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Oxygen

Role and Quick Match Changes: Belated but Outstanding

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Find out more about how the recently-announced 2019 gameplay changes will affect Heroes of the Storm in the long run.

Just over a year ago, in preparation for BlizzCon 2017, I produced a lengthy article outlining some of Heroes of the Storm's most important issues. Notable among these was that of Quick Match team compositions. To me, Heroes of the Storm had always been clearly designed and balanced with tanks and healers in mind. As such, failing to enforce team compositions that included these classes caused a number of important problems across the game.

Following disappointing BlizzCon 2017 announcements on the matter (class changes were discussed briefly, but composition changes were not), a reddit post and a blog post published six months later would confirm that changes to Quick match team compositions were indeed in the works, though no ETA was given. BlizzCon 2018 was a pretty safe bet that would turn out to be accurate.

So, what's the big deal?

On 12/27/2017 at 8:49 AM, Oxygen said:

Heroes of the Storm’s class system puts an inordinate amount of importance on drafting a basic, functional team composition, as individual matches come apart at the seams by design when tanks or healers are not present. The importance of such roles puts a huge amount of pressure on players playing these roles, making them less popular and generally more punishing to experiment with. Quick Match ill-prepares its players for mid- and high-level drafting experiences.

As Heroes of the Storm's introductory - and most popular - game mode, Quick Match must absolutely accomplish two things: Groom its player base for improvement and present Heroes of the Storm in the best light possible.

Year after year, however, the Quick Match system has continued to fail on both counts completely, discouraging new players and veterans alike with frustrating matches that taught bad habits and ultimately hindered the growth of the player base's skill level. How can players learn to follow up without a tank to initiate? How can they possibly internalize what their reasonable survivability is like against five other assassins? The answer is simple: They can't, because these situations are nonsensical and for the most part subpar in any remotely competent environment. Fortunately, this will soon be a thing of the past.

Placing players in a tank-healer environment - around which the game was designed - leads me to believe that player base's skill level to improve across all game modes. Drafting skill is likely to improve as well, leading to fewer draft infighting situations. Further, it  will reduce the frustration caused by unreasonable team compositions to ultimately better retain new players, whom will get to experience the game as it was meant to be played as opposed to this rather ridiculous game mode.

Needless to say, I think this is one of the best BlizzCon announcements to date, though I must still question what took so long. The most educated guess I can produce has to do with fearing longer queue times, but here's to hoping the "Call of the Nexus" incentive will be enough to entice players into checking out classes they haven't tried out just yet. A strong enough incentive could have the positive side effect of allowing players to develop a better global understanding of the game through approaching roles they're less used to.

Classy new classes

The new class system builds on the old system simply by further specializing the existing classes and removing specialists. Reworking the class system was necessary to allow team compositions to be reworked themselves.

Heroes in the old warrior class were divided into the tank and bruiser classes, with tanks now being mandatory for Quick Match team compositions. This makes sense, as many bruisers were typically unable to fulfill the role of true tanks completely, which is to reliably initiate and peel. Allowing the warrior class to continue existing in its current state would have created the kind of lopsided team composition problems we experienced back when Varian was treated as a damage dealer.

Heroes in the support class were divided into pure healers and support heroes, which is just a way of identifying heroes who do not use healing as their primary means of assisting teammates. Given that healers must now be included in team compositions to the same extent as tanks, this change also makes sense.

The specialist class was merged with the assassin class because it hadn't made sense in a long time to treat them any differently; most of them were simply fancy damage dealers. The assassin class itself was split up into melee and ranged assassins.

If you've been keeping up with some of the more recent versions of my tier lists - I don't blame you if you haven't - you'll note that I had already opted to further divide the classes, with a focus on play style rather than role a few months ago. Specifically, melee assassins are divided into fighters and stalkers, and ranged assassins into marksman and casters. My system has the advantage of being a bit more flexible for edge cases such as Genji and Tracer, who play more like melee assassins yet were labeled as ranged by Blizzard. Still, this distinction is of little relevance to most players.

Conclusion

Short conclusions mean I am happy with things.

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Was pretty happy to about these too ! Will you make -or have you made- a post about ranked changes and xp changes ? Thank you !

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Does this restrict people in 5 stacks who want to do dumb comps like all support? If a 5 stack doesn't meet the requirement are they locked from readying up? If the 5 stacks work than what about 4 stacks that make the requirements impossible, will they not get a game? If they do, what will the last role be? 

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1 hour ago, Devorta said:

Was pretty happy to about these too ! Will you make -or have you made- a post about ranked changes and xp changes ? Thank you !

Very likely.

18 minutes ago, Twych said:

Does this restrict people in 5 stacks who want to do dumb comps like all support? If a 5 stack doesn't meet the requirement are they locked from readying up? If the 5 stacks work than what about 4 stacks that make the requirements impossible, will they not get a game? If they do, what will the last role be? 

Nope, full teams are free to do as they please. 4-stacks will probably force one of the roles in, as needed.

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I think utility would have been a better name than support, since this is what they provide. Most of them are characters focused on shielding with some other functionality, except for TLV. I guess one may say they do "support" their team with providing xp when split between lanes. Curious how much these changes will extend queue times.

Edited by Arcling

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On 11/11/2018 at 1:01 AM, SenatorBinks27 said:

I liked that there were Specialists that were better at pushing and PvE stuff as opposed to Assassins that were Hero killers. I think it should have stayed in that direction.

The pushing specialists always encouraged players to stay away from their team and objectives. Which ended up in many losses for them. Of course high level players know when to stop pushing to help the team. But this didn't go well in general. And since the Beta many of the specialists slowly changed.

Take Gazlowe for example. He was a Troll Hero who was known to do camps and ignore the teamfights. Today he is much better and can focus on team fights as well.

Having no specialists doesn't mean that some new Heroes will have very special design. They will just directly put into one of those new roles.

 

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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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