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Upcoming Map Rotation: May 15

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Map rotation will change every three weeks. Latin American's Heroes of the Storm Facebook page revealed the rotation for next week and it has 9 battlegrounds.

Update - The official map rotation was announced today by Blizzard. It seems there will be 9 maps. 

Map Rotation (May 15)

The following maps will be available for gameplay during the week of May 15

  • Battlefield of Eternity
  • Braxis Holdout
  • Cursed Hollow
  • Hanamura
  • Haunted Mines
  • Sky Temple
  • Tomb of the Spider Queen
  • Warhead Junction
  • ???

Missing maps

Maps we won't be playing for the next three weeks

  • Blackheart's Bay
  • Dragon Shire
  • Garden of Terror
  • Infernal Shrines
  • Towers of Doom

(Source)

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 I'm glad that Tomb is finally back, one of my all-time favorites. Hope that Blizzard will rethink this idea of map rotations, though. It's kinda getting boring to play a limited battleground pool, revisiting all the maps is what keeps the game more interesting.

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5 minutes ago, VitaminC said:

 I'm glad that Tomb is finally back, one of my all-time favorites. Hope that Blizzard will rethink this idea of map rotations, though. It's kinda getting boring to play a limited battleground pool, revisiting all the maps is what keeps the game more interesting.

I miss Dragon Shire.

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I understand Blizzard wanting us to play more Hanamura to both make us more experienced on the map leading to better game experience in Hero League and Blizzard wanting to get better sample size of games on Hanamura to improve the map (it really needs some rebalancing, for example a bigger downtime for payloads to make losing the race to lv10 be less punishing, as in the current iteration of Hanamura gettings 10s first leads to inevitable snowball. But still, hoping we would get to the map rotation, where all maps are avaiable, as soon as possible.

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43 minutes ago, VitaminC said:

 Hope that Blizzard will rethink this idea of map rotations, though. It's kinda getting boring to play a limited battleground pool, revisiting all the maps is what keeps the game more interesting.

Yeah, the idea of map rotation is really bad. Heroes of the Storm is a MOBA that differs due the huge amount of maps with different mechanics, which is one of the selling points of the game. Adding map rotation contradicts this idea.

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Gee, Dragon Shire still out and now Infernal Shrines is gone too? Those are the standard maps. Instead we get to play Haunted Mines more frequently, ugh.

I also prefer the variation of having all the maps available.

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Ugh, they swapped out two of the better ones on the current rotation for another couple two lane maps and while I'm glad to see Tomb, Shrines and Towers were swapped out for it, and still no Dragon Shire. 

Sigh, AFK. 

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2 hours ago, Primici said:

Still no Dragonshire! I'm so sad.
Also Hanamura needs a complete rework IMO, worst new map yet!

Why is it the worst? Plz explain

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Bummed to see infernal shrines go away. Really glad sky temple didn't go away! Now we have all new maps for the new/returning players to relearn... Warhead will be a huge headache for this reason.

19 minutes ago, MurkyFelix said:

Why is it the worst? Plz explain

I find it the worst because the snowball is so easy and early. Get early picks, win a boss because you have 10 first, gg other team. They tried to put a comeback mechanic in with the boss and fort capture mechanic, but at 7 health the game is barely long enough for these to kick in, and they are too available for the other team to steal and lock you out of if they have a lead. The boss eating mechanic and being in the middle of a two lane map makes it REALLY hard to race and sneak it if you're behind. You can never catch the other team that far out of position to not at least contest. Bribe is also broken, 1 stack buys you a "bruiser" camp with a massive heal mechanic. Most heroes with bribe also have some sort of global, so you can steal the other teams camp with essentially no threat of being punished because you global out with the token.

There is a portion that is still people drafting the wrong heroes, but that's not all of it, and that's the only part that can fix over time. The rest needs a rework. The thing that makes me disheartened is that all of this should have been caught in beta or play testing.

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I agree that map rotation is a bad idea. Of course I have maps I do not like too but with a full map pool the diversity of game experiences is so much greater. The huge amount of sweets In a supermarket is too much, you are barely able to make a choice but here a limitation is the wrong way.

And yes, kick out Hanamura or rework it, always boring too short games no matter who wins. I feel like a babysitter for a car and the fact that an enemy in stealth can block the movement is strange, the payload has no idea that there is an enemy close, so why would it stop? :D

Edited by Caldyrvan
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I really dislike the idea of Map Rotations as well. I want to play all of the maps and have fun, but instead I am stuck with the same maps, all over again for the whole week. At least my favourite map is back - Battlefield of Eternity, here I come!
I don't really miss Dragon Shire, I never really liked the map. Then again, I'd take it over Hanamura anytime.

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4 hours ago, Laragon said:

I find it the worst because the snowball is so easy and early. Get early picks, win a boss because you have 10 first, gg other team. They tried to put a comeback mechanic in with the boss and fort capture mechanic, but at 7 health the game is barely long enough for these to kick in, and they are too available for the other team to steal and lock you out of if they have a lead. The boss eating mechanic and being in the middle of a two lane map makes it REALLY hard to race and sneak it if you're behind. You can never catch the other team that far out of position to not at least contest. Bribe is also broken, 1 stack buys you a "bruiser" camp with a massive heal mechanic. Most heroes with bribe also have some sort of global, so you can steal the other teams camp with essentially no threat of being punished because you global out with the token.

There is a portion that is still people drafting the wrong heroes, but that's not all of it, and that's the only part that can fix over time. The rest needs a rework. The thing that makes me disheartened is that all of this should have been caught in beta or play testing.

