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Heroes Brawl - Escape from Braxis: Nov 22

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Escape from Braxis is the first Heroes of the Storm PvE Brawl. Instead of fighting the enemy team, you will be surrounded by the Omegaswarm and the goal is to press through the onslaught and make it to the extraction point. Win three games to receive a standard Loot Chest.

Escape from Braxis is probably the best brawl to date. It feels like playing Diablo in Heroes of the Storm!

Blizzard LogoBlizzard (Source)

Things aren’t looking great, soldier. You’re stranded on Braxis and the UED is overrun. The Omegaswarm has surrounded you on all sides, and your only shot at survival is to press through the onslaught, make it to the extraction point, and get off this forsaken rock. Will you fall victim to the Swarm, or can you work together and Escape from Braxis?

Rules:

  • At the beginning of the Brawl, your team will have the following roster of Heroes to choose from:
    • Warrior: Artanis, Arthas, Johanna, Muradin, Sonya, Tyrael, Varian, Zarya
    • Support: Brightwing, Kharazim, Li Li, Lt. Morales, Lucio, Malfurion, Rehgar, Uther
    • Specialist: Azmodan, Gazlowe, Sgt. Hammer, Nazeebo, Xul
    • Assassin: Cassia, Falstad, Greymane, Gul'dan, Illidan, Jaina, Kael'thas, Kel'Thuzad, Ragnaros, Raynor, Thrall, Valla
  • Player Death:
    • When a Hero dies, they can be resurrected by Allies after a short channel time.
    • If all players die, the mission is failed.
  • Players start at Level 10 and have access to their full talents with a few exceptions (i.e. Bribe)
  • Enemy zerg Heroes will spawn periodically throughout the brawl and will drop new active items exclusive to Escape from Braxis.
  • Push through the onslaught and survive to Escape from Braxis and win the Brawl!

Rewards

Complete three matches of Escape from Braxis 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.

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I know HotS is a PvP game and a PvE brawl is surprising, but I never liked brawls.

This sounds interesting, the first brawl I'm looking forward to play it :)

Edited by Caldyrvan
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We'll see how it goes but PvE brawls can be a good addition, not to mention that with the many Blizzard universes, there's a lot of possibilites for PvE content.

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6 minutes ago, Aglommon said:

We'll see how it goes but PvE brawls can be a good addition, not to mention that with the many Blizzard universes, there's a lot of possibilites for PvE content.

I'd love to see a boss battle brawl that could have an OW, WOW, SC and Diablo variant. They could even help people learn HoTs fundamentals like not standing in the boss stuns/roots...

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I don't know whether this is a bug or not, but you actually need to win three games, not just play them.

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19 minutes ago, Stan said:

I don't know whether this is a bug or not, but you actually need to win three games, not just play them.

Ummm.. Only in pvp you may lose and gain something.. In pve you gotta win.

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33 minutes ago, Valhalen said:

Has anyone played this Brawl yet? I'll only be able later in the night. How is it?

It's really cool. There are even AI opponents such as Murky with an Abathur hat, Dehaka, Diablo, Butcherlisk etc. It felt like playing Greater Rifts in Heroes of the Storm :). At the end of the brawl you need to defeat a boss. I am quite impressed with the endless possibilities of the Heroes of the Storm game engine.

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29 minutes ago, Stan said:

It's really cool. There are even AI opponents such as Murky with an Abathur hat, Dehaka, Diablo, Butcherlisk etc. It felt like playing Greater Rifts in Heroes of the Storm :).

Found a video! Looks a bit easy, though. Would be far more challenging if you were really swarmed by the same amount of Zergs (including the big baddies) from Braxis, PLUS 5 enemy AI heroes, PLUS the Infected Boss.

 

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Interesting BlizzCon fact: I had a chance meeting with the dev who worked on this brawl (we ended up drinking quite heavily [well, I did anyway] in my room along DunkTrain and SolidJake). I was looking forward to this one.

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I guess it's just the first try, the pve game modes to come will be a lot more interesting. This one is just so unengaging and easy, you beat it with 5 supports team and your eyes closed like no problem.

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I love this Brawl, but you really need a Warrior-heavy lineup to succeed. Mages are really useless here. I know because I just had a go with Tyrael (me), Gul'dan, Jaina, Brightwing and Lucio. Both Jaina and Gul'dan were literally ripped apart by bosses. We lost at the second stage. I simply couldn't protect them all the damn time. 

