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Hero Designer Interview

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Our team interviewed Hero Designer Jade Martin at BlizzCon. He talks about Kharazim & Dehaka changes, Braxis Houldout, the MVP system, Varian & more.

Do you have any plans to include Hero trading during drafts?

This is a great questions for Travis, he'd be better to answer that. Unfortunately, I have no time frame. It's a feature that would some people are looking at.

It's definitely a feature that would be really nice to have in the future, if we look at for example clans.

It's one of the things we'd like to get in eventually.

Any plans to add some crazy rules to brawls? With crazy, I mean stuff like no cooldowns, mixed abilities, I don't know if you're familiar with the WTF mode for DOTA?

Brawls are "the sky is the limit for us". We have a ton of things in the pipeline and I wouldn't be surprised if there was a mode with no cooldowns, cooldown resets there's all kind of things. That's the great thing about Brawls that it lets us break the rules and do it on a weekly basis and we only have to worry about it for a week. 

None of the Heroes were altered in the Brawls thus far, except the Sgt. Hammer's permanent Thruster (Z). Nova's Snipe one-shots, there are these type of things we could certainly do. There are gonna be engine limitations when I say sky is the limit .We're assessing all this crazy ideas and doing what we would think is fun, because the mode's supposed to be fun.

Plans to rework existing Heroes?

Absolutely. We're planning to rework Kharazim by adding a Mystic Ally. One gives him Health regen, one gives him vision and another one gives allies block reducing basic attack damage and it allows him to do some cool things. We like where Dehaka's at in terms of seeing more frequent play, but Dehaka is subject to talent reworks to push him more into that solo warrior. He's [E] Burrow can be cancelled early now (generally you had to wait for two seconds). We're constantly looking at improving the classes.

We just saw a preview of Varian, who has very distinct playstyles and there are other Heroes we feel have hybrid playstyles (Tyrande, Tassadar, Kharazim are prime examples). I think he was marketed as a Hero that you could choose what to do, but in the end I think he ended up as a super healer?

So in terms of reworking past Heroes into multi-classers, there's no current plans to do something like that, but I wouldn't say it's off the table. In terms of Kharazim you really bring up a good point, where he is kind of seen as the solo support and you're absolutely right, which is why we try to focus him to play that bruiser role. It's definitely on our radar, he's not gonna be like a multi-class hero, but we're certainly making sure he's played both as a support and a bruiser. We would love for him to be drafted into like a pro game and be purely an assassin. It has different implications from there, because you see different supports being picked, or even enemy team being like, okay, they went Kharazim, but I don't know what are they gonna do. They won't know until the last pick, so basically it allows some really cool drafts.

Why was Varian picked as a multi-class hero? is it because of the stances?

WoW classes really fit that role and we knew we wanted to bring in a warrior and so we knew we wanted a solo tank so that was the direction for one of the roles so we went with the tank and then the DPS roles filled in for that, you have Arms, Fury and Protection in WoW, right? It translated really well into our game. The reason for Varian is "If we're doing a multi-class Hero, what Hero is better to pick than Varian?". He's super iconic, he's the master warrior right?

I see that you've done this actually through talents. Was it ever considered to do it through his trait?

We knew we wanted players to lock in to their choices very early on, we wanted it to be game defining, so we didn't really explore the option of having a trait, we didn't want to go that route, but what we did explore early on was actually what levels are appropriate for making that choice. What we ended up settling on was doing it at Level 10 felt like the appropriate time to do that. The Level 1 / 4 / 7 choices augmented his abilities in a strong enough fashion that it warranted waiting till 10 to make that epic choice, because in some comps you're not entirely sure, especially if you're going DPS, like if he's the only warrior chances are he's probably going to go the warrior spec. But if you have a warrior already, you want hide if you're gonna be the sustained damage annoyance or if you're gonna be that burst damage and Level 10 seemed like a right place for it.

He's the first Hero to get three Heroic choices, which is interesting.

Yeah, that is true. We never try limit ourselves to saying a Hero can only have one or two, Tracer is a good example she only has one Heroic, but she has three choices at 10 right? We never lock ourselves into rule, because as soon as we do that we're gonna break it anyway.

