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TIL: Tower shots on ToD only count a couple of seconds AFTER the fort/keep is captured

So this isn't really a today I learned, I learned this about 3 weeks ago but just thought it would be well known. Then I saw Grubby do it on his youtube vid!! Basically, if you are waiting for an enemy tower to be destroyed before capturing an altar. You have to wait until the tower has been captured for at least 2 seconds. There is a couple of seconds during the transition from their tower to yours that a shot will not fire.

So in Grubby's example... and mine... I watched the enemy tower dying, and when it was low enough I pre-channeled the altar. However, when I capped it I missed out on a shot even though the enemy tower had been destroyed.

Finding this out could not have come at a more inoppurtune time for me. It was my promotion game to master, and the difference between me capping was the 5 shots to 4 shots... 5 shots would have won the game there and then. But because of this 2 second 'neutral' state, I missed my shot. Fortunately we still won but the enemy had one more team fight/chance to pull the game back because I did not know this information!

TLDR: Tower shots will not fire if you do not wait for the 2 seconds neutral state during capture of an enemy fort/keep.


  • Matt MacNeil

    Posted 7 years, 1 month ago (Source)

    Oh! This is one of my favorite things that our observer shows in our HGC matches.

    When the action is slow sometimes we'll show the colors around the altars changing to show how many shots will launch!

    Gfycat example

    (Also this is just a quick recording I did, not something from one of our esports matches haha)

  • Matt MacNeil

    Posted 7 years, 1 month ago (Source)

    Damn, been playing since map release and didnt know that :S




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