Sign in to follow this  
Followers 0
Zadina

heroes Health Sustain in Heroes of the Storm

1 post in this topic

FFj5GuC.jpg

During the past few days, the team has been looking into health sustain and has presented some proposals on it, asking for the community's feedback.

A discussion on health sustain was initiated four days ago in the official forums by a member of the balance team of Heroes of the Storm. Here is why they are looking into health sustain and what their proposed ideas and changes for it are.

Blizzard LogoBlizzCooper

Hey all,

My name is Matt and I am a member of the balance team for HOTS.

I’ll be coming to the forums occasionally to highlight different areas of the game that we are currently examining. With this, I’ll be looking to get your feedback, but also provide the community with additional insight into why we are investigating something and what the goals we are trying to accomplish are.

While I won’t be able to respond to every question or comment, please know that our team is listening to your feedback!

So, without further ado, the first topic: Health sustain.

This includes all sources of healing available including passive Health Regeneration, collection of Regeneration Globes, using a Healing Fountain, and a wide range of sustain talents such as Regeneration Master or Laws of Hope. Of course let’s not forget those pesky Support characters who can quickly top you off, or even returning to your Hall of Storms for a full heal.

Why are we looking at sustain, and what are we trying to accomplish?

Well, here are a few things:

• Poke heroes such as Chromie or Lunara can have much of their damage output invalidated by the constant uptick of health. This is partially why Chromie’s damage is tuned so insanely high, she essentially sits in burst territory.
• High sustain limits the reward of outplaying an opponent in a small skirmish fight. Your skillshots and those ‘small wins’ you get don’t ultimately matter that much unless you can get a kill.
• With the exception of a major lane bully like Zagara, it can be very difficult to decisively win a lane and force an opponent out. The reward for denying Regeneration Globes in lane also doesn’t end up meaning much.
• In team fights, high sustain can create somewhat passive skirmishes. Unless you have the burst damage to immediately destroy an enemy, most of your damage isn’t meaningful. This is partially why Burst Damage & CC are so prominent.

While the above is an oversimplification of a large system in the game, hopefully this provides some food for thought for your discussion.

Ultimately, we’ve experimented and discussed this internally a lot. There often isn’t a ‘Silver Bullet’ in design, and this area is no exception. There isn’t even necessarily a consensus amongst the design group of if this is even a problem or what the right solve may be.

With that all in mind, here is where we are currently leaning:

Regeneration Globes: We’re actually looking to tune these up, while also cleaning up the math on these a bit. The hope is that denying opponents access to Regeneration Globes while securing your own ends up being a more meaningful event. The math on these in the live game is awkward right now, but it works out to be roughly 6.2% of your max health and 32 mana. We’ve been playtesting with a change that increases this to 12% of your max health and 8% of your max mana.
Healing Fountains: We wanted to make using your Healing Fountain a bigger moment. A crazy first idea we had was to increase the CD on these from 100s -> 300s (and buffed accordingly). With such a long CD, it would become a huge moment and extremely deliberate of when to use a Healing Fountain. After much testing we are leaning towards a smaller change though. We’ve been playing with increasing CD from 100 -> 120s which feels meaningful but familiar. There are additional moments where that added 20s is enough to force you back to the Hall of Storms. We’ve also increased the mana provided from 20% -> 30% but kept the health the same. This ends up being an overall reduction in the HPS that these can provide.
Passive Health Regeneration: While we’ve tested quite a few variations here, one interesting test we did was simply turning off Passive Health Regeneration and not allowing players to pick any sustain talents like Regeneration Master or First Aid. This change meant that taking damage from an Abathur Mine or a Tyrande Owl was now ‘permanent’. You had to take some sort of action to remove this lost health instead of getting it back for ‘free’ over time. This change was pretty heavily contested internally so it’s not something we’re currently planning on shipping but it’s potentially something we will explore more in the future. I’m really curious what you guys think about this idea.
Support Characters: While I think we can all agree that Support heroes are a huge part of sustain, I wanted to exclude them from this initial conversation as I feel that this will overpower the discussion. Know that we are looking at Supports though, and hopefully that can be a future thread.

Please share any thoughts you have on the content above! I look forward to reading your discussions! :)

(source)

BlizzCooper returned with a summary of where the design team is at after all the feedback. The team will stick with their idea of having 12/8 Regeneration Globes and they will also try out making them time out faster. There were other ideas associated with Regeneration Globes (like having them grant XP or stats) which the team is still discussing.

As far as Healing Fountains are concerned, the community felt that their current state is fine as it is. The team would still like to test increasing their cooldown by 20 seconds, along with increasing their mana return. Moreover, the community didn't want to see changes in passive regeneration (like turning it off completely for some Heroes) and/or sustain talents; the team heard these concerns and they won't be changing anything on them. Lastly, they are aware that these changes might affect Quick Matches with no Support heroes and they will be paying close attention to them.

Lastly, it was promised that there will be a discussion about Support heroes soon. The community has various concerns on Support heroes, ranging from the need to add more of them up to how powerful they are.