Any plans to rework Murky?

We would love to see Murky played more. I will say we are looking at it, but I have no idea when anything like that would come though.

Because a lot of the most recent Heroes capitalize on Murky's weakness (Li-Ming/Tracer).

That's something we will have to take into consideration when we're doing some chances, he's on our radar. We definitely want to see him in competitive play and in our players' hands too.

PPL tried to make an open player tournament where they control what player gets into the tournament setting. Most of the time these systems are created by the community it tend to be falling apart in a few months, because of people losing interest and management issues. Do you think it's something that Blizzard could handle in game like automated tournaments ?

So, I think anytime that we can help promote community events, we should try to do our best and that's more an eSports community question that I can't help out with, but I think those community events are awesome for us, because it shows how the community cares about our games and wants to see them thrive., but as far as end-game automated gameplay, we have no plans for this but the thought of having like in-game hosted tournaments where anyone could sign up sounds really awesome.

Team League to an extent would be a nice place to start, you have teams of 5 that could go into a tournament.

Something like that would be cool. Another idea I will pass on the team.

Braxis Holdout has a tendency of what we call snowballing. During the Road to BlizzCon we had an eight-minute match, which is half of the duration of a typical map, do you feel that this is okay for the map design specifically or are the other maps too slow?

I don't think our design team aims at designing maps saying "hey, this map will be snowbally". It's always something we're trying to address. If we look at Haunted Mines, it also saw 8 minutes of gameplay and it's being reworked. One of the great thing about our game is that there's always a chance to come back and it makes the game exciting. If Braxis Holdout isn't hitting that right now, we should do something to address that and I think the team would look into it. Like the zerg wave are too strong, maybe the loser zerg waves are too weak, maybe this contributes to the snowbally effect of it, but we're definitely looking at it, we're constantly monitoring and if we see those eight-minute matches it will be on our radar.

Would you consider implementing a thumb down system for maps you don't want to play?

I don't know we've ever considered that honestly, we'd like to stick more to map rotations and stuff like that rather than doing a thumb down system. I think a lot of concern with the thumb down systems is as soon as you implement something like that only a very specific few maps ever get played  that the community might perceive as the best or whatever and so rather than doing something like that, personally, I'd rather address those maps, we want everyone to play all maps. Make each map interesting. That's part of the really cool thing about Heroes of the Storm, we do have so many maps and it really changes like who are you drafting. Like Sylvanas is great on Battlefield of Eternity or Infernal Shrines where she's pushing with a Punisher and so it really changed our game. Even Ragnaros, I'm so excited to see him on maps like Braxis Holdout where he can take over the forts and defend a little bit better than other Heroes will be able to or even encounter a Sylvanas on Battlefield of Eternity trying to take down the tower. I like what maps do and I like the Hero draft implications they have so I want to stay focused on that. Variety is what makes the game interesting. We look back at last year's BlizzCon where we saw Leoric and a Murky and an Abathur on the same team right? Like you get all these cool Heroes together you'd never expect and that's what's fun and we want to continue on that.

Are there any visual reworks planned?

I don't know that we have any planned right now.

Would you like to see a crowdfunded price pools using mounts, skins and so on?

Honestly, I'll just default the question to eSports to answer. You know, other games in the genre do it and it's really interesting. We have some changes planned for eSports that will help pro players and keep it running.

In a lots of games you can access the scoreboard, everything you've done, your damage, siege damage and so on, in Heroes you can't do that from the in-game scoreboard you can watch a replay and look at it. is that planned?

It's another thing we have on the list. No priority right now. It's something we'd like to see, we just don't have resources for at the moment. We're allocating those resources on higher priorities.

Are you happy with the current MVP system?

I like what it's doing for the game, I think it's always fun when you're playing the game for me personally, I always tend to play the best I can, but you know, I'm even more focused on not dying, trying to get kills and trying to do everything I can for my team. And so in that regard I really like it, because I feel like it's really cool at the end of the game when you see you got MVP. There are certain flaws in it. Is our algorithm perfect? No. Certainly not, but it's something that we're looking at with every update try to improve on. We're constantly looking at how we can tune it better.

