Sign in to follow this  
Followers 0
Odinn

heroes Hero League Party Size Changes

3 posts in this topic

13491-hero-league-party-size-changes.jpg

 

Following the Monk patch from two weeks ago, Blizzard is making further changes to the ranked play experience for players who queue for the game's competitive Hero League ladder. The patch dropped the maximum party size eligible to queue for Hero League from five to four; this update sees that number reduced to two.

 

When exactly this change will hit is unclear at this point, but it is a massive quality of life improvement for competitive play. Some players have expressed concern at inability to play in a draft format with groups of 3-4 players, which hopefully Blizzard will address in the weeks or months to come.

 

Here is the official text of the update:

 

Blizzard Icon Party Size Changes for Hero League

 

We made a few big changes to Ranked play with our latest Heroes of the Storm patch and, in the days that followed, saw quite a bit of discussion around the new maximum party size rule for Hero League. After reading through player feedback, we examined internal data in order to determine how additional party size limits might affect Ranked play, and have decided to further restrict Hero League to players who queue alone, or in parties of two.

 

When we look at the data for parties of three and four players in Hero League, we often see large skill gaps among party members. This is fine for players in a party of four, for example, who have agreed to queue together despite any differences in skill that may exist. However, the matchmaker needs to complete the team by pulling in a fifth player who queued up alone, and did not necessarily want to play with teammates of varying skill levels.

 

This can also create situations in which party members will discuss strategy with each other, but don’t end up communicating the game plan to their fifth teammate. On the other end of the spectrum, solo players may disagree with the party’s decisions, or show unwillingness to help the team. This can result in a friction for both sides if communication doesn’t improve.

 

What’s more, parties of three and four players appear in Hero League queues far less often than solo players and parties of two. As such we feel that large parties represent a small enough portion of Ranked games that we’re comfortable removing them from Hero League in order to improve overall match quality.

 

This change to restrict Hero League to solo and duo queuing players will arrive with our next game update. As always, we’re going to monitor how the new rule affects the Hero League experience, and will make further adjustments as necessary. Play a few Hero League games once the change has gone live, and let us know what you think in the official Heroes forums. Until next time, we’ll see you in the Nexus!

 

Thoughts on this change? Let us know in the comments.

Share this post


Link to post
Share on other sites

I don't like it at all. It prevents people from playing with their friends, which is just terrible. Parties of 3 and 4 players who want to play together now simply have no option for a mildly challenging experience.

 

Playing in Quick Match is a joke, since compositions and maps are random. Playing in Team League is unfeasible, since finding additional players, inviting them in your group of friends, setting up a team and playing with it is a very involved process.

 

I don't doubt Blizzard's data about how many parties of 3 and 4 there are, and it might make sense in a "big picture" sort of way, but it really seems like it's sticking it to groups of 3 and 4.

2 people like this

Share this post


Link to post
Share on other sites

Their logic is a bit off. I guess the problem that they cant mannage their system to do right matchmaking thats why they do it. This is the easiest way, but for the game it is wrong:

1. Cutting of those who play Trio or Quadro, it is bad, yes theoretically they can find the fifth player, but realisticly it is problematic, since there is much factors like time, language, dedication.

2. If system does not work, why people must pay for that?

3. Their explanation lacks a lot. For example match quality... I doubt that 4 ppl team dont do objectives but quite opposite they do it. So about what kind of match quality they talk?
 

There is a lot of ways how it is possible to solve issues like that for example:

 

If system struggles to do that, then why dont put some requirements, like level cap for inviting  + / - 5 or 4 ranks. This wont make any difference since from 10 range of ranks skill is pretty much the same. Or do options for solo player do they want to join to 4+1 or not and so on..

 

I believe they just dont want to spend time on it, since they have other projects and this is sad. Since even in OW there will be the same problem for ranked plays...

1 person likes this

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan

      The second installment of Core Concepts revolves around the importance of map awareness, laning, roaming and using the map to your advantage.
      The first part of Core Concepts served as an introduction to the game. In the second part, we're looking at battleground basics, including Mercenary camps. Core Concepts are a great source of information for new players!
      Blizzard (Source)
      The Nexus. A trans-dimensional arena where epic heroes from across Blizzard’s game universes do battle! In our second issue of Core Concepts we cover some battleground basics, and will touch on the following topics:
      The Importance of Map Awareness Laning and Roaming Using the map to your advantage If you haven’t already done so, we encourage you to download the game and check the tutorial out. The experience you earn there, coupled with the information we’ll provide in this series will help to offer you the confidence necessary for achieving victory in battle!

