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Reddit Q/A Recap: Oct 13

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Blizzard hosted a Q/A on reddit related to the newest Samuro content patch. A lot of interesting questions have been answered and here's a recap.

Reddit Q/A Recap: October 13

As reported earlier, Blizzard has been answering your questions on reddit for a few hours. As the thread is somewhat long, I've highlighted the most interesting questions.

Blizzard LogoBlizzard Entertainment

Lots of people have been playing Brawl on PTR this week and having a blast. One thing that has repeatedly come up is the wish that the fountain was invulnerable. Is this something the design team would consider changing before going live?

We won't be making the change before Brawl goes live. We are listening to the feedback and made a few adjustments that will alleviate it a bit. Our formula for siege heroes was too high on PTR and you'll see a reduced amount moving forward.

In our internal testing we discussed this topic a few times, but found as players learned how to maximize their advantage on the Arena's objective it often could cost you more then you gain for removing a fountain. 

We will keep watching and listening.

Do you have any plans to add PvE type contents to Heroes Brawl, such as 10-player Co-op experience against powerful Bosses, Tower Defense-type game mode to defend the Core or specific areas from enemy waves, Marathon, and Escort?

We have been discussing this internally quite a bit, but do not have a concrete plans as of yet. We definitely like the idea and have had some fun discussing some crazy ideas.

How do you decide how fast/at what rate a quest progresses and consequently at what level it should be finished?

We'll playtest a lot, honestly. We have been very broad in how we've done various questing talents to try to discover what the right range is. We have some that are very easy to complete (Arthas), and others that take longer to complete (Regen Master). We have been looking for player feedback on which types they like, et cetera, to inform future quest designs, and any live-reactions we should make!

How do you choose between a progressional only reward (like Taste for Blood), a completion only reward (like Gul'Dans Echoed Corruption) or a mix of both?

We like to do a mix of both! We're still exploring this! Some quests lend themselves to being fine with having no progression growth, while others feel brutal if there's no power granted while making progression.

How do you decide whether questing progress should be lost on death?

This one is a little more controversial, and is more of a feel thing. If we feel the talent is high-stakes enough, then a punishment mechanic can add a lot of flavor and gameplay to the talent! It can be especially helpful if the counterplay feels lacking.

How do you choose the quest talents? E.g., why is Auriels Increasing Clarity a quest talent, but Righteous Assault isn't?

We're still trying to identify the right amount of quest talents. We don't want to do an entire tier of talents that are all Quest talents, so players can opt into/out of doing a quest. Further, some talent designs seem to lend themselves more conveniently to quest design, and other's don't.

During Hero iterations, have you tried putting a normal talent on a lower tier as a quest talent to improve talent diversity on that tier?

I don't think that specific case has happened, but we do a LOT of iteration on talents, and sometimes will move a talent from tier to tier to give that tier a healthier set of choices.

Do you think there might be a quest heroic some day?

Quest Heroic! Sounds awesome! Love the idea!

Do you have a favorite Quest talent?

I do! But it's super secret, so I can't talk about it yet :-D

Thank you for these questions! They were great, and definitely encourage me to go back to the team and try to crystallize the knowledge better so we can make better quest talents for the game as time goes on!

Infernal Shrine is the only map where the map objective is always at 100% power(of the diablo maps). Team have discuss about removing 2.5% HP per each skeletons collect by the team that didnt got the Punisher? because right now if you lose 39 skeletons vs 40 skeleton, you basically wasted a lot of time nd resource because your skeleton dont count for anything, even when on BoE damage to you count for aweakest immortal...

For Infernal Shrines we've done lots of dialing of health and power of the Punisher and wouldn't want to add a mechanic that makes him feel weaker. If we did, we would have to increase his power over all and 40 to 0 events will be very devastating.

This is why we've upped the skeleton health, added anti-clumping AI and increased the count from 30 to 40. All this is to help give both sides enough time to respond to the event and we are happy with the way it is playing.

In the end, we also like how Battlegrounds have different behaviors and require different thought exercises from our players to play it correctly. If you can't contest the event players have lots of other options, getting mercenaries, pushing forts/keeps and soaking multiple lanes to catch up in experience.

I dont play much HL, but could be nice if we can see Hero League Border (the one with the ranks) on the draft screen. This have been discuss by the UI team ?

Showing portrait borders while drafting is something we've talked about but we have to be careful what information we reveal about players during the Draft phase so I wouldn't expect any immediate changes.

Is there any plans add a more detailed profile section where we have more statistics, ability to customize heroes in draft queues, etc etc?

The UI Team is discussing ways to increase customization options for players but don't have anything to share yet. On a personal note I'm a fan of information design so I'm always looking for ways to provide more cool/useful data.

The character home screens are always so great and so is the music that comes with them are amazing. But it's kind of a shame that the art becomes useless after a new hero comes out. Is there any plans to allow us to customize our home screens with old hero splash pages? It would make use of already created content, add another possible good sink, and allow more customization and personalization to the players.

That's an interesting idea, we don't have anything planned for this but it's something to take into consideration.

And lastly, is there any plans for custom in-game UI with themes (ex Zerg, Protoss, Horde, Alliance, Heaven, etc etc) similar to what DotA2 offers?

No plans for this at the moment.

It’s all random in Heroes Brawl on choosing heroes, which means players might choose the same heroes. Will it trigger some special conversations when players just pick the same heroes, such as Muradin and Magni Muradin? The dialogue may go like: “It’s good to fight with you again, my brother!”

It's not completely random all the time. Hero duplicates are an amazing feature and would be a great polish task to add unique VO for when that happens.

I'm curious about Samuro's Mirror Image ability. As Samuro was being developed, it must have been noticed that players would want to be able to choose where the real Samuro appears after casting it.

