Straften

How the Upcoming 2019 HotS Updates Will Change the Game

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With the announced changes hitting Heroes of the Storm in 2019, we've put together a summary of what you can expect to happen to your gameplay, as well as how each change will affect the style of matches that are being played.

The changes, in short, are as follows:

  • Removed all Experience earned from destroying a Fort or Keep
  • Decreased Experience earned from destroying Towers by 50%
  • Passive Experience gain increased by 15%
  • Increased Experience gained by defeating defending Mercenaries by 100%
    • Defeating Laning Mercenaries will now grant 100% of Defending Mercenaries Experience

Note: you can see the full details of the changes here.

It will become much more important to push with Minions and Mercenaries, even though experience will be removed from Forts and Keeps. The passive experience increase should make up for the removal of Fort and Keep XP, keeping the game's average pace relatively intact.

The Mercenary camp changes are a bit more interesting; defeating any camps captured by the enemy team will, once again, grant experience. Capturing Mercs and allowing them to push alone will not result in an experience gain anymore. The Mercenaries and the Minions they push forward will actually feed experience to the enemy. This will shift the meta away from the current capture-and-forget mentality, and encourage teams to push with their Mercenaries instead.

Destroying Forts will now spawn Catapults in every third Minion wave. Not only will destroying Forts no longer give experience to your team, it will actually push experience toward the enemy team. Catapults in every third wave will result in very slow pushes toward the enemy. Because of this, soaking will be harder for a team that has Catapults.  A team defending passive Catapults will recieve large globs of Minions,  composed of two or more waves that accumulate as the Catapults push forward. A team that is ahead will need to maintain an aggressive stance in order to stay ahead. When a team runs out of Health or Mana resources while pushing,  the defending team will be more likely to recover some (or all) of the experience loss.

These changes basically boil down to two important ideas. Defending Structures will now grant much more experience than before, and winning teams will need to stay on the offensive in order to maintain their XP lead. 

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Why will the distruction of forts give the enemy more exp ? From what I know catapults give 1xp and they go and push waves and do structure damage.

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I am willing to give it a try before complaining (too much), but I gotta say those exp changes sound bad, specially for us on lower ranked peasant lands, where getting your teammates to soak is the hardest part of the game.

On the flip side, maybe TLV will become popular and the team might finally rework them (I am still hopeful after the TLV spray Twitch drop).

Edited by lChronosl

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7 hours ago, XeaKon said:

Why will the distruction of forts give the enemy more exp ? From what I know catapults give 1xp and they go and push waves and do structure damage.

 

8 hours ago, Straften said:

Destroying Forts will now spawn Catapults in every third Minion wave. Not only will destroying Forts no longer give experience to your team, it will actually push experience toward the enemy team. Catapults in every third wave will result in very slow pushes toward the enemy. Because of this, soaking will be harder for a team that has Catapults.  A team defending passive Catapults will recieve large globs of Minions,  composed of two or more waves that accumulate as the Catapults push forward. A team that is ahead will need to maintain an aggressive stance in order to stay ahead. When a team runs out of Health or Mana resources while pushing,  the defending team will be more likely to recover some (or all) of the experience loss.

These changes basically boil down to two important ideas. Defending Structures will now grant much more experience than before, and winning teams will need to stay on the offensive in order to maintain their XP lead. 

If I read your question correctly, this should answer it. If I got the changes right, there will be no direct XP gain when you lose a Fort - that would be strange indeed. I don't know how much actual XP killing a catapult yields. The changes should not get the defending team xp directly, but rather passively, I'm tempted to say. That's ofc not completely true, because Defenders would still have to kill the Minions to actually get XP, or at least be in the vicinity. So an appropriate term might be an opportunity for the defending team, to get XP and close the gap.

