Jump to content
FORUMS
Sign in to follow this  
Stan

Ranked Play & Matchmaking AMA Recap: August 9th

Recommended Posts

38244-art-and-animation-ama-recap-jul-11

Heroes developers answered your questions on reddit earlier today and we're looking at highlights of the latest Ranked Play & Matchmaking AMA.

The devs plan to enable Hero swaps in Ranked Play drafts, Quick Match rules will be updated to always include a Tank, Healer & DPS. The team also plans to make Team League more popular. Read on for details!

Heroes of the Storm Dev Team

AMA Highlights

  • Hero swaps are still considered for Ranked Play during draft phases. They will enable them in Unranked Draft first.
  • They've considered multiple options for Hero swaps:
    • Add them to the game, but disable them below a certain league.
    • Allow players to lock-in their Hero selection in their chosen order.
  • A "Season Quest" is considered that would reward players with season rewards.
  • API is still planned for the future, but the main focus right now is improving gameplay.
  • The team came up with some ideas on how to improve Team League:
    • TL would become available only during specific windows of time for a limited duration.
    • TL is updated to allow all group sizes, including solos and 4-player parties.
    • Combine TL & HL into a single queue.
    • Turn TL into a more structured experience that embraced players forming permanent or semi-permanent teams. This would last the entire season.
  • The matchmaker uses several criteria to find a winrate, such as games played, MMR spread, how many games you've played with the Hero you have (QM/vs AI), game density.
  • Team League doesn't have decay timers and ranked decay enabled. The timers are initiated only after a player has completed all their placement matches.
  • Loss Forgiveness is first in line for development, while Performance Based Matchmaking will follow shortly after.
  • Promotion/demotion games between divisions will be removed in the future, keeping those high-pressure matches limited to moving between leagues. No ETA for the change.
  • MMR will be displayed as part of the Performance Based Matchmaking system. They have a new visualization of hero performance that helps reinforce the MMR means. More information to follow soon.
  • The team considers the following changes for the upcoming Ranked Play Season:
    • Prevent returning ranked players from placing higher than Diamond 3 each season-roll after placement matches.
    • Reduce the number of placement games required for returning ranked players.
    • Separate out regional GM ladders to allow players to rank up within their local player base and matchmaking rulesets.
    • Add draft swaps for Hero League.
    • Extend the Rank Point Decay to affect more leagues.
    • Incentivize Team League.
  • Quick Match matchmaking will be updated to always include a tank & healer & dps sometime this fall.
  • Duo Queueing in Hero League is considered for next year!
  • The team's monitoring the impact of Ranked Decay on Hero League. Decay timers may be adjusted, but not in the middle of a season.
  • Replay files are smaller in size since the Whitemane patch and the games now consumes 2x-3x less bandwidth.
  • New Heroes are immediately allowed in Ranked Play, because the information they gather is critical for the balance team and new content is the lifeblood of the game.
  • Tassadar talent overhaul is coming in the future.

Upcoming AMAs

  • Hero Balance and Design: Week of September 10

Blizzard LogoBlizzard (Source)

When do you plan to introduce hero swapping to ranked play, if at all?

Hero swaps are one of the most commonly requested features from the Heroes community for ranked play. We discussed this in our April AMA as well which you can find here: 

Since then, we've continued looking at the roadmap for ranked play. We do have plans to include hero swaps into draft phases for ranked play, but we don't have a timeline for when we'd expect that to come online. When we do decide to include it, I think it's very likely that we'll introduce it through Unranked Draft first, and message it well in advance. There are pros and cons with hero swaps, particularly for less experienced players that may be pressured to select heroes they are unfamiliar with for the promise of swapping later. When a player is only comfortable with a handful of heroes, it's difficult to want to hand control of your pick choice over to someone else. We've considered a few options:

  • Adding Hero Swaps but disabling them below a certain league
  • Allow players to lock-in their hero selection in the order they choose

I'd be interested in hearing some of your feedback on these ideas, as well as any suggestions for this feature.

I feel like one of the issues in ranked play is that some players only play for the minimal amount for the seasonal rewards.

What's your take on increasing the amount of games required for the rewards, making a tiered system or other incentives to encourage these people to play more?

This is good feedback, and something that the design team had discussed leading up to Season 3. We're actively considering adding a "Season Quest" that players need to complete in order to obtain their season reward. This may take the form of a tiered system, as you suggest, or it could be a flat and simple objective. In either case, we agree that there is an opportunity here.

Thanks for this posting. But, since that answer, I'd like to hear the developer's new answer. I wonder if they are going to introduce API in this year.