However, the placement of the real Samuro appears to be completely random. Why is that?

Was it too powerful to let Samuro choose where to appear? Did it lead to gameplay that didn't fit the character?

There were a handful of reasons for this, but one of the primary was ease-of-control, and allowing a player to be able to immediately create their images with a single button press, no mouse invovlement.

What hero or ability will be forever left on the cutting room floor? Whose design, after some playtesting, won't ever be used? I'm aware you guys like to repurpose design, but surely there was something you tested that won't ever see the light of day, for sure. What is that thing?

Ooooh i'll take the bait! I'll take the bait!

Okay. So story time. Once upon time there was a Banshee. Well, before that, she was a High Elf named Sylvanas Windrunner, Ranger-General of Silvermoon! Until that dirty traitor, Arthas Menethil, under the influence of Frostmourne, destroyed her army, and wasn't content with simply killing Sylvanas, turned her into a Banshee. After recovering her body, she became the leader of the Forsaken, broken free from the Lich King's control!

One day, this Banshee-Queen found herself in the Nexus! She encountered an enemy Hero, and immediately tried to take control of an enemy Hero, and use their abilities! But try and try as she might, she found the world, the engine, of the nexus, of this game (for which she has no time!! ... but always finds herself in...), couldn't handle the thought of her having control of an enemy Hero, using their abilities, changing their allegiance, even temporarily!

And thus the Nexus exerted its control over the Banshee Queen, limiting her powers. Having been reminded of the dread of being under the Lich King, this very same Sylvanas now secretly fights to break out of this "Nexus", and be her true self!

None shall survive!

What 5v5 Mirror match did you personally enjoy the most in a Brawl Arena?

I love 5v5 Nova. Trying to see through all the clones and all the shimmers is a really unique experience. We liked it so much we even made a Brawl around it!

Are there any plans to add the option of a second hero to assist the enemy bot hero in try mode? I would like to try a hero against 2 opponents.

We are in a very early, exploratory, pre-production, <insert-non-committal adjective here>, potential phase of doing some radical stuff with the things that Try Me mode brings. I can't promise anything, but we'd like to let players be able to do more with those tools.

Another question is about Nexus Blades. This is one of my favorite generic talents, but new heroes (Samuro, Alarak) have different albeit interesting options. Are there any plans to give older heroes other options that complement their talents? (Looking at Illidan, Zeratul and Thrall) ( Nexus Blades suits Illidan, though)

As we go over old heroes, we'll look at all the talents in their tree, including ones like Nexus Blades, and make sure they all fit, and if they don't, find better options!

"M-move"! Will we ever get a command to move and not attack (even after the move completes)? Or have basic attacks only occur when given orders rather than passively?

Both would be wonderful additions to the game, give more control, and slightly raise ability to skillfully play many heroes. (Especially heroes that store crits or any heroes that are trying to navigate around large models that block nearby terrain e.g. BoE immortals!) 

I'd also love to see AA'ing just not be automatic -period- as a slight skill dependence increase in the game that increases the value of initiative in engagements and combos interestingly with abilities like Last Laugh -- though I'm guessing that's less likely to happen.

It's on our radar to get a Force Move command keybind in the game, so that players that want that can use it!

I don't think we'd implement a huge change to the way right-clicking auto-attacks works though, as it'd a fundamental controls change!

I think it will be difficult to fine-tune Hero balance in Heroes Brawl; could you tell us about your design philosophy on balancing in Heroes Brawl? Also, how do you plan to tune some Heroes whose playstyles change drastically with Talent selections, and some Talents/Abilities that seem not effective in Brawl environment, such as The Butcher’s Fresh Meat and Health and Mana granting effect of Nazeebo’s Voodoo Ritual?

We are relying on our standard hero balance for this mode a lot. That means there will be some heroes that are stronger and weaker. I would argue this happens on some Battlegrounds and we like that it creates a unique Hero meta for that Battleground.

Though typically we don't interfere, a great example where we do is Kharazim on Arena maps. We give him a level 1 talent trait based on which heroic he picks. If he takes Divine Palm he gets the healing trait for example.

Would you guys ever consider allowing matches in brawl to some how grant experience?

We currently award account experience for Brawl, but do not have plans for granting Hero experience. Because of the differences in Brawl modes (some are short games, some can be longer, multiple heroes, etc.), we felt it was better to give a large gold reward plus a portrait instead of having a variety of different rules around how much Hero experience is awarded.

Will popular community-created Brawl ideas/suggestions taken into consideration on Brawl designing process? Do you have any plans to host Brawl creation contest to allow players to actively participate in Brawl designing process?

We don't have any current Brawl creation contests planned, but it sounds like a fun way to get some ideas. That being said we are constantly reading forums and reddit for fun Brawl pitches. Often pitches never survive completely intact, but are great inspiration for new and exciting Brawls.

Some heroes have talents which can be strengthen by the quest completion. What is your solution to make these heroes as strong as other heroes without quest talents?

It's really much less about the power of that Hero, but much more about the power of that talent as it relates to the Hero's other talents at that Tier.

For instance, in hearthstone, you need to compare a card against other cards with the same mana cost, as they use the same slot in your deck.

Likewise, a talent needs to be on a similar powerlevel of other talents at that tier, as those are the other options for that Hero.

What hero playtested the worst in determining who to use for single hero 5v5's (ie 5 Johannas vs 5 Johannas)

5We've identified what's going on with this bug (activating W during a backswing) and how to fix it. I believe we've got the fix implemented, but i'm not sure which branch of the codebase it's in, so not sure if the fix will be live when he ships! But it will be soon!!!v5 Johannas was sooooooooooooooooo looooonnnng! It got to that point where it felt like someone does a really bad joke for so long that it turned funny. Also any 5v5 support felt really bad on Temple Arena. Imagine 5v5 Morales .... /shudder.

