Jump to content
FORUMS
Stan

Hanamura Temple Update

Recommended Posts

VLVA8EWVBY7E1535150602470.jpg

Hanamura is finally back and here's a breakdown of changes and the designer's thoughts and goals behind them.

Hanamura Temple is returning to the Nexus in the latest patch after a significant gameplay update.

Rework Highlights

  • The objective has shifted to a single contested payload.
  • A payload will remain in place and no longer drift backwards if left unattended by your team.
  • Cores have been opened up for direct attacks.
  • Winning the objective no longer deals damage to the Core without attacking forts and keeps first.
  • Recon camps have been added to the map. 

You can find more details in the Hanamura rework spotlight.

Blizzard LogoBlizzard (Source)

With the update to Hanamura Temple just now hitting the Nexus, we wanted to shine some light on why the Battleground design team decided to make the specific changes you’ve seen on the Public Test Realm and in the Battleground Spotlight video. Read on for a detailed breakdown of these changes and the designer’s thoughts and goals behind it:

Getting to the Core of the Battleground

One of the first things we really wanted to address on Hanamura was the core interaction. Simply put, attacking a Core feels good. Being able to get in to the enemy’s base and really finish the job is something that was sorely missing from the previous version of Hanamura. So, our priority was to open the Core area up to direct threats. This also helps to ensure that a team always has an idea of what they should (or at least could) be doing. Previously, if there were no payloads or mercenaries up, players kind of just stood around soaking and looking pretty. Now you always know that there’s something you could be doing to progress towards victory.

HanamuraRework_Core.gif

Taking a (Pay)load Off

With the cores opened, the next thing on our list was the payloads themselves. We really liked the payloads - escorting a moving point of conflict is a tried and true mechanic that has proven fun for decades across a plethora of games and game styles. That said, four at a time proved to be too much. With each team having up to two active at any time, our thought process was that there would be interesting and conflicting decisions to be made. Do we escort and protect ours, or do we try to prevent theirs? Which one do we protect? Which one do we attack? Our goal of having lots of interesting choices ended up either overloading players with decisions or causing players to fixate on only one aspect of the objective. Too often we’d see teams that just focused solely on escorting and trying to get their payload delivered faster, turning the game into a race rather than a battle. Or we saw people just sit on the enemy’s payloads and spend the whole game playing denial. Coupled with the cores being un-damageable, this put the defending team into a space where they felt like there was literally nothing they could do to progress towards victory.

HanamuraRework_Payload.gif

We arrived at the conclusion that a single payload is sufficient for our goals here. It spawns in the dead center of the map, and both teams must fight over control and ownership of the payload. Additionally, the paths that the payload travels are team specific. The first payload you see on the Battleground will travel a relatively safe path in the center of the map, then head north or south to its destination. The path for your second payload is a bit more treacherous, taking you into enemy territory to score the capture. The third path is also dangerous and a bit longer to boot. This is akin to the mechanics we see on Tomb or Blackhearts, where each successive capture of the mechanic is slightly more difficult than the last. This should help teams defend, as well as give people a fighting chance if they are behind. Finally, once a payload is captured, it acts similar to Blackheart’s where it will attack structures in order of highest health with the Core as its final target.

Setting our Sights on Siege and Recon Mercenary Camps

Once we'd addressed the Cores and the payloads, we felt the Battleground needed something new and interesting. Enter the recon camps. These are a new Mercenary type, unlike anything we’ve done before. These Mercenaries do NOT travel down the lane. Instead, upon capturing the camp, they will spawn and act as area defenders working for your team. The camp itself acts as a watchtower, giving you extremely valuable vision and knowledge about what’s happening in the center of the map. We’ve found that these camps are hotly contested and generate a lot of conflict on the map. Don’t forget, they also award XP! Fighting for control and defending your camps is definitely worth your while!

HanamuraRework_ReconCamps.gif

We’ve also added some turret camps to the Battleground, along with a twist to the classic siege camp, which is now a single swordsman who will travel down the lane and fight for you. These powerful mercenaries can do some real damage to a lane if left uncontested, so try to time your capture for right before escorting the payload in the opposite direction. This can force your enemy to either split, giving you big time payload value, or to ignore the Swordsman and risk significant damage to their structures.

We hope you like these changes we’ve made to Hanamura (Temple). We’ll see you escorting Payloads in the Nexus soon!

