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Ranked Play Changes Inbound for Heroes of the Storm

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In the latest 'Conversations Around the Community' spotlight, Trikslyr walks us through upcoming changes to Ranked Play in Heroes of the Storm. It further clarifies the methodology behind gaining or losing Rank Points (based on Match Points and Bonus Points), the new upcoming Grandmaster rank, the intention behind Ranked Play Seasons, and more.

 

Here is a quick summary of the information:

  1. 'Placement Phase' is being introduced to help players get seeded more appropriately into the Ranked Play system when they first start playing (beginning in the first official season of play - currently, we are in the 'Preseason'). Several games will be played with no rank prior to each player being given their starting rank based on their matchmaking rating.
  2. Rank Point gains and losses are calculated based on a Match Point gain or loss of 100, modified by personal MMR variance from the team's average MMR and your personal Bonus Points (beating a heavily favoured team, win streaks, etc.).
  3. Grandmaster rank is being introduced for top tier players (at or above Rank 1), in both Hero and Team Leagues.
  4. Seasons will run an estimated three months. A date for the start of the first official season has not been set. Ranked play seasonal finishes will be recognized in a Ranked Trophy Page to be added to player profiles in the future.
  5. All organized 5-player parties will be queued into Team League. Pre-made teams will retain their team rankings, while pick-up five player parties would have a separate Team League ranking from those organized teams.

The original post from the Heroes of the Storm blog:

 

We’d like to provide our perspective on some of the bigger topics we’ve seen discussed by the Heroes of the Storm community. In this blog, we’re going to focus on Ranked Play. We have a lot to cover, so let’s dive in.

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WHERE WE ARE TODAY

 

Heroes of the Storm has several game play modes for different styles of play. This ranges from faster, more casual games in Quick Match to the competitive ranked modes—Hero League and Team League. While we’ve made a lot of progress, we realize that players still have lots of questions about how the system works and our future plans for the Ranked Play experience. We’d like to take this opportunity to clear up some of that confusion, and to discuss some of the improvements in the works.

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RANKING

 

Let’s start by talking about how your rank is presented and what it means.

 

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Each player (or team) is assigned a rank that is a visual representation of their skill in a particular game mode. The lowest rank is 50, while the current highest rank is 1. Each number indicates the approximate percentile rank you fit in compared to the rest of the population, with each rank accounting for roughly 2% of the population. For example, rank 1 is intended to represent the top 2% of players in the game for their region. Not all players can climb to the highest ranks. Players will need to improve in skill to be able to beat better opponents and climb the ranks.

 

However, the current ranking system includes a progression aspect where players initially start at Rank 50 and climb through the ranks until they reach a plateau that accurately reflects their skill. Under the current system, a player’s rank may not truly reflect their skill if they are still making progress. This system has caused some confusion around Ranked matchmaking modes.  While we like the idea of progression and ranking up each season, we do not want it to come at the cost of an accurate ranking. To improve the accuracy of a player’s rank, we are planning to introduce a set of placement matches that players will need to complete before they receive an official rank. During this phase, a player’s rank will not be assigned or displayed. Instead, other players will see the player is in their “Placement Phase.”

 

Once they have completed their placement matches, the player will be assigned a rank that more accurately reflects their skill. We are still determining the exact number of placement matches required before players are assigned a rank. Players exploring a ranked mode for the first time will have to complete a larger number of placement matches. With each new season, the system will have a much better understanding of each player’s skill and fewer placement matches will be required before new ranks are assigned. After placing into a rank, players will carry on as they do today. Players will compete against opponents of similar skill level and earn Rank Points to climb the ranks.

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RANK POINTS

 

After each ranked match, players will gain or lose an amount of Rank Points. The total Rank Points earned at the end of a game are a combination of two different types: Match Points and Bonus Points.

 

Match Points are always gained or lost at the end of a ranked game based on whether you won or lost the game. The amount of Match Points your team gains or loses is dependent on the skill difference between the teams. An equally matched game will result in 100 Match Points being earned by the winning team, and 100 points being lost by the losing team. If the teams were not evenly matched skill wise (which hopefully should be rare), your team could potentially earn up to 200 Match Points for a win, or lose 200 Match Points following a defeat. All players on a given team earn or lose the same amount of Match Points for a game.

 

Bonus Points may also be awarded to players at the end of the game. Bonus Points are awarded to individual players on the winning team  if their personal skill rating (MMR) is outpacing their visible ranking. This can happen if a player wins several games in a row and can help get them closer to an accurate ranking.

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GRANDMASTER

 

While the goal of the ranking system is to have each rank represent approximately 2% of the population, rank 1 is currently an open ended rank for those who have reached a high level of skill. To recognize the best players in each region, we are planning to add a Grandmaster-equivalent rank above rank 1.

 

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Players who are able to achieve this impressive level of play will be assigned a Grandmaster rank which shows the exact position of where they place amongst their fellow Grandmasters.  For those wanting to track the best players in their region, we’ll have a leaderboard available from within the game for all to see.

