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Heroes of the Storm Interview with Kaeo Milker

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Our Heroes of the Storm interview at GamesCom with Kaeo Milker, Senior Game Producer!

Last week at GamesCom, we had the chance to interview Kaeo Milker, Senior Game Producer for Heroes of the Storm. We discussed the current stage of the alpha test, the vision that Blizzard has for the game as an esport, upcoming features (observer mode, replays, etc.), the artificial intelligence, and how new content is going to be introduced.


Below, you will find the whole transcript of the interview, but first we would like to present you with the main things that we have learnt.
  • Current development is focusing on polishing core gameplay features and making sure that the servers and payment systems are working as intended.
  • Before the game is released, it will have all of the features that can be expected: observer mode, replays, clans, groups, rankings, etc.).
  • It is too early to disclose anything on the ranking system.
  • Blizzard has hopes that Heroes of the Storm will become a popular esport and their esports team is working in this direction.
  • Habitual leavers will end up being matched with other leavers.
  • The AI will eventually be tuned to match the MMR of the player who left.
  • The rejoin feature is going to be improved to allow for faster rejoinds and to maybe allow someone else to take over the player who left.
  • The game will regularly be updated with new Heroes and Battlegrounds.
  • There may be Nexus universes (like the WoW universe from which the game draws its WoW chracter) introduced that are not Blizzard IP. Super Mario against Diablo?

Blizzard Icon Transcript from Interview with Kaeo Milker


Q. A lot of people will agree that the game looks really polished and almost ready to ship, even though it is in alpha. So, what are we looking at in the near future? Is it going to be like balancing and polishing or are there going to be new features?

A. It is kind of a combination of things. Technical alpha was really about us setting up our server infrastructure and payment systems. These are things that we had never done before in this scale. It is really about making that the game is prepared to support a lot of people, because this is a free to play game, and ultimately our hope is that tons of people are going to come in and try it.

We are also still setting up core gameplay. There are mechanics that we are still doing; we are actually still missing a lot of features, like ranked play, especially social features (clans, groups, etc.). That said, the core gameplay is looking really good to us and it is going in the direction that we want it to go, but there is still a long way to go there.

Q. What about more Heroes?

A. Definitely. We are showing 3 new Heroes here at GamesCom, and they will be added to the alpha in 2 upcoming patches. We also added one Battleground since the alpha started, so we now have a total of 5. We have 28 Heroes today. We definitely want to keep layering content in like that and we have been patching alpha every 4 to 6 weeks, adding content and doing a lot of iteration and polish on features. That is going to be an on-going process.

The next phases of this will really be to go from our alpha hardware, well actually our PTR hardware (kind of like when WoW is in PTR) to production hardware. When we enter closed beta, we will actually move everyone in their retail accounts, in the real Battle.net environment with WoW, Diablo III, Starcraft II, etc.

Q. What are your intentions with the game in regards to being an esport or a competitive game? Do you want to make that happen?

A. Yeah! I think it has a lot of potential for esports. We have kind of gone to this genre and we have really started dissecting it, breaking it apart, and breaking the rules of what people kind of expect from it. Right away, we went in noticed these games are taking 30 minutes, 45 minutes, even 1 hour sometimes, so we said that 15 to 20 minutes is our sweet spot and we tuned the whole game around that. We also did not want to do player leveling, but team leveling, so we really focused everything around the team, how your team cooperates and works together. Finally, instead of doing one dominant map, a kind of rule of thumb for this genre, we decided that we wanted multiple Battlegrounds with unique objectives. We have 5 of those today and we will continue adding more.

So, all these things add up to having a lot more variety and strategic depth for both people playing it and watching it. I think that typically you got like a 15- or 20-minute laning phase in this genre, while our game is over in those 20-minutes and it is basically non stop action from the very beginning. And that is kind of how we intended it. We just wanted you to just get in and you can team fight the second the gate opens.

Q. Right now the focus really is on the team fight and the map objectives. Are you happy with the balance between that and laning? Laning is a really big part of the game in other titles with denying creeps and all that.

