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Blizzard's implementing new technology to the game that will enhance the ability to validate the accuracy of reports. Players who are frequently reported for using offensive language will receive account silences and ranked suspensions faster now.

Blizzard LogoBlizzard (Source)

Starting today, we’re implementing new technology that enhances our ability to validate the accuracy of reports. This will allow us to increase the rate that we issue account silences and ranked suspensions to players who are frequently and consistently reported for using offensive language. These actions are aimed at those who regularly use offensive language to harass, antagonize, and abuse one or more of their teammates. This type of behavior not only ruins the experience for those who are targeted, but also damages team morale, effectively degrading the fun for everyone in a match. 

We will continue to issue weekly suspension and ban waves for non-participation and intentionally dying. You can check that forum thread regularly to keep up with our latest round of account actions. Additionally, if you’ve recently reported another player for going AFK, refusing to participate, or intentionally dying, be sure to keep an eye on the email inbox associated with your account for any updates regarding actions we’ve taken against that player as a result of your report.

We’d like to thank those of you who use the relevant in-game reporting options when you spot negative behavior in your matches and encourage you to continue doing so. Your actions have the largest positive impact on the health of the community.

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I reported a 2 guys in Dota once and I got an email saying action was taken. I really like the feature of knowing that my report helped make the community a little better.

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HotS players are toxic as hell so should be nice to do something with them. Sure, I'm one of them, but c'mon. First add surrender option, that would avoid lot of "talking" about each others mom and afk. If you lose so hard to -4 levels and all forts lost under 5 mins then you have no mood to continue but the game doesn't give alternative, mostly there start this things.. or start at picking, but that guys must be an IRL douchebags as well.
Would be really nice if report system work here too. Overwatch is so "cool" in this way.. yeah, I'm muted every week for 2-3 days.

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21 minutes ago, VegaPl said:

When you hit the PLAY button I expect that people are committed to try their best and I think giving them a surrender option as a systematic solution defies all of it. I think it would backfire and some people would surrender in A LOT of matches before it is even sure that you won't win.

Totally agree, a surrender option would be like adding a "rage uninstall" hotkey. Plus HotS has such a well implemented comeback-mechanism - you never know when you'll turn around a game...

Though if you think about it a little it's funny that massively multiplayer games became so popular, yet the biggest challenge in terms of gameplay experience is how to ban enough people playing it. So if there's an option I'd like to see is a "prefer low-blood pressure boring retired neurosurgeon professors" button. I would so love to try once to play with chilling yet intelligent teammates. Like Stephen Hawking.

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Only time when I'd like to see surrender button is when QM matchmaking sets you one of those simply unbeatable comps. Best one we had once was when we had very squishy team with no CC, against Morales, Abathur, Illidan Garrosh... Worst 15 minutes.

But that's just bypass, not solution to problem.

Edited by SleepySheepy

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I've had some games in QM where it definitely looked like we had an objectively inferior team comp. But if you actually just play the game, instead of pressing surrender, you can win a surprising number of those games. Some people get demoralized by those kinds of situations, but I usually take them as a challenge. I recognize that the odds are against me, but I want to try to win anyway, because I think I'm better at the game. At the end of the day, it pretty much shakes out the same, you win some you lose some.

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Playing QM, I would always get demoralized by enemy Butchers, Tracers, etc. simply because they require coordination to take down, which normally isn't seen in QM. But no matter how much I wish there was a surrender option for those games, sometimes the team pulls through and overcomes the challenge, turning a thought loss into an epic comeback. It's really fun facing a "superior comp" and accepting the challenge, because either it'll be a challenge you can face on equal grounds or a challenge you can't overcome which can be productive to tell you what went wrong besides the superior comp (bad positioning, wrong place wrong time) and can help realize that the enemy didn't win because of their comp, but because the team was demoralized by it. And at the end of the day, a Butcher or Tracer stomp will turn into a 10-minute game, nothing too big to have a surrender option for.

Edited by Androski

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how am i suppose to do epic come-backs if they put surrender button :D seriously, those are the best matches, when you comeback from 2-3 lvl behind and win the game. i think thats one of the best traits of hots.

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It's basically improvise - adapt - overcome.