Are you planning to release more “Having fun” themed maps in the future? For instance, choosing five same heroes and conducting the team deathmatch or tower defense, just like what we did back in the good old days in WarCraft III?

Absolutely! That is the whole point of Heroes Brawl. We will be making lots of fun maps and crazy ideas moving forward.

Will Samuro be playable in the Blizzcon tournament?

Samuro will not be playable at the Blizzcon tournament. A hero needs to be in the wild for two weeks before it's playable in tournaments.

What do you think about having a few maps available for brawl each week instead of having just one? I suppose many players will be bored at the end of the week with one map available.

Our current goal is to offer a fun break from the regular game and feel a single Brawl a week hits the mark. We might be wrong but that's what we are going to try! This feature is aimed at supplementing standard heroes and offer that much needed break after a series of competitive games.

Lately, there has been a surge of hard/high skill cap heroes (like Samuro, Medivh, Tracer, Alarak etc). While I do agree that high skill-cap and micromanagement abilities benefit the game, I wonder if there's still space for easier heroes for the schmucks like myself that couldnt micro if my life was depending on it. So: are we gonna see some more easy heroes on the future, or is it all over-9000-APM from now on? Also: can i haz mefistow? :D

Over in Hero Design we like to make a variety of Heroes! A long while ago, we felt the game was missing these types of Heroes, thus we were welcoming to hero designs like those to open up more playmaker options!

But, we still want some heroes that are a bit more straightforward, and someone like Zarya can fit that bill. While there's still lots of skill growth for the character (landing Qs, your R's, getting high energy), it's relatively easy to shield yourself or shield an ally. Or even hit someone with a Q since you have 4 charges!

Thank you for the feedback! It's great to hear this, as oftentimes we only hear the audience side that says "Skillcap!" and it is important to remember that there's another audience that, while loving those heroes, also wants heroes they can feel comfortable playing!

With Brawl, the MVP system, the ranked update, the Lost Caverns, and the Machines of War update there has been a ton of content added in 2016. We are in October and I'm incredibly happy with the game and can't imagine what lies ahead. With Blizzcon coming up, and without spoiling anything, is there any announcements beyond new heroes that we can look forward to?

Absolutely, we are always working on cool stuff. We just can't share any of it currently. :) We also have some fun releases coming post Blizzcon but before next year as well.

Can you make Samuro’s “jump slam” attack animation to proc every time he deal a Critical Strike, similar to Warcraft III?

So fun story! That awesome jump attack animation (i think there's 2 variations?? maybe more? unsure!) has a big windup to it. However, we wanted Samuro's attacks to be quick and snappy, and so they only are allowed to have a extremely short duration windup. Further, if you activate Critical Strike, it resets their weapon's cooldown, causing the attack to happen instantly.

So as a result, we only can safely play that animation when Samuro is about to Critically Strike from Wind Walk, when we can be relatively sure that there's some time to do that windup.

Draft system used in Punisher Arena is really cool. It solves problems that ARAM community have with "randomness" of random pick feature that screw some of the comps. Could we get an option to pick this draft mode on the custom Lost Cavern?

We've been calling this new draft system Shuffle Pick. Currently no plans to add it to Lost Cavern, but we can discuss this with the team. Thanks for the question!

Samuro's enable/disable AI doesn't appear to work properly at all. 

(e.g. MI created images show hybrid AI behavior whether it is enabled or disabled (act based on AI on creation then stop after completing an order) and both settings prevent Kawarimi created images from completing Sam's last action either by following Sam around or just standing there (en/dis, respectively))

Will this likely be fixed before release or, like Rexxar, are these technical issues that we'll have to live with for awhile?  Not trying to rake you guys over the coals just honestly want to know what we should expect. <3

Okay, i have some news from our awesome devs! Yay!

"The behavior of the Mirror Images completely changes when you take Illusion Master. They stop having laning-minion AI and instead just do periodic searches around them for targets, so if you don’t give them orders or there’s no enemies around, they’ll stand around doing nothing.

Additionally, regardless of the AI being toggled off or not, when the Mirror Image ability is used, both Samuro and his Images will do a search and get an attack order to enemies nearby. This is done so that the Samuro player can always play a fresh game of Three Card Monte with his opponents by pressing Q and then letting their hands off the keyboard, as Samuro will act identically to his Images at first.

Sounds like there might be a bug with Kawarimi, though, we'll investigate!!"

Following up on this, players have pointed out a number of QoL-type issues with Samuro such as activating W "wasting" the ability if pressed mid-swing before a previous Critical Strike's animation completes. Which, if any, of these is the team working on, and which are getting highest priority for a fix before live?

We've identified what's going on with this bug (activating W during a backswing) and how to fix it. I believe we've got the fix implemented, but i'm not sure which branch of the codebase it's in, so not sure if the fix will be live when he ships! But it will be soon!!!

What do you think about the brawl where players have to kill each other? No core, no events, pure PvP.

This current Brawl is pretty close to just fighting without objectives. The Punishers are in the fights to help discourage teams from avoiding fights and playing passively. Simsala91 gives a good example of a situation where it is beneficial to not engage on the enemy team.

What kind of matchmaking is in place for Brawl? I know on the PTR matchmaking is totally wack because of inconsistent player skill/levels, but in the live game will there be MMR based off of QM or HL? or none at all?
Brawl has its own MMR that is tracked separately from the other modes. It is seeded from Quick Match. Even though there is an MMR for Brawl, we favor faster matches for Brawl because it is not a competitive mode.