We are planning to have a Grandmaster rank for both Hero and Team Leagues.


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SEASONS

 

As previously mentioned, Heroes of the Storm will have regular seasons in all Ranked Play game modes. We are discussing having each season be about 3 months in duration. Currently we are in the Preseason of Ranked Play. We are planning to remain in Preseason and not hold the first official season until sometime after the launch of the game. This will allow new players who were not in the Closed Beta phase the ability to get up to speed with the game and to meet the various Ranked Play requirements. This will also give us the opportunity to make many of the improvements described in this post before the first official season.

 

When we do hold the first official season, all ranks will be reset and players will need to play through their placement matches as described above. Based on your prior season’s performance and how well you played in your placement matches, you’ll be placed in an appropriate rank that reflects your skill. In addition, we’ll be carrying over your internal skill rating (MMR) from the previous season to help ensure matches will be even and balanced.

 

Finally, you will be rewarded for your efforts! Make sure to try your hardest, as you’ll be awarded based on the highest rank you attained for the season. You’ll receive recognition for your achievement in your Ranked Trophy Page we will be adding to your profile.  This page will allow you to track your Ranked progress from season to season.

 

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TEAM LEAGUE

 

Our latest addition to the Nexus, Team League, is a place for the most competitive and organized teams to battle in a Ranked Play experience. Since launching this feature, we have collected feedback internally and from the community. A few themes have really stuck out to us when processing this feedback:

  • It’s not always easy to group up with the same friends with different schedules.
  • As a result of fewer teams, games can be harder to find in Team League.
  • The 1000 gold cost of a team is too much.

We will be making a few changes to Team League to address these issues.

First, the gold cost to create a team was implemented to avoid a high level of team creation churn.We want teams to have a lasting identity that span across multiple seasons, but we don’t want teams to be unaffordable. To help with this, we’ve recently halved the team creation cost to 500 gold. We hope this change will help strike a balance between cost and low team churn.

 

Next, we are planning to remove five-player parties from Hero League and move them to Team League. After we make this change, if you have a party size of one to four, you can queue up for Hero League. If you have a full party of five (either as a pickup party, or a formal team with a name), you will queue up for Team League.

We believe this change will produce a number of benefits:

  • All five-player parties will be in the same queue, so we can create better quality matches in less time. Previously they were split between Hero and Team League.
  • All five-player teams will always face off against other five player teams. While our matchmaker already mostly enforced this, this change now guarantees it.
  • We’ll be able to apply different rules to Team League that are more applicable to five-player parties and teams. This means potential draft improvements like hero bans.

As for ranking, each pre-made team would still have a team ranking as they do today. We would have a separate Team League ranking for those who play with pickup parties of five.

 

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IN CONCLUSION

 

We’re looking forward to constantly evolving Ranked Play into a fun and competitive experience that everyone can enjoy. The feedback and testing we’ve received during the Closed Beta has been incredibly helpful and we thank our testers for the time they’ve spent in Heroes over the last few months. Our plan is to continue to improve Ranked Play even after the official launch of the game. While we do not a have a timeline for when these changes will be released, we are actively working on them and will get them into the game as soon as they are ready. As always, we’d love to hear your thoughts on these changes in the comment section at the bottom of the page.

 

What are your thoughts on these changes?

