Starym

Malthael Build Guide

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Our new and updated build guide features the latest hero addition to the game, he comes from the Diablo universe and even once tried to destroy it. Check out the guide and find out how to make Malthael work best and get to reaping those souls in both the Reaper and Soul Rip builds! You can also take a look at the former Archangel of Wisdom/current Angel of Death in our talent calculator.

And here's the hero spotlight video, to get you in the mood:

We also updated Malfurion and Thrall build guides for Malthael's patch.

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    • By Oxygen
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      Blizzard (Source)
      What differentiates a highly skilled player on a given Hero isn’t always obvious, though.
      In a complex game such as Heroes of the storm, is it ever? The system is claimed to be “dynamic”, which means that, over time, it reevaluates how it defines skilled play for a given hero as it is fed new data. However, in practice, I just don’t think "skill" is something that can be reliably measured by in-game performance data alone. Nor should it be. Let us draw comparisons between Heroes of the Storm and chess, which has used a similar matchmaking system known as ELO for some decades now. In chess, what would you say matters most between the two following statements?
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      or…
      Focusing on claiming key pieces during key moments?
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      In chess, you aren’t rewarded for losing less, and the reason for this is that the underlying ELO system is robust and self-correcting; rating resets don’t occur every couple months, let alone twice in a week, and rating gains and losses are small. Of course, the ELO system isn’t beyond reproach, but I think it’s fair to say that players understand that long-term results are what matter, not individual game results. And, it doesn’t run the risk of overvaluing Queen taking Rook because of insufficient or misinterpreted data.

      Queen literally takes Rook during a Tribute fight. Siege damage is important to Zagara, says data.
      As you can tell probably tell by now, I’m very skeptical about how such a system is supposed to evaluate what differentiates a highly skilled player, period, regardless of what hero it is they’re playing. Here’s a concrete example of what I mean by that: Although I don’t consider myself to be a particularly strong mechanical player, I have always managed to maintain a rather high win/loss ratios, for a team game, back in my active days anyway. Why? I’d be lying if I didn’t say that many of these victories weren’t simply due to outdrafting opponents, clear non-confrontational shotcalling, encouraging teammates, defusing infighting, taking every match seriously, knowing when and why to engage, going over mistakes, and generally making powerful macro decisions. On top of being that one weird guy that says “can play anything*, prefer assassin or specialist, let’s try to ban x and pick y.” Doesn’t reading that first thing in any given lobby instill confidence in the rest of your teammates? I bet this translates into wins every once in a while, so why not do it?
      I tend to thrive on waveclear tanks with strong engaging power because they let me decide exactly when a minion wave needs to push or when an enemy hero needs to die despite low mechanical ceilings.

      And now you know how to ban me out.
      *…whereas I couldn’t outplay most of my opponents to save my life. I accept my fate as one of the worst Illidan players in existence, and I’m fine with it.

      I have nothing to add, your honor.
      The great irony here is that none of the aforementioned elements that I feel make me, and probably many other players, reasonably strong are – nor can be – taken into account by any automated system because they’re simply too subjective. Why exactly am I being punished for not mindlessly using my abilities on-cooldown and padding my numbers? We get it; dealing damage is important. But what about useful damage? How can that ever be taken into account by a machine? This might sound like an argument from incredulity but, as I see it, we have plenty of evidence to conclude that the system isn’t quite working as intended.
      Of course, within this system, winning is still what matters most, and by far. Fortunately for me, my skillset does tend to translate into wins. But obfuscating one’s point gains and losses behind questionable variables is going to, at best, confuse players, and at worst, breed harmful behaviour. These two consequences have already been observed.
      TL;DR:
      A solid performance-based matchmaking system can have positive effects on matchmaking by allowing players to find their appropriate MMR faster. However, what defines a good player in a complex, team-oriented game goes well beyond what any data collection system can collect, interpret, and use. In its current state, the performance-based matchmaking system is at best unnecessary and at worst obfuscating, and ultimately risks breeding harmful player behaviour.
      I’ll allow myself to end on a bit of wisdom: If you play to improve, you’ll never lose a game in your life. And the sooner you quit worrying about your rank, the sooner you’ll be able to focus on what really matters.