Stan

Developer Insights: Double Support Team Compositions

33 posts in this topic

MW2GSH3CUPG11511824767264.jpg

In this week's balance patch, Blizzard is making adjustments to Support Heroes to eliminate the prevalent double Support team compositions.

Quote

"It's possible that double Support has always been the "best way" to play, and the community has been trending in this direction for a while."

TL;DR:

Starting November 28:

  • Support Heroes will have a weaker wave clear.
  • The Damage / Healing Done / Health of Support Heroes will be decreased by ~5%.

The main issue of some Support Heroes (Ana, Alexstrasza) is their lack of self-sustain, resulting in bringing in another healer. The team will closely monitor their performance and continue with Hero reworks where necessary. Blizzard would like to add self-healing to Ana's ShrikeShrike soon.

The official blog post below offers reasoning behind all the changes.

Blizzard LogoBlizzard (Source)

Over the last several months we’ve seen double Support team compositions become more and more prevalent in all levels of play, including esports. While we think this is an okay strategy to see some of the time, we are currently seeing too much of it and will be making some tuning and design changes going forward to address its over-prevalence.

Before diving into the specific changes and reasoning, we'd like to provide some context on double Support and our current stance:

  • We know characters like Tassadar, Tyrande, and Medivh cannot be played as a solo Support. They need to be paired alongside a healer. This is totally fine! We are perfectly okay with these characters showing up in double Support comps (because otherwise they wouldn’t have a team composition they fit in).
  • We are mostly trying to move away from the “double healer” team compositions that we are seeing so commonly. Like everything, double healer is okay in moderation, we just don’t want this to be a common strategy that doesn’t care about map, enemy team composition, etc.
  • Most team compositions right now are setup as the following:
    • A tank for your primary front line
    • A bruiser or second Warrior as a secondary front line
    • A healer to keep your team alive
    • This leaves 2 spots on a team, and with one of those commonly being occupied by another healer or Support, it means we only see one Assassin. This also forces Assassin picks to be into a smaller subset of ‘hyper carries’ such as Valla or Greymane. While these characters are cool, we really want to create some space for Mages and other characters to shine as well.

Along with the above, we wanted to touch on why we think we’re seeing double Support more now than in the past:

  • About a year ago we introduced a new Armor system. This system ultimately made a lot of Warriors more efficient heal targets, and we mentioned that we planned to go through and remove some healing from Supports when we first implemented the system. This is a change we never ended up doing, so we’re looking at taking care of it now.
  • We’ve also been going through all our characters and trying to focus them with specific strengths and weaknesses. While this goal is important to make sure that all characters feel and play in a unique way, it’s also likely made double Support more powerful. Uther, for example, has the weakness of being an inefficient long-term healer, but can prevent tons of burst and keep allies alive during critical moments. If you pair him with someone like Lúcio or Auriel (healers with high efficiency) then you get the best of both worlds; you can prevent burst and out sustain the enemy team. Essentially these healers have more powerful strengths and complement each other’s weaknesses.
  • In a vacuum, our Supports are pound-for-pound more powerful than our other Heroes. They are designed to provide enough healing for a team of five, while still bringing things like wave clear, crowd control effects, or decent damage. It’s possible that double Support has always been the ‘best way’ to play, and the community has been trending in this direction for a while.

So, with all of that in mind, over the last several months the Live Design team has been debating how to address this:

  • If we nerf healing numbers, do we just see teams bringing two Supports more often to have enough healing?
  • If we buff healing numbers, can you make due with a single Support, and potentially see less double Support?
  • Should we be buffing a group of characters that we already feel are pound-for-pound more powerful than other characters?

While we’re still actively debating the best solves, we wanted to take a crack at this, so we have a number of changes hitting the Nexus soon.

Here is a general list of changes we’re making to Support Heroes:

  • Weaken wave clear:
    • Cutting a handful of talents such as Lightning Bond on Rehgar
    • In general, making it so wave clear on Supports is worse. This should be an understood handicap for running multiple healers.
    • Your team will have slower lane rotations and less ability to quickly take jungle camps while efficiently soak lanes
  • Decrease Damage by 5%~:
    • This will also help reduce wave clear slightly.
    •  Bringing two healers will mean your team is giving up more damage, hence having less kill potential.
  •  Decrease Healing by 5%~:
    • This will help address the addition of Armor and will simply pull a little bit of healing out of the game.
  • Decrease Health by 5%~:
    • Certain Supports are unusually tanky for being ranged backline characters. Also factor in that they can heal themselves, and they end up being very difficult for the enemy teams to focus fire down.
    • With slightly reduced health pools, we want to put some emphasis back on focusing these healers.