I must admit though, there were moments I have longed for this infamous surrender option. Sometimes it's just so damn frustrating when ppl won't listen, do their own thing and basically lose the game for everyone. Hm Tribute on Cursed hollow? better go fight the boss on my own to see my team get shredded just to die to said boss and lose it to the enemy team -.- And Ofc there's the issue about the comps - albeit this is a QM problem, I'd agree. Still, it's damn frustrating... Oh you have squishy mages, 0 mobility, a varian (who will pick twin blades ofc - it's QM) and a lucio? best put you up against artanis, dehaka, morello, butcher and tracer. thx, 15 minutes well wasted. Granted - if the ppl I was playing with that match knew wtf to do, we could have pulled something off. Ironically it seems it's always these games you get paired with "uncooperative and advice-resistant ppl" (let's be nice)...

But I too wouldn't really want that to be a possibility. Else 9 out of 10 games would end through surrender either by your team or the other one. There's at least one great game for each one, that wants to make you throw your headset across the room.

Edited by Evincare
Added some things...

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2 hours ago, Evincare said:

It's basically improvise - adapt - overcome.

I must admit though, there were moments I have longed for this infamous surrender option. Sometimes it's just so damn frustrating when ppl won't listen, do their own thing and basically lose the game for everyone. Hm Tribute on Cursed hollow? better go fight the boss on my own to see my team get shredded just to die to said boss and lose it to the enemy team -.- And Ofc there's the issue about the comps - albeit this is a QM problem, I'd agree. Still, it's damn frustrating... Oh you have squishy mages, 0 mobility, a varian (who will pick twin blades ofc - it's QM) and a lucio? best put you up against artanis, dehaka, morello, butcher and tracer. thx, 15 minutes well wasted. Granted - if the ppl I was playing with that match knew wtf to do, we could have pulled something off. Ironically it seems it's always these games you get paired with "uncooperative and advice-resistant ppl" (let's be nice)...

But I too wouldn't really want that to be a possibility. Else 9 out of 10 games would end through surrender either by your team or the other one. There's at least one great game for each one, that wants to make you throw your headset across the room.

Well said. The solution is the improved QM matchmaking that they said they are working on not a surrender option. Some of the best/most memorable matches Ive ever had involved coming back from when the core was almost dead to winning the game heck even coming back and making it a close game feels great at that point.

The two things that annoy me most in this game that other players do is type "gg. you all suck" or the equivalent into chat after losing one or two early team fights and people AFKing at the start of the match so I am very happy we're not getting a surrender option and happy they're going to be taking the AFK reports more seriously. 

 

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19 hours ago, Hypersonic said:

HotS players are toxic as hell so should be nice to do something with them. Sure, I'm one of them, but c'mon. First add surrender option, that would avoid lot of "talking" about each others mom and afk. If you lose so hard to -4 levels and all forts lost under 5 mins then you have no mood to continue but the game doesn't give alternative, mostly there start this things.. or start at picking, but that guys must be an IRL douchebags as well.
Would be really nice if report system work here too. Overwatch is so "cool" in this way.. yeah, I'm muted every week for 2-3 days.

Oh god. Please no surrender option. So many games have been turned last minute. Even with 4 levels behind I managed to win sometimes in the end. This would kill what HotS is about. 

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14 hours ago, MasterKast said:

how am i suppose to do epic come-backs if they put surrender button :D seriously, those are the best matches, when you comeback from 2-3 lvl behind and win the game. i think thats one of the best traits of hots.

Agreed, such games are the best and most satisfying to play. This reminds me of my Warcraft III times, when I would play Random 3vs3, which sometimes turned into 3vs2 or even 3vs1 in some cases. Then I would do my best to control both bases and NEVER EVER give up. Often when the opponents see a leaver in your team, they would become reckless / cocky and assume you will 100% lay down on the ground and wait to be stomped. You win some, you lose some, that is true as well.

11 hours ago, Evincare said:

uncooperative and advice-resistant ppl

Heh, nicely put

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20 hours ago, Bogu said:

Blizz, please delete QM. Leave it only on bots and pvp should be unranked picks.

They are definitely going to delete the most played mode and the mode most likely keeping the game relevant in the MOBA market.

