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Heroes of the Storm AMA Recap: December 5th

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The Heroes team answered your questions on Reddit and here is a summary of the latest AMA.

AMA Highlights

  • The team has been talking about a data API for Heroes for years, but those initiatives have hit hurdles with everything from data compliance complexities (GDPR) to prioritization against other game features. They are discussing exposing official winrates and stats alongside updates that are balance- and gameplay-centric.
  • Spectator Mode is something they want to bring to the game.
  • They want to revisit rewards to bring new players to the game.
  • Qhira can't use Revolving SweepRevolving Sweep to pull herself to Deathwing, because the ability had weird interactions with other Hero abilities like Chen's Flying KickFlying Kick, so the most elegant solution was to make her disconnected from Unstoppable targets.
  • Performance-Based Matchmaking is still running in the background, they have some cool designs, but no ETA for it.
  • In one of Chromie's first iterations, her Heroic slowed time for every other unit in the game.
  • The laning phase in the game is passive and Experience Globes help encourage a more aggressive play. 
  • The team has discussed to implement ARAM as a separate Game Mode which means an overhaul to the rewards system and ARAM counting toward Daily Quests.
  • They think of Deathwing as their first "Mythic" Hero, so they've increased his price to 20,000 Gold instead of the usual 15,000.
  • The team is finalizing Tassadar's rework, D.Va is still far from finished.
  • The team is working on a cool skin for Deathwing.
  • Lilith won't appear in Heroes of the Storm before the launch of Diablo IV.
  • It is intended for Deathwing to be stopped by Zeratul's Void PrisonVoid Prison.
  • Azmodan and Chromie are available in ARAM as of the Deathwing patch. Varian may be enabled in the future.
  • Malthael is one of the best Heroes in the game in regards to talent diversity.
  • There are no plans to update Overwatch Heroes based on talents found in Overwatch 2.
  • They have some plans for Tracer, but no information to share at this time.
  • No Ranked ARAM is planned.

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Is the official (statistics) API still a possibility? It was mentioned as a low priority feature before cadence changes. Now after the changes is it still something that we can expect at any time int the future? Answering no is also fine.

Hi! I replied in another thread on this, but see this one is much more specific with the replay API ask. I don't think we'll be able to send all replays anywhere for you for the same data protection reasons that limited us in our earlier API efforts, so we'll likely still end up in a similar boat with trying to expose expose aggregate balance and winrate info in a more static fashion at specific intervals around game updates.

As for the supporting/partnering and/or promoting HotSAPI/others - we can talk about this. No promises, but I'm in the boat of wanting the community to have this info in the ways we can safely help them get it.

Have you guys considered adding a spectate mode?

Every day. We even put some time into designing out how it would look. There are a bunch of challenges with it, but it's definitely something we want to do.

Are there any plans to expand the information stored in replays regarding quests & quest talents?

Currently only Seasoned Marksman and Regeneration Master record their number of stacks as part of the replay, and it'd be nice if this could be expanded to all quest talents, rather than just these two.

If really wanted to go above and beyond, recording the time of quest completion would be really cool.

This is definitely something I would also like to see. I really like people being able to get some good analysis out of replays so if this is something that we can add I will see what I can do!

Right now it is hard to get friends from other Blizzard games into HotS, because the first few heroes take so long to acquire with in-game currency.

Could we award heroes for players' activity in other Blizzard games?

For example:

  • Achieve level 120 in WoW: Battle for Azeroth - Anduin and Sylvanas
  • Complete the Diablo III: Reaper of Souls campaign - Malthael and Auriel
  • Play 20 ranked games in Overwatch - Genji and DVa

This change would have minimal impact on smurfing, because new accounts would need to separately purchase fresh copies of these games to benefit, and would also make it much, much easier for HotS fans like myself to entice their friends from WoW, Overwatch and Diablo into the nexus!

Hi, /u/jjp3! We try to create many opportunities for new players to jump in and get access to heroes that they want to play, including several of these types of cross-game rewards (mostly tied to game ownership) which are still active in-game. I love these kinds of things and will encourage the team to revisit these rewards in search of more ways to help bring in friends from other Blizzard games. We’ll see what we can do!

Why can Sonya use E to pull herself to. Deathwing, but Qhira can't use E to pull herself to Deathwing?

(Why can unstoppable prevent enemy movement from just one single ability, and not any other abilities?)

Qhira's E (Revolving Sweep) is a special case scenario for becoming disconnected from Unstoppable targets that we found was the most elegant solution to several issues we were having during Qhira's development. Story time!

It all started a long time ago when we were currently working on the Chen rework and Qhira was in development at the same time. During a playtest game we had a Qhira on one team and a Chen on the other. During the middle of the game in a heated team fight, Qhira used her Revolving Sweep on Chen and Chen used his Flying Kick on Qhira. Suddenly, Chen and Qhira both blasted off into the sky and disappeared off the map. Laughter erupted throughout the bullpen as everyone wondered what they just witnessed. This happened because of the way Qhira's Revolving Sweep moves her around her target. It is constantly and instantaneously updating her position. Chen was never able to resolve his Flying Kick movement, and since he has a bit of elevation to it they would fly into the sky.

As more playtests came, we started finding this issue more and more. Kerrigan would leap to Qhira during Revolving Sweep and the same thing would happen. Varian's Charge. Cassia's Fend. Illidan's Dive. The list went on and on. Clearly fixing each of these on a case by case basis would take a significant amount of time and effort and would probably still not cover all of the possible scenarios.

This led us to making Qhira untargetable during her Revolving Sweep -- if she can't be targeted then no other Heroes can use weird movement abilities on her and none of this will happen, right? Well, no. In the rare case that Chen kicks Qhira while she is casting Revolving Sweep, the same problem will happen. Ok, no big deal, we can stun the target too, that way it knocks them out of any kind of movement ability they're doing! Except for if they... are unstoppable. So in that case, the best thing to do is just not let her Revolving Sweep hit an unstoppable target.

We explored many different solutions to this problem. We tried changing the way her movement worked, we tried adding special cases for all of the major movement issues that we could find (a very time consuming process I might add), but ultimately there would always be additional bugs and problems that would appear as a result of those changes. Each hero had a different special case that had to be setup in a different way. We found that the simplest and least bug-prone way of fixing Revolving Sweep was to do exactly what I described above. Become untargetable, stun the target, and pass through unstoppable targets.

This actually meant we had to make significant balance changes to the rest of her kit to compensate for this huge power that was just added to this ability. In the end, we felt that since Revolving Sweep is Qhira's most awesome ability in the first place, it was ok for us to make these power adjustments and balance around it in other places. We also felt that becoming Unstoppable added a level of counter-play to the ability that was somewhat lacking before, as well.

Any plans to release Official API? If you're going to make big game-changing patch like Nexus Anomaly a regular thing, players should be able to see exactly how it affects the game and how the meta changes accordingly from an accurate source.

We’ve been talking about a data API for Heroes for YEARS and at times have even made strides on bringing it to you. Unfortunately, those initiatives hit hurdles with everything from data compliance complexities (GDPR has been fun!) to prioritization against other game features and have lost steam over the years.

In the absence of the actual API, we’ve discussed exposing official winrates and stats alongside updates that are more balance- and gameplay-centric, and that is something I’d still be open to exploring if you think it gives you a portion of what you’re looking for?

When a Hero is killed while a Damage Over Time effect is on them, could the Death Recap be updated to feature the total potential damage that could have happened to them?

This is something we can definitely look into doing. Thanks for the suggestion. ?

It has been nearly 2 years since Kaeo has stated that performance based MMR is something targeted to return when the time is right. Is this still a possibility or has that project been sidelined into oblivion at this point?

That Kaéo guy!! So where we last left this system is that it’s still on in the background gathering data about player performance. What we really want to do with it is use that data to power a post-game scorecard feature that gives players detailed info on how they played their hero, on that map, vs. other players of similar skill in an attempt to highlight not only areas that they are performing well, but more importantly areas that they should focus on improving (and how). We have some really cool designs for this and would love to bring the feature to the game, but don’t currently have an ETA for it.

What to you is the ultimate goal behind balance patches?

With the balance patch changes over the last year or so, I’ve had a pretty strict philosophy to them that I’m fairly passionate about. Here are some of the major things that we strive for with every balance patch:

1. The ultimate goal of the balance patches is to make the game more fun. This sounds like a very basic concept, but there’s a lot of specific actions that we take to make this happen. When it comes down to deciding between two difficult choices, asking this basic question is a guiding star for decision making.

2. Buffs and design changes are more fun than simple nerfs. As much as possible, we try to make heroes feel better when changing them, not worse.