Compare a Warrior lineup with Fury Varian, Sonya, Tyrael and a single support (even a single healer like Morales) which works like a charm. Assassins really need to be bruiser-like (Illidan) or at least reliant on AA like Falstad/Valla/Raynor (and even in this case you better have only one of these).

Edited by Leadblast

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Finally I had some time to play the new brawl :)

What I like:

  • The idea for this brawl in general
  • The pre selected heroes and the selection screen
  • The design
  • Loading screen music is the music playing while in mission briefings when playing zerg in Starcraft 1, really cool :)
  • "XP & gold/time" seems to be good if you win.

What I don't like:

  • The wrong draft, like low health heroes and/or no heal, means you can just go afk or die on purpose.
  • When a player is replaced with AI (disconnect or whatever) the AI just moves around mindlessly, embarrassing for Blizzard that they didn't code the AI for that.
  • When you have a good drafted team it's too easy, I call it boring.

Overall I would give it a 6/10 (I wanted to give only 5 but to hear this music during the loading screen is just great).

Edited by Caldyrvan

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7 hours ago, Leadblast said:

I love this Brawl, but you really need a Warrior-heavy lineup to succeed. Mages are really useless here. I know because I just had a go with Tyrael (me), Gul'dan, Jaina, Brightwing and Lucio. Both Jaina and Gul'dan were literally ripped apart by bosses. We lost at the second stage. I simply couldn't protect them all the damn time. 

Compare a Warrior lineup with Fury Varian, Sonya, Tyrael and a single support (even a single healer like Morales) which works like a charm. Assassins really need to be bruiser-like (Illidan) or at least reliant on AA like Falstad/Valla/Raynor (and even in this case you better have only one of these).

It's not that mages are useless, healers are. You need waveclear, and most supports don't have that. The quickest run I had was one where I was the only Warrior (Arthas), and our support was Rehgar (definitely one of the best laners, as far as supports go). We also had a Gul'dan, Xul, and I think it was Raynor? Honestly, as Arthas, it felt like they were doing everything without me, which makes sense, because in that lineup, Arthas has the shittiest waveclear. Even the enemy heroes melted so quick that sometimes I couldn't even land hits to farm Eternal Hunger. It wasn't until the final encounter with the boss that it seemed like being tanky was a big asset.

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Healers are good, but the bulk of the team needs to be Warriors. Without them, you're going to fail. I didn't really care much for waveclear - Varian only has Lion's Fang for waveclear but it's all he needed anyway, he still is a fantastic bruiser with a Twin Blades build. Other warriors like Tyrael or Muradin can pick a burning aura talent. The important thing is to have some form of sustain and/or inherent tankiness. A mage like Jaina has good waveclear, but she has no sustain or tankiness whatsoever.

Arthas is good, has decent waveclear as long as he doesn't run out of mana. Definitely better waveclear than Raynor.

Edited by Leadblast

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Guys srsly - I don't want to sound like a douche but everyone that is saying you can't finish it with mages compos or without support must be really bad at HotS overall O_o
The game is really nice addition (I made ~30 runs) but it is REALLY easy. You can beat it with EVERY composition. The best times we got (around 6 mins) were with heavy melee compos WITHOUT healer. There are so many healing globes on your way + insta full-heal bonuses that taking healer is kinda waste of dmg.
Also, you don't need warriors/tanks at all - full assasin/support team clears it very fast and efficiently. BUT warriors are just good here - Artanis with his lev 1 talent or Johanna with one of her lev 2 talents.

This is good oportunity for you to learn how to mitigate dmg and use your full dmg potential. Just take full mage compo and deal with it :D But if you want to play ez mode then go:
Johanna + Artanis + Greyman + Valla + Rehgar
Johanna/Artanis + Greyman + Nazeebo + Xul + Kharazim

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55 minutes ago, Leadblast said:

Healers are good, but the bulk of the team needs to be Warriors. Without them, you're going to fail. I didn't really care much for waveclear - Varian only has Lion's Fang for waveclear but it's all he needed anyway, he still is a fantastic bruiser with a Twin Blades build. Other warriors like Tyrael or Muradin can pick a burning aura talent. The important thing is to have some form of sustain and/or inherent tankiness. A mage like Jaina has good waveclear, but she has no sustain or tankiness whatsoever.

