Zadina

Blue Posts: Mount Speed, Party Size in Hero League, Undocumented Patch Notes

Sign in to follow this  

1 post in this topic

AY1U8PES018L1470703249499.jpg

We have an interesting selection of Heroes of the Storm blue posts with topics ranging from mount speed, party size and MMR in Hero League to undocumented patch notes, mostly concerning Auriel.

One of the most notable changes from the Gamescom build is that mount speed will be reduced from 40% to 30%. BlizzCooper explained the design process behind this change on the official forums:

Blizzard LogoBlizzCooper

Hey everyone,

We know there's been some discussion around the Mount Speed changes that were seen in the Gamescom build. In case you are not aware, we have reduced Mount Movement Speed from 40% to 30%, and also adjusted a number of equivalent powers. These changes will be coming into the PTR next week, and we're excited to see how you guys feel after playing with them.

We wanted to give you guys some insight into why we are making this change, so Alex Neyman, one of our Game Designers, wrote the following:

“Heroes of the Storm is a team brawler, and we aren’t trying to change that. From all of our internal testing, this change had a minor (healthy) impact on the number of viable strategic options and interesting choices that players can make during a game.

With that being said, our goals with reducing mount speed are:
Slowing down the 2-4 man early game gank squads on bigger maps

  • Hopefully this will allow prolonged 1v1 and 2v2 matchups when there are no battleground events up more often. You can still gank, it just won’t always be as effective, and therefore you’ll need to make harder decisions on whether it’s worth it or not.

Making map-wide team positioning matter more

  • If you commit resources to a Mercenary camp at the top of the map, you might be later to a Tribute spawn on the bottom. This will encourage more interesting strategic choices, forcing you to choose which of the minor objectives (like Mercenaries or Minion waves) are important, or potentially split up your team to get multiple done at once and still reach a map event on time.

Making recognition of the enemy team’s location on the map more significant

  • With slightly slower mounts, when an opponent disappears from view his radius of places he could potentially be is smaller, allowing more informed decisions. Which, ultimately, rewards better play and mastery of the game.

That’s briefly summarizing a few of the potential gains that slowing down mount Movement Speed should provide. It’s important to note that there are also downsides if we take it too far, but tuning Heroes’ capability to travel the map is an important part of balancing the game. Theoretically, saying “we’re reducing damage because we think burst is too high” doesn’t mean that we want to completely remove Assassin’s capability to kill someone. The same way, slowing down mounted movement speed slightly doesn’t mean that we don’t want you to quickly traverse the map. Just slightly slower! And we think that we’re getting closer to the perfect balance of the two.

Right now sticking together as 4 or 5 post level 10 is probably the correct decision 90% of the time. Our goal is to get this to maybe around 80%. Some concrete examples of the difference these mount changes make:

  • The time to run from Cursed Hollow’s top lane to bottom Tribute will be increased from 18.5 to 20 seconds while mounted, with a direct route.

  • The time to run from Sky Temple’s bottom lane to the top temple will be increased from 22 to 24 seconds while mounted, with a direct route.

To provide some insight into how we do design, sometimes we test extremes to see if the direction is even worth pursuing before settling on something that feels appropriately tuned. One such example was increasing the mounting cooldown from 4 seconds to 80 seconds, but the Movement Speed was increased from 40% to 80%. Ultimately we didn’t like the extreme change this made to Heroes of the Storm, but it make us think about where we were on the map more often. We really enjoyed that, so we wanted to bring a slightly tamer version of it to live.

We think that we’ll all still be enjoying those epic 5v5 brawls we’ve all come to love. We just might split up one or two more times between the big fights so that we can get all the minor objectives we’d like before the next big team event will start.”

(source)

This change has caused mixed reactions from the community. The discussion was taken to Reddit, where Community Manager Trikslyr had some clarifications to make.

Blizzard LogoTrikslyr

I wonder how will this affect the likes of Rehgar and such, since he can have 40% currently with the lvl 1 talent.

Many movement speed traits/etc, have been reduced to reflect the change. For example, Rehgar and Falstad have been tuned to make sure they are in line with the alterations. (source)


What about Brightwing and Dehaka? Even if you increase the cooldown, can they still teleport directly in from anywhere on the map?