      THE IMPORTANCE OF MAP AWARENESS 
      Simply put, map awareness in Heroes of the Storm refers to the degree to which a player is aware of what’s going on throughout the battlefield through information gleaned from the minimap, which you can find in the lower-right corner of the screen. In addition to providing you the location of your own teammates, the minimap will reveal opponents’ positions while they are visible to your team. It will also indicate when objectives and Mercenary Camps are available, and the status of all fortifications.
      By regularly keeping an eye on your minimap, you are in a much better position to make informed decisions about where you should be focusing your efforts. Are there three enemy Heroes visible on the other side of the map? Maybe it’s time to team up and take down that half-health enemy fort.

      Being armed with the information from the map is one significant component to congealing the efforts of your team, but it’s just as important to communicate that information back to your team. In addition to team chatting via text (Enter key), you can press ALT or G + left-click to issue ping notifications to your team. If no direction is pulled, then the ping command will respond contextually to what is selected. For example, if you ping a teammate, a message will be generated for your team that you wish to lend that hero assistance.
      If you hold the ping button and left-click, then pull with the mouse – you will be provided a radial menu that allows for ‘defend’, ‘danger’, ‘on my way’, and ‘assist me’ notifications. Additionally, pressing V + left-click will issue a retreat ping to the point selected. These pings are simple and easy ways to help let your team know what your focus is, or where they should steer clear from.

      As you are communicating, try to always stay aware of where your team is and where you might be most effective. At a moment’s notice, you may see an opportunity to turn the odds in your favor, or spot a teammate in dire need of your immediate assistance. As ever, having a strong map awareness is the difference between fighting alone and working with your team as a cohesive unit.
      LANING AND ROAMING 
      From levels 1-10, it is crucial to harvest as much experience (XP) as possible from the incoming waves of minions who advance from the enemy Core across the battlefield’s lanes. This early portion of the game is an extremely critical time, as the first team to reach level 10 will unlock their Heroic Ability.

      It should also be noted that XP from downed minions is acquired so long as a Hero is within the general vicinity (approximately within vision range) of the defeated unit. This should prove helpful, especially for heroes who are soloing a lane that need to temporarily retreat to the safety of their own fort during an ambush. Heroes that have more survivability (ex: Sonya, Dehaka), or those who can apply global pressure through abilities that will let them quickly traverse the battleground (ex: Brightwing, Falstad), are great considerations for lanes that may need to be soloed.
      In addition to slain minions, Heroes will also accrue XP by destroying opposing structures, acquiring mercenaries, and killing enemy Heroes.
      Roaming refers to another strategy where instead of a focusing on a particular lane, one or more allies actively scout for easy enemy Hero kills and siege opportunities. While roaming, Heroes can hide in vision blockers, such as bushes or vents, to obscure their presence from other players until they strike. This is an especially effective strategy for capable assassins with great burst damage, who are hoping to surprise players who have wandered too far into enemy lane territory.

      Tip #1
      Towers, Forts, and Keeps give large amounts of XP when destroyed. Look for opportunities to safely bring these down. Tip #2
      There’s no need to worry about kill stealing. Killing Heroes, capturing Mercs, and destroying Structures will always grant XP to your team, no matter who landed the final blow. However, do keep in mind that your team will miss out on minion XP if no ally Heroes are in range when they die. Tip #3
      Look for opportunities in lane to deny your opponent Regen Globes (dropped by caster minions in the center of a minion wave) when they’re low on health and mana, or punish your opponent if they extend too far to grab one. USING THE MAP TO YOUR ADVANTAGE: OBJECTIVES & MERCENARIES 

      In each Battleground, you’ll capture objectives to help assail enemy fortifications and turn their Core into a smoldering pile of ash. In addition to objectives, which are specific to each Battleground, you’ll find various mercenaries that can lend aid to your team.
      Objectives
      Battleground objectives are central points of conflict, where teams create advantage and opportunity for themselves. Whether it’s the Raven Lord’s Curse, which greatly weakens your opponents’ minions and structures, or cannon fire from Captain Blackheart’s ship, objectives shouldn’t be disregarded.
      The objectives are powerful assets that can help a winning team to bolster its lead, or offer a team that’s trailing an opportunity to catch up. As they are so important to the course of battle in the Nexus, objective locations are typically where you’ll find team fights happening. Make sure to listen for objective callouts from Battleground announcers, and keep an eye on your minimap to spot their locations.
      For a brief overview of all the different Battlegrounds and their objectives, we encourage you to check the following guide.
      Tip #1
      Sometimes, it makes more sense to give up an objective if your team would be at a talent or player disadvantage during the fight. Instead, consider using this opportunity to gain some experience or capture camps uncontested. Tip #2
      In certain Battlegrounds like Hanamura and Towers of Doom, the objectives are essential for teams to bring down the enemy core, which cannot be assaulted otherwise. Mercenaries
      Most Battlegrounds feature powerful, neutral creatures, known as Mercenaries. These Mercenaries can aid your team by advancing down the lanes and attacking minions and fortresses, and there are yet other kinds of helpful Mercenary Camps which offer different bonuses.
      Mercenaries, such as Siege mercs, Bruisers, and Bosses can help sow confusion for the opponent when objectives become available. Timing a Mercenary assault in this way will give pause to enemies who will then need to choose between clearing the incoming Mercenaries, or contesting the objective. Additionally, splitting the opponents’ defenses can help in a big push against opposing fortifications, as well as give your team more vision, and more control over the map.
      Tip #1
      Mercenaries are not won by simply defeating the camp. You must stand uncontested for a few seconds on the beacon that spawns after clearing the neutral mercs. If you don’t, a keen opponent can steal the camp away from your team. Tip #2
      When capturing a Bruiser Camp, kill the Wizard first. He deals the most damage and has the lowest health. Tip #3
      Defeating a Mercenary camp in the Hanamura battleground can yield dragon spirits which seek out enemy heroes, turrets for gunning down the enemy, or healing pulses which can restore the health and mana of your team. MAY YOU BE EVER VICTORIOUS