Individually, each of these changes are small. However, we feel the sum of these changes could have a meaningful impact on the meta. We’ll be reading your feedback, playing, and looking to data to see the results of this. We may be making more changes in the future if this doesn’t do enough.

Before closing, we wanted to take a few moments to provide some context around making sure our Healers still feel awesome:

  • We will continue to do talent reworks and Hero updates to all characters, including Supports.
  • We feel that adding interesting “mini-games” for characters to play can create rewarding and challenging gameplay moments. If you’ve had a chance to play Ana, she can have very high highs, and very low lows. While we’re not going to suddenly make a bunch of our healers skillshot based, we have learned a lot from Ana and will be iterating on things moving forward.
  • Speaking of Ana, and more recently Alexstrasza, healers that have a hard time healing themselves push players into double Support strategies more often. Moving forward, this is also something we’ll be looking at. For Ana specifically, we’re exploring adding a self-healing mechanic to her trait, Shrike. While these updates won’t be a part of this initial release, it is something we’re working hard towards.

Thanks for taking the time to read this and hopefully this has provided some context for the massive number of tweaks we are making. As always, we look forward to reading your discussions and seeing you all play with this in the live game.

    - The Heroes Live Team

  • Like 1
  • Sad 1

Share this post


Link to post
Share on other sites

"Fixed an issue that sometimes caused players to draft Support heroes." 

I feel as though the 5% nerf across the board as well as other upcoming changes such as the stealth rework are too sweeping and general, and that various heroes will eventually get revisited for a numbers and talent pass, particularly when it comes to differences in kit and roles. Rehgar, for example, was changed to be more like his current iteration after the devs decided he was being taken too much as a backline healer caster; with this nerf, he will go even further back to this old way of being a backline hero, too squishy and not enough damage to do anything meaningful, except that he will be worse off due to the nerfs to Ancestral, the range on Chain Heal and so on, while being in competition with other supports, both old and new, where any differences in effectiveness will be all the more important. That's just one example of how odd some of these changes truly are in terms of swings and roundabouts. 

I'm holding hope that things will feel a lot better once it hits live and there'll be more talent diversity and more varied comps, but overall, I'm just hoping that I'm not deadweight to my team playing something like Tyrande. 

Edited by Plergoth
  • Like 2

Share this post


Link to post
Share on other sites

The real problem that Blizzard refuses to acknowledge is there is no viable team composition that doesn't involve at least one pure healer.  Throw in the fact that Tanks offer the most versatile range of talents leading to a two tank meta, and it follows that a two support meta will benefit said tanks the most as far as keeping them up and running.  Running double assassin simply isn't viable these days, and most specialist heroes don't have the teamfight capability to make them viable in most comps, especially as so many other heroes have significant waveclear anyway.

Personally, it feels like theres a fundamental structural problem here.  I've played about 10x more games with Nazeebo then any other hero, and I can't play him anymore.  Sustained damage over time simply isn't that useful anymore, as there's too many tanks with self-sustain and too many healers who can passively heal out the damage (I'm looking squarely at Lucio here).

Simply put, assassins and specialists aren't that useful anymore.  It's Blizzards own fault really; they keep adding more assassins and making them all more specialized so they all have a niche, but all they've done is made all of them as a group less useful.

Edited by gamerk2

Share this post


Link to post
Share on other sites

Seems blizzard just likes to destroy any strategy, any playstyle, anything which is successful  to make game balanced! Well I don't know how long I can deal with these crap updates.. 

Share this post


Link to post
Share on other sites

Wont lack of healing just encourage people to play doube supp? lol

8 hours ago, Stan said:

We know characters like Tassadar, Tyrande, and Medivh cannot be played as a solo Support.