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22 hours ago, Bogu said:

Blizz, please delete QM. Leave it only on bots and pvp should be unranked picks.

Quick match is super important, IMO, for learning the synergies/counter synergies between heroes on your own team and how and what characters might counter your favorite pick on an enemy team. It lets you use empirical data to formulate your strategy in the drafting process for unranked and ranked play. 

While I've only made it to high gold in my progression in ranked, it's also important to be able to test the human response to different characters/abilities. I haven't noticed too much of a difference in how people react to each ability across the silver and gold levels when compared to QM and in the VODs/ Streams I watch, everything is still the same just a bit more polished at the higher levels (your hit % might drop a bit on a skillshot, for instance).

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On 21/04/2018 at 3:42 PM, Valhalen said:

I think this is very fitting for the moment:

 

Beat me to it. Was such a perfect video.

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    • By Staff
      Game Pass members can now unlock 30 Heroes in Heroes of the Storm for free. Here’s how to claim your in-game perks.
      Game Pass Ultimate and PC Game Pass members are getting a fresh batch of in-game perks this week, and Heroes of the Storm is officially part of the lineup!
      Starting now, subscribers can unlock 30 playable Heroes in Blizzard's free-to-play MOBA just by linking their Battle.net account.
       
    • By Staff
      After extensive PTR testing, Blizzard released a new balance patch and here are the official patch notes.
        
