Q pierce at 18 to do anything meaningful. I think Loop is a nice setup ability but the full one-shot potential behind it again, isn't realized until 18 and even then only on the squishiest heroes in the game. As I've said already, Chromie is MOSTLY fine and my goal isn't to make her OP, just improve her talent diversity on certain tiers and make her a bit more fun to play for people who liked playing her previously.
The numbers breakdown:
-Q = 122 damage per second, reliant on a line skillshot that can be blocked by PVE, structures, or other enemy heroes other than your intended target. 20 mana cost, 15 range. Q damage per second calculated assuming you land both the primary Q missile as well as the sand clone Q missile that does 40% damage.
-W, assuming all 3 drops land on a single-target = 43.71 damage per second. Unlikely that all 3 drops will hit, however has the benefit of being AOE. That said, even assuming a unicorn situation where all 5 members of the enemy team potato into all 3 hits of the ability it is still only a baseline 218.55 DPS...that's sad, IMO. Slightly less than double damage per second compared to hitting both Q missiles, a situation that is far more likely to occur, though obviously significantly more mana-friendly due to W's cooldown vs Q's cooldown. 65 mana cost, 13 range, but due to the nature of the vector can reach around 21 range (rough estimate). I wouldn't consider the max range that valuable given the drop delay - enemies will be able to predict the drop of the third hit and dodge it completely, making that range useless.
-AAs = 76.5 damage per second during Q setup period (basically casting a Q first to set up the sand clone), then 114.8 damage per second for every second thereafter, point and click, can't miss barring blinds or evade abilities/talents. No mana cost, 7.5 range.
So we can already see two things: number one, that Chromie's AAs are not an insignificant part of her damage, even assuming you are a god and can constantly land both the primary Q missile AND the secondary Q missile, and number two, that her W unless operating under basically impossible conditions is very lackluster damage-wise. This leads to a pretty boring playstyle where your Q feels like a clone setup for braindead free AA damage until level 18 when suddenly your power spikes off the charts, and your W feels like something you just use for waveclear, and MAYBE to pressure an enemy team in a chokepoint.
A "waveclear-only" ability isn't strictly a problem for a mage except that Chromie's has the unique advantage of getting completely dicked by long CC chains - unless someone is actually capable of moving you will only hit someone with 2 W hits (there's a small Venn diagram area where the hitboxes of two Ws overlap). This "Venn diagram" area is actually so small that you cannot fit two hero hitboxes into it, meaning you'll only get that particular value on a singular target, even if there are multiple people caught in something like a RoF/Mosh Pit. Other mages do not have this issue, not even Gul'dan due to the size and drop speed of his vector spell. Note that I use Corruption as the comparison here because not only are Corruption and Dragon's Breath both triple-drop circular vector spells, they also share an identical cooldown and
identical damage on each hit (lmao). The original comparisons to new Dragon's Breath being "Sand Corruption" were not far off, even though Chromie mains were called hyperbolic for saying as such.
Fundamental problems with Chromie's rework:
-To put it simply, auto-attacks on sand clone are too strong and thus make the level 1 Q talent where you gain a third
sand clone auto-attack too valuable to pass up. They also make Mobius Loop at 5 wholly unappealing because it does fuck-all for your sand clone autos, though Proper Greeting and Bronze Talons mathematically both have their strong suits and have a healthy competition with one another (tl;dr Talons is good if you have a target you want to hit who is unlikely to be affected by CC or your spells and the enemy has an easy fat target like tanks/Azmodan/Fenix that you can nail with Q to get the proc - so basically hypermobile heroes and heroes with spell shields who can pop them to as a response to Proper Greeting procs, OR in comps where you have literally 0 CC outside of your own Trap slow and Slowing Sands).
the level 1 Q quest is so good, it basically makes taking Piercing Sands at 18 somewhat inevitable to get maximum value out of the triple Qs you can set up. Bear in mind, I think Chromie's Q hitting PVE was fundamentally a nerf and I don't think it was a good idea in retrospect. I get that the goal was to "increase counterplay/reduce frustration" by making it so that players could juke behind minion waves or their buildings and not get gibbed over walls and whatnot, but because of this change the hero is now very reliant on her AA gimmick to deal consistent damage AND you could argue that she honestly doesn't feel like a real hero until you get pierce at 18. Regardless, I understand that this change is probably here to stay and I think there are ways we can work around her jank power distribution while still keeping the PVE Q block in. (More on this in "Proposed Changes" below.)