Hi rost473, thank you for your question. As in April, our focus remains on improving the gameplay experience for now. However, an API is still something we plan to do in the future. This year we have spent some time defining those plans in more detail in line with the philosophy we have shared before. One of the things that is affecting the complexity of this task is our commitment to protect every individual’s privacy as well as compliance with international rules such as GDPR.

I feel like it would be a lot easier and more straightforward to just have mmr show if you're master and have top 200 mmr's be the GMs. This would fix all of the silly personal rank and grindmaster stuff that's going on right now. I find it really silly that someone can be like GM #8, never ban over anyone ever, have a sub 50% winrate, but still be high points because they play an obscene amount of games.

Showing MMR for players over ranking is something we have talked about before (for our previous thoughts on this, check out: 

We are still working on steps to roll this out in a way that is as organic as possible. Rank and rating generally go hand in hand, but there are cases where they can diverge and the posts we sometimes see on here (and we do read them!) about playing games where high masters/GM players are playing with placement people that haven’t played for a while are usually symptomatic of this (as an aside, our MMR decay system should stop this happening in future, as these players will decay out of being eligible for those games). Having a matchmaker work solely on MMR is one approach we have considered for helping with the quality of the games our players are in so we can show exactly why our matchmaker gave the games that it did. As Rating is a measurement of player skill and Ranking places players in an order, we must be careful when switching from one to the other when it comes to broadcasting this information to players, but it is something we definitely want to do!

Didn't the article about this season say specifically it would matchmake off MMR and not rank? Unless I'm misunderstanding, your comment is saying it currently does not put together games based off MMR

Our matchmaker finds players based on MMR, but has rules that limit the games it can make based on a ranked difference requirement. These slowly relax over time (which means if you find a game quickly, it will likely be between 1-2 divisions, e.g. Gold 3 and 4, but if you wait longer the relaxed rules will mean you can get Gold 1-5 or Silver 3-Gold 2 in the same game). This means when a player’s MMR diverges from their rank it can make it harder for the Matchmaker to find them a suitable game, which is one of the reasons we are working on showing MMR instead of Ranked points.

Do you have any ideas in mind to make Team League a more attractive mode?

Hey, thanks for the question Lorhand.

We do spend time discussing all of our game modes, identifying what is working well and where we can make improvements. For Team League specifically, we don’t have any immediate answers. I can provide you with some of the ideas we’ve been brainstorming that would end up being a significant overhaul to TL. Bear in mind that all of this is very much still a work in progress and in an early discussion stage. We would love to hear the community’s feedback on any of this, so please let us know what you think or if you have any other ideas:

  • Team League becomes a mode that is only available during specific windows of time for a limited duration. In this version, Team League wouldn’t always be available, but we would be creating a moment and celebrating the mode during these windows, encouraging players to play in it. This could mean the mode is only available on weekends, or something rarer like specific weeks out of a month block, or a handful of times throughout an entire ladder season.
  • Team League is updated to allow all group sizes, including solos and 4-player parties.
  • Combine TL and HL into a single queue. This has some obvious issues – we want to make sure that our dedicated HL players still feel like they can have that ‘pure’ experience. Maybe having multiple ladders based off your group size (specifically a solo queue ladder) would alleviate concerns here. At least then, solo queue players would be ranked only against other solo queue players.
  • Turn TL into a more structured experience that embraced players forming permanent or semi-permanent teams. Essentially, players would create a team name, have a limited roster of players available, potentially customize something visual to represent their team, etc. In this version, teams would likely last an entire season, or this could be combined with something like the first option where this is your team for a limited window of time.

Ultimately, we do want to increase participation in Team League. However, as I know this will come up as a suggestion and we’ve seen it before, we don’t want to ‘force’ players into this competitive mode if they aren’t looking for this competitive experience. We want players to be happy engaging in whatever game mode(s) they enjoy, so increasing the number of games to unlock TL rewards from 10->30, or adding more rewards is not something we’re excited about.

What are the metrics for expected match quality in HL and TL? Is it limited to keeping the chance either team wins close to 0.5, or are there other factors as well, like player strength spread? If so, how are those weighed against each other?

For example, would the matchmaker consider a match between some team A and some team B where it estimates exactly even odds of winning, where team A has a player in bronze and a player in GM better than a match of all GM player and Master players in both teams, where it expects one team to win with 0.6 odds?

I love stats questions!