Arthas is good, has decent waveclear as long as he doesn't run out of mana. Definitely better waveclear than Raynor.

I mean... that's just objectively not true. I just told you about how one of my runs had only 1 Warrior. That's not "the bulk of the team". There's probably many possible team compositions that can clear this Brawl, because it's pretty easy. I don't think there's "a formula", but it doesn't surprise me to hear that a team with both Lucio and Brightwing struggled, especially if they weren't very good players. But mages are awesome. I can't see any reason Jaina would struggle, especially if you have healers. Her biggest weakness is lack of mobility, which is literally not an issue in PvE.

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Dude, no one ever needs mobility in this Brawl. I just told you that you need tankiness and sustain to succeed here, and no mage has that. Gul'dan has an ability that steals hp from enemies but he is completely helpless and stationary while channeling it - literally a sitting duck. He cannot sustain himself with THAT, one stun and he's done for.

If you think this Brawl is so easy and there's no "magic recipe" lineup for it, try picking only a mix of mage assassins and specialists. I can guarantee you will fail.

Also, a healer in this Brawl is basically functioning as a reservoir of hp just in case someone else takes more damage than normal, but that's not quite the same as true sustain. Brightwing and Lucio have big AOE heals, but once they have spent their heals, they're done. Once their heals are in cooldown, they're vulnerable again. True sustain comes only in the form of lifesteal talents or abilities like Illidan's trait. Morales may be the only exception as her heal works in a similar way, delivering a gradual amount of hps per second, and most importantly it won't stop healing unless she runs out of energy. Even then she needs a partner nearby to work, and obviously she would like that partner to be tankier than a mage.

Also, see the image attachment. I had this brawl run, and we lost.

As you can see I was the only Warrior in the team.

