21 posts in this topic
Recently Browsing 0 members
No registered users viewing this page.
Find out more about how the recently-announced 2019 gameplay changes will affect Heroes of the Storm in the long run.
Just over a year ago, in preparation for BlizzCon 2017, I produced a lengthy article outlining some of Heroes of the Storm's most important issues. Notable among these was that of Quick Match team compositions. To me, Heroes of the Storm had always been clearly designed and balanced with tanks and healers in mind. As such, failing to enforce team compositions that included these classes caused a number of important problems across the game.
Following disappointing BlizzCon 2017 announcements on the matter (class changes were discussed briefly, but composition changes were not), a reddit post and a blog post published six months later would confirm that changes to Quick match team compositions were indeed in the works, though no ETA was given. BlizzCon 2018 was a pretty safe bet that would turn out to be accurate.
So, what's the big deal?
As Heroes of the Storm's introductory - and most popular - game mode, Quick Match must absolutely accomplish two things: Groom its player base for improvement and present Heroes of the Storm in the best light possible.
Year after year, however, the Quick Match system has continued to fail on both counts completely, discouraging new players and veterans alike with frustrating matches that taught bad habits and ultimately hindered the growth of the player base's skill level. How can players learn to follow up without a tank to initiate? How can they possibly internalize what their reasonable survivability is like against five other assassins? The answer is simple: They can't, because these situations are nonsensical and for the most part subpar in any remotely competent environment. Fortunately, this will soon be a thing of the past.
Placing players in a tank-healer environment - around which the game was designed - leads me to believe that player base's skill level to improve across all game modes. Drafting skill is likely to improve as well, leading to fewer draft infighting situations. Further, it will reduce the frustration caused by unreasonable team compositions to ultimately better retain new players, whom will get to experience the game as it was meant to be played as opposed to this rather ridiculous game mode.
Needless to say, I think this is one of the best BlizzCon announcements to date, though I must still question what took so long. The most educated guess I can produce has to do with fearing longer queue times, but here's to hoping the "Call of the Nexus" incentive will be enough to entice players into checking out classes they haven't tried out just yet. A strong enough incentive could have the positive side effect of allowing players to develop a better global understanding of the game through approaching roles they're less used to.
Classy new classes
The new class system builds on the old system simply by further specializing the existing classes and removing specialists. Reworking the class system was necessary to allow team compositions to be reworked themselves.
Heroes in the old warrior class were divided into the tank and bruiser classes, with tanks now being mandatory for Quick Match team compositions. This makes sense, as many bruisers were typically unable to fulfill the role of true tanks completely, which is to reliably initiate and peel. Allowing the warrior class to continue existing in its current state would have created the kind of lopsided team composition problems we experienced back when Varian was treated as a damage dealer.
Heroes in the support class were divided into pure healers and support heroes, which is just a way of identifying heroes who do not use healing as their primary means of assisting teammates. Given that healers must now be included in team compositions to the same extent as tanks, this change also makes sense.
The specialist class was merged with the assassin class because it hadn't made sense in a long time to treat them any differently; most of them were simply fancy damage dealers. The assassin class itself was split up into melee and ranged assassins.
If you've been keeping up with some of the more recent versions of my tier lists - I don't blame you if you haven't - you'll note that I had already opted to further divide the classes, with a focus on play style rather than role a few months ago. Specifically, melee assassins are divided into fighters and stalkers, and ranged assassins into marksman and casters. My system has the advantage of being a bit more flexible for edge cases such as Genji and Tracer, who play more like melee assassins yet were labeled as ranged by Blizzard. Still, this distinction is of little relevance to most players.
Short conclusions mean I am happy with things.
Oxygen discusses why the announced changes might just be the best thing to happen to HotS.
A shroud of uncertainly looms over the future of HGC and Heroes Esports as a whole due to the lack of HGC updates for the upcoming year and many pro players as well as casters are either done with the game or transferring to other games.
Gillyweed (HGC Caster)
The well-known female HGC caster is moving to Rocket League in 2019.
Placeholder for tweet 1070532465503088640 Trikslyr (HGC Caster)
Tim announced he won't be casting HGC in 2019 and he plans to make streaming his major focus.