A. Laning can be really significant. The way our XP gathering works across the team is that as long as there is a Hero in each lane, getting XP there, the whole team benefits from that. If you abandon that and you just group up right away, even if you are trying to go out and defeat people as a group, you are actually going to fall significantly behind in team experience. So, the laning is significant, but there are choices to be made about how you want to balance that. There are not a wide array of choices typically in this genre. I think that we really like the fact that you have your map objectives, you have your team fights, you have your laning, and there is always a choice to be made, which can significantly affect the tide of the battle. We like that. As players, we like the depth in that and I think from an esports perspective, it is going to offer a lot of variety.

Q. With your intention, or at least hope, of Heroes of the Storm becoming competitively strong, what are your thoughts about the fact that there are at least two really heavy hitters on that market, Dota 2 and League of Legends? And in the case of Dota 2, Valve is really backing their game to be an esport. Do you have plans to organize tournaments and give prize money?

A. Sure! We have a decicated esports team at Blizzard. Obviously, Starcraft II has a very big esports scene, like Warcraft III did before it, and Starcraft did before that. So, our esports team is completely focused on esports, building esports, and supporting third-party sponsors, tournament organizers, and our own development needs for esports. So, we have that group that is going to help foster that and they are just getting started with Heroes of the Storm.

The game is still in alpha, so it is pretty early, but just in the last few weeks, they started announcing that major esports teams are already forming Heroes of the Storm teams that are going to start getting together. They are preparing for BlizzCon and doing initial rounds of exhibition-type matches. As we get deeper into alpha and beta, then we will get deeper into what the actual esports support is going to look like. From a development standpoint, we have been making games that are esports for a really long time and we are clearly going to do all the support we need to do on the game side: observer mode, overlays, replays, all of the things that we have already done in the past.

I think the game is really well suited for esports. There may already be other big games, but I think that there is room for great games to be played, for great games to be watched. We really are in the business of making fun games and having fun and enjoying ourselves. The community has come along for that kind of ride in the past and we are hoping that they will join us again for this one.

Q. Right now, when a player leaves your team, it is pretty detrimental. Do you have any plans to discourage that behavior strongly?

A. At the moment, we have the beginnings of that are in right now. So, we have a thing where people who are AFK get kicked and forbidden to join another game until the game they were in is over. Same for people who leave. There is a rejoin functionality right now where like if you crashed or something or your computer died, you can get back into the game, although right now it is an early version of it and it actually takes a really long time to rejoin, especially if you were later in the game. It is not like you can just leave and go play another game, you are basically stuck until that game is over.

Q. What about bans?

A. We are going to watch you. We are discussing things like "Hey, if you leave all the time or are a habitual leaver, let's match you with other leavers. Go to leaver jail, go hang out with those guys, you guys can all live together and enjoy yourselves.".

Q. Any chance of having someone join a game in progress, after someone else left?

A. With our rejoin, we basically have the beginnings of that and we will continue to look at it, as we go deeper into development. Right now, it is not something that we have lined up, but this is definitely something that we are talking about.

Q. What about the AI? Are there any plans to make it more intelligent, so that it can help players complete map objectives, team up to fight players from the other team?

A. This is not very apparent right now in the game. We are not honestly doing anything to tell people about it. The AI actually has the beginnings of that already. Like if you ping objectives and the AI is around you, it will do it. If you ping on an AI, it will follow you and it will do what you do. So, there are the beginnings of that, but we obviously have a long way to go on. Right now, the difficulty levels of the AI are intentionally tuned way down, so they are not as effective as they will be later on.

So, we expect to give much stronger functionality, both in terms of "Hey! Listen to me AI, drop whatever you are doing, and come help me!" and in terms of difficulty level. The difficulty spectrum will be tuned to be much more specific, so in the case of someone leaving, they get replaced with what we are calling the Elite AI, which is one of the high of the higher difficulties, but later on it will be like whatever your MMR was, an AI of equivalent skill will come in. It will be very distinctly at that guy's level in terms of abilities and the way they are executed, skill shots and stuff. It is really nice. There are times when humans do not listen to you, so having an AI that does listen to you is kind of nice. There are some times when some guy left and I am like "He was not cooperating anyway and now the AI is there and will be helpful to me.". We will keep working on that, but I think we have a long way to go on it. We are excited about it and we have dedicated AI engineers and data people working on that stuff.

Q. Once the game is launched, how do you intend to introduce new contnet? Is it just going to be news Battlegrounds, new Heroes?

