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Stan

heroes Free-to-Play Hero Rotation: Mar 21

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The Free Hero Rotation has been updated with 14 new Heroes and you may notice a lot Heroes from the Warcraft universe to help complete the extended "For Azeroth" promotion.

Free-to-Play Hero Rotation: March 21 - 28, 2017

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Lúcio in free rotation this fast, is this a marketing trick for the hero or sheer genuine generosity from Blizzard? Nice to get hands on the hero regardless as i haven't bought it yet.

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22 hours ago, BrightwingMain said:

Lúcio in free rotation this fast, is this a marketing trick for the hero or sheer genuine generosity from Blizzard? Nice to get hands on the hero regardless as i haven't bought it yet.

If your user name is true... he might be your new best friend. Well worth the 10k.

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      Incoming Reworks & Design Changes: As an example here, if Rehgar is weak, but we know Malfurion is getting a major rework, we might wait to see how the Malfurion stuff pans out before working on Rehgar.
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      I'm going to copy/paste an answer I gave to this question in a previous AMA, and elaborate a bit on the response:
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      2. Is there anything about their kit/talents that feels bad as the user to play with? (Ex. It felt bad as the Butcher losing all of his Meat stacks every time he dies)
      3. Is there anything that feels too oppressive when playing against them? (Ex. Kael'thas with the original Ignite talent)
      4. Is the hero too similar to others and we need to create a niche for them? (Ex. When to pick Tychus vs. Valla before his rework)
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      I understand the confusion, as there are often a lot of smaller changes like this that can look out of place at first. I can promise you we always have a train of logic behind them, even if it ends up not being correct. I'm going to use data based on 1+ MMR players in Hero League who have Arthas above Level 8 as my example to give you the context that these players should know what they're doing, though the larger data pool supports the same conclusions. Here was the thinking:
      1. Pre-rework, Army of the Dead was both the losing Heroic, as well as the lesser picked one. It was picked 38% of the time compared to 62% for Summon Sindragosa, and it was winning 49% of the time compared to 52% for Sindy. They're not incredibly far off here, so we could leave well enough alone.
      2. In the rework we removed damage off of Arthas in favor of survivability. This could potentially mean that Army of the Dead is even less needed on Arthas, as now he can tank damage even better than before, making Summon Sindragosa possibly even stronger as it gives him tower shutoff capability as well as the ability to engage on the enemy team, which is something he's normally not very good at.
      3. We also had feedback that Army of the Dead can just feel bad to use due to how easily the Ghouls die to incidental AoE damage. Arthas also often uses his Army purely to consume his Ghouls for Health. We wanted to buff up the Health and damage a little so that there's a little more of "I want to keep my Ghouls alive so they can kill my enemies" instead of "I don't care about these dumb things... gimme dat HEALTH!"
      4. The buffs to Army of the Dead were fairly minor. We weren't looking to drastically upset the balance of these heroics, but more to "catch up" Army of the Dead compared to what we saw the future appeal of Summon Sindragosa to be post rework.
      We could be wrong in this line of thinking, as it could just turn into "well i'm a tank and Army lets me tank better so i'll just pick that!", but here's to hoping that doesn't happen!
      Is there any hope that we could get self-casting of Ancestral/cleanse back?
      I understand the fear of turning them into duelists, but aggressive Supports could really use some help being aggressive.
      We like the limitation of those abilities and feel that it offers some counter-play to the enemy team (stun the guy with Cleanse). We aren't currently looking at changing those back. In terms of aggressiveness: Rehgar is definitely themed to be an aggressive support, so if that's not currently working out, I think we could target changes to other aspects of his kit (such as Lightning Shield, Totem, or Feral Lunge).
      I don’t quite understand the recent Tyrael changes on PTR; As I feel Tyrael was in a good state in terms of balance before the patch except Imposing Will, I’d like to know what was your reasoning for removing not only Imposing Will but also Amplified Healing and Hardened Shield. Even though Angelic Absorption heal amount has been increased, the Talent will not help Tyrael much as the healing amount still feel lackluster and it lost its synergy with Amplified Healing. I also was a bit disappointed that there were no changes on Judgment - which could use some buffs – while it has become much harder to effectively use Sanctification due to the nerfs on some tank Talents.
      We often have to make difficult decisions when it comes to changing popular talents in the name of making the game healthier overall. This was one of those choices that we think will be better for the longer term health of the game, even if it's not the popular one to make. Here was our line of thought on Imposing Will:
      1. Imposing Will is a hugely popular talent, particularly at Pro play. However, we do not feel that the talent is particularly well designed, as it was offering a large amount of power with very little counter-play for the enemy. It was fairly easy to proc as Tyrael got to choose when to activate Righteousness, and it would instantly and heavily punish anyone who happened to be hitting him at the time, even with abilities like DoT effects.
      2. It was unclear when opposing players made the mistake of hitting Tyrael when Imposing Will was active. It felt like a very random, very severe slow effect that seemingly came from nowhere.
      3. We tried some variations of Imposing Will that embraced a more of an anti-caster function, but did not find anything that was a big enough win to put into the game at the time.
      We largely removed Amplified Healing from Johanna and Tyrael due to its inherent synergy with their baseline Armor. They both now get more effective healing, and this was effectively adding stacks on stacks for them.
      We replaced Hardened Shield with a spell-specific version to further embrace his anti-caster role.
      We did buff Judgment!
      Judgment (R) Damage increased from 100 to 150 Splash Damage increased from 50 to 75
      As a final note, I wanted to make it clear that we have no intentions of causing Tyrael to fall off in our game, and that while we believe he will be OK with the changes we have made, we are prepared to make more changes to ensure that he remains viable.
