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Spell Power Effects Will Soon Persist Through Death

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The latest Spell Power rework introduced in Mephisto patch makes ability damage to be calculated while abilities are in flight instead of only at the time of cast. Lead Live Designer Brett Crawford confirmed they plan to allow spell power buffs/debuffs to persist through death, lasting the full intended duration.

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Yesterday, the HOTS DEV team dropped a massive fundamental shift in how Spell Power is applied and while a few threads have touched on it, I feel like the underlying issue has not got enough light.

One of the features I like most about Heroes of the Storm when comparing it to other Mobas is how it attempts to be relatively intuitive -

What do I mean by this?

In League of Legends, when your supporting, if you land a sick combo, the optimal play is often to sit there and wait for your ADC to catch up to you and claim the 'last hit' in order to optimize the scenario for your team. Everything in your body says to murder the enemy you have just outplayed, but you have to sit there, wait, and even sometimes die if your ADC is bad because they need to claim the sacred 'last hit gold' in the name of getting fed.

In HOTS, with the exception of a couple heroes, claiming the kill is almost always right and generally what the team should be doing, this is intuitive to me (and I'd argue most people who like HOTS).

What does this have to do with the Spell Power Rework?

Be me, Garrosh. We also have an Ana, "Hi Grandma!" and let's also imagine a helpless ally hero, Illidan ,who after an unfortunate attempt at 1 v 5'ing the enemy team went south, narrowly escaping death thanks to a clutch 'Into the Fray' by Yours Truly, is now the target of the enemy Kael-thas' Pyroblast!

Fear not though young Illidan! For my big brain was 10-steps ahead of them and had already been walloping the Enemy Kael'thas with my Oppressor talent to ensure that, in combination with Gram Gram's Mind-numbing Agent, that the Pyroblast would be so weak at point of contact that you would surely survive this fateful encounter.

Knowing his days in the Nexus were numbered, Kael'thas throws out a final pathetic combo, living-bomb the Ana, Flamestrike sizzilin' beneath me and Gram Gram, then a Trait'ed Gravity Lapse to hold us in place. Knowing our victory was drawing near, Gram Gram and I comboed our sprays to make Kael'thas know that his spells, which normally are backed by the force of a million burning flamers, now had stopping power reduced to that of a wet napkin.

But what's this? Something my massive brain didn't account for? Illidan notices our scuttle with the Evil Wizard had left him vulnerable and realizes he can once again be the hero his team never asked for and activates 'The Hunt' targeting the enemy Kael'thas. Flying into battle, Pyroblast still hot in pursuit, Flamestrike and Living Bomb both nearing their boiling point, Illidan demolishes the nerd who was at 19 Convection stacks no less.

"What have you done?" Shrieks the decrepit Shrike.

For you see, in death, Kael'thas had been freed of the spell-dampening shackles that we had bound him in, no longer being reduced by 80 Spell Power, his spells once again stoked to their full glory incinerated our team.

In Conclusion

In my opinion, good and intuitive game design would make it so that killing the opponent should never punish your own team to the extent it can now. I shouldn't have to tell a Kerrigan to not finish her combo so I can slap an enemy with Garrosh so that their spells are weaker upon impact. I shouldn't take more damage because an enemy died instead of was maimed when I attempted to lower their spell power with an ability.

It is very likely this change was made because from a coding standpoint, keeping track of individual projectiles is probably not efficient, but if it means making the game so unintuitive that you have to start going against your gut to play correctly then I think we should consider other options.

tl;dr

Sometimes the correct play is now not to kill the enemy because reducing their spell power might be more impactful if they've already launched some delayed spells, which is non-intuitive game design in my opinion.

Hello friends,

We talked about this exact scenario today in one of our balance sync meetings. We have a task being worked on that will allow spell power buffs/debuffs persist through death, lasting the full intended duration.

Have a wonderful rest of the week!

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Never thought this is going to be a big deal, but it is now. Trading a dead hero's damage in favor of eliminating counter-intuitive elements from the game. Still being fucked after dead is a fun little way to feel even more miserable. What if one would want to die intentionally in these rare cases to clear himself off debuffs AND deal more damage? Isn't this also intuitive?

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11 hours ago, Kuarinofu said:

Never thought this is going to be a big deal, but it is now. Trading a dead hero's damage in favor of eliminating counter-intuitive elements from the game. Still being fucked after dead is a fun little way to feel even more miserable. What if one would want to die intentionally in these rare cases to clear himself off debuffs AND deal more damage? Isn't this also intuitive?

The argument presented here is to make the game more intuitive.  While killing yourself to remove spell damage debuffs from yourself might be an intelligent tactical decision, it is in no way intuitive for most people.  Trying to keep yourself alive and killing your enemy when possible is intuitive and what they want to promote.  If there was some reason to deviate from this, they want it to be important and obvious (like Tyrael's trait) not a hidden mechanical "gotcha" that leaves a player wondering why it happened.

Also, please don't cry that this is somehow unfair to the dying player (not the colorful words you used of course), if you got debuffed before death, it's entirely fair for those debuffs to run their duration.  Plus it's not like the opposite won't also be true, your spellpower buff should apply post death as well.  Works both ways.

All that said, I personally never really noticed this issue being that important, not to warrant a direct response in any case.  Still if they want to spend their time working on this over any number of other things then that's fine I guess.  Shrug.

Edited by KSDT

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Uncommon Patron

This modification is for their convenience. Spell Power should be applied at the moment of cast , no sooner or later. So dying to change the SP or a spell being weakened mid-flight are COUNTERINTUITIVE.

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16 hours ago, XeaKon said:

This modification is for their convenience. Spell Power should be applied at the moment of cast , no sooner or later. So dying to change the SP or a spell being weakened mid-flight are COUNTERINTUITIVE.

Agreed.  Spell power is calculated ONCE, at cast.  Doesn't get any easier.

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      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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    • By Staff
      Blizzard released a new Heroes of the Storm patch for testing on the PTR and here are the official patch notes.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      Balance Update Bug Fixes 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. 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%. 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 10 High Five Cooldown increased from 20 to 25 seconds. Level 13 Heavy Casters Now also prevents Push Off from hitting multiple targets. Level 16 Up the Frequency Cooldown reduction reduced from 0.4 seconds to 0.3 seconds. Tyrael
      Talents
      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
      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. 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. 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. 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. 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. 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
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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