3. In every patch we try to put in at least 1-2 design changes that are super crazy/exciting. There should be something in each patch that you read the note and go “no way that’s so busted, I’m going to break the game with this”.

a. This has been a change from how we used to do things. We didn’t really used to do this due to the fear of making something incredibly unbalanced, but nowadays we have more embraced the view that it’s better to create more exciting changes to the game than to never try, and if we mess up then we’ll fix it down the road. So far this has worked very well, as we haven’t had any huge blowouts due to changes in balance patches over the last year.

4. Hitting the right balance between player perception and reality is important.

a. If Hero A is being picked and banned in every game and the playerbase is begging for changes to them, but is at a 46% win rate, and Hero B is totally under the radar but is at a 58% win rate, it can be easy to fall into the trap of buffing Hero A and nerfing Hero B by balancing strictly on win rates. The real situation is much more nuanced than that, and in these situations we look for design-related solutions.

What was the craziest thing you tested/developed, and then scrapped before us players got to see it?

1.

In one of the the first iterations of Chromie she had a heroic ability that slowed time for every other unit in the game. It was pretty wild.

In general it isn't uncommon to create and discard 10 or more abilities before landing on the final kit. Same goes for talents. It's a lot of work, but it's my favorite part of the process.

2.

My favorite was when we had the Hero Buyback system.

This was wayyyyyyyyy back in the day, pre Alpha, when we had Gold, before the talent system that we have today.

Basically you could spend a relatively small amount of Gold, and at any time during the game you could completely switch your hero.

Entire metas were based around this, where, for example, you could play as Zagara in the beginning stages of the game to bully your opponent, then switch to Valla or Zeratul midway through for a power spike, then in the end game go to someone tanky like Arthas for the final few teamfights.

Entire metas were developed around this, and we actually had it in for a long time. It was wild.

Edit: Oh, and we once had a map that was entirely circular, with both Cores in the middle left and right parts of the map. It was appropriately called Crazy Town.

I wanted to ask you guys about the recent Deathwing spotlight. Was this something that you guys brought Cloaken in for specifically? I know a lot of folks were even guessing that it may have been pre-recorded. Any plans to work with Cloaken again in the future?

We love Kevin. We were super happy to be able to ask him to reprise his beloved role as the voice of our spotlight videos. We're happy that he said yes. We would love for him to do it again.

Experience globes significantly encourage "freezing" lanes to deny experience. How does the team feel about this becoming a common strategy due to this Nexus Anomaly? Is it good, is it bad, is it different, what's up?

Great question. I think the answer is a bit complicated, so I’ll try to give my views on it in as simple of a way as possible. Hopefully nothing gets misinterpreted!

I’ll start with a few declarative statements. I’ll clarify that these are just my point of view, and not necessarily those of everyone on the team, so I wouldn’t take this as gospel:

1. I think lane manipulation is and always has been a part of our game, particularly at the higher levels. There are micro instances where it’s a good idea to let enemy minions hit you in front of your tower to make the waves crash near your tower in order to gain advantages like enabling a gank by a nearby teammate or to soak safely in a bad match up.

2. I don’t believe that being encouraged to freeze a lane ever is a terrible thing for the game. However, I do believe that if this is happening all the time at all stages of the game that it is a problem, largely due to encouraging too much passive play when we want our game to be about aggression.

3. In our experience, the experience globes haven’t universally motivated passive play. In general, they have motivated more aggressive play and more interesting combat, as both sides are trying to get a better position so that they can collect the experience globes for themselves.

4. Our game is very differently paced from other MOBAS due to a variety of factors. I’ve seen the narrative that two people are just going to sit near their minions and do nothing while they collect XP, but, at least in my mind, our games just don’t play out that way. We have multiple 2, 3, and 4 man rotations on nearly all of our maps happening at different points of the game, we have map objectives that heavily encourage teams to fight 4v4 or 5v5 depending on the map and game state, and we have mercenary camps that add another layer of depth to where heroes should be positioned on the map at any given point and time. All of these factors heavily disrupt the idea of being able to sit in a lane for multiple minutes on end while doing nothing but soaking XP. Because of this, I don’t believe that due to this change that the optimal play for all 5 members of each team is going to be to sit near minions and collect globes. If I’m wrong and this kind of passive play does dominate proper gameplay, then we would make changes to ensure that it isn’t the case anymore.

Overall I would say that yes, this is a big change to the game, and it’s something that we are going to iterate on, and, like all changes to our game, it’s something that we can remove, keep, or only keep the best parts depending on how it pans out.

Can you share any information about your plans for ARAM?

The team has been discussing replacing the existing Brawl mode with dedicated ARAM queue (random ARAM map rather than weekly map rotation). That would mean reworked rewards, ARAM games will likely to contribute towards daily and special events quests credit, and probably some improvements to the hero selection screen (swaps or rerolls maybe?).

Does this mean we would not be seeing any of the other previous Brawls or would those make a return?

Sadly, non-ARAM Brawls are pretty expensive to maintain. We'd love to keep the Brawl mode hidden, and set up something fun there, for a week or two, on special occasions, such as seasonal events.

Aside of improving the AI, there are any plans to implement any loss forgiveness/safe abandonments features for matches with leavers, specially at draft modes?

I agree, there's hardly anything as frustrating as losing Ranked game 4v5. Handling AFK/desertions in Ranked has been a hot topic for years, and we have done a lot of research on that. Loss forgiveness doesn't play along with the current leaver penalty system too well though. We'd like to rework the ranked penalty system at some point, and that will get us into a better spot for adding some insurance against leavers.

Why was Deathwing gold cost increased to 20k instead of 15k? I wanted to get him on day one so I saved up 15k. Now I have to go farm another 5k to even get him.

Hi, /u/f....yeah! This was something we planned from early in his development to recognize that Deathwing is something truly special in the game on many fronts. Giant Raid Boss! Two ability kits!! DEATHWING!!! For those reasons and many more, the original intention was actually for him to be our first Mythic hero. Those plans happened long ago and got a little lost across his development even internally, so I understand how people feel disappointed that they didn't have the opportunity to save enough gold for him in advance. We should have set that expectation at his announcement and I'm sorry about that. We'll do better communicating about one-offs like this in the future.

Can you shine some light on how the Tass and DVa rework are coming along?

Both are coming along nicely! Tass recently got some of his new art FX (courtesy of /u/Blizz_Thomas) and we're pretty much finalizing his balance/design changes. He should be in your hands soon™. Dva is still a ways off, but we're working hard on it!

Why did Deathwing have no skin at release?

His skin wasn't ready for this year. We have something really cool planed for him though. This is what I'm personally working on at the moment. Please accept The Destroyer Brightwing skin in the meantime as a peace offering.

Have you thought of making a weird map, like a single-lane map with a real objective (so not just an aram)? Or 5 lanes, to go silly in the other directions?

Yes! Very early in development we experimented with a lot of different map types like 4 lane maps, giant maps with huge jungles and only 2 lanes, etc etc. We learned a lot about how easily macro play could become the dominant strategy and how mount speed/globals should be tuned.

I vaguely remember a map that had "waygates" on either side of the map which let you instantly teleport between the two if your team had control of both. We learned very quickly that giving your entire team a Zagara Nydus Canal was a bit OP.

Not really an important issue, but as a D.Va main across both games it always sort of bothered me how in Overwatch D.Va's mech shoots alternating spread shots, like two shotguns, while in Heroes it is animated more like two chainguns, constantly firing projectiles rather than staccato bursts. Is there a technical / design / deliberate reason for this? Not a big problem, I've always just been curious.

That fantasy/mechanical mismatch is something we will be addressing in her upcoming rework ?

Lilith is clearly the most hyped character from Blizzard IPs right now. She got great introduction followed with perfect visual design. It's going to take years before we see her in Diablo 4.

Since hots already introduced decent amount of diablo lore, how insanse is the idea of having Lilith in hots before D4 is released?

Lilith is awesome and though we would love to bring her to the Nexus, we think it would be best for the Diablo team to show her off in their game first. Sorry guys, gonna have to wait on that one for a bit.

You undoubtedly have lots of internal statistics on which you based your hero balancing. Would you mind sharing these statistics? It does not have to be something fancy - for example just posting a spreadsheet here on the subreddit. I might be useful to see how i.e. hero winrates differ from the data available to community through replay analysis.

We do use a lot of statistics when looking at balance. However, at this time we don’t have plans to share them publicly.

I do share statistics from time to time, but am wary of showing something like a whole spreadsheet of win rates on some specific date. The main reason is because statistics can and almost always are misinterpreted to fit a certain narrative, and it takes lots of stats from different places to put together a complete picture about what’s going on.