When you play custom games ( such as brawl on ptr) when the game end, please make the game go back to the lobby instead of kicking everybody.

it was/is INSANELY frustrating ( and needlessly time consuming) to keep spamming [ lobby] for players, just because we couldnt keep the last gang together.

Great suggestion. That's actually something we're not happy with as well. We've had discussions about rematch functionality internally, but we don't have any concrete plans to share at this time.

What went in the decision to make Samuro manaless? He seems like he has the potential to be very very strong and it seems like mana would have helped limit how dominating he can be.

So this one is really simple...but not immediately obvious!

But it's because of his Images! With all those extra Player Nameplates running around, hurting gameplay clarity by obscuring things in-game, we cut mana so that his nameplate would be thinner, adding less weight in-game.

We even contemplated giving him and his images a completely different nameplate that was unique to them, but ultimately went with what we've got!

Is there any MMR at work when matchmaking in a Brawl? Where does this MMR come from?

Edit: Oh, that's been asked. Uh, different question then! Did you consider having the PTR cycle through Brawls faster like the Overwatch Beta did when it first got Brawls? It seems a missed opportunity that only one Brawl was tested in the PTR.

We always like getting more testing and player feedback, but we decided against it in this case because we didn't want to spoil the surprise of the upcoming brawls.

Are there plans for a brawl with all players as punishers?

We've discussed this idea and many similar style Brawls. We don't have any concrete plans on shipping one as of yet, but they are a fun idea.

Would Blizzard ever change existing hero abilities to make room for new heroes? This is specifically in reference to bringing in Overwatch heroes. For example, would Valla's Strafe ever be replaced by another heroic so that Reaper could then be brought in with his Death Blossom?

It's highly unlikely! it could be very upsetting for a significant section of the playerbase if we took away an ability they loved on a kit it made sense for.

Then again, never say never. Just highly hesitant!

No other Warcraft 3 hero has captured their kit from that game as closely as Samuro does in HotS. Did you feel it was particularly important for this character to feel very close to his origin?

Ya i thought it was pretty important! Blademaster is a beloved War3 Hero, and as it turned out, his kit transitioned over really smoothly!

You said that you had to limit Nova's Decoys when doing her rework because of Samuro. is that something we might see again, removing talents of an old hero because of an upcoming hero with similar abilities (for example, is there a danger of Zeratul losing some Cleave or Blink talents because of a possible future Maiev release?)
also, as Nova's Decoy build is so limited now, is it possible for her to get buffs in some other part of her kit so as to make her competitively viable (it's sad that she was only briefly competitive only because of the Covert Ops bug)?

it might happen again in the future, but it's not very likely.

i'll ping the live/balance team on nova!

I'm a UI/UX web designer, it's quite different from game UI design so I would love to hear some anecdotes or insight on how you guys work from sketch to final UI. Before you decide on a design (for example the brawl hero picker), do you work with interactive prototypes and preview animations in AE and then work side by side with programmers? or does it get coded directly in the game to be tested and iterate upon it?

From a UI Art perspective, we generally start with wireframes that detail out the functional elements that need to exist during the experience. Then we move to creating art mockups, this helps prove out layouts/ideas or sometimes sparks a whole new idea that changes the direction. Once things are in a stable art state and if there's time, I personally like to do a heavy pass on a motion comp (using After Effects for more effects heavy comps or Flash for functional prototypes) moving through the entire flow showing all the details, from button clicks, transitions, effects, timings and general feeling of the feature. Motion comps are extremely valuable, as they provide clarity, helping everyone involved understand the entire vision. Once everything in the motion comp is good, implementation starts with the engineering team. During implementation we iterate even more as we uncover limitations, bugs, oversights, new ideas. I'd argue that implementation is the most important phase of development since it's the only player facing element.

Have you ever think to add talent presets to chose before round, not only ultimate abilities. Or generaly to add some useful talents to hero, and balance heroes like that.

We have discussed this before and found it to be a really big rabbit hole to go down. It doesn't really fit the goals of our system of an easy game mode for players to hop into and have fun! I don't mind revisiting it at some point, but we have no current plans.

Why neither Xul nor Azmodan are available in Brawl? Their traits need creeps but they can still be useful without them.

It's not that they need creeps to be effective, but it's that we don't have proper AI support to support the demons/skeletons. We will constantly be reevaluating and trying to include as many heroes into a Brawl as possible.

Are there going to be Holiday specific events for Brawls? Also, how hard is it to try and come up with Brawl ideas.
While I can't provide any details, we've definitely been discussing how we can celebrate various holidays through Brawls.
 
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Do you have any plans to add PvE type contents to Heroes Brawl, such as 10-player Co-op experience against powerful Bosses (...)?

OH SHIT YES, we need this.

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On 10/14/2016 at 3:01 AM, Valhalen said:

OH SHIT YES, we need this.

After experiencing similar things now in Dota, TF2 and OW, I'm so down with this.