Placeholder for tweet 1071925490473152518 Tetcher (HGC China Caster)
Chris voiced his uncertainty on Twitter today, following the lack of HGC information.
Placeholder for tweet 1072029712514510849 We're going to closely monitor any announcements, so keep an eye out on the Heroes news section!
Free Hero rotation has been updated for the week of December 11.
Free-to-Play Hero Rotation: December 11, 2018
Raynor Muradin Sonya Nazeebo Uther Jaina Zarya Li-Ming Deckard Blaze Yrel (Slot unlocked at Player Level 5) Junkrat (Slot unlocked at Player Level 10) Tychus (Slot unlocked at Player Level 15) Whitemane (Slot unlocked at Player Level 20) (Source)
The first Season of 2019 starts next week with the release of the latest patch. New rewards are up for grabs. Check out the official preview of the Season!
Heroes of the Storm’s fourth 2018 ranked season is ending soon, and we’ve got a host of new rewards that you can earn through ranked gameplay in the coming months. Read on for details!
Season Roll Dates
2019 Season 1 will begin as soon as our next patch becomes available for download in each region. Check the start and end dates below to make sure you’re able to dive in as soon as the season begins:
EVENT DATE 2019 Season 1 Start Week of December 11, 2018* 2019 Season 1 End Week of March 19, 2019* *Exact date may vary slightly by region.
2019 Season 1 Rewards
Players who manage to climb the ranks in the upcoming season can claim new portraits, mounts, and gold rewards for their achievements in Hero and Team League. Take a look at everything that’s up for grabs this season!
This Season's Ranked Portraits are still in progress and will be shown at a later date. Please stay tuned!
HERO LEAGUE RANK REWARDS Bronze 500 Gold Bronze Hero League Portrait Silver 750 Gold Silver Hero League Portrait Gold 1000 Gold Gold Hero League Portrait Platinum 1250 Gold Season 1 Mount Platinum Hero League Portrait Diamond 1500 Gold Season 1 Mount Diamond Hero League Portrait Master 1750 Gold Season 1 Mount Epic Season 1 Mount Master Hero League Portrait Grand Master 2000 Gold Season 1 Mount Epic Season 1 Mount Grand Master Hero League Portrait TEAM LEAGUE RANK REWARDS Bronze 500 Gold Season 1 Mount Bronze Team League Portrait Silver 750 Gold Season 1 Mount Silver Team League Portrait Gold 1000 Gold Season 1 Mount Gold Team League Portrait Platinum 1250 Gold Season 1 Mount Platinum Team League Portrait Diamond 1500 Gold Season 1 Mount Diamond Team League Portrait Master 1750 Gold Season 1 Mount Epic Season 1 Mount Master Team League Portrait Grand Master 2000 Gold Season 1 Mount Epic Season 1 Mount Grand Master Team League Portrait If you’re ready to begin your Ranked Play journey in Heroes of the Storm but are unsure how, head over to our Ranked Play Guide to get started on the right foot.
This week's brawl is Temple Arena. Harness the power of the Temples to destroy the enemy Core. The first team to win 2 rounds is victorious. Complete three matches to earn a Loot Chest.
This week’s brawl is the Temple Arena! Harness the power of the Alligator, Cobra, and Jackal Temples to destroy the enemy Core!
Choose from one of three randomly selected Heroes before entering the Arena. Be quick about it though, you only have 30 seconds to choose! Everyone will begin the round at level 10 and will be asked to choose a Heroic Ability. No other talents will be available. During each round, slay the enemy team’s Heroes and capture the Temple Shrines to take shots at their Core! The Core for each team will have set amounts of health based on the number of active Shrines. Each round can have 1-3 active Shrines. The first team whose Core reaches 0 health will lose the round. Be the first team to win 2 rounds and claim victory! Rewards:
Complete three matches of the Temple Arena to earn a Loot Chest! Find out more about the Heroes Brawl game mode on our Heroes Brawl site; and as always, you can find more information on this week’s Brawl by clicking the Brawl Info button at the bottom of the play screen when preparing to queue for the Brawl game mode.