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      Base
      Pufferfish [W] Baseline Quest requirements increased from 100/200 to 200/400. Rework: Kill Slimed enemies or hit them with Pufferfish. Heroes and Structures award 4 bonus stacks. Bug Fixes
      Fixed an issue causing Azmodan's Summon Demon Warrior to not show the amount of charges available. Fixed an issue causing the Health decay of Azmodan's Demon Warriors to scale twice per level. Fixed an issue causing Azmodan's Wrath to still require the target to be under 75% Health in order to grant Annihilation. Fixed an issue causing the damage from Azmodan's Wrath to cap at 400 Annihilation rather than 450 Annihilation. Fixed an issue causing Azmodan's Battleborn to reduce the cooldown between charges instead of the charge cooldown. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation when hitting non-Heroes. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation while Blinded or if the target is Evading. Fixed an issue causing the tooltip for Falstad's Dishonorable Discharge in the Buff Bar to not show the Quest progress correctly. Fixed an issue causing the tooltip for Falstad's Frequent Flyer in the Buff Bar to not show the Quest progress correctly. The tooltip for Gazlowe's Overcharged Capacitors has been updated from duration to Health gain  Fixed an issue causing Jaina's Blizzard to have 0 range. Fixed an issue causing Jaina's Summon Water Elemental to have 0 range. Fixed an issue causing Jaina's Baseline Quest to show its progress on the UI while dead even after completing it. Fixed an issue causing Kerrigan's Baseline Quest to not gain stacks correctly after reaching 150 stacks. Fixed an issue causing Muradin's Thunder Clap to not show the amount of charges available. Fixed an issue causing Muradin's Thunder Clap to not be affected by cooldown reduction effects. Fixed an issue causing Muradin's Dwarf Toss to not show the amount of charges available. Fixed an issue causing Muradin's Dwarf Toss to not be affected by cooldown reduction effects. Fixed an issue causing the cooldown reduction from Muradin's Dwarf Launch to not work correctly. Fixed an issue causing the cooldown reduction from Muradin's Unstoppable Force to not work correctly. Fixed an issue causing Murky's Spawn Egg to not go on cooldown when destroyed or placed. Notification message for Murky having no Egg changed from "Murky's Egg" to "last Murky's Egg". Fixed an issue causing the tooltip for Nazeebo's Dead Rush to not show the Zombies duration correctly. Fixed an issue causing Nazeebo's Gargantuan Stomp to not be usable 20 seconds after Gargantuan was summoned. The tooltip for Zagara's Mutalisk has been updated from duration to Health decay.
    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Map Updates Balance Update Known Issues & Bug Fixes General
      All Quests that can lose stacks will never cause the player to fall below milestone thresholds. Pinnacle Rewards are now named Mythic Rewards to give a more Blizzard feel. So Mythic-y! The following Summoned Units now lose health each second: Demon Lieutenants, Demon Warriors, Gargantuan, Hydralisks, Roaches, Rock-It Turrets, Rush Zombies, Scarabs, Treants, Tumors, and Water Elementals. Total Health and Duration of these Summoned Units have been adjusted to compensate for this. Structures now prioritize Summoned Units when there are no remaining minions. Summoned Units no longer take half damage from Structures. XP Globe pickup sound is now also played when killing a minion that instantly yields XP. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General Watch Towers will now reset to neutral after 45 seconds of not being occupied. Volskaya Foundry Triglav Protector bonus Damage and cooldown speed increased from 25% to 40% when 2 players are inside. Warhead Junction The burn duration is now displayed on structures affected by a Warhead. Return to Top
      Balance Update
      Heroes
      Azmodan
      Base
      Globe of Annihilation [Q] Now deals 50% damage to non-Heroes. Upon reaching 225 Annihilation, Globe of Annihilation no longer deals reduced damage to non-Heroes. Window to kill minions for Annihilation increased to 3s (from 1.5s). Summon Demon Warrior [W] Demon Warriors damage increased from 32 to 83. Now deals half damage to Heroes. Demon Warriors no longer have a duration, but lose 26 Health every second. Demon Warriors no longer have Immolation. Now has 2 charges. Talents
      Level 1 Wrath REWORK: Now provides 1 stack for every 2 Basic Attacks hit against a Structure or Hero. Level 7 Art of Chaos Extra Annihilation amount reduced from 4 to 2. Bombardment Amount of time Bombardment lasts reduced from 4 seconds to 3 seconds. Master of Destruction Amount of Annihilation granted reduced from 2 to 1. Level 13 Brutish Vanguard Now slows the attacked target by 30%. Level 16 Hell Rift Damage bonus reduced from 75% to 35%. Level 20 Inescapable Annihilation NEW: Globe of Annihilation has unlimited range. Pride Moved to baseline. Now requires 450 stacks. Deathwing
      Base
      Attack Damage decreased from 155 to 110. Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. Cataclysm [R] NEW QUEST: Damage Heroes with Molten Flame to gain 1 stack. Gain 50 stacks for killing a Hero. Mythic Reward: Upon reaching 2,000 stacks, Cataclysm now deals 2,500% damage to Structures and Minions. "I AM THE CATACLYSM". Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% Molten Flame [Q] Base Damage per Second reduced from 21 to 19. Incinerate [W] Cooldown increased from 4 seconds to 6 seconds. Energy cost increased from 20 to 30. Damage increased to 100 (from 65). Lava Burst [W] Cast time reduced from 1 second to .75 seconds. Cooldown increased from 6 seconds to 9 seconds. Energy cost increased from 15 to 25. Explosion Damage increased from 30 to 35. Explosion Damage over Time increased from 6 to 7. Slow increased from 35% to 45%. Dragonflight [Z] Cooldown delay after dealing or taking damage increased from 4 seconds to 6 seconds. Cooldown reduced from 45 seconds to 15 seconds. Talents
      Level 1 Dragon Soul Healing increased from 75%, 150% to 100%, 200%. Level 4 Heat Wave Damage over Time increased from 6 to 9. Damage over Time stacks reduced from 4 to 3. Initial damage bonus increased from 125% to 150%. Level 7 Firestorm Damage increased from 70 to 77. No longer reduces cooldown of Dragonflight. Level 13 Fire and Fury Damage bonus increased from 30% to 40%. Falstad
      Base
      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Frostbitten Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis. Talents
      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Damage over Time is dealt over 4 seconds (from 5s). Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Known Issues & Bug Fixes
      Known Issues
      Jaina Ice Cold's tooltip is incorrect. Resetting Jaina's talents after finishing her quest causes issues. Zul'jin Resetting Zul'jin's talents does not reset cap. Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Return to Top
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