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Heroes of the Storm Matchmaking Changes

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Founder's Pack purchases will be disabled next Tuesday, April 7. Beta inclusion (until the game goes into an Open Beta or launches officially) will only be available after the Founder's Pack is retired via beta opt-in, the Invite Your Friends program, or other key giveaways. As well, a new matchmaking rule is being introduced that will prevent teams with 0 Support players from being matched with teams that have 1+ Support players, due to the significant spread in win ratios between teams with support and teams without.

 

The Founder's Pack announcement can be found on the Heroes site, and includes links to the various methods of acquiring beta access:

 

Heroes of the Storm is now well into its Closed Beta testing phase, and many new players are entering the Nexus each week through Beta Opt-InsInvite Your Friends emails, and a variety of key giveaways. Now that we have more ways to obtain beta access than ever before, we’re going to be disabling the ability to purchase the Founder’s Pack and Battle Bundle.

 

We’re currently planning to disable Battle Bundle and Founder’s Pack purchases on Tuesday, April 7, but we’ll be sure to post another reminder before that happens. It’s also important to note that players who already own Founder’s Pack will be unaffected by this change; we will simply be removing the ability for new players to purchase this item.

 

If you just can’t wait any longer for a testing invite, you may wish to pick up the Founder’s Pack before it warps out of the Nexus for good. After next week, you’ll want to make sure you’ve opted into Heroes testing in Battle.net account management, and be sure to ask your friends (nicely!) if they’ve received a beta key that they’re willing to send your way.

 

Clarifications on the MMR system and how Blizzard is evaluating matchmaking, including the proposed Support rule change, were also posted here:

 

As the Heroes of the Storm closed beta rolls on and the game continues to evolve, we’d like to provide our perspective on some of the bigger topics we’ve seen discussed in the community and forums. For this blog, we’re looking at the subject of Matchmaking. There are a number of things to chat about, so let’s dive in.

19RBT3IUQUYB1403137112368.png

VETERANS VS. NEWER PLAYERS

 

We’ve noticed a few concerns around the community regarding veterans and newer players being matched up together. We understand the community’s frustration. It’s not a solid experience to be matched against, or on the same team as players of drastically different skill level.

 

With the game being young and in Closed Beta, our matchmaker is designed to weigh a player’s MMR more than their overall experience and time in the game. As Heroes of the Storm matures, and we bring more players into the game, we'll shift our matchmaker toward catering to more experienced players. This should make games feel much better for the veterans.

 

On the flip side, we want to take care of our new players. We’re looking into ways that we can help the new player adjust and more quickly find their correct MMR tier. It currently takes 80-100 games, on average, to accurately establish a player’s MMR. This means a newer player could be tossed around in games that could be way above their skill level, ultimately hurting their overall match experience. We’ll continue to evaluate and find solutions.

 

With that in mind, we do want to stress that each mode in Heroes of the Storm has a separate MMR. The matchmaker will use MMR to find an even match, rather than the visible rankings on a profile. Being a high-level player does not necessarily mean a player has a high skill ceiling (and vice versa), so consider this information when transitioning to different modes.

 

19RBT3IUQUYB1403137112368.png

TEAM COMPOSITIONS IN QUICK MATCH

 

A number of players have requested changes to our Quick Match system in order to force more balanced matchups by team composition. When looking at feedback, the most common requests were around the idea of forcing a  Support or Warrior for each team. We took some time to check out the data and we’d like to share our findings with you.

 

9Z4X4HODMK3I1427848808236.png

 

With the findings shown above, there is a clear indicator that not having a support on a team, versus a team with a support, could cause a loss more often than we’d like. Due to the data and the community’s feedback, we’ll be adding another rule to the current set rules we released in the matchmaking blog on August 8, 2014. We’ll be adding the following in a future patch:

  • A zero Support team will always match versus  a zero Support team
  • This rule will not affect a premade party of five members

A team with zero Warriors, versus a team with one Warrior and other matchups, seems to need less attention as the win rates are similar. We’ll continue to examine the rules and make adjustments, as needed. Our goal is to keep match quality in a solid state and queue times low. As the population grows, we’ll be able to layer on more rules without conflicting with the goal mentioned above.

 

19RBT3IUQUYB1403137112368.png

SIX MINUTE RULE

 

If our matchmaker can’t find you a close match before the end of a six minute queue, it instead finds the quickest possible match for you and your teammates. This rule was originally set early in the alpha as our data told us waiting longer than six minutes didn’t yield a better match experience for a majority of players.