For example, in regards to purely win rates the game has almost always been in an excellent spot across the board, yet that hasn’t always felt like the case with player feedback, nor with what they are picking and banning at various levels of play. If we balanced the game purely based on win rates alone, you would see a whole lot of changes that seem to make no sense at all, because they don’t reflect the reality of what players are experiencing.
I can give some broad points about our statistics over the years that I’ve observed:

1. Win rates across the board, especially for talents, are almost always very close. I would say about half the time is the most picked talent the one that’s actually winning the most often.

2. Niche heroes tend to have much higher win rates than others. This is even more impressive if you think about how they often have a negative stigma for not being strong, yet they still win despite that team morale hit that often happens when they are taken.

3. Hero pick and ban rates rarely reflect what’s actually winning, and more often reflect community sentiment on what they believe is strong, or is something that players more generally just don’t want to play against.

Can we get a look under the hood at the Match Point breakdown? as in how does one person get 15 points and the other 26 points in the same Bronze 5 win

Hi there!
There are a couple of factors involved with this:
- Uncertainty: The more time between games, the less confidence the matchmaker has in your skill rating and so the more it is adjusted
- Dampening: At extreme ratings, we limit the ability to move in a particular direction. This is so we don't get people off in Narnia without the ability to play with anyone
- Bronze 5 Hugeness: Bronze 5 covers a large skill rating and has its own dampening in it as well, so while you are moving the same rating, you might not be moving the same ranked points until you get to Bronze 4.
This last point is something we're taking very seriously and investigating what to do about it.

Why don't you update all Regions at the same time? I'm just curious!

We want to make sure the game is available to the maximum number of players the maximum amount of time, so we try to make sure we take each region down when the lowest number of players would be playing. When the US has the most people online, Europe has the least and vice versa. There are other factors that affect the time, but that is far and away the biggest reason.

I am clearly biased when I ask this, but are there any plans to retune Butcher into baseline Ranked viability whilesimultaneously nerfing his snowball potential (so he doesn’t simply break QM completely, especially for new players)?

We're currently taking a holistic look at Butcher, focusing especially on ways to make him more "generally" usable and reducing some of the pain points with his baseline quest ?

Is it intended that Death wing can be stopped by void prison?

Yes, this is intended. For most enemy interactions, think of Deathwing as a Johanna who always has her trait up.

Since we got ARAM, both Chromie and Azmodan got reworked. Would you consider enabling them for ARAMs in their current state?

Good news! Azmodan and Chromie are available in ARAM as of the Deathwing patch ?

I'll bring up the Varian question in our next design meeting.

Malthael is considered by most to have pretty poor talent diversity. And his trait build is lacking at the moment. Is this something you see with the data on your end and are you planning on giving a once over to some of the bigger offenders?

After digging into the data, Malthael is still one of the best heroes in our game in regards to talent diversity. That narrative simply isn’t reflecting the reality of his talent choices. As an example, at Level 1, 40.3% of people are picking On a Pale Horse, 40% of people are picking Fear the Reaper, and 19.7% of people are picking Death’s Reach, with all 3 of them having similar win rates.

That being said, like every hero in our game, I don’t believe his talents are perfect, and he can definitely still use improvements.

We've heard many times how remaking Arthas's model is a large undertaking that, art-wise, is basically an entire new hero. How much work is just a new set of animations? 

So, it's hard to say exactly how long just re-animating Arthas would take but generally it takes us about 20ish weeks to fully animate a hero start to finish. So, somewhere in that range. I can't give a specific range because every hero takes more or less time depending on their complexity. A simple biped like Raynor could take half the time to animate in comparison to someone like Deathwing who has 4 legs, wings, and a tail. All those extra bits really add up and extend animation time. Kit complexity, extra models, and stuff like that also add to animation time. We also have to consider what state Arthas is under the hood in terms of rig and data set up. Having extra issues to deal with on top of just doing the animating work can really slow down the whole process. Ultimately, slowing down the whole process impacts all of the cool new stuff we're currently working on too so it's a tough trade off.

With Overwatch 2's recent reveal, will the artists and dev team be collaborating with the OW team to create new skins/ integrating talents for the existing roster of heroes perhaps during a rework?

I don't believe there's any plans to update current heroes talents based on the OW2 reveal, however it's certainly possible in the future once the game is released. On the art side we always want to be sensitive to the source material for our content and if we decide to make a new hero or skin we would certainly collaborate with the OW team to build the best version possible.

Good morning. when are you going to buff to tracer ?

We do have plans to liven things up for Tracer, but we're not ready to share details quite yet ?

When will quick match be removed from the game? Or at least fixed? Quick match's current incarnation being a problem has been common knowledge for years, but nothing has been done to address it, despite quick match being any new player's first experience with the game.

Quick Match has been a topic that has blighted my dreams, affected my relationships, altered my gravitational pull with the Earth, caused many discussions in the office, and largely just followed me around like a shadow made of tears and frustration.
From issues stemming from New Heroes being 2/3rds of the queue for the first week or so of a hero's release (seriously, how do you expect us to be able to matchmake that?), or issues with Call of the Nexus, or to the time it broke for 3 days and made any match it wanted to, Quick Match has kept me awake when I would rather be asleep for far too long.
However, what can we do with it? It's our most popular game mode and we are, I think, the only MOBA that allows you to pick a hero before entering matchmaking. We are Just. That. Nice.
So, what do we do with it?
- Nothing: You can just play it as is, get some amazing games, get some... other games, play the newest and shiniest hero... eventually?
- Blind Pick/All Pick: We become more like other MOBAs and you can pick your hero in turn and do/don't get to see what your opponents pick until the timer is up, and then the guy that didn't get what he wanted leaves the game and overall sadness goes up in the world by 0.002%
- ANARCHY: We just turn all the Quick Match rules off and hope the problem solves itself!
As us Brits like to say: Answers on a Postcard addressed to the Nexus and I'll collate the responses.

Arams are amazing is there a plan to add a ranked version of it? This might add some sort of strategy to the mode.

While that sounds like a nifty idea, we don't have any plans to add a ranked mode for ARAM at this time.

I'd have a few concerns with doing it - primarily that ARAM is intended to be a fun, wacky mode where you can kind of wind down and relax. If we turn it into a competitive thing, a lot of that spirit can easily be lost in the name of created a better ranked experience.

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There were also one responded to later, where they finally addressed the numerous questions regarding the lack of any Ranked rewards. It didn't say much though, beyond essentially "It's too late now, but we will think about it to next time". So yeah... That one's still a sore topic for folks.

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On 12/7/2019 at 7:18 PM, Lampanelli said:

There were also one responded to later, where they finally addressed the numerous questions regarding the lack of any Ranked rewards. It didn't say much though, beyond essentially "It's too late now, but we will think about it to next time". So yeah... That one's still a sore topic for folks.

Perhaps any development time dedicated to new mounts is towards making those purchasable in collection, so seasonal ones have been cut. At least they could add some of these which are currently unavailable, like those previously available from e-sport donations (or some recolors of them). Otherwise, there is no reason to bother with league, especially when matchmaking can create messy teams (in terms of rank difference) quite often. 

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On 12/7/2019 at 9:16 AM, Stan said:

They want to revisit rewards to bring new players to the game.

One of the ways they could easily implement is to add more integration between Blizzard games. Say, for instance:

  • Reach level 120 on BfA, unlock Anduin or Sylvanas.
  • Reach level 70 on Diablo III, unlock any of the Nephalem characters in D3 (just one).
  • Complete the main campaigns of each race on StarCraft II and unlock Raynor, Kerrigan and Artanis.

Edit: I posted this before reading the blue post, and only read the reddit post regarding it much later. It is surprisingly I had the same idea as the OP. Curious. /lol

I also strongly think they should reduce price ranges on many Heroes. We haven't seen any Hero drop from 10.000g for quite a while. Having these massive gold prices can easily scare away new players because it will take so long to unlock those Heroes. Since we have a shitload of Heroes now, I think they should revisit some prices.

Edited by Valhalen
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1 hour ago, Valhalen said:

One of the ways they could easily is to make more integration between Blizzard games. Say, for instance:

  • Reach level 120 on BfA, unlock Anduin or Sylvanas.
  • Reach level 70 on Diablo III, unlock any of the Nephalem characters in D3 (just one).
  • Complete the main campaigns of each race on StarCraft II and unlock Raynor, Kerrigan and Artanis.

Complete Blackthorne, unlo---oh wait...

  • Haha 1

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On 12/7/2019 at 9:16 AM, Stan said:

It is intended for Deathwing to be stopped by Zeratul's Void PrisonVoid Prison.

Of course it is intended. Time stop abilities are the only ones that can stop unstoppable Heroes, even vehicles like the Dragon Knight, etc. This makes Chromie an interesting counter to Deathwing, and a pretty poetic one.

