Oxygen

Six Aspects of HotS That Need Improvement

49 posts in this topic

An incredibly thorough and well written piece reflecting everything and more the kind of improvements and features HotS players want to see. The reconnect system for me should be a priority, both with the AI control and the catch up after reconnecting makes an otherwise fun game extremely stressful out of nowhere, but things like a gift system wouldn't go amiss either. There are times where I feel like ringing up Blizzard and offering to come and push the HotS engine down to the local garage so it can get jump started. 

They have been fairly consistent with improving the game in many other areas, I just hope they have a lot of goals that they are aware of and are pushing to reach for next year. 

Edited by Plergoth
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The reason the reconnect system works as it does is simply because of the hots runs on the SC2 engine, which is designed to have both the client and the server on the same page, and record every single action that happened in game. In SC2, this works fine because you simply cannot continue the game when someone dcs simply because those who have the extra time will win period, as every second is precious, so the game pauses when someone DCs. In Hots however, you can't simply "pause the game" when someone leaves when there are 9 other players in the match, so they had to come up with that backwards reconnect system. 

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6 minutes ago, AnotherRussianGamer said:

The reason the reconnect system works as it does is simply because of the hots runs on the SC2 engine, which is designed to have both the client and the server on the same page, and record every single action that happened in game. In SC2, this works fine because you simply cannot continue the game when someone dcs simply because those who have the extra time will win period, as every second is precious, so the game pauses when someone DCs. In Hots however, you can't simply "pause the game" when someone leaves when there are 9 other players in the match, so they had to come up with that backwards reconnect system. 

I played a bit ignorant there, but I know this is the reason. I need to question *why*, however, we must endure this system. Good insight.

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7 minutes ago, Oxygen said:

I played a bit ignorant there, but I know this is the reason. I need to question *why*, however, we must endure this system. Good insight.

Bad design. As most of us know, Blizzard Dota was originally an SC2 arcade game mode, and as it got bigger they had to make it a standalone title, and were too lazy to develop a new engine, and thought that if Valve can make a moba on a pre-existing engine meant for another genre, why can't we? Unfortunately, unlike Source which Dota 2 was originally built on, the SC2 engine is not versatile at all, and came with more detrimental engine restrictions than Dota 2 originally had, so ultimately, Blizzard needs to do an engine remake.

Edited by AnotherRussianGamer

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This is all well and good - But the Class System only needs one change. And that change requests some hero re-design but that is also something that would fix it up.

Time and again I see morons saying that Heroes needs more sub classes to be more like LoL and Dota. No. Heroes just needs Warrior - Healer - Assassin and Specialist.

Have Warriors be Tanky, there is no need nor any reason for them to be DPS'y like Sonya and Artanis.

Healers should be healers, not "supports" - They should heal and focus on keeping members of their team up, not doing damage.

Assassins can keep on doing what they do now.

Specialists should be better rounded so they all can deal with both structure damage and camps as right now a great deal of Warriors are better for camp clearing than most specialists while some Warriors and Assassins are better IN the lane than specialists (But not necessarily on structure damage)

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How about bad behaviour and people that constantly afk/alt tab mid game ( especially on start but even mid game),those that assist enemy ( garrosh throwing you to your death or saving enemy  for example), etc etc?

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@Oxygen

You are totally on point with this article.

I couldn't agree more - especially with points 2 and 3.
Lack of transparity + reconection issue are so disappointing in this game. Not to mention you are totally punished if you do not manage to reconnect in time - even if it isn't your fault.

I would add 1 other issue that somewhat corresponds to the first issue - current role system is BAD. We get chars like ETC and Zarya in 1 basket called "warriors" when they are so damn different. New players take those chars like Zarya/Sonya/Rexx and don't understand that they are NOT tanks...

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The reconnect system should be devs highest priority since that garbage is there from so long and make you lose games even if you DC for a short period you take much longer to use the hero again even if you are already online.

Also yeah those stupid talents picked by AI are very annoying since they pick always the same thing for example if you DC with tyrande at 9 AI will take starfall no matter what resulting in rage after you reconnect cursing blizzard.

I wish they add to select all talents at lv 1 so when you reach the level it gets autopicked so AI can't take it in your place.