A. We have not gotten too deep into that, but we know we want to do regular updates. Historically, we have been a team that makes box products. Our team has made Starcraft II, Warcraft III, etc. and we basically are used to working on a game for a couple of years, releasing it and a couple of years later there is an expansion, and in between there are a few patches that are largely about balance, maintenance, and occasionally features. Heroes of the Storm is something that we think is going to be in a constant state of evolution. Right now, we have a patch every 4 to 6 weeks with content being introduced and we want to stay on something similar to that. We think that, on regular intervals as well, we will introduce new Battlegrounds and Heroes.

Also, right now the Nexus is this transdimensional storm that is basically allowing all those Blizzard universes to collide. We think that we will be bringing in more Blizzard IP. We will go to Warcraft, Diablo, and Starcraft, but also to Nexus realms, which have nothing to do with Blizzard IP. We will be introducing all this stuff, and along with them will be Battlegrounds, Heroes, Mounts, Skins, etc. As we progress in that, it will just be like there is always something new coming into the game, offering again more choice for players and more strategy.

We are kind of excited that we are in a world where we can just develop a game like that and react to the needs of the players, because usually we are off spending significant of time off in the corner and then we deliver it and then we go away again. So, it is kind of cool as a development team to be in this feedback loop where we are like "What is happening right now in the game?" or "What should we do next?". It is pretty fun.

Q. Any plans to integrate with Twitch, like it is done in Steam for Counter Strike: Global Offensive, for example?

A. We have not talked too much about that stuff. I would definitely think that we would explore it as we get deeper into development. Things like Twitch integration and all that kind of things are things that we will talk about. Right now, our focus really is on the core gameplay,on our server infrastructure, on all our payment systems, and the things that kind of stand up the way the game functions. Definitely, as we get deeper into alpha, beta, and beyond, I think we will talk a lot more about that kind of stuff.

Q. What kind of balance between the talents of a single Hero do you plan to have? Do you plan to have them all balanced, so that they are theoretically viable?

A. We really want for talents to be always be situationally viable, like there is not only one way to go that eventually becomes THE way. So, right now, let's say across the Hero spectrum, we are not always fully executing it on that, but we are in a constant state of iterations on the talents that are in there today. When we made talents, we looked at the item systems, because everyone uses that, but item systems were genericized across all the Heroes, so that left really limited options in terms of what we could do with it. We could not have chosen an item that had a certain bonus intended for a certain Hero, because it could have blown the balance for the other Heroes.

So we went for talents, we can do whatever we want, they are so catered to a particular Hero. We can individually augment their abilities, we can change them fundamentally and get choices to players. So today, what we do is we watch player behaviors, because we get data on everything that is happening in the game. If there is a dominant talent choice per Hero, we start looking at the talents that chosen less often. We analyze them and see what we can do to make them more viable. We are continually switching talents in and out. We definitely do not want to be in a world where there are bad talents. I think that there are Heroes that have that today, but we will continue to fix that.

Recently, when we did the artifact system, one of the things we asked people to do was to give feedback on talents, because were are doing this gradual unlocking of the talents right now. Like in versus games, it takes 2 to 3 games to get access to your full talent system. People were saying that they do not like that, because the good talents are unlocked later and they want to be powerful right away. So, we are looking at that and asking people for feedback, to tell us which Heroes they think have bad talents and stuff like that, so we can fix them.

Q. Do you know what the ranking system is going to be like?

A. We are really into the early discussions about how it will be, so nothing really to go into detail on. I think that as we get a little deeper in it, we will probably expose what we are thinking to the community and get more feedback on it. And again, like everything else, the first version we put in will be open for further iterations. I think that it is going to be something that we will do a couple of passes on. And then we will see where it lands. It is obviously a really important thing to us, but right now it is about core gameplay and the ranking system will be the next layer of that. Like, where do you go when you are a really invested high level played and you want to go really up the competitive aspect of the game.