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    • By Stan
      Blizzard has released a new patch for Heroes of the Storm with D.Va, and Gazlowe reworks, ARAM mode, a new Nexus Anomaly, and Hero skins.
      There's only one small difference between PTR and live notes. Gladiator's Medallion (the new Nexus Anomaly) now occupies slot 6 on the action bar.
      Senior Game Designer David Warner recently talked about the D.Va rework, and we also previewed new tints, skins, and mounts from the latest press kit. 
      Below are full patch notes for the live version of the game.
      (Source)
      Our next Heroes of the Storm patch is live and brings a new Nexus Anomaly, ARAM mode, new skins and mounts, along with D.Va and Gazlowe reworks and more! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      Nexus Anomaly General Collection Storm League Heroes Rework: D.Va Heroes Rework: Gazlowe Heroes Bug Fixes Nexus Anomaly
      New Nexus Anomaly - Gladiator's Medallion Heroes now start the game with a new item on their action bar in slot 6, the Gladiator's Medallion. The Gladiator's Medallion can be activated to become Unstoppable for 1 second. The cooldown is 300 seconds (5 minutes). Deathwing and Gall do not start with a Gladiator's Medallion. All 3 of The Lost Vikings gain the effect of the Medallion when activated. Return to Top
      General
      Introducing ARAM Mode With the Patch H.52, we're replacing Heroes Brawl mode with the new ARAM - All Random All Mid mode. ARAM mode key features: The map pool for ARAM mode consists of four one-lane maps. There are no additional objectives on the ARAM maps: destroy the enemy's Core to win. As match starts, every player must pick one out of three randomly selected heroes. Think fast: you have only 30 seconds! Hearthstones are disabled, and starting area does not regenerate health. Unlike Heroes Brawl, there's no dedicated Weekly Quest exclusive to this mode. Instead, ARAM games contribute to Daily Quests and Special Event Quests progress. Return to Top
      Collection
      Many seasonal items will be returning to the collection, and will be available for crafting and in Loot Chests for a limited time!
      New Bundles (Limited Time Only!) Worlds Collide Bundle Interdimensional Fusion Bundle Terran Alliance Bundle Draenei Executor Artanis Skin Pack King of Blades Arthas Skin Pack Mineral Harvester Gazlowe Skin Pack Necrotoplogist Mei Skin Pack Invincilisk Bundle Returning Bundles (Limited Time Only!) Baby-Face Orphea Bundle Big Shot Sgt. Hammer Bundle Getaway Sidecar Bundle Raccoon Bundle Showstopper Whitemane Bundle Wiseguy Junkrat Bundle New Skins King of Blades Arthas Venomous King of Blades Arthas Lavawrought King of Blades Arthas Draenei Executor Artanis Royal Draenei Executor Artanis Darksteel Draenei Executor Artanis Emperor of the Dominion Anduin Glorious Emperor of the Dominion Anduin Studious Emperor of the Dominion Anduin Necrotopologist Mei Frostbitten Necrotopologist Mei Devilish Necrotopologist Mei Mineral Harvester Gazlowe Firebat Mineral Harvester Gazlowe Rich Mineral Harvester Gazlowe Galvanic Fel Reaver Blaze Angelic Medic Uther Angelic Raider Rexxar Acid Apothecary Morales Earthy Grunty Murky Scorch Spectre Illidan Shining D.Va New Mounts Invincilisk Slimeheart Invincilisk Sulphurous Invincilisk Iron Kite Stormgarde Iron Kite Kul Tiras Iron Kite New Content Several new Portraits, Sprays and other items have been added to the Collection! Return to Top
      Storm League
      Seasonal Quest Line win requirements have been reduced in Season 4.
      Steps and Rewards in Season 4 of 2020 5 Wins: Craft Wars Chest 10 Wins: Rare Craft Wars Chest 20 Wins: Epic Craft Wars Chest 35 Wins: Tamed Ravasaur Mount 35 Wins: Eligibility for End of Season 4 Rewards and Grand Master Leaderboards Storm League Reward Mounts The final reward of the 2020 Season 4 Questline will be the Tamed Ravasaur Mount, which will be awarded after winning 35 games in Ranked Play. Return to Top
      Heroes Rework: D.Va
      Base
      Mech Mode Health increased from 2150 to 2250. Health Regeneration increased from 4.48 to 4.69. Base damage reduced from 26 to 23. Added functionality: Enemies close to D.Va’s Mech take 50% bonus damage. Pilot Mode - Big Shot Ability now available baseline. Cooldown increased from 4 to 6 seconds. Call Mech cooldown reduction reduced from 8 to 5 seconds. Damage reduced from 200 to 150. Added Functionality: Enemy Heroes hit are slowed by 25% for 1.5 seconds. Mechanized Walker [Z] New Functionality: D.Va’s Mech can move while attacking. While attacking or channeling an ability, the Mech’s speed is quickly reduced by 25%. Boosters [Q] Cooldown increased from 9 to 10 seconds. Duration decreased from 2 to 1.75 seconds. Speed bonus decreased from 125% to 115%. Area reduced from 1.5 to 1.375. Defense Matrix [W] Damage reduction reduced from 75% to 50%. Added Functionality: Can now be retargeted while active. Self-Destruct/Call Mech [E] Charge earned per 100% maximum life damage taken reduced from 33% to 25%. Maximum damage reduced from 1,200 to 1,100. Talents
      Level 1 Rush-Down [Q] Moved to level 4. New Functionality: Boosters steals 4% of maximum health from enemy Heroes and deals 100% increased damage to non-heroic enemies. Hit the Nitrous [Q] Moved to level 7. New Functionality: The initial speed bonus of Boosters is increased to 300%, decaying to normal speed over .5 seconds. During this time, Boosters stuns for .5 seconds. Crash Course [Q] Removed. Pro Moves [Trait] New Functionality: Each time D.Va’s Mech takes damage, its movement speed is increased by 2% and gains 2 Armor, stacking up to 10 times. A stack of this effect decays every .5 seconds. Basic Attacks in Pilot Mode against enemy Heroes reduce the cooldown of Call Mech by 1 additional second. (New) Liquid Cooling [Active] When used in Mech Mode, the cooldown of Healing Fountain is decreased to 50 seconds and it lasts 25% longer. Activate to gain Healing Fountains effects and incur the reduced cooldown. 50 second cooldown. Level 4 Diverting Power [W] Moved to level 16. New Functionality: Drastically increases Defense Matrix’s area and each time it reduces damage D.Va’s mech is healed for 35. Fusion Generator [W] Moved to level 7. Maximum Self-Destruct charge gained per cast increased from 15 to 20. Added Functionality: While at full Self-Destruct charge, Fusion Cannons’ bonus damage is increased to 75%. Bring It On [E] Removed. Level 7 Coming Through [Q] Removed. (New) Get On The Point! [Q] Casting Boosters grants nearby allies 20% movement speed for 2 seconds. After being out of combat for 3 seconds, Boosters’ cooldown refreshes 100% faster. Aggression Matrix [W] Moved to level 4. New Functionality: Basic Attacks against Heroes reduces the cooldown of Defense Matrix by .125 seconds. Enemy Heroes in your Defense Matrix receive 30% less healing. Dazer Zone [W] Removed. Nuclear Option [E] Moved to level 4. New Functionality: [Passive] Each time Fusion Cannons deals bonus damage to a Hero, gain .25 Self-Destruct Charge. Hitting your self-destructing Mech with Big Shot causes it to self-destruct 40% faster. Level 10 Bunny Hop [R1] Cooldown reduced from 100 to 80 seconds. Damage reduced from 60 to 52. Radius reduced from 5 to 4.5. New Functionality: Every 4th consecutive hit deals 100% increased damage and stuns for .5 seconds. (New) Micro Missiles [R2] After .375 seconds fire a stream of 12 missiles in a target direction. Upon impact, each missile deals a small amount of damage and slows in an area. Missiles deal 35 Damage and apply a 35% slow for 2 seconds. 12 range. Holds 2 Charges. 20 second charge cooldown with a 5 second cooldown between charge uses. Level 13 Ablative Armor [Passive] Moved to level 20. New Functionality: 45% of Ability damage taken by D.Va’s Mech is returned as Health over 4 seconds. Emergency Shielding [Trait] Moved to level 16. Cooldown increased from 15 to 30 seconds. Shield increased from 210 to 280. Duration reduced from 6 to 4 seconds. Expensive Plating [Passive] Moved to level 1. Renamed to “Full Metal”. No longer increases the cooldown for Call Mech. Bonus Mech Health reduced from 20% to 10%. Added Functionality: Fusion Cannon bonus damage heals for 20% of the damage dealt. (New) Target Locked [W] Enemy heroes that remain in Defense Matrix for 1.5 seconds have their armor reduced by 15 and are slowed by 25% for 3 seconds. (New) Good To Go [Pilot Active] Unlock the Torpedo Dash and Concussive Pulse abilities while in Pilot Mode. Torpedo Dash [Pilot Mode Q] Travel distance decreased from 6.75 to 4.5. Travel speed reduced from 17.5 to 14. Now has a .75 second coolup when exiting Mech Mode. Cooldown reduced from 12 to 10 seconds. Concussive Pulse [Active] Cooldown increased from 7 to 10 seconds. Damage reduced from 141 to 120. Knockback distance reduced by 40%. Level 16 GG, WP [Trait] Removed. Nanoweave Suit [Trait] Removed. Suppressing Fire [Trait] Removed. (New) In For The Kill [Q] Casting Boosters grants a shield equal to 10% maximum health for 2.5 seconds. Each enemy Hero hit by Boosters increases your Basic Attack damage by 10% for 5 seconds, stacking up to 5 times. Level 20 Stop And Pop [R1] New functionality: While D.Va is stationary, Bunny Hop’s duration is paused. Pew! Pew! Pew! [R2] Moved to Level 13. Damage per shot increased from 50% to 75%. MEKA Fall [Trait] Removed. (New) Timing Attack [R2] Micro Missiles gains an additional charge. Each time Micro Missiles deals damage to a Hero, reduce its cooldown by .5 seconds and its charge cooldown by .25 seconds. (New) Headshot! [R2] Big Shot’s damage is increased by 75% and its cooldown is reduced by 2 seconds. Return to Top