And they nerf them too lol. Nerfing Tyrandes dmg which is basically an assassin is a very stupid decision. 
Tassadar was already squishy as he was and the static nature of his basic attacks will make him just harder to play overall. Reducing dmg on both of them is just stupid. They both need their dmg otherwise they wouldnt be a viable pick because they dont bring enough healing/protection.

Ana was already squishy as she was because she had no self-sustain and they make her even squishier. Putting sustain on her shrike seems like very bad idea because in high level of plays Ana rarely even basic attacks, she needs to be safe in the backline and heal people. 

 

Share this post


Link to post
Share on other sites
9 hours ago, XeaKon said:

I hope they will not nerf double warrior compositions next as this seems to be the course of action.

They already did and are doing it to warriors.. they are also trying to reduce damage of warriors and improving their tanking in some cases to remove that strategy  too

Edited by MZLICH

Share this post


Link to post
Share on other sites

I think they should focus on melee asassins(except Greymane) and buff either their damage or their resistance as bruisers like Sonya and Varian have more resilience while sill bringing enough damage.

Share this post


Link to post
Share on other sites
11 hours ago, Stan said:

The main issue of some Support Heroes (Ana, Alexstrasza) is their lack of self-sustain, resulting in bringing in another healer. The team will closely monitor their performance and continue with Hero reworks where necessary. Blizzard would like to add self-healing to Ana's ShrikeShrike soon.

Well, AT LEAST some good news, although it is pretty much putting a bow in a pile of shit, but ok. Let's hope they give a similar treatment to Alexstrasza by making Fire WithinFire Within baseline then.

11 hours ago, Stan said:

In a vacuum, our Supports are pound-for-pound more powerful than our other Heroes. They are designed to provide enough healing for a team of five, while still bringing things like wave clear, crowd control effects, or decent damage. It’s possible that double Support has always been the ‘best way’ to play, and the community has been trending in this direction for a while.

Blizzard's idea was to make Supports unique compared to your typical healer and give them more utility. Now they're tuning down that? Doesn't make sense.

So it's ok to keep the Double Warrior meta, but the Double Support is "not interesting" to them? Bullcheetos.

Edited by Valhalen
  • Like 2

Share this post


Link to post
Share on other sites
16 minutes ago, Valhalen said:

Well, AT LEAST some good news, although it is pretty much putting a bow in a pile of shit, but ok. Let's hope they give a similar treatment to Alexstrasza by making Fire WithinFire Within baseline then.

Fire Within baseline hmm that might be too OP. In case of Ana any self-sustain is better then none right?

18 minutes ago, Valhalen said:

Blizzard's idea was to make Supports unique compared to your typical healer and give them more utility. Now they're tuning down that? Doesn't make sense.

Not really. They just want to tune down their waveclear. Otherwise we would see nerfs on their abilities.

Share this post


Link to post
Share on other sites

I think its strange that to reduce people using multiple healers, they are nerfing healing...

No sane person I've ever played any game with has ever said, "We have enough healing, bring another healer."  Quite the opposite is true.  The strategy tends to be only use as many healers as you can get away with, and replace them with solid damage if you can.

If people are bringing 2 healers along, its likely because they didn't feel they could cut it with just one.  Reducing healing output is going to make people more reliant on heals, not less.

Edited by KimmyM

Share this post


Link to post
Share on other sites
13 minutes ago, xevex said:

Not really. They just want to tune down their waveclear. Otherwise we would see nerfs on their abilities.

Such as having talents completely removed? 

Share this post


Link to post
Share on other sites
28 minutes ago, xevex said:

Fire Within baseline hmm that might be too OP. In case of Ana any self-sustain is better then none right?

Could be baseline as 5% as opposed to 10%, maybe even less, I don't know.

Share this post


Link to post
Share on other sites
9 minutes ago, Plergoth said:

Such as having talents completely removed? 

Rehgars talent gives him insane waveclear. I can understand why they removed it.

4 minutes ago, Valhalen said:

Could be baseline as 5% as opposed to 10%, maybe even less, I don't know.

Yeah 5% baseline would be nice and you could still pick the talent for the additional 10% that would make Fire Within better synergy with Live and Let Live cuz right now if you only hit one hero youre not sustaining yourself enough for such a low cooldown and Life Blossom is not always a safe pick, especially not again dive comps.