In some cases, like Dehaka, there wasn't a change. He can still Brushstalk at the same rate of speed that we've all come to know. More details to come with the PTR, and you'll get to try out the changes for yourself.

The balance team took the time to dig through every interaction and make sure adjustments were made where needed. With that being said, if you do see something on the PTR that feels off, feel free to give us the feedback. We'll be keeping an eye out. (source)

Moving on to a different topic, MMR and party size in Hero League are two heavily debated topics among fans of Heroes of the Storm. The team has no plans to change party size in HL, but it still is an issue they are monitoring closely. Once again, the idea of MMR resets was shot down.

Blizzard LogoSpyrian

We know that party size in Hero League is a pretty heavily debated topic in the community. We've also had frequent and lengthy discussions on this internally. (The latest being as recent as last week!) In all cases there are those who passionately argue that Hero League should be limited to Solo Queue, but also those who would prefer to keep Duo Queues, or even expand the limit to three-player parties.

We don't currently have plans to make changes to the party sizes allowed in Hero League, but know that it's an active discussion we're monitoring both internally and in the community.

As far as MMR is concerned, we still have no plans to implement complete resets. However, we are still going to increase uncertainty with each new ranked season, much like we did for season 1.

(source)

Lastly, it looks like the team missed a couple of patch notes when they were drafting the August 24 balance update post. The expanded free hero rotation for Training and Versus A.I. games is no more. They also missed out changes to Auriel's level 4 talents; here they are:

Blizzard LogoBlizzard Entertainment

Level 4
  • Majestic Span (Q)
    • Radius increase reduced from 20 to 15%.
  • Heavy Burden (E)
    • Increased the Slow amount from 35 to 40%
  • Repeated Offense (E)
    • Reduced the number of hits required to complete the quest from 10 to 6
    • Bonus for quest completion increased from 100 to 140. The total bonus damage will remain at 200
(source)

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

      Sylvanas, Rehgar and Uther are on sale next week. Check out the full list of featured items added in next week's Collection Update!
      Blizzard (Source)
      Weekly Collection Update: Feb 27 – Mar 6, 2018
      Our next Collection Update will begin on Tuesday, February 27! Check out the list of featured items and Hero discounts below.  Upcoming Hero Sales
      Sylvanas — Sale Price: 312 Gems Rehgar — Sale Price: 312 Gems Uther — 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
      Ash Primal Queen Kerrigan  Crimson Storm Wolf Rehgar  Night Explorer Li Li  Hyper Turbo Tracer  AzGul’dan  Viridian Super Sonya  Spectre Thunder Guard Zarya  Wild Raven Sylvanas  Cobalt Cyb’arak Anub’arak  Blazing Lil’ Ragnaros  Upcoming Featured Mounts
      Tan Horse  Cloud Serpent  Hunter Space Lord’s Starbreaker
    • By Stan

      10 Sgt. Hammers on Towers of Doom. Thrusters are always active and all players start at level 10 with no talent restrictions. Play two matches of Hammer Time to collect a Lunar Loot Chest.
      Blizzard (Source)
      This week’s brawl is Hammer Time! An explosive twist on a typical match, Hammer Time lets you call down the thunder and claim Belltowers on Towers of Doom with 10 Sgt. Hammers.

      Rules
      Queue up and battle it out on Towers of Doom with either Sgt. Doomhammer or World War Sgt. Hammer. Core health for both teams halved to 20 Modified Standard play No talent restrictions, but all players start at level 10 Extended beginning game time by 15 seconds to allow for more time to choose talents Thrusters are always active for all players! Unsieging from Siege Mode is now instant for all players! The first team to claim enough Belltowers to destroy the enemy Core is victorious! Rewards
      Complete two matches of Hammer Time to earn a Loot Chest!
      Find out more about the Heroes Brawl game mode on our 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 this exciting new game mode.
    • By Stan