      Heroes Rework: Gazlowe
      Base
      Vitals Uses Scrap instead of Mana, max of 10 Scrap. Base Health increased from 1826 to 2275. Health regen increased from 3.8046 to 4.74. Basic Attack Damage from 95 to 100. Trait Renamed to Reduce, Reuse, Recycle. New Functionality: Regenerate 1 Scrap every 4 seconds. Destroyed Rock-It! Turrets drop 1 Scrap, pick up dropped Scrap to regain it. Activate to destroy a target Rock-It! Turret. Scrap Scrap pick up range increased from 1.25 to 1.5. Spawn pick up delay reduced from 0.45 to 0.0 seconds. Rock-It! Turrets [Q] Costs 4 Scrap. Base damage decreased from 62 to 36. Base Health reduced from 593 to 510. Health scaling increased from 4% to 5%. Duration decreased from 30 to 15 seconds. GCD decreased from 2 to 0.5 seconds. Placement range increased from 2 to 3. Adjusted weapon range icons to be less noisy. Prioritizes nearest enemy Hero when first created. Deth Lazor [W] No longer has a cost. Cooldown decreased from 12 to 8 seconds. Damage increased from 137 to 174. Range increase from 6 to 10. Width increased from 2 to 2.5. Adjusted Functionality: After 0.65 seconds, deal 208 damage to enemies in a line. Heal 25% of damage dealt, this effect is increased to 75% against Heroes. Xplodium Charge [E] No longer has a cost. Cooldown decreased from 20 to 12 seconds. Damage reduced from 233 to 155. Missile travel speed increased substantially. Search area reduced from 3 to 2.85. Range decreased from 9.5 to 7. Explosion delay decreased from 2.5 to 1.25 seconds. Stun duration decreased from 1.75 to 1 second. Talents
      Level 1 Extra TNT [E] Removed. Scrap-o-matic Smelter [Trait] Removed. Break it down [Trait] Removed. Goblin Repairs [Passive] Removed. (New) Rocket Boots [E] Increase the cast range of Xplodium Charge by 30% and its damage by 20%. Hitting a Hero increases movement speed by 20% for 3 seconds. (New) One Man Wrecking Crew [Passive] Casting Basic Abilities cause Gazlowe’s next Basic Attack within 6 seconds to deal 45% more damage. Stores up to 2 charges. (New) Big Game Hunter [Passive] Dealing damage with Basic Attacks to Heroes, Mercs or Monsters reduces the cooldown of Reduce, Reuse, Recycle by 2 seconds. Increase maximum Scrap by 2. Level 4 Clockwerk Steam Fists [Q] Removed. Reduce, Reuse, Recycle [Trait] Removed. Hired Goons [Passive] Removed. (New) Rock It Sock It [Q] Placing a Rock-It! Turret grants Gazlowe a 215 point Shield for 2.5 seconds. Hyperfocus Coils [W/E] Moved from level 7. Adjusted Functionality: Heroes hit by Deth Lazor and Xplodium Charge take an additional 2% of their maximum Health in damage. Gazlowe is healed for 150% the amount. Crit kicker added. EZ-PZ Dimensional Ripper [Active] Moved from level 13. New Functionality: Cooldown: 40 seconds. Activate to gain 35 Armor for 3 seconds, reducing damage taken by 35%, and reduce damage dealt of all nearby Heroes and Summons by 50% for 3 seconds. Level 7 Rock-It! Turret XL [Q] Removed. Engine Gunk [Q] Removed. Goblin Fusion Moved from level 13. Adjusted Functionality: Generate 3 Scrap for each Hero hit by Deth Lazor. (New) Overload [W] Deth Lazor can now store up to 2 charges. Each enemy Hero hit by Deth Lazor reduces the cooldown of Deth Lazor by 0.5 seconds. (New) Master Blaster [E] Deth Lazor and Xplodium Charge Slow by 35% for 2.5 seconds. Rock-It! Turret Basic Attacks extend the duration by 0.25 seconds. Level 10 Robo-Goblin [R1] New Functionality: Activate to become Unstoppable for 1.5 seconds. Passive: Basic Attacks deal 80 bonus damage over 5 seconds, stacks up to 3 times. Grav-O-Bomb 3000 [R2] Cooldown decreased from 90 to 60 seconds. Damage reduced from 251 to 220. Added Functionality: Basic Abilities deal 30% more damage for 5 seconds after casting Grav-O-Bomb 3000. Level 13 X-Tra Large Bombs [E] Removed. (New) Positive Reinforcement [Q] Primary Turret attacks against Heroes increase Gazlowe’s Attack Speed by 40% for 3 seconds. (New) Superior Schematics [Q] Moved from level 16. Adjusted Functionality: Rock-It! Turrets attack up to 2 additional target for 75% damage and have 50% increased range. (New) Overcharged Capacitors [Q] Gazlowe gains 5% Spell Power for each active turret, up to a maximum of 15%. Dealing Basic Attack damage extends the duration of Rock-It! Turrets by 1.5 seconds. Level 16 Turret Storage [Q] Removed. Kwik Release Charge [E] Removed. Firin’ Mah Lazorz [W] Moved from level 20. Damage increased from 102 to 125. Ark Reaktor [E] Moved from level 4. Adjusted Functionality: Reduce the cooldown of Xplodium Charge by 3 seconds. Using Xplodium Charge creates 3 Rock-It! Turrets that last for 3 seconds. These Turrets do not drop Scrap or benefit from other Talents. (New) Overklock [Passive] Hitting enemy Heroes grants 15% bonus Movement Speed for 2 seconds. Hitting enemy Heroes with Basic Attacks causes them to take an additional 2.5% of their maximum Health in damage. Level 20 Mecha-Lord [R1] Adjusted Functionality: Basic Attacks increase Gazlowe’s Armor by 10 for 10 seconds, up to a maximum of 30. Basic Attacks deal 50% more damage to Stunned or Slowed targets. Miniature Black Hole [R2] Added Functionality: Each enemy Hero hit reduces the cooldown of Grav-O-Bomb by 12 seconds. It’s Raining Scrap [Q] Adjusted Functionality: Reduce the Scrap cost of Rock-It! Turrets by 1. Regain 2 Scrap for each Scrap pickup. (New) Bomb Toss [E] Xplodium Charge launches 2 more bombs when it detonates. Return to Top
      Heroes
      Alarak
      Base
      Health increased from 1900 to 1950. Health Regeneration increased from 3.96 to 4.06. Talents
      Level 4 Negatively Charged [E] Initial damage bonus increased from 150% to 175%. Cassia
      Talents
      Level 7 Surge of Light [Active] Damage reduced from 250 to 240. Damage taken amount required to activate increased from 500 to 650. Chromie
      Talents
      Level 1 Deep Breathing [W] Damage bonus reduced from 1.5% to 1% per stack. Cooldown reduction upon quest completion reduced from 5 seconds to 4 seconds. Mana cost upon quest completion changed from 30 to 40. Level 5 Mobius Loop [W] Damage bonus reduced from 50% to 30%. Slow duration reduced from 1 second to .75 seconds. Deckard
      Talents
      Level 4 Ruby [Active] Cooldown increased from 10 to 20 seconds. E.T.C.
      Talents
      Level 13 Encore [W] Heroic cooldown reduction reduced from 8% to 6%. Imperius
      Talents
      Level 7 Flash of Anger [Q] Damage reduced from 180 to 165. Shield amount reduced from 300 to 275. Orphea
      Talents
      Level 1 Ancestral Strength [Trait] Bonus damage reduced from 20% to 15%. Level 7 Mind Devourer [E] Damage per enemy Hero hit increased from 4 to 5. Maximum bonus damage reduced from 160 to 150. Heroes hit required for quest completion reduced from 40 to 30. Level 13 Abyssal Symbiosis [W] Shield amount reduced from 180 to 170. Level 16 Dead Magic [Trait] Damage reduced from 95 to 90. Stitches
      Base
      Slam [W] Bonus damage to Minions and Mercenaries increased from 50% to 60%. Tassadar
      Talents
      Level 1 Static Charge [Q] Maximum damage bonus reduced from 250 to 200. Level 10 Archon [R1] Shield amount reduced from 30% to 25% maximum Health. Basic Attack damage reduced from 150 to 140. Basic Attack splash damage reduced from 75 to 70. Yrel
      Talents
      Level 1 Dauntless [Passive] Physical Armor amount reduced from 40 to 35. Return to Top
      Bug Fixes
      Fixed an issue where Mercenaries would not be Stunned by Haunting Wave when the Mercenary Queen and Festering Wounds talents were taken. Fixed an issue where Executor's Will did not have a buff bar. Fixed an issue where Trauma Trigger did not have a button. Toy Train Mount - Metamorphosis Illidan, Dragonqueen Alexstrasza, Odin Tychus, and Archon Tassadar can no longer mount as a caboose on the Toy Train. Return to Top
      The latest content patch with D.Va & Gazlowe reworks, ARAM Mode, and a brand new Nexus Anomaly is live.
    • By Stan
      Blizzard Press Center has been recently updated with new skins coming in the latest patch, Enforcer tints, and the Tamed Ravasaur mount which will be rewarded from winning 35 games in Ranked Play in the new Season.
      The CraftWars and Hero Reworks entry in the Press Center requires a login, but Redditor Gnueless found out that you can simply scroll down the page and see everything.
      Anduin