Edited by xevex

Share this post


Link to post
Share on other sites
11 minutes ago, xevex said:

Yeah 5% baseline would be nice and you could still pick the talent for the additional 10% that would make Fire Within better synergy with Live and Let Live cuz right now if you only hit one hero youre not sustaining yourself enough for such a low cooldown and Life Blossom is not always a safe pick, especially not again dive comps.

Yeah, that really agonizes me, especially against poke compositions and/or DoTs, where you constantly get chip damage that prevents Alexstrasza from staying on 75% health.

Edited by Valhalen

Share this post


Link to post
Share on other sites

This seems like a poor way of getting people away from the double support comps. I'm far from an expert at this game (been playing less than a year now) but a more enjoyable way to push this would be buffing the damage on assassins such that a double assassin comp can put out enough damage that a even double support comp can't keep up. Some people might try a triple support composition but then you will likely see a noticeable drop off in damage which hurts on most map objectives. Also generally buffs are more fun to receive than nerfs. if most assassins and specialists are underpowered compared to supports buff the assassins and specialists.  

Share this post


Link to post
Share on other sites

" We know characters like Tassadar, Tyrande, and Medivh cannot be played as a solo Support." 

So can someone clear this up for me, when did Medivh become a Support and/or how are you solo supporting with a Specialist?

Share this post


Link to post
Share on other sites

I can't say I completely understand how nerfing healing will cause people to have less healers. Unless they want dual tanks every game. The sustain is still needed, and nerfing sustain classes won't fix the issue, it'll just make a pirate ship meta where everyone hangs back because they know they don't have the heals to stay in a prolonged fight.

 

I think they should buff heals slightly and do some reworks that allow for some of the healers to stand alone. Alexstraza is a new hero but if you've played her you know she is infinitely better with a second healer. Her main healer builds revolve around keeping her health above 75% and he main heal ability takes a percentage of her life to heal others. If that's not asking for a second healer, idk what is

Share this post


Link to post
Share on other sites
2 minutes ago, Mortimmer said:

" We know characters like Tassadar, Tyrande, and Medivh cannot be played as a solo Support." 

So can someone clear this up for me, when did Medivh become a Support and/or how are you solo supporting with a Specialist?

Medivh is really the true definition of a support, most of his abilities revolve around providing utility and negating damage. He is not a healer though so they stuck him in specialist. Why tassadar is a healer and medivh a support baffles me.

  • Like 2

Share this post


Link to post
Share on other sites
Quote

To ensure people bring less healers we're nerfing healers to the point a lone healer can't keep up.

Alright. Let's see how this goes.

  • Like 1

Share this post


Link to post
Share on other sites
16 hours ago, gamerk2 said:

The real problem that Blizzard refuses to acknowledge is there is no viable team composition that doesn't involve at least one pure healer.  Throw in the fact that Tanks offer the most versatile range of talents leading to a two tank meta, and it follows that a two support meta will benefit said tanks the most as far as keeping them up and running.  Running double assassin simply isn't viable these days, and most specialist heroes don't have the teamfight capability to make them viable in most comps, especially as so many other heroes have significant waveclear anyway.

Personally, it feels like theres a fundamental structural problem here.  I've played about 10x more games with Nazeebo then any other hero, and I can't play him anymore.  Sustained damage over time simply isn't that useful anymore, as there's too many tanks with self-sustain and too many healers who can passively heal out the damage (I'm looking squarely at Lucio here).

Simply put, assassins and specialists aren't that useful anymore.  It's Blizzards own fault really; they keep adding more assassins and making them all more specialized so they all have a niche, but all they've done is made all of them as a group less useful.

[emphasis mine]

I was with you all the way up to your conclusion - healers are too valuable and the reason is that there are too many assassins?

The part in your comment I bolded is perhaps the best insight in the thread so far: the problem is that healers are mandatory, and the reason for this is that healers exist.

Exhibit A: Riot knows this; their devs have stated repeatedly that they feel "pure healer" characters like pre-rework soraka are toxic to their game design(promoting passive play, long games, reducing champion diversity, etc, basically all the things double support is causing in hots). While I don't play LoL anymore for unrelated reasons (60+ minute games...) I think this design decision is one of their smartest: in LoL supports are tanks, cc mages, siege or map control specialists, and more. In hots, support characters are healers, period, or they won't get picked.