Our Matchmaker uses several criteria to find a winrate. These include, but are not limited to:

  • Games played
  • MMR spread (when playing in a party of more than 1)
  • How many games you have played with the hero you have (Quick Match/vs AI)
  • Game Density (How many games you have played in an amount of time)
  • Other spooky things

It then does a bunch of maths that I just about understand to calculate the expected probability of winning the game. This is also a rule, (other rules are listed elsewhere in this AMA) so it won’t accept win probabilities outside of a certain range.

The HL/TL decay timers are only shown to players after they finish their placements.

Does the decay timer secretly affect players who are in placements? E.g. suppose I play 5 placement games, quit for 40 days, then come back and finish my placements.

Hello minor_correction, thank you for your question!

So...a minor correction! TL doesn't have decay timers and ranked decay enabled! The decay timers do not secretly affect players who are in placements. Only when a player has finished all their placement matches, are the decay timers initiated. However, we hope our players remain actively engaged as there is always content coming out and you may miss out on some of our events if you quit for 40 days. I certainly hope you managed to catch Nexxomania!

Do you have any estimate as to when we will see performance-based matchmaking in the game?

The two big features on the horizon for Hero League are Loss Forgiveness and Performance Based Matchmaking. Of those, Loss Forgiveness is the first in line for development, while Performance Based Matchmaking will follow shortly after. I can't commit to an exact timeline for these just yet.

I kind of find promotion and demotion games in the same league annoying. Going from Plat 2 to Plat 1 and vice versa, they don't make much of a difference to me.

My question is, are you so far happy with this, or do you plan to change anything here? Like only making promo and demo games between leagues.

I tend to agree. I feel that moving between divisions shouldn't require this an additional layer of ladder anxiety. We intend to remove promotion/demotion games between divisions in the future, keeping these higher-pressure matches limited to moving between leagues. We don't have that on the schedule at the moment so I don't want to promise a timeline for delivery.

Do you have plans to show mmr to the players and when would that be?

We intend to display MMR to players as part of the Performance Based Matchmaking system. We have a new visualization of hero performance that helps reinforce the MMR means. I don't have a date for the release of this feature just yet. As we get nearer to its release we'll be sure to get a blog post up that describes the system, and the changes that will be coming along with it.

Loss Forgiveness

“Disconnecting” in game yields (-200) points and ‘x’ games of quick match.

“Disconnecting”in draft yields (-600) points and same number of quick match games.

The new trend is to load into a game and “disconnect” to avoid the additional (-400) points.

Having an AI team mate is a significant disadvantage.

what (if any) plans can you share about loss forgiveness for those 4 people who stuck it out?”

We're working on a Loss Forgiveness feature right now that addresses these very concerns. In situations where a player deserts their team they will be punished appropriately, while their teammates will have no points deducted for that loss. If the undermanned team wins with an AI in-tow (it does happen occasionally!) they will still earn points for their grit.

Every now and then we find complaints about matchmaking, mainly because the system rules aren’t clear or visible. Are you planning on making that information available somewhere handy such as in-game?

We are currently iterating on our Hero League rules based on the feedback we are getting regarding match quality/wait times/game server as well as updating Quick Match with more concrete rules on team composition.

Once we are in a place where we think (and hopefully you also think!) that these rules create suitable matches for everyone in a reasonable time, having a discussion on putting out something that explains how these rules work would be a great idea!

What plans do you think will be implemented this season? Next season?

The Season 3 patch included a ton of changes to Hero League, though not all of them are player-facing. We're still planning on making improvements to matchmaking rules, but right now, we're focused on fixing bugs, and improving our matchmaking data collection. For example, while investigating reports of rainbow matches in Hero League, we uncovered an issue where players will very rarely incorrectly ping lower to a region outside their own when they have "best site" selected in their options menu. When this issue occurs, a player will make matches on that server, which may have different matchmaking rules that allow for rainbow matches to occur. We're currently in the process of resolving this issue, which takes priority over feature development.

For Season 4, 2018 we plan to continue examining the quality of matches as well as the end of season impact of Rank Decay. Our feature development efforts have primarily been focused on hardening the Quickmatch matchmaking experience. We're also deep into development on a Loss Forgiveness feature that will prevent point/MMR loss for players who were stuck with a leaver while also punishing frequent leavers.

Here's a quick list of some of the changes we're considering for the future:

  • Preventing returning ranked players from placing higher than Diamond 3 each season-roll after placements.
  • Reducing the number of placement games required for returning ranked players.
  • Separating out the regional GM ladders to allow players to rank up within their local playerbase and matchmaking rulesets.
  • Adding draft swaps for Hero League.
  • Further extending the Rank Point Decay to affect additional leagues.
  • Creating more incentive for Team League a topic that U/BlizzCooper is posting about separately in a moment.