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Draft First Round pick timer has been reduced from 40 seconds to 25 seconds. Hero Ban timer has been reduced from 24 seconds to 15 seconds. Hero Pick timer has been reduced from 24 seconds to 15 seconds. Return to Top
      Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Decreased the amount of energy stored from 50% to 40% of damage to non-Heroes. Dehaka
      Base
      Dark Swarm [W] Damage reduced from 52 to 48. Talents
      Level 4 Hero Stalker Essence gain is not increased when hitting more than 2 Heroes. Essence gain now requires Dark Swarm to hit 2 Heroes. Hitting more than 3 Heroes at once no longer grants additional Essence. Lurker Strain Cooldown reduction bonus reduced from 3 seconds to 2 seconds. Level 7 Feeding Frenzy REWORK: Cooldown reduction is now a Gambit bonus, starting from 1.5 second cooldown reduction. Each death lowers this by 0.25, up to 3 times. Paralyzing Enzymes REWORK: Gambit removed. Now reduces Drag's target's healing received by 40% while Drag is active and for 2 seconds after. Level 13 Ferocious Stalker Damage bonus reduced from 60% to 50%. Level 16 Tunnelling Claws Movement speed reduced from 125% to 120%. Level 20 Contagion Now also reduces the damage of Isolation by 60%. Greymane
      Talents
      Level 1 Wolfheart Rework: Now also increases Armor granted by Worgen Form from 10 to 15. Kharazim
      Base
      Health increased from 2027 to 2080. Breath of Heaven [W] Healing increased from 285 to 295. Talents
      Level 4 Air Ally Health increased from 200 to 300. Spell Power increased from 15% to 20%. Level 10 Divine Palm Duration increased from 3 to 4 seconds. Level 13 Sixth Sense Sixth Sense now starts expiring after the Stun expires, instead of as soon as the Stun is applied. Level 20 Epiphany Cooldown increased from 60 to 70. Mana restored increased from 33% to 70%. Lúcio
      Base
      Soundwave [Q] Cooldown increased from 7 seconds to 8 seconds. Mana cost increased from 30 to 45. Talents
      Level 1 Accelerando Time to maximum increased from 4 seconds to 6 seconds. Level 4 Off the Wall REWORK: Now also refunds 15 Mana when hitting an enemy with Soundwave while Wall Ride is active. Level 7 Good Vibrations Duration of Shield increased from 7 seconds to 8.5 seconds. Level 10 High Five Cooldown increased from 20 to 25 seconds. Level 13 Heavy Casters Now also prevents Push Off from hitting multiple targets. Push Off no longer Slows the first Hero hit and instead Stuns them for 0.5 seconds. Level 16 Up the Frequency Cooldown reduction reduced from 0.4 seconds to 0.3 seconds. Up To Eleven Duration bonus from Push Off increased from 0.3 seconds to 0.5 seconds. Duration bonus from Soundwave reduced from 0.3 seconds to 0.25 seconds. REWORK: Hitting Heroes while Amp It Up is not active increases the duration of the next Amp It Up by up to 1.5 seconds. This does not limit the amount able to be gained while Amp It Up is active. Whitemane
      Talents
      Level 1 Inquisitor's Prayer After Basic Attacking an enemy Hero 3 times, Whitemane also gains a stack of Inquisitor's Prayer. Level 13 Scarlet Wrath REWORK: Now also restores .5% Mana to all Zeal targets. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused some effects to not display correctly on the Target Dummy in the Sandbox and Try Mode. Fixed an issue that caused some Movement Speed bonuses to display the incorrect value in the target info panel. Brawl
      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Deadman's Stand Fixed an issue that caused AI to not act. Fixed an issue that caused the Map Mechanic button to not be visible. Garden Arena Fixed an issued that caused the AI to not move. Punisher Arena Fixed an issued that caused the AI to not move. Trial Grounds Fixed an issued that caused the AI to not move. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      Abathur Level 10 Ultimate Evolution Clones of Kharazim that have selected Insight now treat the quest as completed. Alarak Level 10 Counter-Strike Now increases Alarak's Self Healing score for damage it absorbs. Ana Base Aim Down Sights [Trait] Fixed an issue that caused Aim Down Sight's Healing Dart bonus to last after Aim Down Sights has ended. Activating Aim Down Sights will now also Dismount Ana from the Toy Train. Azmodan Base Summon Demon Warrior [W] Fixed an issue that caused Azmodan's Demon Warrior's aura damage to not behave similar to other aura damage effects. Brightwing Base Soothing Mist [Trait] Fixed an issue that caused Smoothing Mist to activate around Brightwing when in Stasis. Dehaka Fixed an issue where Basic Attack's would potentially not consume evade stacks if attacking within .25 seconds of Drag ending. Jaina Level 16 Snowstorm Fixed an issue that caused Snowstorm's bonus to not apply correctly. Kael'thas Level 7 Sunfire Enchantment Fixed an issue that caused an active Sunfire Enchantment Spell Power buff to be removed when Kael'thas is killed. Kharazim Level 10 Divine Palm Fixed an issue that caused Divine Palm's Stasis to remove Damage Over Time effects from Kharazim. Fixed an issue that caused Divine Palm to not remove negative effects that were applied alongside the triggering effect. Greymane Level 4 Insatiable Fixed an issue that caused Human Form Basic Attacks to trigger Insatiable twice. Leoric Base Drain Hope [W] Fixed an issue that caused Stasis on Leoric or Drain Hope's target to not break Drain Hope. Li Li Fixed an issue that caused Water Serpent to move at a reduced speed. Level 4 Surging Winds Fixed an issue that caused an active Surging Winds buff to be removed when Li Li is killed. Li-Ming Level 1 Power Hungry Fixed an issue that caused an active Power Hungry buff to be removed when Li-Ming is killed. Lúcio Level 7 Good Vibrations Fixed an issue that caused Good Vibrations to not gain Shields from Soundwave hitting Neutral Mercenaries. Lunara Level 10 Leaping Strike Fixed an issue that caused Leaping Strike to stall game logic. Malthael Level 1 Fear The Reaper Fixed an issue that caused Fear the Reaper's duration indicator to not be tied to the ability button. Stitches Base Hook [Q] Fixed an issue that caused Hook to not reveal their caster if the Hook is visible. Tassadar Base Shock Ray [Q] Fixed an issue that caused Shock Ray to not reveal their caster if Shock Ray is visible. The Butcher Fixed an issue that allowed The Butcher to disjoint while collecting Fresh Meat. The Lost Vikings Fixed an issue that caused Longboat to move at a reduced speed. Tychus Level 20 Focusing Diodes Now grants an additive damage bonus. Tyrael Level 13 Law and Order Fixed an issue where maximum bonus was capped at 4 allied Heroes. The cap has been increased to 15. Whitemane Level 10 Divine Reckoning Updated Divine Reckoning's mana restoration based off of damage dealt to display only one instance of floating text. Zul'jin Level 20 Forest Medicine Selecting Forest Medicine will no longer interrupt an ongoing Regeneration channel. Return to Top
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