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      Welcome to the Caldeum Arcopolis, 2103 AD. A city bought and sold a hundred times over, now giant Mega Corporations hold more sway in the ever-shifting politics of the world than governments. Down on the rain slicked streets, humans, mutants, machines and synthetics all struggle to find their place in the light of the neon glow beneath the towering monuments to capitalism lording over them.
      With such oppression, the common people often turn to a life of crime. The leader of one of the largest gangs, the Azure Dragons, goes by the nickname, Chromie. Both a hacker and an anti-corporate street artist, many have said her work has an almost prophetic quality, as if she sees through time itself. The corporate media would have you believe she uses her gang of hackers to illegally ensure her prophecies become true, but lately her work has turned dark, as if she’s seen a cataclysmic force on the horizon…
      Recently, the Dragons have found an ally in the Onyx Turtles. While it’s rare to see the gangs working together, as the noose of systemic oppression has grown tighter, those in the underbelly of the mega-city have had to find new ways to survive. Kharazim and his Turtles are a harder sort of stock than most, with many known gladiators and street fighters serving in the ranks. This new alliance has provided the Azure dragons a strong defense against threats in the physical world.
      High above, the Jigoku Cybenetics Corporation, a primary manufacturer of mechanical augmentations, has become a target of both groups. In the mean streets, human enhancement has become one of the few options left to move the playing field more into the favor of those willing to bend the law. But their efforts have not gone unnoticed, and any who would dare to impugn the honor of Jigoku find themselves in the sights of the CyberOni, Jigoku’s elite agents: merciless killers at the beck and call of their bureaucratic masters.
      Caldeum Complex Quest Chain
      Make Contact with the Dragons: Capture 8 Mercenary camps in winning games Reward: Azure Dragons Spray and 3 Day Boost Meet the Azure Prophet: Win 2 games as a Melee or Ranged Assassin Reward: Azure Dragon Chromie Portrait and a Caldeum Complex Loot Chest Earn the Turtles’ Trust: Contribute 25,000 XP in winning games Reward: Onyx Turtles Spray and 250 Gold Spar with Kharazim: Win 2 Games as Healer or Support Reward: Onyx Turtle Kharazim Portrait and Cyberpunk Phrases Pack Join the Tigers’ Hunt: Kill 150 Minions in winning games Reward: Ivory Tigers Spray and 250 Gold Prove Your Valor to Johanna: Win 2 games as Tank or Bruiser Reward: Ivory Tiger Johanna Portrait and a Caldeum Complex Loot Chest Take Down the CyberOni Butcher: Achieve 50 takedowns in winning games Reward: Jigoku Cybernetics Spray and Jigoku Cybernetics Butcher Portrait Raid Jigoku Cybernetics Research Facility: Destroy 10 Forts or Keeps in winning games Reward: Jigoku Cyber Oni Warboar and 500 Gold Caldeum Complex Loot Chests
      Starting the week of March 26, all Loot chests earned through progression (except Hero-specific Chests), Heroes Brawl, or by spending Gold will be Caldeum Complex Loot Chests. These loot chests guarantee at least one item from the Caldeum Complex or previous years’ Lunar New Year Spring events. Carve out your place among the infamous gangs and score yourself some sweet loot before the streets calm on April 30!
      Note: Loot Chests earned prior to the start of this event will not become Caldeum Complex Loot Chests.
      Storm League
      Hero League and Team League have been merged into a single ranked queue: Storm League Players must have 16 or more Heroes available and account level 50 or above to queue for Storm League Additional Details: Players can choose their preferred roles in the Ranked menu, so other team members can understand their play style Players can see party members’ win count under their rank badges on the Storm League queue screen The starting MMR in Storm League will be taken from a player’s last highest MMR from Hero League or Team League, whichever is higher Players will be prevented from queuing up in Storm League as a party together if their rank difference is more than 2 leagues apart There is a tooltip available to indicate this Exception: For players in a party of 5, any member outside the party’s League spread maximum will not be counted toward matchmaking requirements Exception: Players who have not yet placed are able to play with anyone Leaderboards have been updated to reflect Storm League Heroes
      We have recently revamped hero roles. For more information on this, check out our blog here.
      Healers
      Lúcio

      Abilities
      Crossfade (W) Healing decreased from 16 to 15 per second Movement Speed aura reduced from 20% to 10% Amp It Up (E) Healing Boost heal reduced from 114 to 112 per second Speed Boost Movement Speed reduced from 45% to 30% Wall Ride (Z) Moved from (Trait) to (Z) Skate Mode (Z) Removed New Trait – Push Off While Wall Ride is active, you can jump off the wall, dealing 100 damage and slowing all enemies hit by 75% for 1 second Talents
      Level 1 Maximum Tempo (E) Removed Party Mix (E) Moved from Level 7 New Talent – Smooth Moves (Z) Increase Wall Ride duration by 1 second; while Wall Ride is active, your Basic Attacks heal Lúcio for 30% of their damage and restore 0.5 Mana Level 4 Chase the Bass (Q) Removed Subwoofer (Q) Additional functionality: Close enemies are knocked back 75% further Quest: Hit 3 enemy Heroes with the same Soundwave Reward: Increase Soundwave arc by 50% and range by 20% New Talent – Supersonic (Trait) Push Off recharges 100% faster while you have the Wall Ride buff Level 7 Sonic Amplifier (W) Removed Reverse Amp (W) Moved from Level 10 New functionality: While Amp It Up is active, Healing Boost deals 50 damage a second and Speed Boost slows by 20% to enemies in the aura New Talent – Good Vibrations (Q) Every enemy hit with Soundwave grants Lúcio a 35-point Shield for 7 seconds; this value is tripled for enemy Heroes hit Level 10 New Heroic – High Five (R) Activate: Quickly skate towards target allied Hero, healing them for 250 and granting Unstoppable for 1 second (15 second cooldown per allied Hero) Level 13 Beat Mixing (W) Removed Can't Stop, Won't Stop (Trait) Removed Back in the Mix (Trait) Removed Hard Style (Trait) Removed Slip (Z) Moved from Level 1 New functionality: While Wall Ride is active you gain 20 Armor and if you pass through an enemy Hero, you gain 40% Movement Speed for 1 second New Talent – All Together (W) Each allied Hero in your Crossfade aura grants 5% base Movement Speed (this bonus stacks with other Movement Speed buffs) New Talent – Heavy Casters (Trait) Push Off no longer Slows but instead Stuns enemies for 0.5 seconds Level 16 Bring it Together (E) Removed Up the Frequency (E) No longer reduces Mana Cost Additional functionality: While Wall-Riding, increase your Basic Attack range by 40%; Basic Attacks lower the cooldown of Amp It Up by .45 seconds New Talent – Up to Eleven (E) Activate: Increase the duration of your active Amp It Up by 2 seconds (60 second cooldown) Level 20 Synaesthesia Auditiva (E) Removed Bonus Track (E) Removed Nonstop Remix (R) Removed New Heroic Mastery – Mixing Fire (R) You can now High Five enemy Heroes, damaging them for 225 and reducing all healing done to them by 50% for 3 seconds. Passive: Increase the duration of Amp It Up by 1 second New Talent – House Party (W) All of your healing is increased by 10% for each allied Hero in your aura New Talent – Summer Anthem (W) Activate: Other allies in your Crossfade aura cannot be reduced below 1 Health for 1.5 seconds (75 second cooldown) Developer Comment: Lúcio’s rework is unlocking some new ways to help your allies and further harass your enemies! His old Trait, Wall Ride, is still completely functional but has been moved to his Mount (Z). The replacement Trait, Push Off, is a new utility Ability that gives Lúcio more mobility with a built-in way to peel enemies for his allies.
      That is just the beginning, though, as Lúcio has also gained a new Heroic Ability—High Five. This Ability allows him a small bit of burst healing to help compete with Sound Barrier while also granting an on-demand Unstoppable buff to allies that may have bitten off more than they can chew. If you were a big fan of Reverse Amp, no need to worry, it stays on his kit in the form of a talent and has similar functionality! In response to the added power, we are slowing him down a little so he is not quite as frustrating to lock down.
      Ranged Assassins
      Chromie