It's been shown that people remember negatives over positives.

That leaves videogames, like HOTS, in a tough spot.

Statistically, if someone plays enough matches they should end up at their proper rank regardless of the "stubbed toe" matches (leaver, troll, etc).

However, it's entirely possible that someone may play only a handful of matches a week. And if I play five games with two stubbed toes that looks awful.

Given that the perception is so negative, is there anything that can be done (it might be impossible for all I know) to address the stubbed toe problem from a matchmaking perspective?

This touches on a lot of the things we are currently working on to make the experience better for everyone:

Loss Forgiveness

It sucks when you lose a game because someone disconnected and never came back and you had to play with the AI and the AI did things that aren’t becoming of a Diamond 3 player and now your Core is on fire and your team is sad and that player who left is sitting on a beach somewhere and you wish all their books became the Twilight series (or whatever kinds of books you don't like).

Our aim with this is to make those games not count against you anymore, so you are not punished for having to complete a game in that situation, which should lessen the negativity felt for it (you still had to play it, which is a tough situation, but the result of that has been negated, and the leaver suitably punished).

Hero League

This kind of perception also extends to the matchmaker, when players ask, “Why am I playing a game in high GM with this low Master’s player?” This usually happens when their MMR has diverged from their rank. As we work towards switching to showing MMR for some or all our leagues, this should remove that negative perception, too.

Quick Match

When people are given quick match games which are 5v5 assassins, or games that feel like the balance of the players or heroes is off, this can reduce enjoyment as well, so we are working towards hardening the criteria for team composition to make the mode feel both more enjoyable and more like our other queues.

Are there any plans to tighten the MMR differences GM players experience in their teams? Currently you can see #1GM players getting matched with 200 points masters/placements and i suspect the difference in MMR is quite big. Also showing MMR would shed a lot of light and transparency on how we are matched. Thanks.

Currently we observe there are a small percentage of players whose MMR and Rank Points have diverged. As a result, these players end up in matches like the one you described. However, it is important to note that both MMR and Ranked Points are used when determining which players get placed into a game. Because of the divergence previously mentioned, GM players may see a lower ranked master player in their game when, in reality, that player has a higher MMR than his current rank. We are investigating potential solutions for how to reduce this divergence. In regards to displaying MMR to the player, please refer to the following reply that has more details: 

I play in high diamond / low masters mmr in HL. My queue times are hitting 10+ minutes some nights (usually playing 9pm-12AM EST). The game quality seems worse this season then any other season. Are the matchmaking changes this season being reviewed as an improvement on your end? I'm used to 2-5 minute queue's max in previous seasons.

First of all, congratulations on your ranking in Hero League! The match quality is something we are actively iterating on. We track numerous parameters for each match and monitor them actively. When comparing some of these parameters against last season across the entire population, we have seen a significant reduction in the difference between the highest and lowest MMR within a game, as well as the difference between the highest and lowest rank within a game. However, we still observe some outliers and it is something we are monitoring. Something to note about playing at the high diamond/low masters level is that for larger game servers the matchmaker now enforces a maximum of a one division spread for Master/GM players. As a result, if you end up with Master players in your game, you should only have Diamond 1's or GM's in the game, but never both. This can result in higher queue times. For smaller game servers, the rules are less aggressive (resulting in a slightly more broad MMR\Rank spread) in order for players to get into games within a reasonable period of time while maintaining the best quality the matchmaker can for the given players in the queue.

When will we have quick match matchmaking where there will always be a tank and a healer?

Sometime this fall, coming to a quick match near you:)

Are you aware of the problems with game mode(TL/UD) populations in minor regions?
When and how do you plan to fix them?

Hi camerontenten! Thank you for your questions. You've touched on a few different topics so I'll do my best to try and address each of them. We are currently aware of the challenges that minor regions experience and are investigating ways to create additional incentives for players to participate in these modes that are facing challenges.

Being able to queue for multiple modes is an interesting idea and compelling. However, there are many challenges that come with that. For example, when a player is eligible for matches in different queues, what happens? Is it a first come first serves? What happens to the other 9 players in a match you choose to not go into? We have a holding mechanic that allows players of higher ratings to place a hold on players they feel they could make a match with in the near future (whoa...psychic). A change like this would have far reaching impacts across numerous game modes and potentially create scenarios where all game modes would have a degraded performance. Don't get me wrong, I love this idea and it has been discussed within the team. However, when we make changes to the matchmaker, we validate our changes across historical data for the the population to understand the impact of the changes. With a change as complex as this we would have to verify that all game modes observed a net positive in terms of quality of games as well as queue times.