What is your opinion on health sustain in HotS? Would you like to see more discussions like this one?

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

      Senior Game Designer on Heroes of the Storm said Samuro's talents have a lot of issues right now and his AA build is outperforming other builds. A talent overhaul is coming, but not in the immediate future.
      Aiming for the patch after Garrosh? We'll see.
      TL;DR
      Current Issues & Skill Ceiling
      AA build outperforms other builds and the multiplicative synergy makes builds inflexible. Samuro currently has a variety of bugs and control issues related to Images that they hope to iron out. Samuro's "E" build is weak, but talent structure needs to change before they're able to buff it. Taking the more difficult talents should be at least a few % more effective than someone taking the AA talents. Blizzard doesn't want there to be a single optimal build in high-level play, but Samuro's an exception. Illusion Master gives him a high skill-ceiling that most players will never realistically reach and the team thinks his talent design isn't doing enough to reward players who strive to reach that ceiling. Other examples of high ceiling-rewarding for plays like Samuro's Illusion Master are Wizened Duelist on Greymane Snipe Master on Nova Locked and Loaded on Tracer Convection on Kael'thas Master's Touch on Medivh The spell feels too mandatory for Medivh and it's something they should improve. The general intent is that there can sometimes be talents that are risky to take and hard touse to their full potential, but players who rise to the challenge and succeed should be rewarded for doing so. On average, the hero's overall power should remain stable. "E" Build
      His "E" build was meant to be Samuro's slippery build and when evaluating talent power, they're taking mobility into account.  The build relies heavily on talents that are highly beneficial to his other builds, which prevents them from being easily buffed, which is why talents need to be re-structured to keep everything that's cool about the build now, while tuning the "E" build up to be a more competitive choice. Another thing is that the "E" build was viable when Samuro came out, but its core talents played a big role in inflating his other builds' win rates, so they (and Wind Walk itself) got nerfed. Stealth Hero Changes
      Blizzard's "planning" to change Stealth heroes and a shift toward utility is a potential direction, nothing's set in stone though. (Source)
    • By Stan

      Are you ready to answer the call of the True Horde? Garrosh will be debuting on July 27 at ChinaJoy!
      In addition to his debut, he will be hitting PTR (Public Test Realms) on July 31 and go live a week later as with every Hero. We're still waiting for an in-development video! Credits go to MVP Proenix00 for the tweet and redditor traxium11 for providing a translation! In the meantime, you can check out the following Garrosh Hellscream tribute!
    • By Stan

      It's that time of the week again and the free Hero rotation has been updated with new Heroes available for gameplay during the week of July 25.
      Free-to-Play Hero Rotation: July 25, 2017
      Raynor Muradin Sonya Nazeebo Uther Jaina Diablo Cassia Zul'jin Leoric Zarya (Slot unlocked at Player Level 5) Brightwing (Slot unlocked at Player Level 10) Tracer (Slot unlocked at Player Level 15) Zeratul (Slot unlocked at Player Level 20)
    • By Stan

      Blizzard brought up an upcoming change to Chen's trait. Fortifying Brew will grant 25 Brew immediately when Chen starts casting it and 30 Brew per second after that.
      The time to reach max Brew is still 2.5 seconds. Front-loading a portion of Brew should make Chen players feel less frustrated when interrupted.
      Blizzard (Source)
      Hey everyone, just wanted to drop in with an update here!

      As I mentioned before, while we aren't really looking to buff Chen, we feel like the Brew-related concerns you've brought up are valid. We agree that it feels bad to have your Trait interrupted when you're low on Brew, almost like a 5-second silence. With that in mind, I'm excited to share that we're going to modify Chen's Trait.

      In an upcoming patch, Fortifying Brew will change to grant 25 Brew immediately when Chen starts drinking, and then 30 Brew per second after that (down from 40). It will still take 2.5 seconds to reach max Brew just like before, but with a big chunk of that front-loaded it should be a lot less frustrating when you get interrupted early.

      This change is feeling really good in our playtests, and I think it'll be a big quality of life boost for the Brewmaster!

      Also, while we're not looking to make large-scale talent updates at this time, we really appreciate all the feedback that's been shared in this thread and will keep it in mind for potential future changes. Thanks again! =)
    • By Stan

      Next week's sale is here and it's time to grab Zul'jin, Tassadar, various skins & mounts!
      The update begins Tuesday, July 25.
      Blizzard (Source)
      Every Tuesday, we 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. Weekly Collection Update: July 25 – August 1, 2017
      Next week's Collection Update will begin Tuesday, July 25! Check out the new list of featured items and Hero discounts below: Upcoming Hero Sales
      Zul'jin — Sale Price: 375 Gems Tassadar — Sale Price: 250 Gems
      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
      Jungle Warbringer Zul'Jin Crimson Crypt King Tassadar Gray Warden Lunara Heroic Balespider Gul'Dan Chrome Ribbit Lúcio Toxic Archangel Diablo Upcoming Featured Mounts
      Vespene Ghost Speeder Sapphire Heart Stone