-Building into W just feels like shit because of how lackluster the damage is. It's clear that her power pie was distributed based on the rare unicorn chance that she will hit all 3 Ws on a single target, but given the winrate and pickrate of W talents we can honestly see that this isn't a winning strategy
, especially when Q gives you more consistent value (and probably would even if
sand clone AAs were removed tbh). To clarify, W would have to hit at least 6 times (as in, any combination of players in any combination of hits that would equal 6) to match the DPS of just Chromie's primary Q missile...saying nothing of her sand clone AA damage and secondary Q missile damage. Obviously Chromie talenting into W doesn't mean she can't use Q, so I did the math on simply the bonus 3rd sand clone AA and tertiary Q missile, and landing each one is an increase of 67.66 DPS. W talents are only an increase of 32.14 DPS, though bear in mind this is for 3 hits on a single target only. Here's where it gets stupid:
the third sand clone AA by itself
is an increase of 32.8 DPS. This means that unless you are consistently hitting at least two people with W for multiple hits of the ability or you simply cannot stay in 7.5 range to AA
* at any given time it is universally better to build into Q talent at 1 solely for the extra AA, even if you never land a single tertiary Q missile in your goddamned life. See where this is a problem?
The Proposed Changes (aka the meat of this post):
Suffice it to say, I think Dragon's Breath at this point needs a fundamental change to its design to not only be effective at what it is supposed to do, but also in general just to be fun to use.
Its current design is a move that largely punishes potatoes or players stuck in a "no-win" situation where they either have to eat the second and third W hits or face greater threats like CC chains for trying to facetank it by not moving during the first hit. My proposed change is to simply turn Chromie's W into a single ability with 3 separate charges, keeping its current damage, radius, and drop speed, giving each charge an individual mana cost and allowing all charges to return at once similar to Junkrat Q/Zarya grenade.
What this does by default is make W talents more appealing by allowing good Chromie players who can "read" their opponents correctly the option to build into that move and deal respectable damage, especially as an alternative to matchups where Q may not be a reliable source of damage (into summoners, Anub'arak, Nova/Samuro/Rexxar, etc). What this would NOT
do is bring back Loop one-shots, because with a .75 drop delay the Looped target will only eat one charge of the damage same as they do now...they will have to be more careful on how they move immediately after Loop though to make sure Chromie doesn't read their movement and plop another in their path. I think this is a fair change, even if it comes with slight numerical nerfs to W to compensate. (I don't think she will need this though due to other proposed changes I have below.)
To follow to that, I think that the sand clone gimmick should either be scrapped, or if nothing else the AA component of it needs to be removed.
I actually like the sand clone thematically and am fine with it mirroring Q - I think it would be neat if it could go further and also mimic her W, adding further dimension to Chromie's "prediction mage" theme. I get that two invisible Ws dropping anywhere would definitely be tilting AF for the enemy team though, so this change could either come with W returning to being visible or, as I stated earlier, simply keep the sand clone mirroring only Chromie's Q and nothing else.
What this change would aim to do is frankly tone down how stupidly effective her AAs are compared to her actual abilities. I can't think of a single person who originally picked up this hero to be an auto-bot; IMO there's Hanzo and Junkrat for that long-range/AA hybrid flavor and they were both designed around that purpose (Junkrat with splash AAs, Hanzo with AA-related talents/build). Nothing about Chromie's 2016 release hinted at "right-click guys for the same DPS as your spells", not even OG Bronze Talons which for the record I do think suffered from a lack of meaningful competitive options until Timely Surprise in 2018 and that's why it was picked all the time.
Regardless, I think Sand Blast should have 1-target pierce made baseline if sand clone autos are removed.
I think if you remove clone autos the damage numbers will simply default to W being unilaterally the best build outside of playing for the very binary power spike at level 18 from Piercing Sands, which I don't think is super healthy for her design. Chromie's autos paired with clone autos were actually one of the few ways the hero could damage people standing behind a Zagara minion, and if you remove the strength of those she'll need some
sort of extra power to compensate, IMO. That said, this is a change that might not wholly be necessary if other aspects of her kit are made better, such as the W change I proposed above. This could be a wait-and-see sort of change, I admit. Alternately,
if 2-target Q is too strong baseline, it could be an alternate reward to her level 1 quest, removing the tertiary missile altogether.
Incidentally this would give her more power in the early game by completing the quest, while not completely dumpstering the 18 talent's viability, while also
giving players the freedom to pick something else on 18 if they feel like 2-target Qs are good enough to pressure the enemy team. I think this is a pretty healthy change that makes her a little less hot-and-cold when it comes to damage dealing, especially when it comes to early game vs late game. Her level 5 talent tier will need a bit more parity, especially if clone autos are removed.
Bronze Talons' power budget currently factors in the extra autos from clone, including if you complete the level 1 Q quest - while I like the synergy between the two talents, I think if clone autos are removed Bronze Talons as a whole will need to be redesigned.
