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HotS: Matchmaking Improvements, Datamined Changes, Free Hero Rotation Dec 15-22

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Spyrian made an official blog post about the first phase of the matchmaking improvements implemented into the game with this week's patch. Meanwhile, along with the current updates, we got to see some of the future changes that were datamined yesterday. Lastly, we now know the 10 Heroes on the Free-to-Play Rotation for this week.

 

We knew from Blizzcon and various blue tweets that matchmaking improvements were going to go live by the end of the year - turns out it's this week! Phase one of the matchmaking changes has made it into live servers. What to expect? More informative loading screens, slightly longer queues, but more evenly matched games. The team is still working on perfecting the matchmaking system. Click below to show the whole official blog post.

 

Blizzard Icon Spyrian

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When Heroes of the Storm matchmaking was originally implemented, it was based on the system we used for StarCraft II. This works great for a game that’s primarily centered on 1v1 play, and StarCraft II matchmaking has historically been pretty solid. However, Heroes is team-based, and we had to create several rules, such as team composition and party size restrictions, to help tailor this system to a 5v5 game. The more rules that we added, the more difficult it became for the matchmaker to put together high-quality games. While the majority of games that the previous matchmaker put together were reasonably fair, the system still wasn’t quite hitting the mark as often as we had hoped.

 

At BlizzCon, we spoke about our plan to refactor the Heroes of the Storm matchmaker by the end of the year, and discussed many of the changes this would include. Over the past couple of months, we’ve worked to completely rework the matchmaker in order to bring you a brand new system built specifically for Heroes of the Storm. We’ve seen very positive results after running extensive internal simulations on the new system, and we’re thrilled to let you know that we’ve already brought the initial version of the new match builder to the live version of Heroes of the Storm! Now that the new system is in place, we’d like to walk you through some of the major changes we’ve implemented so far.

 

CREATING HIGH QUALITY MATCHES

During our investigation, we dove deep into the heart of the Heroes matchmaker to study extensive live data gathered from all possible matchmaking scenarios. We emerged with a much better understanding about why the system was underperforming in some areas, and what improvements we needed to make. We then set about making changes, with our primary focus set squarely on creating a new system that will consistently provide you with evenly matched games, in which both teams have an equal chance to win.

 

As a result of these changes, the Heroes matchmaker will now much more effectively group you with allies and opponents that have very similar matchmaking ratings (MMR) to your own, creating games that are fair for both sides. This will also affect Ranked play, and you may notice that all players in your Hero and Team League games are much closer in terms of Ranking. While initial data from live games indicates that we’re well on our way to accomplishing these goals, we’re going to continue monitoring the new system and make additional improvements as necessary.

 

QUEUES AND WAIT TIMES

The previous matchmaking system would work to immediately put a game together once a player’s wait time in queue reached the ten-minute mark —whether or not the players it selected for that game were equally skilled.

 

Rather than trying to get you into a match as soon as possible after a certain time has elapsed, the new matchmaking system’s primary focus is to give you the most evenly matched games that it can. If a close game cannot be created, you may be held in the queue a little longer until other players with similar MMRs are found, and a quality game can be formed. What’s more, the matchmaker will now give higher priority to those who have been waiting the longest in queue. This means that you may end up waiting a little longer for a game from time to time, but you’ll have a better match as a result.

 

Additionally, if the matchmaker believes your wait time will be excessive, it may expand its search to include players who are slightly above, or slightly below, your matchmaking rating. This will help the system find you a match more quickly, while still working to create a relatively even game for everyone it brings together.

 

It is important to note that these situations are unlikely to affect most players, but may occur for those at the extreme ends of the MMR spectrum when searching for a match during off-peak queue times.

 

MATCHMAKING CHANGES FOR PARTIES

The previous matchmaker would try to always match groups of players according to party size. This could become detrimental if a party of similar size and skill could not be found, because the matchmaker would then pull in an opposing party that may have matched in size, but didn’t necessarily measure up in terms of MMR. While new matchmaker will continue to match parties of equal size against one another, we’ve placed additional emphasis on matching teams of similar skill. This means that you may occasionally encounter party size differences between your team and your opponents, but the match you receive will be much higher quality.

 

To add to this, matchmaking will now also take a party’s ability to more effectively coordinate as a team into account when creating games. This means that if you queue alone and get matched against a party, that party will likely be of lower average skill than your team of solo players, which should help to balance out your opponents’ communication advantage.

 

Finally, the new matchmaker is capable of relaxing its standard team composition rules to help parties with unusual hero makeups —such as four specialists— more easily find a good match. In some cases, the matchmaker may even attempt to match two parties with unusual team compositions against one another. However, these situations will only arise if the resulting game will be a high-quality match in terms of skill.

 

LOADING SCREEN CHANGES

Loading screens may not have anything to do with matchmaking, but they do directly communicate who you’re matched with and against before every game you play. Despite this, we found that loading screens could do a better job communicating this information and decided to make a few adjustments.

 

Our first change to loading screens focuses on players’ portrait borders, which will now always match the game mode that they are loading into. This means that in Hero League games, you will only see players’ Hero League borders and ranks on loading screens. In Quick Match games, you will only see basic portrait borders and player levels. This should help reduce situations where players could conceal their Hero League rank, for example, behind their player level or Team League rank.

 

We’ve also added new party icons to loading screens that will indicate which players are partied together, and how many parties are in a game. Despite this first phase of matchmaking improvements, it’s still possible for new or low MMR players to be mixed in with veteran or high MMR players by partying up together.  With this change to loading screens, it should now be easier to understand how a low-rated player managed to find their way into your game.

 

KNOWN CHALLENGES AND FUTURE IMPROVEMENTS

In addition to keeping an eye on the changes we’ve made with this first phase of matchmaking improvements, we're looking forward to working on other areas going forward.

  • Matching Veterans and New Players
    • We’ve reduced the likelihood that new players will be matched with or against veteran players, but we’d still like to make further changes in this area with future updates.
  • Mixing High and Low MMR Players
    • We’ve reduced the likelihood that high and low rated players will be matched in the same games, though our first round of improvements isn’t perfect, we believe we’re on the right track. As mentioned above, it’s also still possible for this to occur when high and low MMR players queue together in parties.
    • Additionally, we’re planning to work on improving the accuracy of matchmaking ratings as a whole so that the matchmaker’s estimations of players’ skill levels are even more precise.
  • Quick Match Team Compositions
    • We’ve just added a new rule for Warriors in the Quick Match queue. This functions much like the Support rule that came before it, in that teams without a Warrior hero will no longer be matched against teams that do have a Warrior. Keep in mind, however, that this rule can still be broken by players in full parties.
    • We still have more work we’d like to do to limit unfavorable team compositions in Quick Match. For example, we’d like to limit the likelihood that one team will receive multiple “special” heroes, such as Cho’gall, Abathur, and Nova, in a future update.
  • Queue times
    • While queue times have increased as a result of our latest matchmaking changes, the number of quality matches we’re seeing has also increased. We’re going to work toward bringing queue times down, but our primary focus is going to stay centered on providing high-quality matches, and we don’t want to sacrifice good games for shorter wait times. We’ll keep you updated as we make progress toward this goal.
  • Matching with Blocked Players
    • We have heard your feedback that it’s not fun to be matched with players that you’ve added to your Blocked Communication list, and while we agree, we haven’t yet addressed this. However, it is on our radar, and we hope to work toward a solution in the future.

 

The matchmaking changes that we’ve implemented are still brand new, and none of the issues we’ve discussed here today are 100% resolved. This means that while match quality in general has improved quite a bit, it is still possible to receive an unfair game from time to time while we continue to work on further adjustments. It’s also possible that bugs in the new matchmaking system are yet to be discovered. If you happen to encounter any matchmaking issues, please head over to the official Heroes forums and let us know about your experience. Your reports will help us resolve bugs more quickly, as well as investigate unfair matches so that we can continue to strengthen the matchmaking system.

 

This is only the beginning of the changes we have in store for Heroes of the Storm matchmaking, and providing evenly matched games is still our highest priority. We’re going to keep monitoring data from live games, and will continue to make improvements with future updates. As always, thank you very much for your feedback on the matchmaking system over the past few months. We hope you’ll continue to share your thoughts with us going forward.

(source)

 

 

This week's patch didn't only bring all the changes we already knew about; it also provided a glimpse of changes to come. The guys at HeroesNexus have datamined some pretty interesting stuff. Here's a short list of them:

 

  • Greymane release date, abilities and talents. Greymane's datamined release date is January 12th 2016.
    • Suprisingly, when I logged into Heroes today, Greymane was showing off in my Home screen. I could even click on “Try now!” and “More info” and view him at the Shop. When I went back to the Home page, he was replaced by Lunara. Unfortunately, I didn’t take any screenshots. Anyone else notice that?
  • New skins. New skins have been added for Leoric and Greymane.
  • New portrait. A Leoric portrait for purchasing the skin mentioned above.
  • New bundles. Healer, Ultimate Healer and Leoric bundle with possible release dates: 12th of January 2016 for the first two, 19th of January for the third one.

You can read the full article on the datamined changes here.

 

 

Lastly, here is the Free-to-Play Hero Rotation for this week (December 15-22):

  • Azmodan
  • Diablo
  • Muradin
  • Raynor
  • Stitches
  • The Butcher
  • Lt. Morales (Slot unlocked at Player Level 5)
  • Sgt. Hammer (Slot unlocked at Player Level 7)
  • Zeratul (Slot unlocked at Player Level 12)
  • Brightwing (Slot unlocked at Player Level 15)