Exhibit B: WoW PvP (particularly arena) was utter horseshit for the first two expansions at least, and dedicated healers were the problem. Even with healing nerfed in arena, healers were freakishly difficult to overcome: being tuned to heal damage from a raid boss meant that no one or two dps characters could actually bring them down without careful cc chain combos. I remember it was a frequent occurrence that you'd finally manage to finish off an opponent's 2 dps, only to spend the same amount of time just standing there waling on the resto druid who can't win but also can't die for like 5 whole minutes. Not exactly thrilling fast-paced pvp.

 

I actually applaud these nerfs because I think they're thinking in the right direction, but I think the real fix is: remove primary healers as a concept from the game. This would be a huge amount of work and require rebalancing basically every hero (besides the full reworks of every support to move them to mage, bruiser, or tank roles) so I don't believe they'll actually do it, but... yeah. that's the only way I see to actually fix the problem of "healers are too good."

Edited by Voltorocks
  • Like 3

Share this post


Link to post
Share on other sites

I completely agree with Voltorocks. This situation has only occured because Blizzard thinks a healer is a mandatory membe of the team. While I don't believe removing all the healing is a good course of action, I do think the amount of healing should be lessened drastically. Right now Blizzard is at the same time doing this while also weakening the damage of all healers, which is the exact opposite. We just have to wait and hope that Blizzard chooses the better one of these paths to go down.

Edited by Fliits

Share this post


Link to post
Share on other sites
4 hours ago, Fliits said:

I completely agree with Voltorocks. This situation has only occured because Blizzard thinks a healer is a mandatory membe of the team. While I don't believe removing all the healing is a good course of action, I do think the amount of healing should be lessened drastically. Right now Blizzard is at the same time doing this while also weakening the damage of all healers, which is the exact opposite. We just have to wait and hope that Blizzard chooses the better one of these paths to go down.

The problem to me is you have a combination of heroes with too much survivability/escape, leading to a focus on burst-heavy assassins (Genji/Greymane).  This in turn leads teams to pick double support to heal out that burst damage ASAP.  Hence the double-support, double warrior meta.  As I noted before: Long term tick damage simply isn't viable in HotS.

Other issues involve mana management post level 10, which is a non-issue for most heroes.  This is a problem, as it leads to ability spamming making most heroes a hell of a lot more effective in lane then they probably should be.  Maybe mana cost should increase for every skill taken for a specific ability to counteract this somewhat?  At least that would make one-talent focused builds a lot less viable.

Personally?  HotS is a great game, but it has significant issues that are starting to become quite visible.

Share this post


Link to post
Share on other sites
3 hours ago, gamerk2 said:

The problem to me is you have a combination of heroes with too much survivability/escape, leading to a focus on burst-heavy assassins (Genji/Greymane).  This in turn leads teams to pick double support to heal out that burst damage ASAP.  Hence the double-support, double warrior meta.  As I noted before: Long term tick damage simply isn't viable in HotS.

Other issues involve mana management post level 10, which is a non-issue for most heroes.  This is a problem, as it leads to ability spamming making most heroes a hell of a lot more effective in lane then they probably should be.  Maybe mana cost should increase for every skill taken for a specific ability to counteract this somewhat?  At least that would make one-talent focused builds a lot less viable.

Personally?  HotS is a great game, but it has significant issues that are starting to become quite visible.

If the maximum mana increases over time as the game goes along, they should remove that. Then, the mana management shoudl stay at the same level throughout the whole game. Maybe a small increase in max mana when you pick you heroic, but at least they should make playing support a more mana management oriented task, rather than one that requires good reaction times.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Oxygen
      Our twentieth Heroes of the Storm Meta Tier list for the month of June is here!
      We present our twentieth Heroes of the Storm Meta Tier List for the month of June 2018.
      Welcome to Icy Veins's Meta Tier List for the June 12 patch. The goal of this list is to try and detail game's current metagame state. The prime goal of such lists is to inform players regarding popular and trending team composition drafting strategies (i.e. the drafting metagame). Although tier listings are generally the product of balance, many factors come into play when discussing the relative perceived strengths of heroes, including player regions, maps, play style, skill level, and, of course, personal perception. As such, any tier list—including this very one—should never be interpreted as gospel, but rather, as a guide to better grasp what to expect with regards to typical drafting experiences. One useful application of such lists is to allow you know which heroes to look out for in terms of practice and counterplay, ultimately improving your knowledge of the game.
      Using the list
       
      Current ranked mode map rotation
       
      Prime Tier
      Warrior Assassin Support Specialist Garrosh Fenix Malfurion  Zagara↑ Prime tier heroes are considered to be extremely strong in all situations, and show no obvious weakness. They are very often banned or picked right away, as they generally dictate the pace of most matches.
       