      Thanks for checking out this second installment of Core Concepts! In case you didn't get a chance to check the first installment, you can find our Core Concepts introduction here! As we continue to publish more in the series we hope you’ll continue to provide feedback about what you found helpful, and what you’d like to see more, or less of. As ever, we wish you glory in battle – and more importantly, that you have a blast while achieving it. Until next time, we’ll see you in the Nexus!
    • By Stan

      Our spoiler-free overview of HGC Playoffs NA/EU/KR by VODs.
      You can toggle match results and current standings by clicking on "Reveal Hidden Content".
      BRAWL - teams advancing to the Mid-Season Brawl CRU - teams playing in HGC Crucible North America
      Friday, May 19
      11:00 PM B-Step ?:? Team Freedom VOD Saturday, May 20
      1:30 AM Superstars ?:? Team Freedom VOD 11:00 PM Team 8 ?:? Team Freedom VOD Sunday, May 21
      11:00 PM Gale Force eSports ?:? Team 8 VOD Match Results & Current Standings - North America (HGC Playoffs)
      Europe
      Friday, May 19
      6:00 PM Playing Ducks ?:? Tricked esport VOD 8:30 PM Team expert ?:? Team esport VOD Saturday, May 20
      8:30 PM Team Dignitas ?:? Team expert VOD Sunday, May 21
      8:30 PM Team Liquid ?:? Team Dignitas VOD Match Results & Current Standings - Europe (HGC Playoffs)
      Korea
      Friday, May 19
      11:00 AM MVP Miracle ?:? GG VOD 1:30 PM
      Tempest ?:? MVP Miracle VOD Saturday, May 20
      11:00 AM Mighty ?:? MVP Miracle VOD Monday, May 21
      11:00 AM MVP Black ?:? MVP Miracle VOD Match Results & Current Standings - Korea (HGC Playoffs)
    • By Stan

      Another week in the Nexus just started and with it, the Free-to-Play Hero rotation has been updated with 14 new Heroes.
      Weekly Sales can be found here.
      Free-to-Play Hero Rotation: May 23, 2017
      Raynor Muradin Sonya Nazeebo Uther Jaina Li-Ming Tychus Lt. Morales Lunara Illidan (Slot unlocked at Player Level 5) Stitches (Slot unlocked at Player Level 10) Rexxar (Slot unlocked at Player Level 15) Murky (Slot unlocked at Player Level 20) (Source)
    • By Stan

      Dyrus earned $52,000 for the Make-A-Wish® Foundation and as a thank you, Blizzard gave away a Genji Bundle to all of his Twitch subscribers.
      If you're a Dyrus subscriber, don't forget to check your mail. The key can be redeemed at battle.net/code.
      Redditor Daylater posted more information about the bundle here.

    • By Stan

      Weekly Sales have been updated for the week of May 23. Featured items include two Heroes, five skins and three mounts.
      You can grab Abathur and Nazeebo in next week's sales and the Welcome Bundle has no planned end-date.
      Blizzard (Source)
      We’re introducing Weekly Collection Updates to the Nexus with the arrival of Heroes of the Storm 2.0. Every Tuesday, we’re going to place a number of Heroes on sale, and swap a fresh set of cosmetics into the featured item rotation. Check out this week’s items and then head in-game to pick up anything that catches your eye.

      Next week's Collection Update will take begin on Tuesday, May 23! Check out the new list of featured items and Hero discounts below: Upcoming Hero Sales
      Abathur — Sale Price: 375 Gems Nazeebo — Sale Price: 250 Gems Upcoming Bundle
      Welcome Bundle — Purchasable using real money. No planned end-date.
      The following Skins and Mounts will enter the Featured Item Rotation, and will be unlockable using Gems until next week's Collection Update: Upcoming Featured Skins
      Molten Overqueen Zagara Plagued Dark Lady Sylvanas Caramel Kandy King Muradin Nocturnal Eagle Eye Tyrande Demonic Auriel Upcoming Featured Mounts
      Grey Horse Ringmaster’s Pride Jade Nimbus Cloud