      Rexxar/Misha

      Artanis

      Arthas

      Blaze + Bunker

      D.Va Micro Missiles

      Gazlowe

      Illidan

      Invincilisk Mount

      Kul Tiras Iron Kite Mount

      Mei

      Murky

      Uther

      Most of the new skins will arrive with the latest patch, but there are also three interesting Enforcer tints for the existing skins, these include:
      Bionic Enforcer Johanna

      Russet Watchdog Greymane

      Neon Paramedic Morales

      Tamed Ravasaur Mount
      You can get the following mount as a reward in the upcoming Season.



    • By Stan
      Heroes of the Storm Senior Game Designer David Warner talks about the D.Va rework coming in the next patch.
      (Source)
      What do you get when you mix a professional gamer from the future, energy drinks, a huge mech, and tabletop roleplaying game archetypes? According to David Warner, senior game designer on the Heroes of the Storm team, the outcome of this amalgamation is the brand-new D.Va rework, releasing with Heroes of the Storm’s upcoming patch.
      We caught up with Warner to hear more about everyone’s favorite MEKA pilot and what it’s like to rework heroes.
      For Warner, game design is like a constantly-changing jigsaw puzzle with an unknown number of parts. Trying to suss out the best direction to take a design is a point of frustration, but when all of the pieces seamlessly connect, it brings him an unparalleled feeling of fulfillment.
      “Personally,” Warner says, “the best feeling is when you finally get all the segments of a particular build in place and you start getting feedback about how fun and cool it is from people that don’t normally play that character. Nothing means more than getting an email after a rework talking about how cool X and Y were and how they can’t wait to try Z next game!”
      The team carefully considers each piece of the hero rework puzzle as they flesh out a character to have more diversity and synergy while preserving their core gameplay. After they decide which hero to revamp, the team digs in to identify which areas need the most TLC. While it’s easy enough to look at the pick-win rates of heroes’ talents and their success with various matchups to pinpoint issues, what is and isn’t working about a hero’s fulfillment of player fantasies and their identity as a unique character is harder to recognize and define than the ones and zeros of statistical game data.
      “While I consider both data and hero identity for a rework, I usually start by digging into lore, which almost always yields some gameplay angles to pursue,” says Warner. “For example: with D.Va it was obvious there needed to be a talent that involved shooting your pistol at your Mech with Big Shot because that was an unforgettable moment from her Overwatch cinematic. This cool lore moment became the Nuclear Option talent at level 4, which drastically changed the availability of Self-Destruct, effectively creating a whole new build path by itself.”