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      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Wandering Keg Fixed an issue that caused Wandering Keg to occasionally not be cast. Wandering Keg now acts like other instant Abilities and will cast as soon as possible. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Level 7 Pinball Wizard Bonus damage updated to be additive. Level 13 Face Smelt Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Imperius Level 20 Unrelenting Descent Fixed an issue that caused Unrelenting Descent's Heal to be delayed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kel'Thuzad Level 4 Phylactery of Kel'Thuzad Announcements for Phylactery of Kel'Thuzad will now use team colors. Kerrigan Level 7 Boundless Fury Fixed an issue that caused Boundless Fury to refund charges against a target already marked. Kharazim Level 4 Spirit Ally Fixed an issue that caused Spirit Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lt. Morales Level 10 Medivac Dropship Announcements for Medivac Dropship will now use team colors. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Malthael Level 20 No One Can Stop Death Announcements for No One Can Stop Death will now use team colors. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Zuljin General Fixed an issue that caused Basic Attack damage in Zul'jin's Target Info Panel to not increase while Berserker is active. Base You Want Axe? [Trait] Fixed an issue that caused You Want Axe to gain progress while at maximum Basic Attack bonus. Level 16 Wrong Place Wrong Time Fixed an issue that caused Wrong Place Wrong Time to not respect the stack cap of You Want Axe?. Return to Top
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    • By Staff
      A new Heroes of the Storm patch is now available for playtesting on the PTR with many Hero changes and bug fixes. Check out the official PTR notes for more details!
      We expect the patch to be available for testing for one week before it goes live.
      (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:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. NEW: Brawl Mode added! Brawls will rotate on the 1st and 15th of every month. Return to Top
      Balance Update
      Heroes
      Auriel
      Talents
      Level 1 Searing Light Now only deals damage to enemy Heroes. Level 7 Energized Cord Now increases Basic Attack range by 1.1. Level 16 Reservoir of Hope Quest bonus reduced from 75 to 55. Wrath of Heaven Armor reduction increased from 10 to 20. Spell Power increased from 10% to 15%. Chromie
      Talents
      Level 1 Timewalker's Pursuit Spell Power increased from 10% to 15%. Level 7 Mobius Loop Slow reduced from 60% to 40%. Level 20 Unravelling Lingering Slowing Sands no longer consume Energy. Now also increases Slowing Sands cast range by 50%. Johanna
      Base
      Shield Glare [E] Mana cost increased from 45 to 55. Talents
      Level 1 Divine Fortress Health bonus starting value increased from 20% to 25%. Zealous Glare Damage bonus reduced from 75% to 70%. Level 7 Steed Charge Duration increased from 3 to 4 seconds. Level 13 Blessed Hammer Damage reduced from 74 to 65. Level 16 Holy Renewal Cooldown reduction reduced from 1.5 seconds to 1 second. Shrinking Vacuum Damage reduction increased from 25% to 30%. Duration increased from 2 to 3 seconds. Slow increased from 25% to 30%. Tracer
      Talents
      Level 4 Is That a Health Pack?! Healing from Regen Globes increased from 10% to 15% of maximum Health. Pulse Generator Healing reduced from 18% to 12%. Level 13 Jumper Cooldown refresh reduced from 150% to 100%. Shield reduced from 6.5% to 6%. Zul'jin
      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 118. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Base Face Smelt [W] Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 7 Pinball Wizard Bonus damage updated to be additive. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kharazim Level 4 Air Ally Fixed an issue that caused Air Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Master every Heroes of the Storm battleground with our detailed map guides, featuring strategies for objectives and drafting!

      Heroes of the Storm features a wide range of maps, each offering unique objectives and strategies. To help players excel in every battleground, we’ve created comprehensive guides that cover drafting, objectives, and gameplay for all maps.


      Alterac Pass: Free Cavalries from Prison Camps to fight alongside your team. Battlefield of Eternity: Secure Immortals to destroy enemy structures. Blackheart’s Bay: Collect Doubloons to fire Captain Blackheart’s cannons. Braxis Holdout: Control Beacons to summon powerful Zerg waves. Cursed Hollow: Gather Tributes to curse the enemy team and gain an advantage. Dragon Shire: Control Shrines to summon the mighty Dragon Knight. Garden of Terror: Collect Seeds to unleash Garden Terrors on your enemies. Hanamura Temple: Escort Payloads to deal damage to enemy structures. Infernal Shrines: Summon Punishers by defeating Guardians at Shrines. Sky Temple: Capture Temples to rain laser blasts on enemy structures. Tomb of the Spider Queen: Turn in Gems to summon Webweavers to assist your team. Towers of Doom: Capture Altars to damage the enemy Core indirectly. Volskaya Foundry: Control Capture Points to pilot the Triglav Protector. Warhead Junction: Collect Warheads to bombard enemy structures.
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