Zadina

Health Sustain in Heroes of the Storm

Sign in to follow this  

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  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan

      Kel'Thuzad & Tassadar are on sale next week along with a fresh set of cosmetics that can be purchased with Gems until January 30.
      Blizzard (Source)
      Weekly Collection Update: Jan 23 – 30, 2018
      Our next Collection Update will begin on Tuesday, January 23! Check out the list of featured items and Hero discounts below.  Upcoming Hero Sales
      Kel’Thuzad — 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
      Frost Star Lich Kel’Thuzad Emerald Tassadar Beastmaster Rexxar Hunter First Lt. Morales Betrayer Illidan Luminescent Lurkablo Pearl Shadowpaw Li Li Prototype Mecha Dehaka Upcoming Featured Mounts
      Ringmaster’s Pride Orange Rainbow Unicorn
    • By Stan

      This week's brawl is the Temple Arena. Harness the power of the temples to destroy the enemy Core. Choose one from three randomly selected Heroes and pick your Heroic ability. No other talents are available. Complete three matches to earn a Loot Chest.
      Blizzard (Source)
      This week’s brawl is the Temple Arena! Harness the power of the Alligator, Cobra, and Jackal Temples to destroy the enemy Core!

      Rules:
      Choose from one of three randomly selected Heroes before entering the Arena. Be quick about it though, you only have 30 seconds to choose! Everyone will begin the round at level 10 and will be asked to choose a Heroic Ability. No other talents will be available. During each round, slay the enemy team’s Heroes and capture the Temple Shrines to take shots at their Core! The Core for each team will have set amounts of health based on the number of active Shrines. Each round can have 1-3 active Shrines. The first team whose Core reaches 0 health will lose the round. Be the first team to win 2 rounds and claim victory! Rewards:
      Complete three matches of the Temple Arena to earn a 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.
    • By Stan

      Learn more about new Mecha skins and bundles that went live with today's patch in the official preview!
      Now onto things that were not mentioned in the latest patch notes:
      In addition to Mecha skins, a new legendary Mecha Tyrael announcer has been added to the game, together with sprays and emojis! Blizzard also released a new video titled MechaStorm. Check it out below!
      Blizzard (Source)
      Arm your Heroes with the latest and greatest technological advancements the Nexus has to offer by picking up new Mecha Skins for Tyrael, Rehgar, and Abathur! These Mechas are built tough, with durability ratings so high they’re guaranteed to be combat-ready whenever you enter the queue, and come back swinging every time you put them through the ringer on the battlefield.
      If it’s style you’re after, our Mechas are crafted using only the finest, artisanal techniques and the rarest materials. With upgraded visual effects on their abilities and altered voiceover kits, you’ll be so sleek, sophisticated, and intimidating during hostile engagements that even D.Va will be jealous—Hell, we’ve even installed custom Hearthstone animations for Tyrael and Rehgar so you can show off even more flair when you need to make an exit.
      Now, why don’t we step over to the show floor so you can check out what we’ve got in stock.
      New Skins
      We just received a shipment containing 10 top-of-the-line models that will be sure to keep up with your every move on the battlefield! The new legendary skins listed below can be forged using shards, or opened in Loot Chests.
      Abathur
      Xenotech Abathur Saboteur Xenotech Abathur Sinister Xenotech Abathur Dehaka
      V.haka Rehgar
      Mecha Rehgar Custom Mecha Rehgar Death's Head Mecha Rehgar Tyrael
      Mecha Tyrael Deathreaper Mecha Tyrael Strike Mecha Tyrael New Bundles
      We’ve put together several Heroic Mecha Bundles so discerning pilots can acquire a range of models for their Hero of choice. If you’d rather amass a stockpile of firepower in one fell swoop, then you might prefer the MechaStorm Bundle, instead. Each of our Mecha Bundles below can be purchased using gems, but they’ll only be available until January 29, so be sure to build your arsenal before they blast off!
      MechaStorm Bundle
      Heroes
      Abathur Rehgar Tyrael Legendary Skins
      Xenotech Abathur Saboteur Xenotech Abathur Sinister Xenotech Abathur Mecha Rehgar Custom Mecha Rehgar Death's Head Mecha Rehgar Mecha Tyrael Deathreaper Mecha Tyrael Strike Mecha Tyrael Heroic Mecha Bundles
      Abathur Bundle
      Hero
      Abathur Skins
      Xenotech Abathur Saboteur Xenotech Abathur Sinister Xenotech Abathur Rehgar Bundle
      Hero
      Rehgar Skins
      Mecha Rehgar Custom Mecha Rehgar Death's Head Mecha Rehgar Tyrael Bundle
      Hero
      Tyrael Skins
      Mecha Tyrael Deathreaper Mecha Tyrael Strike Mecha Tyrael Don't forget to customize! We've added a legendary Mecha Tyrael announcer, as well as a barrage of Mecha-themed sprays and emojis to the collection that you can use to make your loadouts really sing.
      Now that you’ve had a look around, how about a test drive? Head to the featured tab in the collection to give these skins a spin in Try Mode, and we’ll see you in the Nexus.
    • By Stan