brawl.jpg

Edited by Leadblast

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      Both are coming along nicely! Tass recently got some of his new art FX (courtesy of /u/Blizz_Thomas) and we're pretty much finalizing his balance/design changes. He should be in your hands soon™. Dva is still a ways off, but we're working hard on it!
      Why did Deathwing have no skin at release?
      His skin wasn't ready for this year. We have something really cool planed for him though. This is what I'm personally working on at the moment. Please accept The Destroyer Brightwing skin in the meantime as a peace offering.
      Have you thought of making a weird map, like a single-lane map with a real objective (so not just an aram)? Or 5 lanes, to go silly in the other directions?
      Yes! Very early in development we experimented with a lot of different map types like 4 lane maps, giant maps with huge jungles and only 2 lanes, etc etc. We learned a lot about how easily macro play could become the dominant strategy and how mount speed/globals should be tuned.
      I vaguely remember a map that had "waygates" on either side of the map which let you instantly teleport between the two if your team had control of both. We learned very quickly that giving your entire team a Zagara Nydus Canal was a bit OP.
      Not really an important issue, but as a D.Va main across both games it always sort of bothered me how in Overwatch D.Va's mech shoots alternating spread shots, like two shotguns, while in Heroes it is animated more like two chainguns, constantly firing projectiles rather than staccato bursts. Is there a technical / design / deliberate reason for this? Not a big problem, I've always just been curious.
      That fantasy/mechanical mismatch is something we will be addressing in her upcoming rework ?
      Lilith is clearly the most hyped character from Blizzard IPs right now. She got great introduction followed with perfect visual design. It's going to take years before we see her in Diablo 4.
      Since hots already introduced decent amount of diablo lore, how insanse is the idea of having Lilith in hots before D4 is released?
      Lilith is awesome and though we would love to bring her to the Nexus, we think it would be best for the Diablo team to show her off in their game first. Sorry guys, gonna have to wait on that one for a bit.
      You undoubtedly have lots of internal statistics on which you based your hero balancing. Would you mind sharing these statistics? It does not have to be something fancy - for example just posting a spreadsheet here on the subreddit. I might be useful to see how i.e. hero winrates differ from the data available to community through replay analysis.
      We do use a lot of statistics when looking at balance. However, at this time we don’t have plans to share them publicly.
      I do share statistics from time to time, but am wary of showing something like a whole spreadsheet of win rates on some specific date. The main reason is because statistics can and almost always are misinterpreted to fit a certain narrative, and it takes lots of stats from different places to put together a complete picture about what’s going on.
      For example, in regards to purely win rates the game has almost always been in an excellent spot across the board, yet that hasn’t always felt like the case with player feedback, nor with what they are picking and banning at various levels of play. If we balanced the game purely based on win rates alone, you would see a whole lot of changes that seem to make no sense at all, because they don’t reflect the reality of what players are experiencing.
      I can give some broad points about our statistics over the years that I’ve observed:
      1. Win rates across the board, especially for talents, are almost always very close. I would say about half the time is the most picked talent the one that’s actually winning the most often.
      2. Niche heroes tend to have much higher win rates than others. This is even more impressive if you think about how they often have a negative stigma for not being strong, yet they still win despite that team morale hit that often happens when they are taken.
      3. Hero pick and ban rates rarely reflect what’s actually winning, and more often reflect community sentiment on what they believe is strong, or is something that players more generally just don’t want to play against.
      Can we get a look under the hood at the Match Point breakdown? as in how does one person get 15 points and the other 26 points in the same Bronze 5 win
      Hi there!
      There are a couple of factors involved with this:
      - Uncertainty: The more time between games, the less confidence the matchmaker has in your skill rating and so the more it is adjusted
      - Dampening: At extreme ratings, we limit the ability to move in a particular direction. This is so we don't get people off in Narnia without the ability to play with anyone
      - Bronze 5 Hugeness: Bronze 5 covers a large skill rating and has its own dampening in it as well, so while you are moving the same rating, you might not be moving the same ranked points until you get to Bronze 4.
      This last point is something we're taking very seriously and investigating what to do about it.
      Why don't you update all Regions at the same time? I'm just curious!
      We want to make sure the game is available to the maximum number of players the maximum amount of time, so we try to make sure we take each region down when the lowest number of players would be playing. When the US has the most people online, Europe has the least and vice versa. There are other factors that affect the time, but that is far and away the biggest reason.
      I am clearly biased when I ask this, but are there any plans to retune Butcher into baseline Ranked viability whilesimultaneously nerfing his snowball potential (so he doesn’t simply break QM completely, especially for new players)?
      We're currently taking a holistic look at Butcher, focusing especially on ways to make him more "generally" usable and reducing some of the pain points with his baseline quest ?
      Is it intended that Death wing can be stopped by void prison?
      Yes, this is intended. For most enemy interactions, think of Deathwing as a Johanna who always has her trait up.
      Since we got ARAM, both Chromie and Azmodan got reworked. Would you consider enabling them for ARAMs in their current state?
      Good news! Azmodan and Chromie are available in ARAM as of the Deathwing patch ?
      I'll bring up the Varian question in our next design meeting.
      Malthael is considered by most to have pretty poor talent diversity. And his trait build is lacking at the moment. Is this something you see with the data on your end and are you planning on giving a once over to some of the bigger offenders?
      After digging into the data, Malthael is still one of the best heroes in our game in regards to talent diversity. That narrative simply isn’t reflecting the reality of his talent choices. As an example, at Level 1, 40.3% of people are picking On a Pale Horse, 40% of people are picking Fear the Reaper, and 19.7% of people are picking Death’s Reach, with all 3 of them having similar win rates.
      That being said, like every hero in our game, I don’t believe his talents are perfect, and he can definitely still use improvements.
      We've heard many times how remaking Arthas's model is a large undertaking that, art-wise, is basically an entire new hero. How much work is just a new set of animations? 
      So, it's hard to say exactly how long just re-animating Arthas would take but generally it takes us about 20ish weeks to fully animate a hero start to finish. So, somewhere in that range. I can't give a specific range because every hero takes more or less time depending on their complexity. A simple biped like Raynor could take half the time to animate in comparison to someone like Deathwing who has 4 legs, wings, and a tail. All those extra bits really add up and extend animation time. Kit complexity, extra models, and stuff like that also add to animation time. We also have to consider what state Arthas is under the hood in terms of rig and data set up. Having extra issues to deal with on top of just doing the animating work can really slow down the whole process. Ultimately, slowing down the whole process impacts all of the cool new stuff we're currently working on too so it's a tough trade off.
      With Overwatch 2's recent reveal, will the artists and dev team be collaborating with the OW team to create new skins/ integrating talents for the existing roster of heroes perhaps during a rework?
      I don't believe there's any plans to update current heroes talents based on the OW2 reveal, however it's certainly possible in the future once the game is released. On the art side we always want to be sensitive to the source material for our content and if we decide to make a new hero or skin we would certainly collaborate with the OW team to build the best version possible.
      Good morning. when are you going to buff to tracer ?
      We do have plans to liven things up for Tracer, but we're not ready to share details quite yet ?
      When will quick match be removed from the game? Or at least fixed? Quick match's current incarnation being a problem has been common knowledge for years, but nothing has been done to address it, despite quick match being any new player's first experience with the game.
      Quick Match has been a topic that has blighted my dreams, affected my relationships, altered my gravitational pull with the Earth, caused many discussions in the office, and largely just followed me around like a shadow made of tears and frustration.
      From issues stemming from New Heroes being 2/3rds of the queue for the first week or so of a hero's release (seriously, how do you expect us to be able to matchmake that?), or issues with Call of the Nexus, or to the time it broke for 3 days and made any match it wanted to, Quick Match has kept me awake when I would rather be asleep for far too long.
      However, what can we do with it? It's our most popular game mode and we are, I think, the only MOBA that allows you to pick a hero before entering matchmaking. We are Just. That. Nice.
      So, what do we do with it?
      - Nothing: You can just play it as is, get some amazing games, get some... other games, play the newest and shiniest hero... eventually?
      - Blind Pick/All Pick: We become more like other MOBAs and you can pick your hero in turn and do/don't get to see what your opponents pick until the timer is up, and then the guy that didn't get what he wanted leaves the game and overall sadness goes up in the world by 0.002%
      - ANARCHY: We just turn all the Quick Match rules off and hope the problem solves itself!
      As us Brits like to say: Answers on a Postcard addressed to the Nexus and I'll collate the responses.
      Arams are amazing is there a plan to add a ranked version of it? This might add some sort of strategy to the mode.
      While that sounds like a nifty idea, we don't have any plans to add a ranked mode for ARAM at this time.
      I'd have a few concerns with doing it - primarily that ARAM is intended to be a fun, wacky mode where you can kind of wind down and relax. If we turn it into a competitive thing, a lot of that spirit can easily be lost in the name of created a better ranked experience.
    • By positiv2
      This thread is for comments about our Anomalies guide for Heroes of the Storm.
    • By Stan
      Sleepy Cloud is still on sale this week for 1,000 Gems, but you can no longer buy the 360 Day Boost.
      Don't forget to check out this week's Free Hero Rotation and Deathwing Patch Notes!
      Deathwing is free for all Virtual Ticket holders, but if you're buying the Hero with Gems/Gold, you may have noticed an increased price.