In terms of duo queuing: 

I agree, the game is very enjoyable with friends and I assure you we are very much invested in trying to improve the experience for our minor region heroes...of the storm:)

How do you feel about the current state of "solo laners" and how do you feel about the current state of pocket picks like Murky?

Hey Parrot_on_ROIDS, thanks for the question and love the name ?

Solo laners create an interesting dynamic that is influenced a lot by the battleground you’re playing on. For the most part, we think this is an interesting role for the team and as these are typically bruiser characters, they fit well into many team compositions providing a second frontline character. In general, we see a decent variety of viable solo laners, but there is a lack of ranged character involvement. This is mostly okay but seeing a wider variety of heroes involved would probably be an improvement and something we can chase on the design and balance side.

In terms of pocket pick characters, I think these are fine if they’re seen occasionally and in the right situation. We definitely don’t want to see the game become a “Murky meta”, but having the occasional Murky pick is fine. A general rule of thumb here would be that the more a hero forces the other 9 players in a match to drastically change their play, the more cautious we are about that hero being overly common. Murky of the old days typically meant he would split push the entire match, forcing his own team to fight in a lot of 4v5 situations which wasn’t fun for them. On the flip side, the 5-player team also had to babysit against Murky which also wasn’t fun. Assuming Murky is playing a bit more of a ‘standard’ game and participating with his teammates, then I think the situation is more enjoyable for everyone… sorry, bit of a tangent but hopefully still relevant ?

Can we expect to see dedicated roles in QM soon (tank/healer/dmg per team)

We are working currently on hardening the rules for roles in Quick Match. We are implementing ways in which we can make sure that people who are picking roles with low demand are more effectively informed that there are roles in demand right now that they could fill.

Question about matchmaking in master hl. How matchmaking works currently in master? Because i have feelings that before grandmasters are up, it was different. In 2 first weeks of season I was matched with 5-9k players having 3k and then when grandmasters were announced i was started getting 0-1,5k master players having 5k points. And quality of matches were much lower. Does this work on purpose because of lower playerbase in master and harsher requirements for grandmaster players?

Hi Ynous, thank you for your question. Whenever Master players are considered, the matchmaker will first try to make a game with players from one division, before expanding the search to the adjacent ones. It won’t let Master players be in a game that has more than one division spread (e.g. Diamond 1 and Masters are OK, Diamond 2 and Masters are not OK). This spread will only be allowed if all players to be put into a match have waited in the queue for at least 4 minutes. From matchmaker’s perspective Masters and GMs are considered to be different divisions, so when GMs were formed that player pool became separated from Masters by a wait time barrier in addition to all the other rules. In any case, for both Masters and GMs matchmaker is looking to not only make a fair game but to keep player’s MMRs as close as possible – with allowed MMR spread growing slowly over the first 15 minutes of wait time. Currently, the amount of rank points a player has inside a single division are not taken into account by HL matchmaker, so the games you have described were formed based on the MMR of the players involved. In your case, my guess is you probably were a lower MMR player in the matches before GMs were up, and now you’re probably a higher MMR player in those matches as there are fewer high-MMR players (as in, they are more likely to be in GMs now, which is a separate division).

Would it be possible to steal the ear-destroying Dota2 ready sound? I get tired of losing 600 points and having to play low-priority. ?

I’m not sure Valve would be too happy with that, but we are in discussions about a form of ready check. Personally, I would go with Murky’s March of the Murlocs horn or Whitemane’s laugh as a ready sound!

1. Why is Hero League seeded from Quickmatch, when they are fundamentally different game modes?

This has led to all kinds of abuse over the years with people purposefully cheesing QM for a higher HL rank, as well as being basically the sole reason for the common complaints of a feeling of inconsistency in the "game knowledge" of teammates at any given rank in HL.

QM is a fundamentally randomized and unpredictable environment. As such, it gives players a warped sense of what balance is, how to form a team comp, and the meta. What makes that a good seed for HL?

Is it unreasonable to just make Unranked Draft the only seed? UD is fundamentally much closer to HL in terms of the skillset and game knowledge required for success, so it is an infinitely better predictor of how someone will perform in the HL environment.

2. What is the current form of decay supposed to accomplish?

For one, it doesn't kick in until you've finished your placements, so people can just wait and do their 10 matches at the end of the season to avoid decay entirely.

And two, It's not aggressive enough for how short our seasons are. Playing one extra match every 20 days is nothing when the seasons are only a few months long to begin with.

One of HL's biggest issues over the years has been that the "bare minimum" of matches you can play to keep your rank is just too low, and this doesn't really solve that problem.