As the amount of catapults is now reduced by 2/3, the waves in the lane, where the fort was destroyed should not push as hard as  they are doing now. This should change two things primarily: one the defending team has more time to react and two - and that's what Straf wrote - should generate bigger minion waves, which translates into bigger amounts of XP to the defending team, closer to their Nexus and therefore more easy and safe to get. Now that only holds true if the Wave is left alone. In such a case defenders could send a specialist or mage to that lane to blow the minions up, to get a lot of XP. That way Defenders should be able to catch up - at least that's what it should work like in theory I guess. And since there will be no immediate next wave with catapults, pressure is relieved and mage/spec can return to the Teamfight, objective or whatever. Therefore it should be more important to push with the waves. The changes they are doing to Mercs only encourage this play style even further. It still is an advantage to destroy the a fort, because the catapults still generate lane pressure that should be dealt with by the defenders.

I agree with Chronos though - in lower ranks and in QM in general it will be difficult to get people to soak. But then again, as long as both teams ignore every basic rule of the game and brawl mid until first objective it shouldn't be that much of a change and no advantage to any team. I'm willing to give those changes a shot - I think mainly because over the last few days I've lost quite some games were things got out of hand rather quickly after losing the first objective (mainly alterac and garden games, where we lost some towers and even forts during the first objective). The loss of the objectives was not even close as well so you could basically tell by then, that it would snowball out out of hand with basically no chance of coming back. Was QM though, so comps were kind of wonky sometimes and ppl tended to go LEEROY JENKINS 5v1 - so that sucked as well... yes I got frustrated in those games, I admit 😅 Maybe the removal of XP from dropping buildings could change that a bit, I guess we will see.

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@XeaKon @Evincare

If you guys wanna discuss changes in the game then you should firstly be aware of the CURRENT rules. Also reading with understanding wouldn't hurt...

5 hours ago, Evincare said:

If I got the changes right, there will be no direct XP gain when you lose a Fort - that would be strange indeed.

There was never any exp gain for the team which Fort was destroyed.

5 hours ago, Evincare said:

As the amount of catapults is now reduced by 2/3, the waves in the lane, where the fort was destroyed (...)

Completely wrong. Destroying FORT never gave you catapults in lane. Neither to attackers nor defenders. So nothing will be "reduced".

 

Quick sum up of the changes with added comentary:

  • Removed all Experience earned from destroying a Fort or Keep (for the team that destroyed the fort/keep)
  • Decreased Experience earned from destroying Towers by 50% (for the team that destroyed the tower)
  • Passive Experience gain increased by 15% (most of you don't know but BOTH teams are ALWAYS getting exp PASSIVELY almost through whole game. 20xp/s. Now it will be 23xp/s)
  • Increased Experience gained by defeating defending Mercenaries by 100%
  • Defeating Laning Mercenaries will now grant 100% of Defending Mercenaries Experience
    (for the sake of example - now it looks like this: if you get a merc camp, you get some exp (lets say 1000xp), but clearing that mercs will give 0 exp to the enemy  team.
    And how it will be: if you grab same merc camp in the same minute of the game you will get 2000xp now BUT if the enemy clears it, they will get 4000xp.)
  • Regarding catapults: now you (if you are attacker) you only get catapult in your lane when you destroy enemy KEEP. After changes you will get 1 catapult every 3rd wave if you destroy enemy FORT. It will go back to 1 catapult per wave if you destroy enemy KEEP.

Pls use it next time, when in doubt:
https://heroesofthestorm.gamepedia.com/Experience

Edited by Godeyes
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@Godeyes

I never said the distruction of your forts give you exp.

Regarding catapults, a fort distroyed gives the enemy a catapult every 3 waves. A keep distroyed CHANGES that to one catapult every wave(you won't have 2 catapults every 3 waves) like it is currently in game.

I have to say that trying to make a thing perfect might end up breaking it as we all know perfection is unobtainable(i point this statement towards blizz decision to make everything "balanced" or as companies say it, without complain posts.

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1 hour ago, Godeyes said:

@XeaKon @Evincare

If you guys wanna discuss changes in the game then you should firstly be aware of the CURRENT rules. Also reading with understanding wouldn't hurt...