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan
      In Storm League, rank is always updated by taking the change in rating and determining the equivalent number of rank points to reward. While the Heroes team is quite happy with how it turned out, the system is causing problems in Bronze 5.
      In Bronze 5, players gain/lose far fewer points per game than players in other leagues and divisions. The underlying problem makes it harder to climb out of Bronze 5 and causes frustration and bad gameplay experience. The team is working on ways to improve it and provided an explanation of why this is happening.
      Blizzard (Source)
      With the launch of Storm League season 1 we have seen a dramatic improvement in rank distribution. One of the primary changes in this release was in how rank is determined. In the past, rank and rating were two entirely different concepts, both of which were updated differently after each game. It was very common for a player's rank and rating to diverge throughout each season which could cause the matchmaking system to struggle to find games.
      With the changes introduced this season, rank is always updated by taking the change in rating and determining the equivalent number of rank points to reward. This leaves very few ways rating and rank can diverge and results in most players being shown a number equivalent to their rating.
      Overall, we are very happy with how the changes are looking; however, we are aware of the inconsistencies players are currently experiencing in Bronze 5. With the new design, players in Bronze 5 will gain/lose far fewer points per game than players in all of the other leagues and divisions. The reason for this is a bit technical but we wanted to take the opportunity to elaborate on what's going on.
      Under the hood, matchmaking rating is simply a number on a bell curve. Every league and division encompasses a range of values on the same curve. For example, if the overall bell curve ranges from -10.0 to 10.0 and the range 1.0 to 1.5 maps to Gold 1, then a player with a rating of 1.25 will have the equivalent rank of Gold 1 & 500/1000 points. These numbers are intentionally made up as the real ones are always subject to change but the idea is the same.
      The reason for the decrease in points awarded in Bronze 5 is that the range of ratings that maps to Bronze 5 is much larger than other divisions. The difference is that this much larger range of ratings still maps to the same number of rank points. As a result, despite being rewarded the same change in matchmaking rating, the rank points awarded may be lower. This is visualized by the graph below:
      We understand that this inconsistency is a negative experience for players so we will be exploring some ways to improve it.
      Thanks for participating in Storm League and providing your feedback!
    • By Stan
      Industrial District is this week's brawl. The single-lane Overwatch-themed map comes with standard play and shuffle pick. The main goal is to destroy the enemy Core and playing three games rewards 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
      Heroic Deals for this week include Artanis, Lunara, and Probius.
      Click here to check out this week's Free-to-Play Hero rotation.
      Hero Sales
      Heroes Old Price New Price Artanis 625 Gems 312 Gems Lunara 625 Gems 312 Gems Probius 750 Gems 375 Gems Skins
      Deathranger Nova Bundle can be purchased for 1,500 Gems and includes:
      Deathranger Nova Mirage Deathranger Nova Rugged Deathranger Nova Ember Deathranger Nova Dusk Deathranger Nova
      Mounts
      3 mounts have been added to the game and they cost 10,000 Gold each.
      Scavenger's Ripper Outrider's Ripper Soldier's Ripper
    • By Stan
      Blizzard fixed the Loot Chest display issue and Qhira's Fatal Wounds no longer cause Blood Rage to deal bonus damage to enemies with less than 5 stacks.
      Blizzard (Source)
      We’ve just released a Heroes of the Storm patch in order to address a few live bugs. Read on for details.
      Bug Fixes
      Heroes
      Qhira Fatal Wounds no longer causes Blood Rage to deal bonus damage to enemies that have less than 5 stacks. Fatal Wounds no longer causes the activated portion of Blood Rage to deal bonus damage. User Interface
      Ranked: Post-game point breakdown animation now properly counts up or down. Season names now properly display in order on the Profile. Fixed an issue where Blizzard Checkout could fail to load when purchasing Gems. The Loot Chest award animation no longer improperly displays two Loot Chests granted when a Hero Levels and a quest is completed within the same game.
    • By Stan
      Heroes of the Storm is currently experiencing an issue with Loot Chests. The display issue causes players to see more Loot Chests than they were supposed to receive, but it's important to note that you're not missing Loot Chests because this is just a purely cosmetic bug that does not affect the total number of acquired Loot Chests.
      Blizzard (Source)
      Hey everyone!
      We’ve gotten a lot of reports regarding Loot Chests and I wanted to take a moment to respond here. We are currently aware of a display issue that is causing the Loot Chest popup to show that you were granted more chests than you were supposed to receive. It is important to note - you are not missing a Loot Chest, this is purely a display issue and does not impact the total number of Loot Chests you receive.
      Since we introduced Loot Chests and our new Progression system in Heroes 2.0, leveling up a Hero will grant different types of Loot Chests with increasing rarity depending on your player level. For each level hit, players will earn 1 Common Loot Chest, every 5 levels will then grant a Rare Loot Chest, and every 25 levels will finally unlock an Epic Loot Chest. For every 10 levels you earn for a specific Hero you will earn a Hero Specific Loot Chest for that Hero. With the exception of Special Events, Hero Specific Chests are one of the only ways to get more than 1 Loot Chest per level.
      With the information above, if you are seeing the wrong type of chest awarded, or a Hero Specific Chest not being granted, this would be a different issue than the display issue mentioned above. Please make a post on our Forums and we can investigate these reports further. Before posting please make sure to provide the following information:
      Make sure to check the Loot tab. If you have more than three types of Loot Chests, use the arrows to turn the carousel and confirm the chest is missing. Please include the Account Level, the Hero you leveled, and what level the Hero got. Thank you so much for your help!
      Huginncord
×
×
  • Create New...