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

      Gale Force Esports and Team Freedom will be battling it out tomorrow at 10:00 a.m. PDT in the newest battleground, Volskaya Foundry. SolidJake and JHow will be casting the event and Ana will be eligible for play.
      Learn more about Volskaya Foundry here. The battleground will be added to the Ranked map rotation next week.
      Blizzard (Source)
      Join us at 10:00 a.m. PDT / 7:00 p.m. CEST September 21 as Gale Force Esports and Team Freedom break in the newest Battleground to enter the Nexus, Volskaya Foundry.
      Jake ‘SolidJake’ Kulinski and Josh ‘JHow’ Howard will be casting as these top North American HGC teams battle over the course of five games. Be sure to tune into twitch.tv/blizzheroes for all the action, and yes, the newest hero Ana Amari will be eligible for play.  
    • By Stan

      Court of the Archlich bundle has been removed from the game and Kel'Thuzad now costs 10,000 Gold.
      Ana will be released next week and Blizzard has reduced Kel'Thuzad's price to 10,000 Gold (down from 15,000). He still costs 750 Gems.

      You can no longer buy Court of the Archlich skins as a bundle, but they can be forged individually with Shards.
      New Prices
      Dreadlord Jaina skins now cost 1,600 Shards. Kel'Thuzad's epic skins cost 400 Shards. Death Knight Sonya skins cost 400 Shards. Crypt Queen Zagara skins cost 400 Shards. For more information about Kel'Thuzad, feel free to read our Kel'Thuzad build guide.
    • By Stan

      Redditor Spazzo965 datamined a bunch of changes coming to the game in the latest patch, ranging from Junkrat's release date to new voice chat icons.
      Datamining
      Ana and the patch should go live on September 26. D.Va the Destroyer skin should be available on October 3 (Splash Screen). You can try out the skin on PTR, just type battlenet://heroes/skin/98/DVatheDestroyer into chat and click the link. Junkrat is due for release on October 27. Voice chat is coming soon. New icons have been found in the latest version of the client. (Source, Credits: r/ahli). You can view Spazzo's screenshot of game files here. Undocumented Changes
      Auriel's Energized Cord increases the amount of energy she gains from attacking enemy Heroes by 115% (up from 110%). Mana cost of Malfurion's Regrowth has been reduced to 40 (down from 45). Many abilities now reveal the area where they hit, for example Kel'Thuzad's Shadow Fissure. Stacking effect markers have been added to many abilities, e.g. Valla's Manticore (Image), Murky's Slime. They are only visible to the Hero causing them, so enemies or teammates won't be able to see that Kharazim's next hit will cause his trait to proc. A list of all Heroes can be found here. (Source, Credits: Spazzo965, ahli)
    • By Stan

      Ana is the latest Hero to join the Nexus roster. Learn more about the Veteran Sniper in our overview.
      Our latest Hero overview covers Ana, her abilities, talents, and available skins.
      Patch 2.28.0.57547
      The latest PTR patch notes can be found here. The patch will go live on September 26. The easiest way to test Ana and avoid queue times on PTR is by creating a Custom Game. Ana, Veteran Sniper (Hero Spotlight)
      As a founding member of Overwatch and one of the world's best snipers, Ana Amari uses her skills to protect the innocent. Though she went MIA after losing her eye, Ana's sense of duty and responsibility has brought her back to the fight.
      Shrike Ana
      The skins cost 150 Shards each. No altered voicover or animations.
      Recently, Ana has been operating in the Nexus under the alias of "Shrike" and is wanted for espionage, assault, and theft in Luxoria.

      Trait
      Shrike
      Basic Attacks apply a Dose to non-Structure enemies, dealing an additional 44 damage over 5 seconds, and stacking up to 5 times. Abilities
      [Q] - Healing Dart (Mana: 15, Cooldown: 2 seconds)
      Fire a dart which heals the first allied Hero hit for 250 Health.
      [W] - Biotic Grenade (Mana: 50, Cooldown: 16 seconds)
      Toss a Grenade at the target area. Allied Heroes hit are healed for 175 Health and receive 25% increased healing for 4 seconds. Enemies hit take 60 damage and receive 100% less healing for 2 seconds.
      [E] - Sleep Dart (Mana: 50, Cooldown: 14 seconds)
      Fire a dart that puts the first enemy Hero hit to Sleep, rendering them unable to act for 3 seconds. Sleep's effects end instantly if the target takes damage after the first 0.5 seconds. Cannot be used on Vehicles.
      Heroic Abilities
      [R1] - Nano Boost (Mana: 40, Cooldown: 50 seconds)
      Instantly boost an allied Hero, restoring 200 Mana. For the next 8 seconds, they gain 30% Spell Power and their Basic Ability cooldowns recharge 150% faster. Cannot be used on Ana.