      Voice chat is finally available in Heroes of the Storm and this post by Blizzard will guide you through the basics of the system.
      All players must opt-in to join the team voice channel at the start of a game or upon entering a draft lobby. If you don't have a microphone, you will still be able to hear your team. The voice chat tab in the options menu can be used to adjust all settings to your liking. Use the Test button to hear how you'll sound in-game and don't forget to set up your Push-to-Talk Key.
      Blizzard (Source)
      We’re excited to announce that voice communication is now available in Heroes of the Storm! Whether you find yourself in a draft lobby, partied with a friend or two, or with your whole squad in Team League, voice communication will free your hands from the shackles of typing and make it easier than ever to coordinate with your teammates. Before you head in-game to try it out, take a moment to learn how voice channels work in Heroes and get to know the various settings you can adjust to make voice communication your own.
      Team and Party Voice
      We’ve added voice channels to Heroes of the Storm to accommodate both party voice and team voice. If you’re in a party, you’ll automatically be added to your party’s voice channel, and only party members will hear what you have to say. The opposite is also true: if you’re in a partial party and using the party voice channel, you’ll be unable to speak to or hear allies outside your party unless you switch to the team voice channel.
      By default, all players must opt-in to join the team voice channel at the start of a game or upon entering a draft lobby. A notification will appear in chat to remind you that team voice is available, and you can click it to easily join the channel. Keep in mind that voice channels—even party voice—are completely optional. You can use the new voice chat tab in the options menu to adjust auto-join settings and notification sounds to your heart’s content.
      Voice Settings
      Digging a bit further into voice settings, you can click the dropdown menus at the top to pick which device you’ll use to hear your allies’ voices, and set up the microphone you’d like to use for your own. You can click the Test button to hear how you’ll sound to your teammates in-game. However, even if you don’t have a microphone, you can still join party and team voice channels to listen-in as your allies make plans and shotcall.
      As mentioned previously, the checkboxes under Auto-Join Voice and Notification Sounds on the left side of the voice chat options menu can be used to select which voice channels you’d like to join automatically during each game, as well as to enable or disable any voice notification sounds.
      Click the Transmission Mode dropdown to decide whether you’d like to set your microphone to Push-to-Talk or Open Mic. When using push-to-talk, your allies will only hear you while you’re holding down your push-to-talk hotkey (the ` key by default). With open mic, they’ll hear everything you have to say. If you do opt for an open mic, you can adjust the sensitivity slider to stop your microphone from transmitting sound under a certain volume. Finally, run a quick test to make sure your mic is sounding good and your sensitivity is set correctly—broadcasting noise is a surefire way to get muted by your teammates!
      In addition to push-to-talk, you can set up hotkeys to quickly switch between party and team voice channels, or to turn your microphone on and off. 
      In-Game Voice
      Outside of the voice chat options menu, you’ll see a voice widget appear in the top-left corner of most game menus. Clicking this widget will allow you to quickly join, switch, or leave a voice channel. Once you enter a game, you’ll find this widget on the tab screen.
      You’ll also find microphone and speaker icons across from player names on the tab screen, which you can click to mute or unmute allies individually.
      We’ve also added a new reporting option called Abusive Voice that you can use to report players specifically for misbehavior over voice. Additionally, we’ve implemented a voice silence penalty that’s separate from chat silence penalties. This means that players who are frequently reported for Abusive Voice can receive a voice silence, which will prevent them from speaking in team voice for the duration of that penalty. They can, however, still join the team voice channel to listen to allied comms, and can still join and use the party voice channel normally.
      We hope the addition of voice in Heroes of the Storm will help you and your allies communicate more effectively on the road to your next string of victories, and perhaps make a new friend or two along the way.
      Until next time, we’ll see you in the Nexus!
    • By Stan

      Blizzard implemented voice chat and applied balanced changes and various bug fixes in this week's patch.
      Voice chat is now enabled on live servers and in addition to bug fixes, the following Heroes received balance changes:
      Maiev: The latest changes are aimed at lowering her survivability and burst damage throughput. Malthael: Healing from Soul Ripping Minions decreased, Hero-only healing increased. Mana cost of Soul Rip has been increased to 25. Zeratul: Changes to basic & heroic abilities are meant to redistribute his damage, while giving the Hero a slight buff. Xul: Base stats have been buffed and split-push potential has been toned down. Sonya: Balance changes for Sonya were supposed to go live on January 24, but Blizzard's implemented them just now. The changes include a basic attack damage reduction, Poisoned Spear & Nerves of Steel talent adjustments. Blizzard (Source)
      We’ve just released a patch to the live servers in order to implement Voice Communication, as well as apply some balance updates and bug fixes.
      General
      Voice Communication
      Voice Communication has been added to Heroes of the Storm! Read the Voice Communication blog for more information about how to use it in-game. Heroes
      Assassin
      Maiev