      Hero Sales
      The following Heroes are available for purchase at a reduced Gem cost:
      Heroes Old Price New Price Hanzo 750 Gems 375 Gems Imperius 750 Gems 375 Gems Muradin 500 Gems 250 Gems
    • By Stan
      This week's brawl is Industrial District! The single-lane Overwatch-themed map comes with standard play and shuffle pick and the goal is to destroy the enemy Core to claim victory. Complete three games to receive a Loot Chest.
      Blizzard (Source)
      This week’s Heroes Brawl is Industrial District! Slide around and slug it out in the heart of Volskaya in this Overwatch-themed, single-lane Battleground featuring lots of conveyor belts and tons of action.
      Rules:
      Shuffle pick - Choose from one of three Heroes before entering the battle. Standard play - no talent or level restrictions. The first team to destroy the enemy Core wins! Rewards:
      Complete three matches of the Industrial District Brawl 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.
    • By Stan
      Due to some unexpected issues, Blizzard's delaying the Deathwing patch in Europe and the update should go live at around 5 PM PST (2:00 AM CET).
      Meanwhile, the patch has hit other regions and you can read the full patch notes for details.
      Blizzard (Source)
      Hello,
      Due to an unexpected issue found, we’re delaying the Heroes of the Storm live patch release in EU region to 5pm, tomorrow, December 4, PST.
      Sorry for the inconvenience, and thank you for your understanding. We’ll get it ready as soon as we can!
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