There was never any exp gain for the team which Fort was destroyed.

Completely wrong. Destroying FORT never gave you catapults in lane. Neither to attackers nor defenders. So nothing will be "reduced".

 

Quick sum up of the changes with added comentary:

  • Removed all Experience earned from destroying a Fort or Keep (for the team that destroyed the fort/keep)
  • Decreased Experience earned from destroying Towers by 50% (for the team that destroyed the tower)
  • Passive Experience gain increased by 15% (most of you don't know but BOTH teams are ALWAYS getting exp PASSIVELY almost through whole game. 20xp/s. Now it will be 23xp/s)
  • Increased Experience gained by defeating defending Mercenaries by 100%
  • Defeating Laning Mercenaries will now grant 100% of Defending Mercenaries Experience
    (for the sake of example - now it looks like this: if you get a merc camp, you get some exp (lets say 1000xp), but clearing that mercs will give 0 exp to the enemy  team.
    And how it will be: if you grab same merc camp in the same minute of the game you will get 2000xp now BUT if the enemy clears it, they will get 4000xp.)
  • Regarding catapults: now you (if you are attacker) you only get catapult in your lane when you destroy enemy KEEP. After changes you will ALSO get 1 catapult every 3rd wave if you destroy enemy FORT. Which in consequence will give you 2 catapults every 3rd wave (and 1 cat. in every other)

Pls use it next time, when in doubt:
https://heroesofthestorm.gamepedia.com/Experience

Yo dude, i know you probably think you explained everything properly, but people like me still have no idea WTF are these new changes. 
Like i get it that forts wont give EXP anymore, and EXP per second will be raised, making this game a bit quicker and more dependant on team fights at kills, rather than pushing lanes. So no more "zagara push bot, while we try destract them in 4v5 fights" 
But about the Merc giving 2000 exp, but then 4000exp wtf is that about ? 

And the catapult... 

can you please elaborate, i didnt have the blizzcon ticket so i didnt watch the dev explanation 

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Quote

defeating any camps captured by the enemy team will, once again, grant experience

You mean "Defeating any MERCS captured by the enemy team..."? as far as i know camps are static, merc reside on then, after you kill then you cap the camp and the merc pushes a lane for you

 

Quote

Capturing Mercs and allowing them to push alone will not result in an experience gain anymore

They do now? I dunno but i dont think mercs "alone" can soak exp on lane, you get push power yeah, maybe get a tower or a fort that grants global experiencie, but mercs by thenselves dont give xp by pushing lanes

Edited by Wolfdy

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2 hours ago, XeaKon said:

@Godeyes

I never said the distruction of your forts give you exp.

Regarding catapults, a fort distroyed gives the enemy a catapult every 3 waves. A keep distroyed CHANGES that to one catapult every wave(you won't have 2 catapults every 3 waves) like it is currently in game.

I admit I was more refering to Evincare's post. But about catapults, you are of course right. I had an image of 2 catapults in lane from blizzard changes site O_o I stay corrected.

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1 hour ago, QandikGaming said:

But about the Merc giving 2000 exp, but then 4000exp wtf is that about ? 

And the catapult... 

can you please elaborate, i didnt have the blizzcon ticket so i didnt watch the dev explanation 

Every Mercenery Camp give you now experience when you CLAIM/TAKE it. This exp starts at a fixed number (lets say its 500xp from the 1st minute of the game) and then SCALES UP as the game go on. (that is exactly why for example Dragon/Triglaw past 20 minute mark is so powerful and can kill KEEP with couple auto attacks).

To be more precise - everything in this game scales, but differently. Heroes, minion waves, merceneries, bosses, etc.