 

As our population increases, we’re exploring the possibility of increasing the six minute rule to a higher time limit. We believe this change would make better matches for a number of our players, as currently they are being forced into matches against high level players. Because the six minute queue is forcing matches for high level players against the next possible group, they end up facing players substantially lower in MMR.

 

While the change would certainly help a majority of our players, our data suggests top-tier players wouldn’t see much improvement without other top-tier players being available for a match. The players at the highest level are the cream of the crop and eventually, regardless of how long the queue benchmark is, will be matched with players or teams of a lower skill level. We’re looking at ways to help this problem and hope to have a solid solution at a later date. Any feedback from the community is important to us, so please share your thoughts.

 

19RBT3IUQUYB1403137112368.png

SOLO PLAYER VS. LARGE PARTIES AND SOLO QUEUE

 

To begin, we’d like to mention that our matchmaker will always attempt to match party size and composition first, before attempting to match similar parties with small variances. The idea is to create matches that are as fair as possible. However, there are rare occurrences where the matchmaker may deviate from that plan, as we simply need to get you into a game.  Now, let’s talk about solo queue players and their potential to hit a large party.

 

The solo player experience is an important factor to us when considering matchmaking and we have our eye on making sure individual players aren’t forced to play against large parties. Below, you’ll find a graph that details a per game basis of what type of matches the average group of solo queue players will be matched up against.

 

TCUHY0FA8DQ51428082109868.png

 

As you can see, a team of five individual solo players have an incredibly low chance of hitting a group of five players. In fact, 92.49% of players grouped by the matchmaker, from queuing solo, will queue up against another team of solo players, resulting in an even match. The other 7.51% of players will hit other types of parties, but most seem to shy away from hitting larger groups. For example, a party of five of players will hit a stack of five solo players only .02% of the time. Simply put, a team of solo queue players will rarely be matched against a large party. We believe, as the population increases, this will hold true for an even higher percentage of matches.

 

Now, let’s take a look at what a group of five players will be matched up against according to our data:

 

KCBAI7ZO78XY1427848807994.png

 

When players queue as a party of five, we attempt to match the party against another group of five or large party. Nearly 98% of five man parties will be matched against another party of five, four and one, or two and three. The other 2% of data is spread out amongst the other options. We’ll continue to monitor the matchups we’re seeing as time progresses, but as more players enter the Nexus, we should be able to continue matching large parties against one another.

 

Overall, we feel the solo queue experience is in a manageable state. Hero League and Quick Match are flexible enough to allow players to queue up as a solo player, and be matched fairly. Currently we do not plan to add a solo league mode into the Nexus. This decision could change in the future, based on player experience, data, and our own analysis.


19RBT3IUQUYB1403137112368.png

SURRENDER OPTION

 

As a final note, we wanted to address the issue of a Surrender option. For now, we do not believe the addition of a Surrender option is needed in Heroes of the Storm.

 

Heroes of the Storm matches are designed to be fast-paced, action packed, and played in under twenty minutes. In our experience, the community's feedback, and internal data has shown that there are ample opportunities to mount a comeback. We believe the game is never officially over until the core is destroyed. Adding a Surrender option could tempt players to bail out at the slightest setback, removing focus from the game and potentially introduce even more toxic behavior. As Heroes of the Storm matures, it could be something we’ll add in the future. But, for now, we love to see awesome games where teams mount a comeback and win. For example:

 

 

19RBT3IUQUYB1403137112368.png

IN CONCLUSION

 

Matchmaking is a difficult beast to tackle. We feel that the matchmaker is heading in the right direction, but agree that we have more work to do. The information above represents only a fraction of the many things we have to juggle when creating close matchups for our players. We are working to improve the system and have a few more ideas in the pipeline, such as individual hero MMR, weighted MMR based on the role being played, and more. We hope to see more of your feedback as we continue introducing more players to the community.

 

The matchmaking changes sound like an excellent set of improvements, and Blizzard's lines of communication regarding continuing changes to the Heroes matchmaking system are greatly appreciated by players and the community.

 

Will you be taking advantage of the last chance to purchase a Founder's Pack?

 

Let the record show: Teams with Support players win against teams without. To that end, Blizzard is modifying matches to pair teams with Supports against each other. Founder's Packs are also being retired next week.

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      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • 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
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