I think the simplest change is to bake in a functionality that mirrors the strength of her old sand clone when this rework originally went live, which is that sand clone's Q damage is increased from 40% to 50%.
This was originally nerfed in an attempt to increase parity between her level 1 talents, but failed miserably, and I think with the other changes I've proposed here the extra 10% clone damage could probably come back. Mobius Loop in its current form is really bad, and even with a full mana refund or something added in will probably continue to be bad.
While my proposed changes to W would make it get more value by default, I think we can do better by making the ability an active on a 60-90 second cooldown that returns all her W charges at once instead.
This seems kind of strong and I'm open to feedback on this one, but I think without some bold changes to W and W talents that Q will still be the dominant build and this was just one thing I could think of to make W more appealing.
For her heroics, I think Slowing Sands could probably use the level 18 functionality made baseline to make it more appealing compared to Loop.
I like Sands as an easy way to proc her current Greeting talent at 5, but since the straight nerfs that came with her latest rework that made it only a 5% slow baseline it just has really minimal use outside of Greeting procs, and you can rely on your Time Trap slow talent or allies for those procs. It could probably use some slight buffs. I honestly have no idea what to make the 18 upgrade if the spell armor reduction is added to the level 8 version.
Suggestions more than welcome here. Her survivability options on 11 are actually okay except for Here and There.
This is where I actually make a pretty bold change for her baseline Q sand clone, which is actually that rather than leaving a clone where Chromie previously cast her last Q, sand clone is now an active that Chromie can choose to place anywhere within 7.5 radius of her, with say a 10-20 second cooldown.
I think this is a bit of a "berf" in that it's probably a nerf to fairly aggressive/mobile Chromie players who are constantly moving and placing new Qs in very forward locations, but probably a buff to more strategic Chromies who want to aim their shots at the perfect angle to hit their intended target. The change is kind of playstyle-defining and I'm not 100%
sure it's what she needs, but I also think this could not only serve as a way of making Here and There more appealing (by giving more control over where you teleport to), but also a decent workaround to Q being blocked by various things until level 18. This might serve to reduce reliance on her level 18 pierce talent as well, which I always welcome. Fast Forward is in a similarly poor spot compared to the other 14 options.
By 14 Chromie basically has zero mana tension, making half the talent effectively useless. With some simple MATHS we can see what sort of DPS increase Fast Forward is vs the other two:
-Fast Forward, assuming you always get the proc and ALWAYS hit your secondary Q missile from sand clone, turns Q from a 122 DPS move to an 282 DPS move. This however doesn't affect her W, so the overall total DPS is 282 from this talent under perfect conditions - basically spamming because the CDR is so fast, never moving, and always hitting Q WITH also hitting the secondary Q missile. Bear in mind that this talent does not proc from a long-range sand clone Q, meaning you must position in such a way that the primary missile will always travel 50% of its distance.
Shifting Sands works similarly so I don't factor that into DPS contributions, though Quantum Overdrive does in fact get CDR from all sand clone hits, making its actual DPS higher than what I calculated in theory.
-Quantum Overdrive, assuming you always achieve the CDR from Sand Blasts for it (again, we're assuming perfect conditions for everything here), will be available every 24 seconds and is a flat 25% spellpower increase for 8 seconds - or basically, two Q casts and one W cast (we won't factor in Loop usage here for simplicity's sake). Factoring in the CD, this is a 54.1 DPS increase - not nearly as impressive, though worth noting that the upfront damage is much larger AND and as I stated above, you actually get CDR from every sand clone missile, meaning its value increases exponentially with the Q quest on level 1 as well as how good you are at landing multi-Q hits.
-Shifting Sands has math that is much harder to calculate due to its stacking increase, but because I love you all I did. Suffice it to say, assuming you do not let the stacking spellpower buff fall off, it is a 151 DPS increase on Q until it ramps up at 38.5 seconds (not directly, mind you, this is just on average, I wasn't calculating 10 individual DPS increases and pasting them here lol), then a 181 DPS increase for each second it remains fully stacked. This is actually less than Fast Forward, though you can also add in 58ish DPS for W hits (again, assuming all 3 hits on a single target only), making the total value of the talent 209 DPS until stacked, then 249 DPS after.
So this is still less than Fast Forward, right? So why the hell are people picking it, you might ask? Simply because at any point if you miss a Q, the entire value of Fast Forward is lost, whereas with Shifting Sands you retain the spellpower unless you whiff a second Q hit in that original 8-second window.
Basically, you have to land 1 Q every 8 seconds to get value out of Shifting Sands. Fast Forward, if you ever don't proc it, you don't have a level 14 talent during that and the window between your next Q.