Thank you for your question. Generally when you begin playing HL in a new season, there are 2 cases. In the first scenario, a player has played HL in previous season, in which case we will use your rating from that season. In the second scenario, the player has not played in the last season. Previously when confronted with the second situation, the game would look at other queues to try and use more recent information to estimate the player’s skill. The order in which we would look at the queues is: TL is seeded from HL, HL is seeded from UD, UD is seeded from QM. We changed the algorithm with the last season roll. Going forward, we will only use another queue’s information to seed a player in new season if they have never played enough HL games in any of the previous seasons to place into a definitive rank, and if they did - we will ignore other queues for seeding purposes. In other words, the issue described in the post you have linked should be resolved.

Do you plan to make the term of MMR & RANK Decay shorter? The decay standard now seems to be a bit long.

Hello! We are always looking to iterate on changes we make to Rating and Ranked Decay. We are monitoring the impact Ranked Decay is having on Hero League. The decay timers may be adjusted as a result. However, we won't be making any changes to the decay timers in the middle of a season as we want to ensure all players are aware of such changes before they play their placement matches (which is when the decay timers get initialized).

Are there any plans to add a an AFK check to the start of drafts like many other MOBAs? Losing a game because one player is AFK and gets randomly assigned a hero that’s bad in the map/team comp is incredibly frustrating and honestly it feels like it could be easily avoidable.

Hello Ankoria! This suggestion is actually something we have been considering for some time now. You can find an answer to a similar question here: 

Have You guys considered to cover the AMA online in the future? Like Ion & Josh from WoW?

Hi, ErothTV! We’ve approached answering questions about Heroes development many different ways over the years – from livestream or video Q&A’s with our team leaders, to reddit, forum, and social media posts by individual team members - and we will continue to try different things moving forward. We’re currently focusing our reddit AMAs on this format where we pick a specific area of the game and bring in the developers who work on that area to answer questions directly. I’ve been enjoying the way these have been going and think the individual developers being involved leads to more in-depth discussion, but please let us know if you have feedback on it or ideas on other ways we can continue improving our communication with the Heroes community. Thanks!!

The biggest problems that occur with matchmaking seem the be around the "failure mode"s, where the matchmaker fails to find an appropriate match in the required time, and makes a wildly inappropriate match right now. Is there work on the way in degrading that more gracefully?

Previously, the matchmaker search criteria would degrade gracefully to a cutoff point (for the party/player with the longest wait time), and then make the best match it can at that cutoff point. This would result in sometimes you being pulled into these matches being made at another players cutoff point. That is probably what you were experiencing, and we agree that this wasn't the best experience for the player. As a result we have made some improvements to it this season for Hero League. Each player now has their own search criteria. The players search criteria will degrade gracefully and only when players fit each others search criteria will they be placed together into a game—whereas previously it was based purely on the party/player search criteria who had the longest wait time. However, there is still a maximum cutoff of 15 minutes before the matchmaker makes the best possible match it can. This is currently live in Hero League and we are monitoring the experience.

1. Replay system is so uncomfortable. Advance of replay system will make Ranked players more skillful. I heard in past interviews that the system is being improved, how long has it been?

2.And the reconnecting system so! The reconnecting time so boring. ? 

Hi 6igbear, thank you for your question. We think improving actual gameplay experience is higher priority than upgrading replay system. We have talked about these issues before: 

Since then, we’ve been doing research in how networking model implementation affects player experience. While some of the improvements stemming from this research are still in progress, we have made a few fixes which are already live. Most recently, with the Whitemane patch, we were able to improve efficiency of how the game is sending user input over the network. This resulted in ~2x-3x reduction of bandwidth consumption, improving gameplay experience for players with challenging network conditions as well as speeding up ‘rejoin in progress’ for cases when network was a limiting factor. A nice by-product of that is that replay files are smaller in size as well.

With voice comms it feels like the main disadvantage of duo queue has been eliminated. Have you considered adding duo queue back to HL?

This is something we've discussed internally. We think there is value in ensuring players can play with friends and make new ones in Hero League. There are complications, and many differing opinions, but it's something we're considering for next year.

Why are new heroes allowed in ranked as soon as they come out? When Alterac Pass was introduced it was delayed from rank for a week or two so people could get used to it. Shouldn't heroes be treated the same?

Allowing new heroes in day of forces people to misuse bans because they might think someone is OP or they are afraid they're UP and a teammate with instalock them. Theres also people who go straight into ranked and mandate they have to play a hero regardless of skill/team comp. Seems like waiting a little bit is a good fix.