      Abilities
      Sand Blast (Q) Now hits all enemy types, though stops travel after one hit Deals 50% damage to Structures Baseline quest has been removed Casting a Sand Blast now spawns an Echo that replicates Chromie’s Sand Blasts and Basic Attacks, dealing 50% damage; Maximum of one Echo active at a time Damage reduced from 315 to 280 Cooldown increased from 2.5 to 3 seconds Cast time reduced from .8125 to .5 seconds Initial missile speed has been reduced, but acceleration has been added The time the missile takes to travel its full distance has been increased from .4375 to .625 seconds Dragon's Breath (W) Ground warning is no longer visible to enemy heroes Damage reduced from 390 to 195 Now fires a succession of 3 blasts with a 0.75 second delay towards a vector targeted direction Cooldown increased from 8 to 15 seconds Mana cost increased from 50 to 75 Time Trap (E) Once placed, now requires Chromie to re-activate the Trap with (D) to detonate and puts all units in the area in Time Stop Now affects allies as well as enemies Search area increased from 1.5 to 2 radius Mana cost increased from 25 to 30 Health increased from 300 to 500 Timewalker/Bronze Talons (Trait) The Bronze Talons Basic Attack component of her trait has been removed Talents
      Level 1 Deep Breathing (W) Stacks increased from 12 to 25 Bonus reduced from 5 to 2 per stack Bonus at maximum stacks reduced from 140 to 50 New Talent – Once Again the First Time (Q) Quest: Hit an enemy Hero with Sand Blast 40 times Reward: Sand Blast’s maximum Sand Echoes increased from 1 to 2 Mounting Sand (Q) Removed Level 2 Andorhal Anomaly (E) Moved from Level 18 No longer causes all three charges to refresh at once Additional functionality: Reduces the cooldown of Time Trap by 5 seconds All Time Traps are detonated at the same time New Talent – Chronic Conditions (E) After Time Stop ends, enemies affected by Time Trap are Slowed by 25% for 3 seconds and allies gain 25% Movement Speed for 3 seconds New Talent – Time Troubles (E) After Time Stop ends, enemies affected by Time Trap lose 20 Armor for 3 seconds and allies gain 20 Armor for 3 seconds Enveloping Assault (W) Removed Timely Surprise (E) Removed Level 5 Mobius Loop (W) Cooldown reduction reduced from 3 to 1.5 seconds per enemy Hero hit Mana return reduced from 100 to 40 per enemy Hero hit Bronze Talons (Q) Has been redesigned When Chromie hits an enemy Hero with Sand Blast, she deals 30% additional Basic Attack damage for 5 seconds New Talent – A Proper Greeting Passive: When Chromie damages a Slowed, Rooted, or Stunned enemy Hero, she deals 25% additional damage for 5 seconds Dragon's Eye (W) Removed Chrono Sickness (E) Removed Level 8 Slowing Sands (R1) Redesigned: Slow now increases the longer an enemy is in the affected area Now Slows by 5% every 0.25 seconds, up to a maximum of 70% Temporal Loop (R2) Range reduced from 11 to 8 Now also increases the recharge rate of Chromie’s Basic Abilities by 500% for 3 seconds Level 11 Here and There (Active) Now has a range of 9 Now teleports Chromie to a targeted location near a Sand Echo, and teleports the Sand Echo back to her old location New Talent – Gnome Speed Ahead! (Q) After casting Sand Blast, Chromie gains 200% increased Health and Mana Regeneration and 20% Movement Speed for 3 seconds Bye Bye! (B) Removed Level 18 New Talent – Unravelling (R1) Every 0.25 seconds, enemy Heroes Slowed by Slowing Sands have their Spell Armor reduced by 2, up to 30 Stuck in a Loop (R2) Now also increases the duration of Temporal Loop’s cooldown reduction buff by 3 seconds New Talent – Blessing of the Bronze Passive: While Chromie is alive, she and all her allies gain 10% Movement Speed and their Basic Abilities recharge 30% faster Pocket of Time (R1) Removed Developer Comment: Our goal with this Chromie update is to create various degrees of success that Chromie can enjoy, so that she doesn’t feel like quite the same all-or-nothing mage that she’s historically been. Traditionally, Chromie has often required a hard counter to keep her in check or completely wrecked an opposing team, creating polarizing experiences.
      We’re instituting a lot of changes that allow Chromie to get partial success with her Abilities (multiple Sand Blasts baseline, 3 blasts of Dragon's Breath), while also widening her toolkit (friendly Stasis, Basic Attack damage, PvE damage). While we’re diversifying her kit, we also want to make sure that Chromie feels special, and we think that her Sand Echoes and predictive gameplay with Dragon's Breath are still unique parts of her that embody the feeling of artillery mage while still having moments of counter play for opponents.
      Lunara