(That said, doing this math actually made me realize that Fast Forward might be better than I think it is and I might give it a try in my next match, hehe.)
To be honest, all Fast Forward might need to be competitive is for the CDR to occur even if a secondary or tertiary Q missile hits, rather than requiring it to be the primary one. Since Fast Forward only buffs Q and not W, I think this is a fair buff that would reward consistently good aim with more sustained damage relative to Q, while still leaving Shifting Sands the favorite for a more forgiving slow spellpower increase and Quantum Overdrive for Loop/burst shenanigans.
As a final point, while I think that a lot of my proposed baseline changes to the hero would by default make Piercing Sands mildly less appealing at 18, I'm still not sure what to do to completely increase her talent diversity on this tier, especially because her ulti upgrades are frankly kind of lackluster.
This is an area where I sort of ran out of steam brainstorming, to be completely honest with you. I actually think both of her ultis are really boring baseline and couldn't come up with interesting 18 upgrades for either. Lend me your brains on this one, HotS subreddit! What would you do to make Chromie's Piercing Sands talent less appealing while making her ulti upgrades more appealing?
I'd love to see what we can all come up with!
These changes, whether implemented as a whole or by their parts in certain areas, would IMO serve to give the hero three viable build paths:
-1st build path, "Q path": Q talent at 1 for second pierce target, newly-designed Bronze Talons at 5 for the extra clone Q damage, Here and There at 11 for mobility shenanigans thanks to being able to manually place your clone target in advantageous locations, Fast Forward at 14 to put a further emphasis on landing good Qs and edging out W as a big part of your damage pie, and Piercing Sands at 18 for obvious reasons.
-2nd build path, "W path": W talent at 1, Mobius Loop at 5, any survivability option at 11, Quantum Overdrive at 14 to take advantage of the new Mobius Loop W charge reset, Piercing Sands at 18 could still be appealing with this build but I also think Blessing of the Bronze or Temporal Loop upgrade depending on your ulti choice could be good here.
And a final "generic spellpower path" that doesn't build strictly into improving Q or W separately and would instead opt to modestly increase the damage of both, with perhaps less binary gains than building fully into one spell: which would feature Timewalker's Pursuit at 1, Proper Greeting at 5, any survivability option at 11, Shifting Sands at 14 (though I think Quantum could work here too), and maybe Q pierce or Blessing at 18.
While I appreciate anyone who has read this far, for those who don't have the fortitude here is a simple tl;dr:
-W is no longer 3 vectored hits that drop at the same time but rather 3 circular AOEs that can be dropped individually but all return on the same cooldown similar to Junk Q/Zarya Q. If this is OP, reduce the size of the AOE so opponents have greater windows to dodge, or (possibly) make the landing point visible again (less a fan of this though tbh).
-sand clone autos removed to put more damage back into her spells and less into boring right-click talents/builds (her right-click damage is about 2/3rds the DPS of Q!). Her current design with sand clone AAs means that the level 1 Q quest that adds an extra sand clone is dramatically more value than the other two quests simply for the extra AA damage, which is a bongos DPS increase in comparison. Rather than gut the entire sand clone thematic, which I think is cool, I think simply removing the AAs would do loads for her talent diversity.
-manual sand clone placement on a modest cooldown to work around the newly-implemented Q PVE block. An alternate solution is to change her level 1 Q quest from a third sand clone to a singular pierce upon completion, allowing her once the quest is completed to have Q hit two targets for each missile instead of just 1. Either way if sand clone placement is made manual I think the level 1 Q quest will have to be changed, because otherwise manually placing two clones would probably make her a bit too "busy", and I don't want her to be butt-blastingly difficult to play for anyone who isn't a main. I think both manual Q placement and changing the Q quest at 1 to reward one-unit pierce would be fine, without sending her balance out of control, but obviously I can't say for sure.
-Some talent retooling and rebalancing to promote better diversity on certain tiers (namely 1, 14 and 18). I could use some help on brainstorming better ult upgrades at 18 than what she currently has.
-NO increases to damage or range except incidental increases from things like easier Q secondary missile hits or more control over W landing points. These would be offset by the removal of sand clone autos, as well as less reliance on Q pierce talent at 18, making her power curve less exponential.
-no changes to Time Trap, which I think after the rework is a beautifully-designed ability as-is and the talent tier representing it (level 2) is one of the most balanced talent tiers we actually have in the entire Heroes of the Storm game.
If you made it through all this without rage-quitting over the mere mention of Chromie, I appreciate your time, and am looking forward to having some discussions here. Are these changes too much? What do you think the hero needs to become a bit more fun to play, while not dramatically increasing her power level or the frustration factor that other people have playing against her? How would you improve her talent diversity with her current design? I look forward to seeing what everyone has to say!
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