Any plans to introduce positive reinforcement rewards?

In terms of in-game currency, I don't know what's planned for that. it's a systems questions. We always want to reward players. We have an event "play 15 games in 15 daysand you get Zarya, you play 30 games you get a mount. We're constantly looking in ways to reward players. We want people to have fun and be rewarded for it. 

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      Battlegrounds
      Hanamura Temple The Samurai Sentinel camp is now properly displayed with a Bruiser icon. Braxis Holdout Fixed an issue that caused terrain to be rendered incorrectly. Heroes
      Azmodan Level 4 Battleborn Now properly reduces the cooldown of Demon Lieutenant. Level 10 Black Pool Now properly deals reduced damage to non-Heroes. Deathwing Base Form Swap AI can no longer use the removed Form Swap ability. Gul'dan Level 16 Ruinous Affliction Fixed an issue that caused Ruinous Affliction to deal bonus damage on the 3rd and 5th hit, instead of the 3rd and 6th hit. Jaina Base Frostbite [Trait] Fixed an issue that caused Ice Block to not show the correct cooldown value in the tooltip. Fixed an issue that caused Ice Cold to allow Jaina to move through pathing blockers and stationary targets. Muradin Base Dwarf Toss [E] Fixed an issue that caused Dwarf Toss to go on cooldown when used on invalid terrain. Level 1 Dwarf Block Can no longer stack beyond 3 charges. Murky Murky will no longer revive faster than intended. Murky's level 20 talents have been rearranged to match skill order. Base Pufferfish [W] Puffed Up will now display first in the Buff Bar. Fixed an issue that caused Murky to lose his increased size after death. Spawn Egg [D] Fixed an issue that caused Murky to respawn faster than intended. Level 1 Shell Game Shell Game now shows the Trait button for the talent, instead of an Active button. Level 20 Faster Fish Faster Fish now also causes the animation of the Pufferfish to play faster. Faster Fish now shows the W button for the talent, instead of the Trait button. Rehgar Level 20 Elemental Conduit Fixed an issue that caused Elemental Conduit's Shields to not refresh to 5 seconds. Fixed an issue that caused Elemental Conduit's refresh to search for allies to give the Shield around the targets hit, instead of Rehgar's location. Thrall Level 1 Echo of the Elements Fixed an issue that caused Echo of the Elements bounces to bounce to cloaked targets. Level 7 Rolling Thunder Rolling Thunder damage now displays as a crit. Level 16 Alpha Wolf Alpha Wolf damage now displays as a crit. Zagara Base Infested Drop [E] Fixed an issue that caused Roaches melee attacks to launch missiles instead of directly hitting. Fixed an issue that caused Roaches to not display correctly in the death recap. Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Map Updates Balance Update Bug Fixes General
      New Skin: Toon'Dan Gul'Dan
      All Quests that can lose stacks will never cause the player to fall below milestone thresholds. Pinnacle Rewards are now named Mythic Rewards to give a more Blizzard feel. So Mythic-y! The following Summoned Units now lose health each second: Creep Tumors, Demon Lieutenants, Demon Warriors, Gargantuan, Ghouls, Hydralisks, Roaches, Rock-It Turrets, Rush Zombies, Scarabs, Treants, Ultralisk, and Water Elementals. Total Health and Duration of these Summoned Units have been adjusted to compensate for this. Structures now prioritize Summoned Units when there are no remaining minions. Summoned Units no longer take half damage from Structures. XP Globe pickup sound is now also played when killing a minion that instantly yields XP. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General Watch Towers will now reset to neutral after 45 seconds of not being occupied. Volskaya Foundry Triglav Protector bonus Damage and cooldown speed increased from 25% to 40% when 2 players are inside. Triglav Protector Basic Attacks increased from +50% damage to structures to +100%. Triglav Protector Basic Attack damage decreased from 155 to 130. Triglav Protector Basic Attacks scale increased from +25% to +50% with 2 players. Warhead Junction The burn duration is now displayed on structures affected by a Warhead. Return to Top
      Balance Update
      Heroes
      Azmodan
      Base