Hi AlexRain1, There’s two main reasons that we allow new heroes into ranked modes immediately.

1. It’s actually really critical for our team to collect lots of data and make meaningful balance decisions quickly. We believe that our balance patches that come two weeks following a new hero release provides a really good update cadence for the game. For those balance patches, we are able to use about a week of data from live matches to inform our decisions internally, implement and validate our changes, etc. While we absolutely do look at QM and all data available, being able to utilize data from higher level HL matches is much more meaningful. Even the fact that ranked matches require a player to be level 5 on a character first helps to validate this data further, and of course seeing pick and ban rates, is useful data in itself.

2. The other angle is from a perspective that new and updated content is the lifeblood of this game. From reworks and significant balance changes, to of course new heroes – these are all opportunities to shake up the meta and create new strategies. The game is constantly evolving, and this can help to even resurface older heroes that may now present new synergies or counters.

For Alterac Pass specifically, we discussed it quite a bit, but felt that having this new battleground enter ranked modes right at the end of the ranked season wasn’t the best experience. We instead wanted to create an interesting moment where the next ladder season would utilize this battleground for its entirety.

Why Matchmaking changes are taking forever to be done ? We see new events and skins very often, are you investing more resources to make the game "prettier" instead of better ?

We do have separate, dedicated teams focusing on each area of the game, so releasing a new Hero or a new skin does not take away attention from matchmaking or other feature work. It's critical that we continue making content while also making the game better - these things are equally important to us, and our team structure reflects that. The sensation that we move faster on content is really speaking to a different thing - content changes are more visible and tangible.

Matchmaking is an area of game development that is incredibly challenging and perpetually evolving, not just for Heroes of the Storm, but for all games. There is no perfect matchmaking; it's always a series of trade-offs where we're striving to get the highest quality matches for the largest percentage of players in the most reasonable timeframes, all while attempting to balance an ever-increasing number of extremely impactful variables.

Over the past 5 years, we've invested heavily in the ongoing quest to improve the Heroes matchmaking experience across the game and have made great strides along the way with changes that have been behind the scenes as well as public-facing. We've also developed tools that strengthen our ability to predict and understand the far-reaching implications of the changes that we want to make. Through all of this, we've been able to consistently improve the matchmaking experience for the vast majority of Heroes players. And while we've had setbacks, bugs, and fringe cases negatively impact some players as we've evolved the system, we believe matchmaking is one of the cornerstones of our game and will continue to dedicate a significant amount of time and resources to improving it forevermore. Speaking of which - we're always looking to hire talented Server Engineers to join the Heroes team and help support matchmaking as well as other feature development. Please apply!

Hi, when can we expect some “balance” changes for Tassadar? He has been dangling at the bottom for months, and he is in a really akward and near unplayable spot. In Quickmatch you get matched against Global healing and splitpushing Slugs 99% of the time (why is this seen as a fair match up?). In draft you get reported for even hovering him, or if you are luckily you are not reported.. but solo supporting. I would love to play some Tassadar without trolling my team or getting split push stomped ❤️ Thanks for your time

Hi IAreNoMonkey,

Tassadar is someone the balance team has talked about. He could likely use some balance changes to address some of your concerns, but he may also need a larger update to better position him into a definitive role for the team. We do find that his role as an enabler for specific characters is pretty unique and can have a significant impact when paired with someone like Tracer. Whether he stays in this ‘enabler’ role or shifts to a more pure Assassin or Support is still up for debate.

As far as matching Tassadar in QM games, we do have some changes to QM coming this fall that will help ensure games have a Tank, Healer & Ranged Assassin. This means you may still run into Tassadar vs. Abathur scenarios, but each team should also have a healer to minimize any disadvantage Tassadar may have in this specific matchup.

Share this post


Link to post
Share on other sites

Is it bad that all I see is a MASSIVE list of problems and during the AMA they were throwing darts at a wall hoping something got latched onto? Half the times they have multiple ideas that can't even work together.

Whoever thought having team league "rosters" locked or time locked like a brawl REALLY wants to kill that game mode more than it already is.

Share this post


Link to post
Share on other sites

I like the idea of MMR showing. I only play league to unlock rewards personally. Since people are too lazy to check profile winrates when their teammates want to choose certain characters, they rely on rank to determine if you're a noob or not and will ban your own character choices because they think you'll suck at it. I prefer to play any character I want when I want and play every map in QM. Never liked draft much, telling me what map and character I should play. Fun to watch on HGC due to some of the combos they pull off, but you don't get that coordination in Hero League. And I agree that swaps would add toxicity. Get enough people telling others what they should pick and that their choice means they auto lose as is. And yet, those same dumb combos win games in QM when draft logic says they clearly shouldn't. Because in QM, people will play through and try to win more and, they will play what they are best at. Skill matters in games, but League forgets that and thinks draft is everything. People watching too many HGC games with finely tuned teams I think.