      A new patch just hit live servers and Tyrael received a rework. The previously teased Mecha skins are now available for purchase separately, or as a bundle.
      Blizzard (Source)
      Heroes
      Warrior
      Tyrael

      General
      Tyrael will now face the target of his Basic Attack after attacking.  This is a visual change, and does not directly affect gameplay Passive Spell Armor has been removed Stats
      Base Maximum Health increased from 2296 to 2468 Health Regeneration increased from 4.78 to 5.14 Abilities
      El’druin’s Might (Q) Mana cost reduced from 50 to 45 Righteousness (W) Mana cost reduced from 60 to 50 Allied Shield amount changed from a flat value to 40% of the Tyrael-only Shield value. This is the same amount of Shields, but it makes it easier to understand new Talent interactions Smite (E) Can now be cast while moving Damage increased from 144 to 150 Talents
      Level 1 Salvation (W) Moved from level 16 New functionality: Increase Righteousness’ Tyrael-only Shield amount by 25%. If the Shield is destroyed, heal Tyrael for 125 Health. (New) Justice for All (W) Increases Righteousness’ allied shield value to 100% of the Tyrael-only Shield amount. (New) Ardent Restoration (Passive) Damaging an enemy Hero grants 2.5 Health per Second to Tyrael for 5 seconds.  Stacks up to 10 times. Protection in Death (Trait) Removed Even in Death (Trait) Removed Regeneration Master (Passive) Removed Level 4 (New) Stalwart Angel (Q) Tyrael gains 25 Armor while El'druin's Might is out, and for 3 seconds after teleporting. (New) Bound by Law (Q) Increases El’druin’s Might’s slow amount from 25 to 35%. Tyrael’s Basic Attacks increase the duration of the slow by 1 second, up to 4 seconds. (New) Divine Vigor (Passive) Damaging an enemy with Smite causes Tyrael's Basic Attacks to heal him for 50% of their damage for 4 seconds. Vigorous Strike (Passive) Removed Level 7 Purge Evil (E) Moved from level 1 New functionality: Every enemy Hero hit by Smite increases Tyrael's Basic Attack damage by 30% for 4 seconds Swift Retribution (E) Movement Speed bonus increased from 10 to 20% No longer increases the duration of Smite’s Movement Speed bonus Added functionality: Now also causes Smite’s friendly effect to increase Attack Speed by 25% Angel’s Grace (Q) Removed Zealotry (W) Removed Follow Through (Passive) Removed Level 13 Sword of Justice (Q) Moved from level 16 New functionality: Can teleport with El'druin's Might twice, returning to Tyrael’s original position. Holy Ground (Q) Moved from level 16 Duration reduced from 4 to 3 seconds (New) Law and Order (W) Reduce the cooldown of Righteousness by 1 second for each enemy Hero hit by Smite.  Righteousness increases the damage of your next Smite by 25% for each ally affected. Burning Rage (Passive) Removed Angelic Absorption (W) Removed Angelic Might (E) Removed Level 16 (New) Burning Halo (Q) El'druin and Tyrael deal 15 damage per second to nearby enemies. This damage is increased by 100% for Tyrael for 3 seconds after teleporting to El’Druin. Horadric Reforging (Q) Moved from level 4 New functionality: Basic Attacks reduce the cooldown of El'druin's Might by 1.5 seconds (New) Smite the Wicked (E) Smite’s cooldown recharges 100% faster while El'druin is out and for 3 seconds after teleporting to El’Druin Blood for Blood (Active) Removed Level 20 (New) Defense of the Angels (Active) Activate to reduce all incoming damage by 40% for 5 seconds.  Any time Tyrael or an ally shielded by Righteousness take damage, reduce the cooldown by 3 seconds. 120 second cooldown (New) Seal of El’druin (Passive) Every time Tyrael casts a Basic Ability, increase his Attack Speed by 50% for 3 seconds Nullification Shield (Active) Removed Nexus Blades (Passive) Removed Bug Fixes
      Heroes, Abilities, and Talents
      Blaze: Fixed an issue allowing players to cast Flame Stream while dead if they entered a Bunker while dying. Blaze: Fixed an issue that could cause Heroes to enter permanent Stasis if they were killed just as they entered a Bunker. Hanzo & Leoric: Fixed an issue causing Towers to spawn if Leoric was directly impacted by Sonic Arrow. Malfurion & Stitches:  Fixed an issue that could cause Heroes to become unplayable if Nature’s Cure was cast while they were affected by Stitches’ Gorge. Malfurion & Zagara: Nature’s Cure can no longer cleanse Heroes of the Devouring Maw effect. Uther:  The Well Met talent will no longer affect non-Heroic units. Valeera: The Strangle talent will no longer affect non-Heroic units.
    • By Stan

      Free Hero rotation has been updated for the week of January 16 and it's the first free week for Hanzo!
      Free-to-Play Hero Rotation: January 16, 2018
      Malfurion Valla Gazlowe Johanna Thrall Dehaka Leoric Auriel Greymane Stukov Garrosh (Slot unlocked at Player Level 5) Probius (Slot unlocked at Player Level 10) Valeera (Slot unlocked at Player Level 15) Hanzo (Slot unlocked at Player Level 20) (Source)