      Stats
      Health reduced from 2236 to 2150 Health Regeneration reduced from 4.66 to 4.48 Abilities
      Vault of the Wardens (Trait) Cooldown increased from 8 to 9 seconds Fan of Knives (Q) Damage reduced from 170 to 162 Talents
      Level 16 Armored Assault (Passive) Damage bonus reduced from 25% to 20% Vengeful Knives (E) Bonus damage per Hero hit increased from 1% to 1.2% Malthael

      Abilities
      Soul Rip (Q) Mana cost increased from 20 to 25 Healing reduced from 36 to 25 per target hit Healing from Heroic targets increased from 3% to 4% of the Hero’s maximum Health Tormented Souls (R) Cooldown reduced from 100 to 80 seconds Talents
      Level 4 Die Alone (Q) Damage bonus reduced from 75% to 50% Level 16 Soul Collector (Q) Bonus range reduced from 50% to 25% Thrall

      Abilities
      Chain Lightning (Q) Bounce range increased by 20% Zeratul

      Abilities
      Cleave (Q) Damage increased from 200 to 212 Singularity Spike (W) Damage increased from 228 to 240 Void Prison (R) Mana cost reduced from 100 to 80 Might Of The Nerazim (R) Basic Attack damage bonus reduced from 40% to 30% Specialist
      Xul

      Stats
      Health increased from 1900 to 2000 Health Regeneration increased 3.957 to 4.168 Basic Attack damage increased from 104 to 110 Abilities
      Raise Skeleton (Trait) Skeletal Warrior Health reduced from 240 to 225 Skeletal Warrior damage reduced from 23 to 21 Bone Prison (E) Cooldown reduced from 12 to 10 seconds Mana cost reduced from 80 to 70 Talents
      Level 7 Trag'Oul's Essence (Trait) Mana restoration per Skeletal Warrior attack reduced from 0.5% to 0.2% of Xul’s maximum Mana Support
      Tyrande

      Abilities
      Light of Elune (Q) Cooldown reduced from 12 to 11 seconds Warrior

      Sonya

      Stats
      Basic Attack damage reduced from 88 to 84 Talents
      Level 7 Poisoned Spear (Q) Damage reduced from 125% to 100% of Ancient Spear’s damage. Level 16 Nerves of Steel (Active) Duration reduced from 5 to 3 seconds Shield amount reduced from 30% to 25% of Maximum Health Cooldown reduced from 70 to 60 seconds Bug Fixes
      Heroes, Abilities, and Talents
      Diablo: Lightning Breath sound effects will no longer stop playing before the Ability is finished channeling. Junkrat: Heroes killed by Concussion Mine will no longer respawn at their death location and then slide across the Battleground. Junkrat: Issuing movement commands during Rocket Ride will no longer cause Junkrat to become separated from his Mount. Junkrat: Movement commands that the player did not issue will no longer appear on the terrain in front of RIP-Tire’s model. Junkrat: Targeting unpathable terrain with Rocket Ride will no longer cause Total Mayhem Grenades to visually persist on the Battleground. Junkrat: Concussion Mine can no longer displace Leoric from Wraith Walk’s starting location if the Mine is detonated in the same moment that Wraith Walk ends. Li Li: After learning the Lighting Serpent Talent, Cloud Serpent attacks that are bouncing to additional targets when the Ability expires will now correctly deal damage. Lt. Morales: The tooltip for the Healing Beam icon next to Lt. Morales’ in-game portrait will now correctly display the Ability’s cooldown duration. Malfurion: An ally who is affected by multiple Regrowths will now be correctly healed by Moonfire and have Stuns, Roots, and Slows removed by Nature's Cure. Movement Abilities: Certain movement-based Abilities, like Greymane’s Darkflight or Chen’s Flying Kick, will no longer fail to move the Hero toward a target currently affected by Varian’s Taunt or Garrosh’s Warlord's Challenge. Sgt. Hammer: Can now correctly deploy Biotic Emitters on Volskaya Foundry while in Siege Mode. The Butcher: Fixed an issue that prevented The Butcher from collecting Meat while piloting the Triglav Protector, Dragon Knight, or Garden Terror.