The Tank, Healer, and Assassin thing is fk'd up until they rework Specialist roles. Azmodan is good for assassin, but other specialists like Abathur needs his healing default to be a support, but then he can clearly shred other supports (or anyone really)  with Monstrosity or a cloned Assassin. Then Tassadar is as the questioner said, a bad matchup for Abathur now, and a bad support in general. People solo support with him then go off and try to solo lane. While the kit itself leans far too much to assist the Tassadar player, instead of a Lili which targets the lowest health hero nearby automatically. Tassadar players can be far too selfish too easily. So it won't matter what matchmaking system they have if supports like those are designed for selfish play. Unless they add a bubble to Tassadar when he shields an Ally and can't target himself, that character will always be considered a weakly designed assassin in my eyes. These are very basic design principles when dealing with a multiplayer game. Assume your players will not team play automatically and need incentive.

Simply add benefits for supports when they support teammates. Not too difficult to understand is it? Make sure they don't get 100% of their abilities or stats when doing things solo. They already have countless 'hero' only abilities and stat benefits. Just tweak it for teammates as well. Buff them a little for doing their jobs, weaken them when not. Like a game within a game, similar to quests. If forcing team combos is going to be a thing, then do it all the way, not so partially that screws other players over.

Share this post


Link to post
Share on other sites

Man, Tassadar just got a rework a year ago, give or take.

Why not rework something like The Lost Vikings?

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Staff
      Find out what's new in Heroes of the Storm during Warcraft's 30th anniversary!
      Anniversary Background
      A new background is available in the game when you log in.

      All 43 Warcraft Heroes Available for Play
      All Warcraft Heroes are available for play completely free this week. If you'd like to earn some gold, this is a really good opportunity to bring them all to Level 5!

      Faction-Themed Bundles
      You can purchase faction-themed bundles in Heroes of the Storm.
      For the Alliance bundle includes Muradin and Varian, 6 skins and 3 mounts.

      For the Horde bundle contains Rehgar, Garrosh, 6 skins, and 3 mounts.

      Warcraft Remastered Battle Chest
      When you buy the recently-announced battle chest, you will receive Jaina, Thrall, Anub'arak, and Tyrande in Heroes of the Storm!
       
    • By Staff
      The next Heroes of the Storm patch is now available for playtesting for one week and here are the official patch notes!
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      Map Update Hero Updates Balance Update Bug Fixes Map Update
      Volskaya
      The Pilot and Gunner Abilities will both recharge 25% faster while both slots are occupied. The Protector will now gain 25% increased energy regeneration. Return to Top
      Hero Updates
      Chen
      Talents
      Level 10 Wandering Keg Wandering Keg updated to feature quick-cast targeting. Samuro
      General
      Order of buffs in the Buff bar has been updated to match the order in which talents are gained. Samuro can no longer target a Mirror Image that is affected by launch effects (Example: Phase Prism). Samuro will no longer mirror Hearthstone and Mount commands on his Mirror Images if the command is sent while selecting a Mirror Image and not Samuro. Tooltips have been updated to reduce confusion. Base
      Wind Walk [E] Wind Walk will no longer cancel move and attack commands in the command queue when activated. Critical Strike [W] Activating Critical Strike while Samuro's Basic Attack is being swung will now apply to that attack, rather than the next attack, and will carry the attack reset over to the next Basic Attack. Samuro can now see his Critical Strike progress below his Healthplate. Samuro can now see the remaining duration of Critical Strike's activation around the ability button. Talents
      Level 1 Way of Illusion Way of Illusion quest progress is now correctly mirrored between different Mirror Images and Samuro. Level 7 Burning Blade Burning Blade is now an additive modifier for both Samuro and his Mirror Images instead of just his Mirror Images. Level 13 Kawarimi Kawarimi Mirror Images will now clear their command queue of Hearthstone commands when created. Level 16 Harsh Winds Harsh Winds is now an additive modifier. Balance Update
      Heroes
      Arthas
      Talents
      Level 13 Frost Strike Rework: Frostmourne Hungers now Silences the enemy for .25 seconds. Level 16 Frostmourne Feeds Now also reduces the cooldown of Frostmourne Hungers by 2 seconds. Greymane
      Talents
      Level 16 Lord Of His Pack New: Replaces Executioner. