Jump to content
FORUMS
Sign in to follow this  
Zadina

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

Recommended Posts

14821-hots-matchmaking-improvements-data

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

+ Show
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)

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan
      Mastery Rings are a new feature that was added to the game in the latest balance update. They are the successor to legacy Mastery Skins that existed back then. When you reach level 15 and 25 with a certain Hero, you will be able to purchase these augmented rings for 5,000 Gold each.
      Blizzard (Source)
      We’re adding a new feature to Heroes of the Storm that will allow you to charge into battle with an extra bit of flair: introducing Mastery Rings!
      Reaching level 15 with a hero you own will unlock the ability to use gold to purchase a Mastery Ring for that hero, which will be displayed in game as an extra adornment of your hero’s regular selection circle. Additionally, when you reach level 25 with that hero you can then purchase an even more distinct Mastery Ring with gold.
      FAQ
      Q: Can I get Mastery Rings for more than one hero?
      A: You can get Mastery Rings for as many heroes as you like, given than you’ve reached at least level 15 with those heroes.
      Q: Do I purchase these rings for each Hero separately?
      A: Yes. These rings signify experience playing individual heroes and let other players know that you know how to play your chosen hero, so Mastery Rings are hero-specific.
      Q: When will Mastery Rings become available?
      A: Mastery Rings are live now!
    • By Stan
      The in-game Collection has been updated with new Heroes available for purchase at a reduced Gem cost.
      The Scarlet Heist Event dynamic bundles are still up for sale, but there are no other skins available for purchase with Shards.
      Click here to check out this week's Free-to-Play Hero rotation and the latest balance patch.

      Hero Sales
      Heroes Old Price New Price Jaina 500 Gems 250 Gems Lt Morales 625 Gems 312 Gems Varian 750 Gems 375 Gems
    • By Stan
      The latest balance patch comes with new augmented Hero Rings, purchasable for 5,000 gold each, which are equivalent to the old Mastery Skins, Hero updates, and more.
      Patch Highlights
      General
      After completing the Scarlet Heist Questline, a set of 3 new dailies will become available. To show off your individual Heroes mastery, Blizzard has implemented augmented Hero Rings for any Hero over the levels of 15 (Level 1) and 25 (Level 2) which can be purchased for 5,000 gold each. Hero Changes
      Diablo's base health has been increased and the Mana cost of Apocalypse has been reduced. Artanis' Purifier Beam speed has been increased. Some of Rexxar's talents (Easy Prey, Flare, Hunter-Gatherer) have been nerfed. Varian's Twin Blades have been nerfed and his Taunt has been buffed to incentivize Varian players to try tanking for their teams more often. Ana has been slightly buffed and they removed the awkwardness of the way Vampiric Rounds asked players to constantly target swap after 5 Shrike stacks. Deckard Cain's potions now display their impact location before they land and the radius of Fortitude of the Faithful has increased. Li Li's Hindering Winds and Surging Winds talents swapped positions. Lt. Morales has a new Medi-Drone talent which gives her limited multi-target healing. Malfurion's Entangling Roots & Innervate have been buffed. Whitemane has some new baseline mechanics. Clemency and Inquisition now remove 1 stack of Desperation, Zeal can be activated to increase Spell Power by 25% and reduce Armor by 25 for 5 seconds on a 60 second cooldown. Saintly Greatstaff has a new functionality, and Whitemane has a new talent at level 20 which can be used to grant a target ally a permanent Zeal. Qhira's Finishing Touch has been buffed to help equalize the level 1 talent tier. Junkrat's base health and regeneration have been increased and we have some follow-up changes to even out his talents (see below for details). Li Ming received survivability buffs (Health + regen). Astral Presence was removed and the functionality implemented into Force Armor. Blizzard (Source)
      Heroes of the Storm has just been updated with Hero balance changes and bug fixes! Read on for details.
      General
      The Scarlet Heist: Daily Quests Mobsters are back! After completing the Scarlet Heist quest line, a set of three new daily special event quests will be available. Using a Special Event dialog, you can choose one of those three quests and complete it for a Scarlet Heist Chest reward, once a day, until the event ends on December 3rd, 2019, PST. New Feature: Hero Mastery Rings A lot of you may remember the old 'Mastery Skins' and we are excited to bring back another way for players to show off their mastery of individual Heroes. With today's patch, players will be able to spend 5,000 gold to purchase augmented Hero Rings for any Hero over the levels of 15 (Level 1) and 25 (Level 2). These Mastery Rings are permanent when purchased and will be placed over the top of the normal Hero Ring, becoming visible to all players while in a match. We are extremely excited to know what you think about these and appreciate hearing any feedback you have on them! Heroes
      Tank

      Diablo
      Base
      Health increased from 2670 to 2825. Black Soulstone [Trait] Bonus Health reduced from 0.4% to 0.3% per Soul. Talents
      Level 10 Apocalypse [R1] Mana cost reduced from 100 to 50. Bruiser

      Artanis
      Talents
      Level 10 Purifier Beam [R2] Movement Speed increased from 3 to 3.2.
      Rexxar
      Base
      Mend Pet [E] Mana cost increased from 55 to 60. Talents
      Level 1 Easy Prey [Passive] Damage bonus against Mercenaries and Minions reduced from 200% to 150%. Flare [Active] Cast range increased from 15 to 25. Level 4 Hunter-Gatherer [Passive] Bonus Healing Regeneration reduced from 1.25 to 1 per second per Regeneration Globe. Maximum stacks increased from 20 to 25.
      Varian
      Talents
      Level 1 Overpower [W] Bonus damage increased from 30% to 40%. Level 4 Taunt [R1] Health and Health Regeneration bonuses increased from 30% to 40%. Twin Blades of Fury [R3] Base Attack Damage reduction increased from 20% to 25%. Level 7 Lionheart [Q] Healing bonus increased from 50% to 75%. Level 16 Banner of Stormwind [Active] Cooldown reduced from 45 to 25 seconds. Banner of Dalaran [Active] Cooldown reduced from 45 to 25 seconds. Level 20 Glory to the Alliance [Passive] Banner cooldown reduction changed from 20 seconds to 50%. Healer

      Ana
      Base
      Shrike [Trait] Healing from Shrike damage from 50 to 60%. Talents
      Level 1 Vampiric Rounds [Trait] Bonus Shrike Heal from stacking 5 Doses from 1.5% to .75%. Added second reward: Increase Shrike’s Heal by .25% for every Basic Attack against Heroes that have 5 Doses. Slumber Shells [E] Additional functionality: Reduce the cooldown of Sleep Dart by 4 seconds. Level 7 Night Terrors [E] No longer reduces Sleep Dart cooldown. Modified functionality: Gain 25% Movement for 2 seconds for every Hero hit by Sleeping Dart. When a Hero wakes, they take 10% of their maximum Health in damage.
      Deckard
      Base
      Healing Potion [Q] Now displays its impending AoE to allies while the missile is in flight. Fortitude of the Faithful [Trait] Radius increased from 5.5 to 6.5. Talents
      Level 1/4/7 Gems [Active/W] Added functionality: Increases the damage of the unleashing Horadric Cube by 100%. Level 4 Ruby [Active/W] Cooldown reduced from 30 to 20 seconds. Trigger radius of Lesser Healing Potions increased from .5 to 1 (matching base potions). Level 20 Perfect Gems [Active/W] Now reduces the cooldown of all Gem talents to 5 seconds, instead of a flat 25 second reduction.
      Li Li
      Talents
      Level 4 Hindering Winds [W] Moved to level 13. Slow duration increased from 1.5 to 2 seconds. Level 13 Surging Winds [W] Moved to level 4. Cooldown reduction reduced from 3 to 2 seconds.
      Lt. Morales
      Talents
      Level 7 Vanadium Plating [W] New Functionality: Increases the duration of Safeguard by 1 second. While the target is Stunned or Rooted, Safeguard’s armor value is increased to 50. Prolonged Safeguard [W] Removed. New Talent - Medi-Drone [W] Allies with Safeguard receive 50% of the healing done by Healing Beam on other targets.
      Malfurion
      Base
      Entangling Roots [E] Cooldown reduced from 14 to 12 seconds. Mana cost reduced from 75 to 65. Innervate [Trait] Cooldown reduced from 30 to 25 seconds.
      Whitemane
      Base
      Basic Attack Damage increased from 55 to 62. Clemency [Active] Mana cost removed. Additional functionality: Removes 1 stack of Desperation. Inquisition [W] Additional functionality: Removes 1 stack of Desperation. Zeal [Trait] Added functionality: Activate to increase your Spell Power by 25% and reduce your Armor by 25 for 5 seconds. 60 second cooldown. Talents
      Level 10 Scarlet Aegis [R1] Cooldown reduced from 90 to 70 seconds. Level 13 Saintly Greatstaff [Trait] New functionality: Hitting an enemy with Searing Lash marks them for 3 seconds. Basic Attacks against a marked target deal an additional 75 damage and consume the mark. Level 20 New Talent – Guiding Light [Active] Activate to grant target ally a permanent Zeal. Only one target can have this at a time. Melee Assassin

      Qhira
      Talents
      Level 1 Finishing Touch [Passive] Modified functionality: Gain 15% Basic Attack damage. When you Basic Attack a Hero below 50% Health, gain an additional 15% Basic Attack damage and 35% Attack Speed for 3 seconds. Ranged Assassin

      Junkrat
      Base
      Vitals Health increased from 1350 to 1425. Health Regeneration increased from 2.813 to 2.969. Talents
      Level 4 BOOM POW [W] Cooldown reduction increased from 8 to 9 seconds. Level 7 Big As [E] Armor reduction increased from 10 to 15. Level 10 Rocket Ride [R2] Damage increased from 815 to 890.
      Li-Ming
      Base
      Vitals Health from 1232 to 1270. Health regen from 2.57 to 2.65 Talents
      Level 1 Astral Presence [Passive] Removed. Force Armor [Q] Additional functionality: Mana regeneration is increased by 100% while below 35% maximum Mana. Level 4 Triumvirate [W] Additional functionality: Max range Arcane Orbs also refund 40 Mana. Bug Fixes
      General
      Many abilities that were incorrectly incrementing Healing or Self Healing scores have been fixed. Protected now contributes to Healing or Self Healing Score. A.I. should no longer become stuck in a logic loop while attempting to capture Merc camps that have enemy structures nearby. User Interface
      Fixed additional issues that caused Gem purchase dialog show blank screen. Fixed typos in Boost tooltips. Fixed an issue where player names are cut off when they have a Boost active. MAC
      Fixed an issue that would cause mouse hover outlines for some objects to render solid black. Fixed an issue that would cause area of effect circles to render with an incorrect color. The latest balance update has hit the Nexus and here are the patch notes.
    • By Stan
      This week's Hero rotation includes Ana, Brightwing, Kael'thas, Zul'jin, and more.
      Free-to-Play Hero Rotation: October 15, 2019
      Player level remains unknown because Blizzard stopped updating the official forum post.
      Ana Artanis Azmodan Brightwing Cho Chromie ETC Gall Kael'thas Li Li Rexxar The Butcher Zagara Zul'jin (Source)
    • By Stan
      This week's brawl is Industrial District! The single-lane Overwatch-themed map comes with standard play and shuffle pick. Destroy the enemy core to earn a Scarlet Heist Loot Chest.
      Blizzard (Source)
      This week’s Heroes Brawl is Industrial District! Slide around and slug it out in the heart of Volskaya in this Overwatch-themed, single-lane Battleground featuring lots of conveyor belts and tons of action.
      Rules:
      Shuffle pick - Choose from one of three Heroes before entering the battle. Standard play - no talent or level restrictions. The first team to destroy the enemy Core wins! Rewards:
      Complete three matches of the Industrial District Brawl to earn a Scarlet Heist Loot Chest! Find out more about the Heroes Brawl game mode on our Heroes Brawl site; and as always, you can find more information on this week’s Brawl by clicking the Brawl Info button at the bottom of the play screen when preparing to queue for the Brawl game mode.
×
×
  • Create New...