There are many nice articles about this. Here is one of them (2 parts):

Edited by Godeyes

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4 hours ago, QandikGaming said:

Yo dude, i know you probably think you explained everything properly, but people like me still have no idea WTF are these new changes. 
Like i get it that forts wont give EXP anymore, and EXP per second will be raised, making this game a bit quicker and more dependant on team fights at kills, rather than pushing lanes. So no more "zagara push bot, while we try destract them in 4v5 fights" 
But about the Merc giving 2000 exp, but then 4000exp wtf is that about ? 

And the catapult... 

can you please elaborate, i didnt have the blizzcon ticket so i didnt watch the dev explanation 

I wouldn't drop Zagara as her taking down Fort and getting lane pushed works really well with she already does, applying pressure.
I think we will actually see Zagara nerf after this. Then again, her being forced to go forward might not actually work in her favour.

Catapults got Tracer Pulse Bomb treatment, they *should* be weaker at start and start scaling hard. Don't know breaking point, don't know anything. That's what they said.
XP being removed is so that game doesn't snowball as hard by giving you catapults AND XP. You still gain a lot by destroying Keep, but it's not immediate value.

Edited by SleepySheepy
Addition

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21 hours ago, lChronosl said:

I am willing to give it a try before complaining (too much),

If only a tenth of the Diablo fans posting on forums had this much self control.

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22 hours ago, XeaKon said:

Why will the distruction of forts give the enemy more exp ? From what I know catapults give 1xp and they go and push waves and do structure damage.

Catapults, especially in empty lanes, will push xp away from your team. This often happens during map objectives. After the map objective, the defending team will be able to safely soak all of the xp on their side of the map, while the attacking team will need to extend into enemy territory in order to soak lanes with Catapults in them.  Catapults are still a great thing to have. These changes simply encourage teams to push with Mercenaries and Catapults more often. 

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16 hours ago, Pixen said:

And no visible MMR, -5/10 would play again!

Actually, they will be making MMR transparent. This was announced later in the day. They are also removing promotion and demotion games. 

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2 hours ago, Straften said:

Actually, they will be making MMR transparent. This was announced later in the day. They are also removing promotion and demotion games. 

Holy cow! I was expecting them to not actually give a fudge, but I'm actually quite surprised!

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On 11/3/2018 at 6:37 AM, XeaKon said:

@Godeyes

I never said the distruction of your forts give you exp.

Regarding catapults, a fort distroyed gives the enemy a catapult every 3 waves. A keep distroyed CHANGES that to one catapult every wave(you won't have 2 catapults every 3 waves) like it is currently in game.

I have to say that trying to make a thing perfect might end up breaking it as we all know perfection is unobtainable(i point this statement towards blizz decision to make everything "balanced" or as companies say it, without complain posts.

As it currently stands, no it doesn't. Only when the inner Keep is destroyed does a Catapult start to spawn. It never spawned earlier than this. The change will make it so it spawns like what you're thinking of.

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On 4 noiembrie 2018 at 5:34 PM, Bnetmyke said:

As it currently stands, no it doesn't. Only when the inner Keep is destroyed does a Catapult start to spawn. It never spawned earlier than this. The change will make it so it spawns like what you're thinking of.

I was talking about the changes, sorry for not using future tense.

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      A new patch is available for playtesting on PTR until February 10. Abathur and Ana received talent reworks, Rehgar's Ancestral Healing can now be self-cast, and more!
      Patch Highlights
      Abathur has been reworked to introduce more counter-play to the Hero. Sustained Carapace is now baseline, the cooldown of Carapace has been lowered, so Carapace no longer needs to be removed to be efficient. Abathur's locusts are now more potent, but last for a shorter period of time, and more. Ana is the second Hero that has been reworked in the patch. Her Aim Down Sights was implemented into her base Shrike functionality, and many talents have been reshuffled. Rehgar's Ancestral Healing can now be self-cast. New Delta skins are in for Blaze, Deckard, and Hanzo. Blizzard (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting until February 10. 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.
      General
      Mac Improved compatibility with latest Mac OS versions. A.I. Made several improvements to Hero A.I. behavior. Heroes
      Specialist