      [R2] - Eye of Horus (Mana: 75, Cooldown: 60 seconds)
      Assume a sniping position, gaining the ability to fire up to 8 specialized rounds with unlimited range. Rounds hit the first allied or enemy Hero or enemy Structure in their path. Allies are healed for 300 and enemies are damaged for 175. Deals 50% less damage to Structures. Ana is unable to move while Eye of Horus is active.
      Talents
      Level 1
      Grenade Calibration (W) Quest: Hit enemy Heroes with Biotic Grenade. Reward: After hitting 10 Heroes, Biotic Grenade does 75% more damage per allied and enemy Hero hit. Reward: After hitting 20 Heroes, Biotic Grenade's duration on allies is increased from 4 seconds to 12 seconds, and its healing radius is increased by 100%. Piercing Darts (E) Quest: Hit Heroes with Sleep Dart. Reward: After hitting 10 Heroes, Sleep Dart now hits 2 Heroes and its range is increased by 50%. Reward: After hitting 20 Heroes, Healing Dart now hits 2 Heroes and its range is increased by 50%. Detachable Box Machine (Passive) Quest: Stack 5 Doses on an enemy Hero. Reward: After reaching maximum Dosage 5 times, Doses deal 50% increased damage to enemies with 5 Doses. Reward: After reaching maximum Dosage 15 times, unlock the Active Reload Ability, which can be activated to instantly gain 3 charges of Healing Dart. Level 4
      Air Strike (W) Activate to use Biotic Grenade with a 200% increased range, but Grenades thrown this way take 4 seconds to land. Passive: Reduce Biotic Grenade cooldown by 4 seconds. Overdose (Passive) Hitting enemies with Sleep Dart and Bionic Grenade applies 2 Doses. Aim Down Sights (Trait) Shrike can be activated to increase vision radius by 100% and Basic Attack range by 2 but reduces Movement Speed by 20%. Lasts until canceled. Level 7
      Temporary Blindness (E) After Sleep Dart's effects wear off, targets are Blinded for 2 seconds. Mind-Numbing Agent (Trait) Every Dose a Hero has reduces their Spell Power by 15%. Debilitating Dart (Active, Cooldown: 45 seconds) Activate to fire a dart which reduces the damage dealt by the first enemy Hero it hits by 50% for 4 seconds. Level 10
      See Heroic Abilities above.
      Level 13
      Speed Serum (Q) Healing Dart grants 25% Movement Speed to affected Heroes for 2 seconds. Purifying Darts (Q) Healing Dart removes Roots and Slows from the target, and heals for 20% more when doing so. Smelling Salts (Q) Healing Dart removes Stuns from the target, and grants them 50 Armor for 2 seconds when doing so. Level 16
      Sharpshooter (Q) Healing Dart's healing is increased by 5% each time it heals a Hero, up to 50%. This bonus is reset if Healing Dart fails to hit a Hero. Concentrated Doses (Q) Increase Healing Dart's healing by 10% for each Dose active on enemy Heroes. Contact Healing (W) Biotic Grenade heals for 30% more per allied and enemy Hero hit. Level 20
      Nano Infusion (R1) Allies affected by Nano Boost heal for 50% of Spell Damage dealt. Ballistic Advantage (R2) Eye of Horus rounds explode upon impact, healing nearby allies for 300 and dealing 150 damage to nearby enemy Heroes. Somnolent Doses (Trait) Upon stacking 5 Doses, Heroes are put to Sleep for 2 seconds. Dynamic Shooting (Passive) Basic Attacks increase Attack Speed by 10% for 4 seconds, up to 100%. Custom Optics (Passive) Increase the Aim Down Sights Basic Attack range bonus from 2 to 4.