      Core Tier
      Warrior Assassin Support Specialist Arthas Chromie↑ Alexstrasza Abathur Blaze   Falstad Auriel↑ Azmodan Dehaka Genji↓ Deckard Nazeebo Diablo↓ Greymane Stukov↓   E.T.C.↓ Hanzo     Johanna Jaina     Muradin Junkrat     Stitches Li-Ming     Varian (Taunt) Lunara↑       Maiev↓       Malthael       Thrall↓       Tychus↑       Tracer     Core tier heroes are strong in a wide variety of situations and have few counter-picking possibility. They should form the core of your team, and be picked after Prime Tier heroes have been distributed.
       
      Viable Tier
      Warrior Assassin Support Specialist Anub'arak Alarak Ana↑ Gazlowe Artanis Cassia Kharazim Medivh D.Va Gul'dan Li Li↓ Murky Leoric Kael'thas Lt. Morales↓ Sylvanas↓ Tyrael  Kel'Thuzad Lúcio↓ Xul Zarya Kerrigan Rehgar     Nova- Uther↓     Ragnaros       Samuro       The Butcher       Varian (Colossus Smash)↑       Varian (Twin Blades of Fury)↑       Valla       Zeratul+       Zul'jin     Viable tier heroes are generally well-rounded that have either fallen out of favour, or, inversely, are on the rise in popularity, due to the current Prime tier contenders.
       
      Niche Tier
      Warrior Assassin Support Specialist Chen Cho'gall Brightwing↓ Probius Cho'gall Illidan Tassadar Sgt. Hammer Rexxar Raynor Tyrande↓     Valeera             Niche tier heroes have niche application on certain maps or for certain team compositions. They may also picked to "round out" your team composition when your team composition is missing out on key components, such as a "jungler" (mercenary camps), a solo laner, or solid waveclear.
       
      Underplayed Tier
      Warrior Assassin Support Specialist Yrel (new) - - The Lost Vikings Underplayed Tier heroes are deemed to be either considerably weaker than the majority of other Heroes, or much more challenging to play properly. Although they may situationally shine, these heroes are generally avoided by most players.
       
      Discussion
      I know I promised a new list for last week, but I generally try to give important changes about a week to set in somewhat before writing about them. Nexomania launching on a Friday (May 22) also threw my timing off slight as well, though I think it's safe to expect future events involving loot chests to fire off right before weekends for economic reasons.
       
      In other news, I brought up the idea of reworking how the list is presented a couple weeks ago. The first change I'd like to discuss pertains to role division. Since Blizzard is taking its sweetest time with reworking the class system, I'm looking for a way to better convey each hero's role. Concretely, this means I'm considering adding more categories and renaming some of the classic ones. This requires a good bit of consideration and some creativity, although I feel like the system I discussed in last month's tier list is solid enough to officially subject to everyone's scrutiny. Let me know how you feel about it, as I'm sure it can be improved.
       
      Tanks:
      Bruisers:
      Fighters:
      Stalkers:
      Marksmen: (and markswomen)
      Mages:
      Healers:
      Enablers:
       
      The second change I'm looking to make pertains to tiering. Although I've never been completely happy with it, some of the problems are becoming more and more apparent as the game is becoming more balanced, and as I spend time thinking about it. First, it fails to really make sense with regards to statistics. For instance, Genji, who stands at at a low 40% win rate, has been considered one of the strongest hero for over a year now. Why might that be? I don't know (well, I do...), but I certainly wish I could better convey this. Second, the names don't really make sense because they describe different states; niche and viable,  describe circumstances, whereas core and prime could be said describe a hierarchy. This doesn't really make sense as prime tier heroes are certainly viable, and as niche tier heroes can outperform so-called prime heroes under the right circumstances. Third, the system does not account for player skill level differences or regional preferences.