      Warner also looks at what he calls the memetic identity of the game’s heroes, looking at how they’re perceived by the community to see what sorts of reactions they elicit and memes they generate. “D.Va is a pro gamer, but she’s also got this over-the-top ‘gremlin’ meme identity that took on a life of its own where she’s hopped up on energy drinks and Doritos,” says Warner. “It might sound stupid, but all of the ridiculous memes I saw led to the Liquid Cooling and Timing Attack talents and levels 1 and 20 respectively because I thought to myself, ‘If this meme were a talent, what would it look like?’”
      While exploring the memes D.Va spawned provided valuable insight and aided the team in reworking her identity and skills to give them unique flavor, the extreme gamer energy and empty drink cans comprise only a part of who she is. To figure out other aspects of her character and gameplay, Warner swapped his perspective to that of a Dungeon Master.
      “Pen-and-paper game archetypes have been explored and iterated upon for decades, and I find them tried and true,” says Warner. “I view D.Va as an amalgam of the Berserker and Knight archetype. She wants to get in your face and expend health for bursts of offensive power like a Berserker while also being a defensively oriented anchor point for your team, like an archetypical Knight would. So how does that translate, gameplay-wise? An example is the Full Metal talent at level 1 being more of a Berserker option, since it expands and rewards your ability to get in close melee, while Pro Moves is more of a Knight option because it encourages you to stick close to the team and soak damage. That line of thought continues throughout the talent tree, allowing D.Va to flex or sharpen either of these roles as she sees fit.”
      The team approached D.Va’s rework with three main goals in mind: to make her talent choices more compelling and meaningful, to help her become a traditional ‘bruiser’ and give her more of an edge against solo laners, and to avoid pigeonholing players into having to choose either a Mech or Pilot Heroic. Some of the goals proved more difficult than others to accomplish, leading to rounds of tinkering and design iteration that made D.Va a bigger project than most other hero reworks.
      “The hardest part was balancing the relationship between her offensive strength and defensive strength,” says Warner. “It’s very easy for D.Va to hit the ‘salt wall’ and make other players angry because of the combination of being highly mobile, having massive damage reduction, and having multiple regenerating health bars. All of these things are easy to exploit by D.Va players and have low potential for counter-play by many other Heroes in the roster. It took a lot of tinkering to balance these vectors.”
      Now, with her rework complete, D.Va emerges from her Dorito-dusted chrysalis and takes flight once more in her refurbished Mech, ready to mow down enemies and flaunt her KDA in style.
      As one of the least played Heroes in the roster, Warner hopes that her rework will change players’ perceptions of her being a “wasted” pick. “She’s got a unique playstyle and has more versatility talentwise, so I hope she’ll find a permanent place in the meta,” says Warner. “I think die-hard D.va fans are going to enjoy finally having multiple builds to choose from as well as new tools that increase her skill ceiling.”
    • By Stan
      In the latest patch, Blizzard has reworked D.Va and Gazlowe. A new Nexus Anomaly allows everyone (except for Deathwing and Gall) to become Unstoppable for 1 second on a 5-minute cooldown, and new "Worlds Collide" skins were added.
      The patch will be available for testing for one week. Check out the full patch notes for more details.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting until the week of September 7, PDT. 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:
      Nexus Anomaly General Collection Storm League Heroes Rework: D.Va Heroes Rework: Gazlowe Heroes Bug Fixes Nexus Anomaly
      New Nexus Anomaly - Gladiator's Medallion Heroes now start the game with a new item on their action bar, the Gladiator's Medallion. The Gladiator's Medallion can be activated to become Unstoppable for 1 second. The cooldown is 300 seconds (5 minutes). Deathwing and Gall do not start with a Gladiator's Medallion. All 3 of The Lost Vikings gain the effect of the Medallion when activated. Return to Top
      General
      Introducing ARAM Mode With the Patch H.52, we're replacing Heroes Brawl mode with the new ARAM - All Random All Mid mode. ARAM mode key features: The map pool for ARAM mode consists of four one-lane maps. There are no additional objectives on the ARAM maps: destroy the enemy's Core to win. As match starts, every player must pick one out of three randomly selected heroes. Think fast: you have only 30 seconds! Hearthstones are disabled, and starting area does not regenerate health. Unlike Heroes Brawl, there's no dedicated Weekly Quest exclusive to this mode. Instead, ARAM games contribute to Daily Quests and Special Event Quests progress. Return to Top
      Collection
      Many seasonal items will be returning to the collection, and will be available for crafting and in Loot Chests for a limited time!
      New Bundles (Limited Time Only!) Worlds Collide Bundle Interdimensional Fusion Bundle Terran Alliance Bundle Draenei Executor Artanis Skin Pack King of Blades Arthas Skin Pack Mineral Harvester Gazlowe Skin Pack Necrotoplogist Mei Skin Pack Invincilisk Bundle Returning Bundles (Limited Time Only!) Baby-Face Orphea Bundle Big Shot Sgt. Hammer Bundle Getaway Sidecar Bundle Raccoon Bundle Showstopper Whitemane Bundle Wiseguy Junkrat Bundle New Skins King of Blades Arthas Venomous King of Blades Arthas Lavawrought King of Blades Arthas Draenei Executor Artanis Royal Draenei Executor Artanis Darksteel Draenei Executor Artanis Emperor of the Dominion Anduin Glorious Emperor of the Dominion Anduin Studious Emperor of the Dominion Anduin Necrotopologist Mei Frostbitten Necrotopologist Mei Devilish Necrotopologist Mei Mineral Harvester Gazlowe Firebat Mineral Harvester Gazlowe Rich Mineral Harvester Gazlowe Galvanic Fel Reaver Blaze Angelic Medic Uther Angelic Raider Rexxar Acid Apothecary Morales Earthy Grunty Murky Scorch Spectre Illidan Shining D.Va New Mounts Invincilisk Slimeheart Invincilisk Sulphurous Invincilisk Iron Kite Stormgarde Iron Kite Kul Tiras Iron Kite New Content Several new Portraits, Sprays and other items have been added to the Collection! Return to Top
      Storm League
      Seasonal Quest Line win requirements have been reduced in Season 4.
      Steps and Rewards in Season 4 of 2020 5 Wins: Craft Wars Chest 10 Wins: Rare Craft Wars Chest 20 Wins: Epic Craft Wars Chest 35 Wins: Tamed Ravasaur Mount 35 Wins: Eligibility for End of Season 4 Rewards and Grand Master Leaderboards Storm League Reward Mounts The final reward of the 2020 Season 4 Questline will be the Tamed Ravasaur Mount, which will be awarded after winning 35 games in Ranked Play. Return to Top
      Heroes Rework: D.Va
      Base
      Mech Mode Health increased from 2150 to 2250. Health Regeneration increased from 4.48 to 4.69. Base damage reduced from 26 to 23. Added functionality: Enemies close to D.Va’s Mech take 50% bonus damage. Pilot Mode - Big Shot Ability now available baseline. Cooldown increased from 4 to 6 seconds. Call Mech cooldown reduction reduced from 8 to 5 seconds. Damage reduced from 200 to 150. Added Functionality: Enemy Heroes hit are slowed by 25% for 1.5 seconds. Mechanized Walker [Z] New Functionality: D.Va’s Mech can move while attacking. While attacking or channeling an ability, the Mech’s speed is quickly reduced by 25%. Boosters [Q] Cooldown increased from 9 to 10 seconds. Duration decreased from 2 to 1.75 seconds. Speed bonus decreased from 125% to 115%. Area reduced from 1.5 to 1.375. Defense Matrix [W] Damage reduction reduced from 75% to 50%. Added Functionality: Can now be retargeted while active. Self-Destruct/Call Mech [E] Charge earned per 100% maximum life damage taken reduced from 33% to 25%. Maximum damage reduced from 1,200 to 1,100. Talents
      Level 1 Rush-Down [Q] Moved to level 4. New Functionality: Boosters steals 4% of maximum health from enemy Heroes and deals 100% increased damage to non-heroic enemies. Hit the Nitrous [Q] Moved to level 7. New Functionality: The initial speed bonus of Boosters is increased to 300%, decaying to normal speed over .5 seconds. During this time, Boosters stuns for .5 seconds. Crash Course [Q] Removed. Pro Moves [Trait] New Functionality: Each time D.Va’s Mech takes damage, its movement speed is increased by 2% and gains 2 Armor, stacking up to 10 times. A stack of this effect decays every .5 seconds. Basic Attacks in Pilot Mode against enemy Heroes reduce the cooldown of Call Mech by 1 additional second. (New) Liquid Cooling [Active] When used in Mech Mode, the cooldown of Healing Fountain is decreased to 50 seconds and it lasts 25% longer. Activate to gain Healing Fountains effects and incur the reduced cooldown. 50 second cooldown. Level 4 Diverting Power [W] Moved to level 16. New Functionality: Drastically increases Defense Matrix’s area and each time it reduces damage D.Va’s mech is healed for 35. Fusion Generator [W] Moved to level 7. Maximum Self-Destruct charge gained per cast increased from 15 to 20. Added Functionality: While at full Self-Destruct charge, Fusion Cannons’ bonus damage is increased to 75%. Bring It On [E] Removed. Level 7 Coming Through [Q] Removed. (New) Get On The Point! [Q] Casting Boosters grants nearby allies 20% movement speed for 2 seconds. After being out of combat for 3 seconds, Boosters’ cooldown refreshes 100% faster. Aggression Matrix [W] Moved to level 4. New Functionality: Basic Attacks against Heroes reduces the cooldown of Defense Matrix by .125 seconds. Enemy Heroes in your Defense Matrix receive 30% less healing. Dazer Zone [W] Removed. Nuclear Option [E] Moved to level 4. New Functionality: [Passive] Each time Fusion Cannons deals bonus damage to a Hero, gain .25 Self-Destruct Charge. Hitting your self-destructing Mech with Big Shot causes it to self-destruct 40% faster. Level 10 Bunny Hop [R1] Cooldown reduced from 100 to 80 seconds. Damage reduced from 60 to 52. Radius reduced from 5 to 4.5. New Functionality: Every 4th consecutive hit deals 100% increased damage and stuns for .5 seconds. (New) Micro Missiles [R2] After .375 seconds fire a stream of 12 missiles in a target direction. Upon impact, each missile deals a small amount of damage and slows in an area. Missiles deal 35 Damage and apply a 35% slow for 2 seconds. 