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      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Draft First Round pick timer has been reduced from 40 seconds to 25 seconds. Hero Ban timer has been reduced from 24 seconds to 15 seconds. Hero Pick timer has been reduced from 24 seconds to 15 seconds. Return to Top
      Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Decreased the amount of energy stored from 50% to 40% of damage to non-Heroes. Dehaka
      Base
      Dark Swarm [W] Damage reduced from 52 to 48. Talents
      Level 4 Hero Stalker Essence gain is not increased when hitting more than 2 Heroes. Essence gain now requires Dark Swarm to hit 2 Heroes. Hitting more than 3 Heroes at once no longer grants additional Essence. Lurker Strain Cooldown reduction bonus reduced from 3 seconds to 2 seconds. Level 7 Feeding Frenzy REWORK: Cooldown reduction is now a Gambit bonus, starting from 1.5 second cooldown reduction. Each death lowers this by 0.25, up to 3 times. Paralyzing Enzymes REWORK: Gambit removed. Now reduces Drag's target's healing received by 40% while Drag is active and for 2 seconds after. Level 13 Ferocious Stalker Damage bonus reduced from 60% to 50%. Level 16 Tunnelling Claws Movement speed reduced from 125% to 120%. Level 20 Contagion Now also reduces the damage of Isolation by 60%. Greymane
      Talents
      Level 1 Wolfheart Rework: Now also increases Armor granted by Worgen Form from 10 to 15. Kharazim
      Base
      Health increased from 2027 to 2080. Breath of Heaven [W] Healing increased from 285 to 295. Talents
      Level 4 Air Ally Health increased from 200 to 300. Spell Power increased from 15% to 20%. Level 10 Divine Palm Duration increased from 3 to 4 seconds. Level 13 Sixth Sense Sixth Sense now starts expiring after the Stun expires, instead of as soon as the Stun is applied. Level 20 Epiphany Cooldown increased from 60 to 70. Mana restored increased from 33% to 70%. Lúcio
      Base
      Soundwave [Q] Cooldown increased from 7 seconds to 8 seconds. Mana cost increased from 30 to 45. Talents
      Level 1 Accelerando Time to maximum increased from 4 seconds to 6 seconds. Level 4 Off the Wall REWORK: Now also refunds 15 Mana when hitting an enemy with Soundwave while Wall Ride is active. Level 7 Good Vibrations Duration of Shield increased from 7 seconds to 8.5 seconds. Level 10 High Five Cooldown increased from 20 to 25 seconds. Level 13 Heavy Casters Now also prevents Push Off from hitting multiple targets. Push Off no longer Slows the first Hero hit and instead Stuns them for 0.5 seconds. Level 16 Up the Frequency Cooldown reduction reduced from 0.4 seconds to 0.3 seconds. Up To Eleven Duration bonus from Push Off increased from 0.3 seconds to 0.5 seconds. Duration bonus from Soundwave reduced from 0.3 seconds to 0.25 seconds. REWORK: Hitting Heroes while Amp It Up is not active increases the duration of the next Amp It Up by up to 1.5 seconds. This does not limit the amount able to be gained while Amp It Up is active. Whitemane
      Talents
      Level 1 Inquisitor's Prayer After Basic Attacking an enemy Hero 3 times, Whitemane also gains a stack of Inquisitor's Prayer. Level 13 Scarlet Wrath REWORK: Now also restores .5% Mana to all Zeal targets. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused some effects to not display correctly on the Target Dummy in the Sandbox and Try Mode. Fixed an issue that caused some Movement Speed bonuses to display the incorrect value in the target info panel. Brawl
      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Deadman's Stand Fixed an issue that caused AI to not act. Fixed an issue that caused the Map Mechanic button to not be visible. Garden Arena Fixed an issued that caused the AI to not move. Punisher Arena Fixed an issued that caused the AI to not move. Trial Grounds Fixed an issued that caused the AI to not move. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      Abathur Level 10 Ultimate Evolution Clones of Kharazim that have selected Insight now treat the quest as completed. Alarak Level 10 Counter-Strike Now increases Alarak's Self Healing score for damage it absorbs. Ana Base Aim Down Sights [Trait] Fixed an issue that caused Aim Down Sight's Healing Dart bonus to last after Aim Down Sights has ended. Activating Aim Down Sights will now also Dismount Ana from the Toy Train. Azmodan Base Summon Demon Warrior [W] Fixed an issue that caused Azmodan's Demon Warrior's aura damage to not behave similar to other aura damage effects. Brightwing Base Soothing Mist [Trait] Fixed an issue that caused Smoothing Mist to activate around Brightwing when in Stasis. Dehaka Fixed an issue where Basic Attack's would potentially not consume evade stacks if attacking within .25 seconds of Drag ending. Jaina Level 16 Snowstorm Fixed an issue that caused Snowstorm's bonus to not apply correctly. Kael'thas Level 7 Sunfire Enchantment Fixed an issue that caused an active Sunfire Enchantment Spell Power buff to be removed when Kael'thas is killed. Kharazim Level 10 Divine Palm Fixed an issue that caused Divine Palm's Stasis to remove Damage Over Time effects from Kharazim. Fixed an issue that caused Divine Palm to not remove negative effects that were applied alongside the triggering effect. Greymane Level 4 Insatiable Fixed an issue that caused Human Form Basic Attacks to trigger Insatiable twice. Leoric Base Drain Hope [W] Fixed an issue that caused Stasis on Leoric or Drain Hope's target to not break Drain Hope. Li Li Fixed an issue that caused Water Serpent to move at a reduced speed. Level 4 Surging Winds Fixed an issue that caused an active Surging Winds buff to be removed when Li Li is killed. Li-Ming Level 1 Power Hungry Fixed an issue that caused an active Power Hungry buff to be removed when Li-Ming is killed. Lúcio Level 7 Good Vibrations Fixed an issue that caused Good Vibrations to not gain Shields from Soundwave hitting Neutral Mercenaries. Lunara Level 10 Leaping Strike Fixed an issue that caused Leaping Strike to stall game logic. Malthael Level 1 Fear The Reaper Fixed an issue that caused Fear the Reaper's duration indicator to not be tied to the ability button. Stitches Base Hook [Q] Fixed an issue that caused Hook to not reveal their caster if the Hook is visible. Tassadar Base Shock Ray [Q] Fixed an issue that caused Shock Ray to not reveal their caster if Shock Ray is visible. The Butcher Fixed an issue that allowed The Butcher to disjoint while collecting Fresh Meat. The Lost Vikings Fixed an issue that caused Longboat to move at a reduced speed. Tychus Level 20 Focusing Diodes Now grants an additive damage bonus. Tyrael Level 13 Law and Order Fixed an issue where maximum bonus was capped at 4 allied Heroes. The cap has been increased to 15. Whitemane Level 10 Divine Reckoning Updated Divine Reckoning's mana restoration based off of damage dealt to display only one instance of floating text. Zul'jin Level 20 Forest Medicine Selecting Forest Medicine will no longer interrupt an ongoing Regeneration channel. Return to Top
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