      With the recent clamping changes. Has there been a discussion about how the changes break shift-queuing of abilities? Is there a chance of this becoming a per-talent option, instead of an absolute?
      Tyrael, for example, is no longer able to have a Q queued(see what I did there?) to fire as soon as he moves within range, as he was able to previously. In the current patch, he will move to his destination completely, then fire his Q in the direction of where Q was targeted.
      Hmm, that does sound odd, maybe working as intended with the new system though. I'll bring it up with engineering and tech gurus to see if that is the expected behavior or if we can make this better.
      Thanks for the callout.
      Are you still going to change the balance of healing output(i hope so) or you reevaluated it? Are Supports, going to be less reliant on healing and more on, at the moment, secondary parts of their kits? Or supports are still going to be considered mainly healers?
      For the most part, we like that healing feels incredibly powerful in Heroes of the Storm, and that these characters are a critical part of the team. We don't really have any sweeping plans to gut healing or anything along those lines. However, as we do updates to our healers/supports, we are looking for areas to enhance outside of purely healing, partially to keep all these characters unique from each other.
      Any Comments regarding Sylvanas's tier 1 and tier 7 talents?
      These two tiers are intended to improve her PvE capabilities in the direction you choose. Looking at stats specifically, tier 1 looks pretty good pick & win rate wise, but we can make some tuning changes to help 7 out. Specifically, Possession and Unstable Poison could use some buffs. Will look into this.
      Are we going to see some reworks/buffs to Lili?
      She is not high on our list, but we are looking at some updates to some other supports, including: Tyrande, Uther, and Lt. Morales.
      One of my favorite heroes for the longest time was The Butcher. But he really only works in comps that support him (Tassadar), though even then he is a less than optimal pick. His entire combo of charging in and auto attacking an enemy down is too easily countered by stuns, polymorphs and blinds. Are there any plans to help his surviveability a bit?
      In terms of win-rate, Butcher is actually sitting very high, so he doesn't currently warrant any buffs. Yes, Butcher is a little one-dimensional, but I think we're okay with that and like the way his rework feels and plays.
      Is there any change we'll get to have a hero that is more trap based? Land mines, trip wires, and sneaky things like that? I always thought having someone pretrapping objective areas would be really neat!
      Sounds like a fun hero idea - we do have some of these in isolate with Sgt. Hammer mines, Chromie Traps. I'll pass it along to the team.
      Will Tychus ever get any changes to his sustain. That's the stuff is not too viable and it was a huge part of Tychus.
      It's possible - level 13 on Tychus was designed to be a tier that offered some survivability for Tychus (or range in the case of his Q talent, which keeps you safer). That's the Stuff! was never intended to be a build-around talent that allowed Tychus to brawl toe to toe with other characters by out-healing their damage.
      I think if we see Tychus fall off, while we could buff up this talent again, we'd probably prefer to address Tychus overall.
      Do you have any plans to rework such heroes as Medivh, Abathur and the Lost Vikings? They are not very popular in Hero League and considered to be «situational» heroes.
      We very recently made a few number changes to Abathur that we hope will bring him to a better place. For Medivh and The Lost Vikings, I think we're ok with them not showing up very often as they are meant to be hard to play and somewhat situational. Medivh has actually risen in popularity in the last couple of months in both competitive and Hero League and Vikings can still cause havoc on certain maps like Garden of Terror or Warhead Junction. I will say thought that we do have some quality of life changes for both in mind that may see the light of day somewhere down the line.
      Are there any plans to look at Alarak?
      Yes! We are working on an Alarak update that will be coming soon (tm). The main focus of this update is improving his talent diversity.
      ... Just to confirm soon (tm) is not actually in the next month :(
      This is driving me nuts Blizz, Bronze Tiger Kharazim's VERY awkward grip on his fist weapons, it was not like this when he was released. Claws need to face out not in.
      http://imgur.com/a/Us5RM
      We also noticed that Bronze Tiger Kharazim forgot what gloves are and how to punch with them. We will schedule some training to remind him how to correctly use them.
      Currently The Lost Vikings have a very niche role on only a few maps whereas other heroes tend to be picked on most maps or even all of them simply because the map doesnt effect their ability to achieve a certain level of effectiveness. What do you have in plan for heroes that are very map dependant, such as Vikings?
      Will there be more ways for players enjoy unit micro? The Lost Vikings isnt the only hero with multiple units but other heroes who can usually dont pick the option as it feels quite inferior to the other (Jaina, Kerrigan)
      We are okay with some heroes having very strong map dependencies, Lost Vikings is a great example of one of these characters. We would like to potentially rework TLV's talents at some point though - we've discussed maybe adding a talent build that encourages them to stick together and focus on hero micro in a single lane, as opposed to the more common lane soak/macro playstyle currently seen.
      For pet abilities on characters like Jaina and Kerrigan, we've purposely kept these abilities pretty straightforward with little control. Overall, I think we're mostly happy with the design of these, but for the ones that are rarely picked we may look for ways to make them more powerful or offer more micro options for the hero.
      Any specific reason why Varian's damage taken isn't being tracked when he picks a shield?I really like seeing how much I tanked for and comparing that to my deaths if I'm being too much in enemies' faces, not enough or if I don't have many deaths and a lot of damage taken, then I know I'm doing a good job at soaking damage for teammates. Other than that, love your game Heroes of the Storm team, keep up the great work.
      This is actually on the list to get on the TAB screen. I can't remember off the top of my head when this is going to go out to you guys but it's definitely something we want there.
      Any ETA of Leoric rework?
      In the nearish future (next few months) we're looking at some tuning adjustments and will experiment with some of the suggestions we've seen from you guys!
      In terms of a full rework - Leoric is not currently on our schedule for a major overhaul. We like his role in the game, but do acknowledge his talent tree could use some love.