      Abathur
      Abilities
      Carapace (E) Cooldown reduced from 12 to 6 seconds Duration reduced from 8 to 6 seconds Additional functionality: Shield now persists after Symbiote ends Additional functionality: Shield now Heals allied Heroes for 22 Health per second while Carapace is active Locust Strain (Trait) Duration reduced from 25 to 16 seconds Damage increased from 34 to 40 Evolve Monstrosity (R) No longer takes 50% reduced damage from non-Heroic enemies Now shows a warning indicator showing where it is going to burrow to Additional Functionality: Now has the ability to Deep Tunnel to a visible location every 80 seconds Talents
      Level 1 Regenerative Microbes (E) Removed New Talent: Reinforced Carapace (E) Increase the Shield amount of Carapace by 40% Survival Instincts (Trait) No longer increases Locust duration Additional functionality: Increase Locust attack damage by 40% Level 4 Ballistospores (Trait) Removed Sustained Carapace (E) Removed Needlespine (Q) Moved from Level 7 Level 7 Calldown: MULE (Active) Healing per second reduced from 100 to 90 Level 13 Assault Strain (Trait) Removed Bombard Strain (Trait) No longer increases Locust attack damage Additional functionality: Increase the duration of Locusts by 50% Level 16 Volatile Mutation (R) Additional functionality: Damage dealt by Volatile Mutation against enemy Heroes heals the host for 50% of the damage dealt Level 20 Evolutionary Link (R) Additional functionality: Increase the duration of Ultimate Evolution by 50% Evolution Complete (R) No longer gives the Monstrosity the ability to Deep Tunnel New functionality: Now increases the Monstrosity’s Basic Attack damage by 100% Support