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5 hours ago, Oxygen said:

If Blizzard is bent on keeping its current role system, Quick Match mode simply cannot continue to exist in its current form. The solution is rather simple: Just like the World of Warcraft dungeon system, and, more closely related, League of Legends’ Draft Pick system, players should simply select the role they wish to play before a given match, and not the hero itself. Enforce a basic 1-tank, 1-healer, 3-assassins/specialists rule. If there aren’t enough tank or healer players around to make queue times reasonable, incentivize players to switch to these roles with gold and experience bonuses that scale directly with how many players for roles are necessary to regulate said queue times. This would have the positive side effect of pushing players towards experimenting with new, different roles, potentially increasing hero purchases, and giving players a better understanding of the game as a whole. The same system should certainly be introduced to non-Team-League-Draft modes as well.

This could work, but would completely contradict the concept of Quick Match being a... Well... Quick Match. Where you simply pick a Hero you feel compelled to use.

If anything, I think the system should be a bit more "gentle" in a similar vein to Overwatch, where it displays a warning that there is no "Tank" or "Support". Simply forcing players that they HAVE to follow that Team Composition defeats the purpose of Quick Match.

Don't get me wrong, I hate when I get in 5 Assassin Teams VS Traditional Teams; although the current matchmaking does the best it can to try to queue you with another team filled with the same roles (it's not perfect, however). On the other hand, I have a LOT of fun gathering some buddies and doing stuff like running with 5 Supports.

On the other hand, your points are completely valid. But I think that a solution would be, would be to allow the player to select which roles they want to be filled in the other slots; this would be especially useful when solo queueing.

In my opinion Blizzard should also dissect further the roles, adding in-game the "Bruiser" subrank for Warriors, for example. Adding subranks would be useful to teach players that Heroes in the same class can perform different types of tasks (i.e. Medivh is a Specialist, but he is not made to perform Sieging, or that Tassadar is a Support, but is not suited for solo-healing).

6 hours ago, Oxygen said:
  • I’d like to be able to check out mounts in Try Mode.
  • I wish I could use my Stimpacks whenever I please. As it stands, I don’t open Loot Chests unless I know I’ll be playing for a while, and if I do open a Stimpack by accident, I just ALT+F4 my way out of the game to preserve it.
  • I would love to have an item gifting feature for my teammate’s birthday.
  • I don’t particularly care for the forced MVP cut scene after every single match. I rarely see more than 2 people vote anyway; let’s at least have the option to opt out of it.
  • I’d like to be able to check out anyone’s profile, at any time, if I happen to know their BattleTag.
  • I wish my heroes were available across other regions.
  • Players who opt out of receiving messages from non-friends probably shouldn’t be able to whisper other players.

THIS SO DAMN FUCKING MUCH.

Oxygen, please, send this to Blizzard.

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I feel like the AI talent picking could be fixed if you could save talent paths on your profile. The AI would just continue the path based on what you picked.

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As people said before, all actions will be saved in a log. Its a good design for sc and also ok for hots. The cool thing is, you cant have any server laggs. I know this from Battlefield where you killed someone in your client and you die after him because he killed you in his client too and its all because of the client-server connection. And this is impossible in hots due to the system. But so we have to live with this bad reconnctions system. When you try to reconnect all actions have to readjust to the point where your team is and this takes a little bit of time. So hots need a new engine, when they want to change this reconnect/ replay system. Aslong hots isnt more popular i think they wont change it.

 

I only dont understand why sometimes the reconnect button disapears, that i have to restart the game before i can reconnect.

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19 minutes ago, Xaethron said:

I feel like the AI talent picking could be fixed if you could save talent paths on your profile. The AI would just continue the path based on what you picked.

Or do it the simplest way there is - after you reconnect you can pick again talents that were picked by AI.

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just registered to icy veins only to thank you for this awesome article! some stuff i wasnt even aware about, but while reading i was like "hell, yeeah, that's true and i didn't even know better!"

biiiig thumbs up! hope this gets shared and blizzard somehow recognizes it! and yeah, let's see what blizzcon has in stores for heroes!

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1 hour ago, DeadPixel said:

I know this from Battlefield where you killed someone in your client and you die after him because he killed you in his client too and its all because of the client-server connection.

Keep in mind that Battlefield hosts games for up to 64 players, while HotS is a game for 10 people. Some system just don't scale so well and have to be replaced by a different one that can handle larger amounts of players at once.
Additionally, in the case of Battlefield, you have to consider projectile speed, as there is a chance of both bullets being in the air at the same time, especially for long range combat.