      I lack the data to sort heroes by league (bronze, silver, etc.), but even if I did have enough data, it would hardly tells the whole story (refer to the Genji anecdote above). The tiering system I'm considering goes like this, however:

      Metagame defining
      General pick
      Counter-pick
      Situational (map/team composition dependent)

      I'd probably add a Ban-worthy tag to certain heroes. For instance, I'd never ban Zagara over Chromie despite considering her generally stronger. Furthermore, I'd consider giving some heroes + and - tags to provide a certain sense of perceived power, though I'll have to consider carefully.

      As for the metagame discussion, it'll be coming shortly, as per usual. In the meantime, I'm looking forward to seeing how everyone feels about the changes.
    • By Stan
      Heroic Deals for the week of June 26 include two Overwatch Heroes—D.Va & Tracer. In addition to that, the Piggy Bank mount will become purchasable for 7,000 Gold until July 23 and the the Great Razorgrin mount will be removed from the Collection.
      Blizzard (Source)
      Heroic Deals: June 26 – July 2, 2018
      Our next set of Heroic Deals will begin on Tuesday, June 26! Check out the list of upcoming featured items and Hero discounts below. Upcoming Hero Sales
      Tracer — Sale Price: 375 gems D.Va — Sale Price: 375 Gems The following skins and mounts will be added to the featured item rotation and will become purchasable with gems until this round of Heroic Deals comes to an end: Upcoming Featured Skins
      Death Aspect Alexstrasza D.Va the Life-Binder Silver Angelic Valla Dominion Medic Uther Blood Raven Sylvanas Amber Ghost Tracer Upcoming Featured Mounts
      Thunder Star Chariot Blessed Judgment Charger Gold Mounts
      The following Gold Mount changes will take place once this week’s round of Heroic Deals begins: Piggy Bank — Will become purchasable for 7,000 gold until July 23. Great Razorgrin — Will no longer be purchasable in the Collection.
    • By Stan
      Industrial District is a single-lane Overwatch-themed Battleground with shuffle pick and standard play. The first team to destroy the enemy Core wins. Complete 2 matches to earn 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 two 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
      It took a good while, but Heroes of Storm Highlights return with episode 110 of WTF Moments.
      In this video, we've got Alexstrasza miraculously surviving D.Va's Self-Destruct, Garrosh using Blaze's Bunker Drop to escape enemy forts after Stitches used Gorge on him, or Kel'Thuzad executing his Shadow Fissure at the right time to kill an escaping Falstad!
      Let us know your favorite moment in the comments down below and don't forget to submit your replays here for a chance to be featured in an upcoming episode!
      Previous Episodes
      WTF Moments Episode 109 WTF Moments Episode 108 WTF Moments Episode 106 & 107
    • By Stan
      The number of Battlegrounds available in non-Ranked play modes has been reduced until July 9, in order to maximize each player's exposure to Alterac Pass. The change does not affect Ranked Play, as Alterac Pass won't be available until the week of July 9 there.
      Blizzard (Source)
      Attention, recruits! We’ve received updated orders from the front in Alterac. The Horde and Alliance have finished setting up their forward operating bases in the Pass, so it’s time to take the battlefield by storm. We hope your training exercises with General Vanndar or General Drek’Thar have been successful, because Alterac Pass is now available for play in all non-ranked game modes, including Custom Games.
      NON-RANKED BATTLEGROUND POOLS TEMPORARILY REDUCED
      In order to maximize each soldier’s exposure to Alterac Pass, the number of Battlegrounds available for play in Versus A.I., Quick Match, and Unranked matchmaking queues have been temporarily reduced. This reduction will remain in place until the Echoes of Alterac event concludes on July 9. All of the Battlegrounds removed from the non-ranked pool will remain available for play in Custom Games.
      REDUCED BATTLEGROUND POOL Alterac Pass Braxis Holdout Cursed Hollow Dragon Shire Infernal Shrines Tomb of the Spider Queen Please note: Hero League and Team League Battleground pools have not been adjusted, as Alterac Pass will not be available in ranked play until the week of July 9.
      Grab your gear, set your loadouts, and report immediately to Alterac Pass for additional orders from your faction's General. We’ll see you on the front lines!