      Ana
      Abilities
      Healing Dart (Q) Heal reduced from 205 to 195 Shrike (Trait/D) New Active - Aim Down Sights No longer grants Sight or Attack Range Cooldown from 3 to 4 seconds Self-slow increased from 20 to 25% New functionality: While active, Sleep and Healing Dart ranges are increased by 25% and pierce one target Eye of Horus (R) Heal reduced from 285 to 225 Damage reduced from 166 to 135 Added functionality: Shots now pierce all targets (but still impact and cease on structures) Talents
      Level 1 Piercing Darts (E) Removed Grenade Calibration (W) Removed Contact Healing (W) Moved from Level 16 New Talent – Slumber Shells (E) If an enemy is affected by Sleep Dart, Ana gains 25% movement speed New Talent – Vampiric Rounds (Trait) Quest: Each time you stack max Doses on a target Hero, increase Shrikes self-heal by 1.5% Level 4 Air Strike (Active) Removed Aim Down Sights (D/Trait) Removed (New Trait Addition) Debilitating Dart (Active) Moved from Level 7 New Talent – Biotic Enhancements (W) Increase the bonus healing duration of Biotic Grenade by 50% and reduce its cooldown by 4 seconds Level 7 Temporary Blindness (E) Removed New Talent – Anti-Healer (W) Biotic Grenades area is increased by 100% and the duration of the Healing debuff is increased by 25% New Talent – Night Terrors (E) When a Slept target wakes up, they are dealt 8% of their maximum Health in damage. If they are woken up early, reduce the cooldown of Sleep Dart by 7 seconds Level 16 New Talent - Active Reload (Active) Activate to gain 3 charges of Healing Dart (60 second CD) Level 20 Ballistic Advantage (R) Removed Dynamic Shooting (Passive) Removed Somnolent Doses (Trait) Removed Custom Optics (Trait) Removed New Talent – Dead-Eye (R) The healing and damage of Eye of Horus is increased by 4% for every Hero hit. This resets after all shots have been fired. New Talent - Armored Stance (D/Trait) Increase Shrike’s damage by 50%. Gain 25 Armor while Aim Down Sights is active. New Talent – Dynamic Optics (D/Trait) While Aim Down Sights is active, increase the range of your Basic Attacks by 4. Each attack increases your Attack Speed by 10% for 3 seconds (up to 50%)
      Rehgar
      Abilities
      Ancestral Healing (R) Rehgar can now self-cast Ancestral Healing
      Whitemane
      Talents
      Level 4 High Inquisitor (W) Mana return per stack reduced from 75 to 50 Collection
      New Bundles
      The following new bundles are only available for a limited time! Join the Resistance Bundle Viper Returns Bundle Firestorm Blaze Skin Pack Deckard Pain Skin Pack Delta Hanzo Skin Pack New Skins
      Firestorm Blaze Red Hot Firestorm Blaze Atomic Firestorm Blaze Deckard Pain Infiltrator Deckard Pain Desert Ops Deckard Pain Delta Hanzo Blackout Delta Hanzo Veteran Delta Hanzo Badlands Imperator Stukov Badlands Sidewinder Ana Badlands Deathfang Genji Cryo Imperator Stukov Cryo Sidewinder Ana Cryo Deathfang Genji Paramour Pajamathur Abathur New Mounts
      D.E.R.P.A. Commando D.E.R.P.A. Desert D.E.R.P.A. Badlands Viper Dominator Flirty Cloud New Portraits, Sprays, and Emojis
      Several new emoji packs and portraits have also been added to the game. Bug Fixes
      General
      Fixed an issue causing Shields applied to non-Heroes to be applies towards Healing Score. Super Cleanse effects (Abolish Magic) will no longer remove delayed damaging effects (Consume Souls, Last Rites) Fixed an issue causing Time Stop and Stasis effects to remove Armor Vulnerability effects. Fixed an issue that could cause a player’s ready state to become locked if Ready and Cancel were pressed in rapid succession. Fixed an issue that could occasionally prevent players from pressing the ready button when using the Call of the Nexus Quick Match system. Heroes, Abilities, and Talents
      Ana: Fixed an issue allowing cooldowns to tick down during Time Stop if the Hero is affected by Nano Boost. Cassia: Fixed an issue causing Lightning Fury to be invisible if it pierced a Hero at melee range. Cassia: Fixed an issue causing Fend to immediately cancel if cast immediately after Lightning Fury. Chromie: Slowing Sands will no longer slow Battleground vehicles (Dragon Knight, Triglav Protector). Deckard: Fortitude of the Faithful’s range indicator now matches the actual range of the ability. Deckard: Fixed an issue with how Potion of Revival benefits from spell power. (should now heal for more) Kerrigan: Fixed an issue preventing Sharpened Blades from granting kill credit against Heroes with post-death effects. Li Li: Fixed an issue that caused healing from Cloud Serpent to temporarily fail if the Blessing of Yu’lon talent was chosen while a Cloud Serpent was active. Maiev: Fan of Knives will now refund the correct amount of Mana. Maiev: Fixed an issue with Blade Dance’s visual effects blocking command inputs. Muradin: Fixed an issue preventing Thunder Burn from creating the secondary thunder clap if it lands the killing blow on the affected Hero. Nova: Fixed an issue causing Holo Decoy’s Snipe projectile to be destroyed mid-flight if the Decoy died. Nova: Triple Tap will now immediately cancel if the target becomes invalid immediately after starting the Triple Tap cast. Ragnaros: Fixed an issue allowing Ragnaros to immediately complete the Catching Fire quest if it was chosen during Molten Core. Rexxar: Fixed an issue preventing Rexxar from controlling Misha while silenced. Stitches: Fixed a number of issues caused by using Helping Hand on an allied Hero using a Channeled ability that grants Unstoppable. Stitches: Fixed an issue that could prevent Stitches’ Hook from landing at point blank range. Tyrande: The Shooting Star talent will no longer attempt to target Sand Tornadoes created by the Boss. User Interface
      Fixed an issue preventing critical healing effects from showing the Crit UI indicator. Adding and Removing favorite emojis will no longer cause the chat panel and emoji picker to close.