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13 hours ago, Valhalen said:

This could work, but would completely contradict the concept of Quick Match being a... Well... Quick Match. Where you simply pick a Hero you feel compelled to use.

If anything, I think the system should be a bit more "gentle" in a similar vein to Overwatch, where it displays a warning that there is no "Tank" or "Support". Simply forcing players that they HAVE to follow that Team Composition defeats the purpose of Quick Match.

Don't get me wrong, I hate when I get in 5 Assassin Teams VS Traditional Teams; although the current matchmaking does the best it can to try to queue you with another team filled with the same roles (it's not perfect, however). On the other hand, I have a LOT of fun gathering some buddies and doing stuff like running with 5 Supports.

On the other hand, your points are completely valid. But I think that a solution would be, would be to allow the player to select which roles they want to be filled in the other slots; this would be especially useful when solo queueing.

In my opinion Blizzard should also dissect further the roles, adding in-game the "Bruiser" subrank for Warriors, for example. Adding subranks would be useful to teach players that Heroes in the same class can perform different types of tasks (i.e. Medivh is a Specialist, but he is not made to perform Sieging, or that Tassadar is a Support, but is not suited for solo-healing).

THIS SO DAMN FUCKING MUCH.

Oxygen, please, send this to Blizzard.

I think for the MVP thing, they should give rewards at the end of the game or season. For example a mount or a nice chunk of gold

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12 hours ago, DeadPixel said:

As people said before, all actions will be saved in a log. Its a good design for sc and also ok for hots. The cool thing is, you cant have any server laggs. I know this from Battlefield where you killed someone in your client and you die after him because he killed you in his client too and its all because of the client-server connection. And this is impossible in hots due to the system. But so we have to live with this bad reconnctions system. When you try to reconnect all actions have to readjust to the point where your team is and this takes a little bit of time. So hots need a new engine, when they want to change this reconnect/ replay system. Aslong hots isnt more popular i think they wont change it.

 

I only dont understand why sometimes the reconnect button disapears, that i have to restart the game before i can reconnect.

How popular is HotS in comparison to other mobas? I know that LoL is stagnating, and DotA is well DotA

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16 hours ago, AnotherRussianGamer said:

Bad design. As most of us know, Blizzard Dota was originally an SC2 arcade game mode, and as it got bigger they had to make it a standalone title, and were too lazy to develop a new engine, and thought that if Valve can make a moba on a pre-existing engine meant for another genre, why can't we? Unfortunately, unlike Source which Dota 2 was originally built on, the SC2 engine is not versatile at all, and came with more detrimental engine restrictions than Dota 2 originally had, so ultimately, Blizzard needs to do an engine remake.

Is there a way to upgrade the existing engine, so it's as versatile as the source engine? I mean if it can be upgraded without the need for an entirely new engine

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It's been over two years since the release, and Blizzy didn't even try to fix reconnect issue or improve matchmaking.

I had over 2000 matches in the game and finally uninstalled it because I fed up of getting matched with players who have 100-200 games. They have no map awareness, usually ignore objectives and feed instead of getting xp, but are always the first to blame the team.

Moreover, there are many players who don't even try to come back after just one lost team fight or objective.

The game had bad matchmaking and MMR from the start, which led to good players leaving HotS because they don't want to play with idiots. This led to even worse matchmaking and even more players leaving the game.

After all this time and infamous HotS 2.0 patch that added boxes and more skins but completely ignored gameplay issues, I personally don't have any hope for the game.

There's only one thing they ever did right: disabled chat with opposing team.

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15 hours ago, Valhalen said:

THIS SO DAMN FUCKING MUCH.

Oxygen, please, send this to Blizzard.

My hope is that it'll find them organically. 

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1 hour ago, Oxygen said:

My hope is that it'll find them organically. 

Maybe you could post this on the Battle.Net forums too. Although I'm not sure if it is a good idea given how toxic people are there.

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2 hours ago, Valhalen said:

Maybe you could post this on the Battle.Net forums too. Although I'm not sure if it is a good idea given how toxic people are there.

Someone did before I could. 

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9 hours ago, Dejo93 said:

Is there a way to upgrade the existing engine, so it's as versatile as the source engine? I mean if it can be upgraded without the need for an entirely new engine

Any time there has been this kind of thing suggested for other games, there has often been hints at the idea that the code just currently doesn't allow it, or that it's old code and so can't be upgraded without being remade.

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      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!