      Globe of Annihilation [Q] Now deals 50% damage to non-Heroes. Upon reaching 225 Annihilation, Globe of Annihilation no longer deals reduced damage to non-Heroes Minions and Mercenaries. Window to kill minions for Annihilation increased from 1.5 seconds to 3 seconds. Summon Demon Warrior [W] Demon Warriors damage increased from 32 to 85 53 . Now deals half damage to Heroes Now deals double damage to Minions and Mercenaries. Demon Warriors no longer have a duration, but lose 26 Health every second. Demon Warriors no longer have Immolation. Now has 2 charges. Talents
      Level 1 Wrath REWORK: Now provides 1 stack for every 2 Basic Attacks hit against a Structure or Hero. Level 7 Art of Chaos Extra Annihilation amount reduced from 4 to 2. Bombardment Amount of time Bombardment lasts reduced from 4 seconds to 3 seconds. Master of Destruction Amount of Annihilation granted reduced from 2 to 1. Level 13 Brutish Vanguard Now slows the attacked target by 30%. Level 16 Hell Rift Damage bonus reduced from 75% to 35%. Level 20 Inescapable Annihilation NEW: Globe of Annihilation has unlimited range. Pride Moved to baseline. Now requires 450 stacks. Damage bonus increased from 125 to 150. Deathwing
      Base
      Attack Damage decreased from 155 to 110 117 . Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. Molten Flame [Q] Base Damage per Second reduced from 21 to 19. Incinerate [W] Cooldown increased from 4 seconds to 6 seconds. Energy cost increased from 20 to 30. Damage increased fomr 65 to 100. Lava Burst [W] Cast time reduced from 1 second to .75 seconds. Cooldown increased from 6 seconds to 9 seconds. Energy cost increased from 15 to 25. Explosion Damage increased from 30 to 35. Explosion Damage over Time increased from 6 to 7. Slow increased from 35% to 45%. Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% Cataclysm [R] NEW QUEST: Damage Heroes with Molten Flame to gain 1 stack. Gain 50 stacks for killing a Hero. Mythic Reward: Upon reaching 2,000 stacks, Cataclysm now deals 2,500% damage to Structures and Minions. "I AM THE CATACLYSM". Dragonflight [Z] Cooldown delay after dealing or taking damage increased from 4 seconds to 6 seconds. Cooldown reduced from 45 seconds to 15 seconds. Talents
      Level 1 Dragon Soul Healing increased from 75%, 150% to 100%, 200%. Level 4 Heat Wave Damage over Time increased from 6 to 9. Damage over Time stacks reduced from 4 to 3. Initial damage bonus increased from 125% to 150%. Level 7 Firestorm Damage increased from 70 to 77. Landing delay reduction increased from 2 seconds to 3 seconds. No longer reduces cooldown of Dragonflight. Level 13 Fire and Fury Damage bonus increased from 30% to 40%. Falstad
      Base
      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Chilled Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis Ice Block allows Jaina to move and cast while active. Talents
      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Kerrigan
      Base
      Ravage [Q] UPDATED QUEST: Enemies killed in a narrow proximity of Kerrigan provide stacks. Minion kills grant 1 stack. Hero kills grant 7 stacks. At 100 stacks, gain 125 Ravage damage, and Heroes now provide 14 stacks on kill. At 250 stacks, gain 200 Ravage damage. Kill window for receiving a free Ravage charge has been reduced from 1.5 seconds to 0.75 seconds. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 50 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 200 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. This can only occur once per 10 seconds. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Level 20 Mountain King NEW: Thunderclap and Dwarf Toss have an extra charge. Rewind Removed. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferifsh Kill Slimed enemies, or hit them with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 200 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 400 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Reduced the amount of time needed to deal the full Damage over Time from 5 seconds to 4 seconds. Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Sentinel Shot [W] Mana cost increased to 55 from 50. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 45 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Mana cost increased to 65 from 60. Starfall [R] Mana cost increased to 85 from 75. Shadowstalk [R] Mana cost increased to 85 from 75. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Tychus Level 10 Commandeer Odin Fixed an issue that caused Tychus' Odin to not display a cooldown for its Thrusters Ability. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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