I see what you mean. Like the strat I generally go for if I'm playing with friends is for me to go someone with Bribe (usually Nova due to Stealth and Global; plus people have this mentality that even if you are dead you must push payload no matter what so bam), Lucio, a pusher (so Nazee or Zagara), tank (Leoric or Diablo) and some other hero. Me (briber) bride brusier camp when available for exp. Forget about 1st payload spawn and just push. Since people go crazy for payloads when they spawn, we win on exp from me bribing camps and from push. Level advantage (and possibly fort and thus payload spike) and kills for days. Worked every time so far.

But generally I just play lane on Hanamura unless I'm tank or support. I never do payloads and it's worked most of the time. I feel like it was just pushed (heh) out there really quickly and the team were like "ahhh OW, payload". It does definitely need a rework but I still feel that the snowball in the first release of Braxis was worse. I used to never be able to come back from games there whereas I've had times in Hanamura where we can come back really well.

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12 minutes ago, MurkyFelix said:

I see what you mean. Like the strat I generally go for if I'm playing with friends is for me to go someone with Bribe (usually Nova due to Stealth and Global; plus people have this mentality that even if you are dead you must push payload no matter what so bam), Lucio, a pusher (so Nazee or Zagara), tank (Leoric or Diablo) and some other hero. Me (briber) bride brusier camp when available for exp. Forget about 1st payload spawn and just push. Since people go crazy for payloads when they spawn, we win on exp from me bribing camps and from push. Level advantage (and possibly fort and thus payload spike) and kills for days. Worked every time so far.

But generally I just play lane on Hanamura unless I'm tank or support. I never do payloads and it's worked most of the time. I feel like it was just pushed (heh) out there really quickly and the team were like "ahhh OW, payload". It does definitely need a rework but I still feel that the snowball in the first release of Braxis was worse. I used to never be able to come back from games there whereas I've had times in Hanamura where we can come back really well.

Another problem is that people are still not used to this map mechanics and priorities, and it is mostly because of Overwatch itself, where pushing the payload is the only thing you have to do. In HotS it works a bit different since there are other factors such as levels and structures. While technically pushing the payload all the times equals to faster way to victory, sometimes I feel that laning or intercepting the enemy payload push is more viable, depending on situation of the game.

I agree with your strategy of ignore the first payload and push to get the XP bonus and get ahead the enemy team, while late game you focus on pushing and attacking the enemy payload push, since respawn timers are longer.

I hope Blizzard tweaks the issues with this map in the next patches, to at least reduce the snowball situations. I really want to like this map, since the aesthetics are a breath of fresh air and looks very appealing in general, but the frustration of every match makes me cringe whenever I queue into Hanamura.

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30 minutes ago, HenrySteinway said:

forgive me saying, the whole idea is nothing but sh*t. it'd make sense if we had 30-50 maps, now it's just boring as hell and stupid also

Do you mean that the game was boring when we just had 7 maps?

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Maybe an idea for an Overview of Maps her on Icy Veins, no matter how the map rotation (or not) will be in the future.

I thought about something like the overview for each hero showing, stronger, average and weak maps, an overview of each map that shows which heroes are strong, average or weak on it.

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I think this is fantastic. I'll know when to play and when not to.

Namely when Braxis Holdout is out of the pool and when it's in. I absolutely loathe that map.

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I think such an Map overview would help newer players in drafts, at least to avoid very useless heroes.

And for QM, if they continue to have a map rotation, you could choose a hero more likely to be helpful in the game.

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8 hours ago, Alkasar991 said:

Do you mean that the game was boring when we just had 7 maps?

nope. but it becomes boring when you know that there're more maps, but getting all the same sh*t. why!

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On 5/12/2017 at 0:53 PM, HenrySteinway said:

forgive me saying, the whole idea is nothing but sh*t. it'd make sense if we had 30-50 maps, now it's just boring as hell and stupid also

I agree.  I got sick of the same map.  Plus it limits some heroes/strategies when maps like Tomb are not in the rotation.  If the idea is to make the game more noob friendly,  just limit the maps in AI and maybe QM.  Don't put that in drafts where clueless people should not be anyway. 

 

Also, why did they not bump hero requirements up in ranked?  I see so many people playing heroes they have no clue how to play.

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      Health reduced from 2450 to 2375. Health Regeneration reduced from 5.11 to 4.95. Talents
      Level 7 Blaze of Glory [W] Damage increased from 135 to 150. Jaina
      Talents
      Level 7 Icefury Wand [Passive] Adjusted functionality: Basic Attacks against Chilled targets deal 50% bonus damage and reduce the cooldown of Blizzard by 1.25 seconds, doubled against enemy Heroes. Sonya
      Talents
      Level 4 Shattered Ground [W] Damage increased from 100% to 125% of Seismic Slam’s base damage. Level 13 Ruthless [E] Now shows Crit kickers when bonus damage is dealt. Health threshold for bonus damage increased from 33% to 50%. Level 16 Giant Slammer [W] Damage increased from 1.25% to 1.5% maximum Health. Thrall
      Talents
      Level 4 Feral Resilience [W] Physical Armor increased from 50 to 75. Level 13 Spirit Shield [Active] Spell Armor duration increased from 1.5 to 2.5 seconds. Level 20 Worldbreaker [R1] Cooldown reduction increased from 20 to 40 seconds. Bug Fixes
      Fixed an issue where Alarak could become Protected and move without proccing Counter-Strike’s cooldown.
    • By Staff
      The second teaser has just been posted by Blizzard and it looks like we really might get Hogger next.
      Teaser 2
      There's a Wanted poster with an axe in it that references Hogger's location World of Warcraft.

      Teaser 1

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