12 range. Holds 2 Charges. 20 second charge cooldown with a 5 second cooldown between charge uses. Level 13 Ablative Armor [Passive] Moved to level 20. New Functionality: 45% of Ability damage taken by D.Va’s Mech is returned as Health over 4 seconds. Emergency Shielding [Trait] Moved to level 16. Cooldown increased from 15 to 30 seconds. Shield increased from 210 to 280. Duration reduced from 6 to 4 seconds. Expensive Plating [Passive] Moved to level 1. Renamed to “Full Metal”. No longer increases the cooldown for Call Mech. Bonus Mech Health reduced from 20% to 10%. Added Functionality: Fusion Cannon bonus damage heals for 20% of the damage dealt. (New) Target Locked [W] Enemy heroes that remain in Defense Matrix for 1.5 seconds have their armor reduced by 15 and are slowed by 25% for 3 seconds. (New) Good To Go [Pilot Active] Unlock the Torpedo Dash and Concussive Pulse abilities while in Pilot Mode. Torpedo Dash [Pilot Mode Q] Travel distance decreased from 6.75 to 4.5. Travel speed reduced from 17.5 to 14. Now has a .75 second coolup when exiting Mech Mode. Cooldown reduced from 12 to 10 seconds. Concussive Pulse [Active] Cooldown increased from 7 to 10 seconds. Damage reduced from 141 to 120. Knockback distance reduced by 40%. Level 16 GG, WP [Trait] Removed. Nanoweave Suit [Trait] Removed. Suppressing Fire [Trait] Removed. (New) In For The Kill [Q] Casting Boosters grants a shield equal to 10% maximum health for 2.5 seconds. Each enemy Hero hit by Boosters increases your Basic Attack damage by 10% for 5 seconds, stacking up to 5 times. Level 20 Stop And Pop [R1] New functionality: While D.Va is stationary, Bunny Hop’s duration is paused. Pew! Pew! Pew! [R2] Moved to Level 13. Damage per shot increased from 50% to 75%. MEKA Fall [Trait] Removed. (New) Timing Attack [R2] Micro Missiles gains an additional charge. Each time Micro Missiles deals damage to a Hero, reduce its cooldown by .5 seconds and its charge cooldown by .25 seconds. (New) Headshot! [R2] Big Shot’s damage is increased by 75% and its cooldown is reduced by 2 seconds. Return to Top
      Heroes Rework: Gazlowe
      Base
      Vitals Uses Scrap instead of Mana, max of 10 Scrap. Base Health increased from 1826 to 2275. Health regen increased from 3.8046 to 4.74. Basic Attack Damage from 95 to 100. Trait Renamed to Reduce, Reuse, Recycle. New Functionality: Regenerate 1 Scrap every 4 seconds. Destroyed Rock-It! Turrets drop 1 Scrap, pick up dropped Scrap to regain it. Activate to destroy a target Rock-It! Turret. Scrap Scrap pick up range increased from 1.25 to 1.5. Spawn pick up delay reduced from 0.45 to 0.0 seconds. Rock-It! Turrets [Q] Costs 4 Scrap. Base damage decreased from 62 to 36. Base Health reduced from 593 to 510. Health scaling increased from 4% to 5%. Duration decreased from 30 to 15 seconds. GCD decreased from 2 to 0.5 seconds. Placement range increased from 2 to 3. Adjusted weapon range icons to be less noisy. Prioritizes nearest enemy Hero when first created. Deth Lazor [W] No longer has a cost. Cooldown decreased from 12 to 8 seconds. Damage increased from 137 to 174. Range increase from 6 to 10. Width increased from 2 to 2.5. Adjusted Functionality: After 0.65 seconds, deal 208 damage to enemies in a line. Heal 25% of damage dealt, this effect is increased to 75% against Heroes. Xplodium Charge [E] No longer has a cost. Cooldown decreased from 20 to 12 seconds. Damage reduced from 233 to 155. Missile travel speed increased substantially. Search area reduced from 3 to 2.85. Range decreased from 9.5 to 7. Explosion delay decreased from 2.5 to 1.25 seconds. Stun duration decreased from 1.75 to 1 second. Talents
      Level 1 Extra TNT [E] Removed. Scrap-o-matic Smelter [Trait] Removed. Break it down [Trait] Removed. Goblin Repairs [Passive] Removed. (New) Rocket Boots [E] Increase the cast range of Xplodium Charge by 30% and its damage by 20%. Hitting a Hero increases movement speed by 20% for 3 seconds. (New) One Man Wrecking Crew [Passive] Casting Basic Abilities cause Gazlowe’s next Basic Attack within 6 seconds to deal 45% more damage. Stores up to 2 charges. (New) Big Game Hunter [Passive] Dealing damage with Basic Attacks to Heroes, Mercs or Monsters reduces the cooldown of Reduce, Reuse, Recycle by 2 seconds. Increase maximum Scrap by 2. Level 4 Clockwerk Steam Fists [Q] Removed. Reduce, Reuse, Recycle [Trait] Removed. Hired Goons [Passive] Removed. (New) Rock It Sock It [Q] Placing a Rock-It! Turret grants Gazlowe a 215 point Shield for 2.5 seconds. Hyperfocus Coils [W/E] Moved from level 7. Adjusted Functionality: Heroes hit by Deth Lazor and Xplodium Charge take an additional 2% of their maximum Health in damage. Gazlowe is healed for 150% the amount. Crit kicker added. EZ-PZ Dimensional Ripper [Active] Moved from level 13. New Functionality: Cooldown: 40 seconds. Activate to gain 35 Armor for 3 seconds, reducing damage taken by 35%, and reduce damage dealt of all nearby Heroes and Summons by 50% for 3 seconds. Level 7 Rock-It! Turret XL [Q] Removed. Engine Gunk [Q] Removed. Goblin Fusion Moved from level 13. Adjusted Functionality: Generate 3 Scrap for each Hero hit by Deth Lazor. (New) Overload [W] Deth Lazor can now store up to 2 charges. Each enemy Hero hit by Deth Lazor reduces the cooldown of Deth Lazor by 0.5 seconds. (New) Master Blaster [E] Deth Lazor and Xplodium Charge Slow by 35% for 2.5 seconds. Rock-It! Turret Basic Attacks extend the duration by 0.25 seconds. Level 10 Robo-Goblin [R1] New Functionality: Activate to become Unstoppable for 1.5 seconds. Passive: Basic Attacks deal 80 bonus damage over 5 seconds, stacks up to 3 times. Grav-O-Bomb 3000 [R2] Cooldown decreased from 90 to 60 seconds. Damage reduced from 251 to 220. Added Functionality: Basic Abilities deal 30% more damage for 5 seconds after casting Grav-O-Bomb 3000. Level 13 X-Tra Large Bombs [E] Removed. (New) Positive Reinforcement [Q] Primary Turret attacks against Heroes increase Gazlowe’s Attack Speed by 40% for 3 seconds. (New) Superior Schematics [Q] Moved from level 16. Adjusted Functionality: Rock-It! Turrets attack up to 2 additional target for 75% damage and have 50% increased range. (New) Overcharged Capacitors [Q] Gazlowe gains 5% Spell Power for each active turret, up to a maximum of 15%. Dealing Basic Attack damage extends the duration of Rock-It! Turrets by 1.5 seconds. Level 16 Turret Storage [Q] Removed. Kwik Release Charge [E] Removed. Firin’ Mah Lazorz [W] Moved from level 20. Damage increased from 102 to 125. Ark Reaktor [E] Moved from level 4. Adjusted Functionality: Reduce the cooldown of Xplodium Charge by 3 seconds. Using Xplodium Charge creates 3 Rock-It! Turrets that last for 3 seconds. These Turrets do not drop Scrap or benefit from other Talents. (New) Overklock [Passive] Hitting enemy Heroes grants 15% bonus Movement Speed for 2 seconds. Hitting enemy Heroes with Basic Attacks causes them to take an additional 2.5% of their maximum Health in damage. Level 20 Mecha-Lord [R1] Adjusted Functionality: Basic Attacks increase Gazlowe’s Armor by 10 for 10 seconds, up to a maximum of 30. Basic Attacks deal 50% more damage to Stunned or Slowed targets. Miniature Black Hole [R2] Added Functionality: Each enemy Hero hit reduces the cooldown of Grav-O-Bomb by 12 seconds. It’s Raining Scrap [Q] Adjusted Functionality: Reduce the Scrap cost of Rock-It! Turrets by 1. Regain 2 Scrap for each Scrap pickup. (New) Bomb Toss [E] Xplodium Charge launches 2 more bombs when it detonates. Return to Top
      Heroes
      Alarak
      Base
      Health increased from 1900 to 1950. Health Regeneration increased from 3.96 to 4.06. Talents
      Level 4 Negatively Charged [E] Initial damage bonus increased from 150% to 175%. Cassia
      Talents
      Level 7 Surge of Light [Active] Damage reduced from 250 to 240. Damage taken amount required to activate increased from 500 to 650. Chromie
      Talents
      Level 1 Deep Breathing [W] Damage bonus reduced from 1.5% to 1% per stack. Cooldown reduction upon quest completion reduced from 5 seconds to 4 seconds. Mana cost upon quest completion changed from 30 to 40. Level 5 Mobius Loop [W] Damage bonus reduced from 50% to 30%. Slow duration reduced from 1 second to .75 seconds. Deckard
      Talents
      Level 4 Ruby [Active] Cooldown increased from 10 to 20 seconds. E.T.C.
      Talents
      Level 13 Encore [W] Heroic cooldown reduction reduced from 8% to 6%. Imperius
      Talents
      Level 7 Flash of Anger [Q] Damage reduced from 180 to 165. Shield amount reduced from 300 to 275. Orphea
      Talents
      Level 1 Ancestral Strength [Trait] Bonus damage reduced from 20% to 15%. Level 7 Mind Devourer [E] Damage per enemy Hero hit increased from 4 to 5. Maximum bonus damage reduced from 160 to 150. Heroes hit required for quest completion reduced from 40 to 30. Level 13 Abyssal Symbiosis [W] Shield amount reduced from 180 to 170. Level 16 Dead Magic [Trait] Damage reduced from 95 to 90. Stitches
      Base
      Slam [W] Bonus damage to Minions and Mercenaries increased from 50% to 60%. Tassadar
      Talents
      Level 1 Static Charge [Q] Maximum damage bonus reduced from 250 to 200. Level 10 Archon [R1] Shield amount reduced from 30% to 25% maximum Health. Basic Attack damage reduced from 150 to 140. Basic Attack splash damage reduced from 75 to 70. Yrel
      Talents
      Level 1 Dauntless [Passive] Physical Armor amount reduced from 40 to 35. Return to Top
      Bug Fixes
      Fixed an issue where Mercenaries would not be Stunned by Haunting Wave when the Mercenary Queen and Festering Wounds talents were taken. Fixed an issue where Executor's Will did not have a buff bar. Fixed an issue where Trauma Trigger did not have a button. Toy Train Mount - Metamorphosis Illidan, Dragonqueen Alexstrasza, Odin Tychus, and Archon Tassadar can no longer mount as a caboose on the Toy Train. Return to Top
      D.Va and Gazlowe have been reworked in the latest Heroes of the Storm content update.
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