      Talents
      Level 4 Blossom Swell (Q) Movement Speed bonus reduced from 15% to 12% This Movement Speed bonus now stacks with other Movement Speed bonuses Developer Comment: Due to Lunara’s unique Movement Speed mechanics, our recent update to Blossom Swell was not as beneficial to Lunara as we had hoped. To address this, we are slightly reducing its bonus but allowing it to stack with other Movement Speed bonuses, including Lunara’s trait, which should dramatically increase the total Movement Speed that she gets from this talent.
      Bug Fixes
      Fixed an issue where the healing nameplate UI would be hidden when the total equals 0. Fixed an issue where broadcasts would sometimes appear twice when sent Revamped Hero roles, further reworks, and a merged Hero & Team League are coming soon!
    • By Stan
      Chromie and Lucio were revamped in the latest patch and here's a look at their updated abilities and talents.
      Chromie
      Trait
      Timewalker
      Chromie has traveled to the future, and as such, will learn her Talents 2 levels earlier than her teammates! Detonate Time Trap Detonates active Time Traps. Basic Abilities
      Sand Blast [Q] (Mana: 20, Cooldown: 3 seconds)
      After 0.5 seconds, fire a missile that deals 280 damage to the first enemy hit. Deals 50% damage to Structures. Casting Sand Blast leaves an Echo behind that mimics Chromie's Sand Blast and Basic Attack, dealing 50% damage. Maximum of 1 Echo active at a time. Dragon's Breath [W] (Mana: 75, Cooldown: 15 seconds)
      Vector Targeting Launch 3 blasts into the air that land every 0.75 seconds towards the targeted direction, dealing 195 damage each. Time Trap [E] (Mana: 30, Cooldown: 15 seconds)
      Place a Time Trap that arms and Stealths after 2 seconds. Chromie's Trait can be activated to detonate the trap, placing all nearby allied or enemy Heroes in Time Stop for 2 seconds. Maximum of 1 trap active at a time. Heroic Abilities
      Slowing Sands [R1] (Mana: 4 per second, Cooldown: 5 seconds)
      Summon a sand vortex that Slows enemies by 5% every 0.25 seconds, up to 70%. Temporal Loop [R2] (Mana: 60, Cooldown: 50 seconds)
      Choose an enemy Hero. After 3 seconds, they are telported back to the location where Temporal Loop was cast on them. Basic Abilities recharge 500% faster for 3 seconds after casting Temporal Loop. Talents
      Level 1
      Once Again the First Time [Q]
      Quest: Hit 40 Heroes with Sand Blast. Reward: Increase the maximum number of active Echoes to 2. Deep Breathing [W]
      Quest: Every time Dragon's Breath hits a Hero increase its damage by 2, up to 50. Reward: After hitting 25 Heroes, increase its damage by an additional 50 and also increase Chromie's vision radius by 100%. Timewalker's Pursuit [Active, Cooldown: 25 seconds]
      Quest: Gather 15 Regeneration Globes. Reward: After gathering 15 Globes, Chromie gains 5% Spell Power and her Mana Regeneration is increased by 1. Level 2
      Chronic Conditions [E]
      After its Time Stop ends, enemies affected by Time Trap are Slowed by 25% or 3 seconds and allies gain 25% Movement Speed for 3 seconds. Time Troubles [E]
      After its Time Stop ends, enemies affected by Time Trap lose 20 Armor for 3 seconds and allies gain 20 Armor for 3 seconds. Andorhal Anomaly [E]
      Increases the charges and maximum active Time Traps to 3, and reduce its cooldown by 5 seconds. Level 5
      Bronze Talons [Q]
      Hitting a Hero with Sand Blast grants 30% additional Basic Attack damage for 5 seconds. Mobius Loop [W]
      Hitting a Hero with Dragon's Breath reduces its cooldown by 1.5 seconds and restores 40 Mana. A Proper Greeting [Passive]
      Damaging a Stunned, Rooted or Slowed enemy Hero grants 25% additional damage for 5 seconds. Level 8
      Slowing Sands [R1] (Mana: 4 per second, Cooldown: 5 seconds)
      Summon a sand vortex that Slows enemies by 5% every 0.25 seconds, up to 70%. Temporal Loop [R2] (Mana: 60, Cooldown: 50 seconds)
      Choose an enemy Hero. After 3 seconds, they are telported back to the location where Temporal Loop was cast on them. Basic Abilities recharge 500% faster for 3 seconds after casting Temporal Loop. Level 11
      Gnome Speed Ahead! [Q]
      After casting Sand Blast, Chromie gains 20% Movement Speed and 200% inreased Health and Mana Regeneration for 3 seconds. Here and There [Active, Cooldown: 30 seconds]
      Activate to teleport to an area near an Echo, swapping it with Chromie's previous location. Time Out [Active]
      Activate to place Chromie in Stasis and gain Invulnerability for up to 5 seconds. Can be reactivated to end the effect early. Level 14
      Shifting Sands [Q]
      Hitting an enemy Hero with Sand Blast grants 8% Spell Power for 10 seconds, up to a maximum of 40%. The duration is refreshed whenever an enemy is damaged by the primary Sand Blast. Fast Forward [Q]
      If Sand Blast travels at least 70% of its base distance and hits a Hero, its cooldown is reduced to 0.75 seconds. Quantum Overdrive [Active, Cooldown: 30 seconds]
      Activate to increase Spell Power by 25% for 10 seconds. Level 18
      Unraveling [R1]
      Every 0.25 seconds, enemy Heroes Slowed by Slowing Sands have their Spell Armor reduced by 2 up to 30. Stuck in a Loop [R2]
      Temporal Loop teleports the target a second time after the first, and Basic Abilities continue recharging for an additional 3 seconds Piercing Sands [Q]
      Sand Blast now pierces all enemies hit. Blessing of the Bronze [Passive]
      While Chromie is alive, her all allied Heroes gain 10% Movement Speed and their Basic Abilities recharge 30% faster. Lucio
      Trait
      Push Off [D]
      While moving alongside terrain, activate to slide towards a targeted location. Enemies hit take 100 damage and are Slowed by 75% for 1 second. Basic Abilities
      Soundwave [Q] (Mana: 30, Cooldown: 7 seconds)
      Deal 105 damage to enemies in an area and knock them back. Crossfade [W]
      Play one of two music tracks for Lucio and his allies. Crossfade - Healing Boost: Passively heal Lucio and nearby allied Heroes for 15 health per second. Crossfade - Speed Boost: Increase the Movement Speed of Lucio and nearby allied Heroes by 10%. Amp It Up [E] (Mana: 90, Cooldown: 13 seconds)
      Raise Lucios Crossfade track volume for 3 seconds, amping Healing Boost to 112 health per second and Speed Boost to 30% increased Movement Speed. Heroic Abilities
      Sound Barrier [R1] (Mana: 100, Cooldown: 80 seconds)
      After 1 secnd, Lucio and nearby Allied Heroes gain a 1296 point Shield that rapidly decays over 6 seconds. High Five [R2] (Mana 50, Cooldown: 15 seconds per ally)
      Quickly skate to an allied Hero. Upon arrival, the ally is granted Unstoppable for 1 second and is healed for 250. Talents
      Level 1
      Party Mix [W]
      Quest: Play Lucio's Crossfade tracks to nearby allies for a total of 8 minutes. Multiple allies provide additional time. Reward: Permanently increase Crossfade's range by 20%. Accelerando [Z]
      Wall Ride's Movement Speed bonus gradually increases to 40% over 4 seconds while Lucio maintains its effect. Smooth Moves [Z]
      While Wall Ride is active, Basic Attacks heal for 30% of the damage dealt and restore 0.5 Mana. Passive: Increase Wall Ride duration by 1 second. Level 4
      Subwoofer [Q]
      Enemies within the first half of Soundwave's range are knocked back 75% further. Quest: Hit 3 enemy Heroes with a single Soundwave. Reward: Increase Soundwave's arc by 50% and its range by 20%. Off the Wall [Q]
      Hitting an enemy with Soundwave while Wall Ride is active reduces its cooldown by 3 seconds. Supersonic [D]
      While Wall Ride is active, Push Off's cooldown recharges 100% faster. Level 7
      Good Vibrations [Q]
      Hitting an enemy with Soundwave grants Lucio a 35 Shield for 7 seconds. Hitting enemy Heroes grants 3 times this amount. Reverse Amp [W]
      Blast Lucio's active Crossfade track at enemy Heroes. While Amp It Up is active, Healing Boost deals 50 damage per second and Speed Boost Slows by 20%. This ability is unaffected by Crossfade talents Boombox [Active, Cooldown: 20 seconds)
      Place a boombox that plays Lucio's active Crossfade track for 30 seconds. Its volume adjusts with Amp It Up. Crossfade tracks do not stack. Level 10
      Sound Barrier [R1] (Mana: 100, Cooldown: 80 seconds)
      After 1 secnd, Lucio and nearby Allied Heroes gain a 1296 point Shield that rapidly decays over 6 seconds. High Five [R2] (Mana 50, Cooldown: 15 seconds per ally)
      Quickly skate to an allied Hero. Upon arrival, the ally is granted Unstoppable for 1 second and is healed for 250. Level 13
      All Together [W]
      For each ally affected by Crossfade, Lucio gains 5% Movement Speed that stacks with other bonuses. Heavy Casters [D]
      Push Off no longer Slows enemies, and instead Stuns them for 0.5 seconds. Slip [Z]
      While Wall Ride is active, passing near an enemy Hero increases its Movement Speed bonus to 40% for 1 second. Passive: Wall Ride grants 20 Armor. Level 16
      Rejuvenescencia [E]
      While Amp It Up is active, Crossfade's Healing Boost heals for an additional 2.5% of the target's maximum Health each second.
      Up the Frequency [E]
      Hitting enemy Heroes with Basic Attacks reduces the cooldown of Amp It Up by 0.45 seconds. Passive: Wall Ride increases Basic Attack range by 2.2. Up To Eleven [Active, Cooldown: 60 seconds]
      Activate to extend the duration of Amp It Up by 2 seconds. Level 20
      Boss Nova [R1]
      Reduce the cooldown of Sound Barrier to 30 seconds, but the Shield now decays over 4 seconds. Mixing Fire [R2]
      High Five can now be cast on enemy Heroes, dealing 225 damage and reducing all healing received by 50% for 3 seconds. Passive: Increase the duration of Amp It Up by 1 second. House Party [W]
      For each ally affected by Crossfade, Lucio gains 10% increased healing. Summer Anthem [Active, Cooldown: 75 seconds]
      Activate for all other allies affected by Crossfade to become Unkillable for 1.5 seconds.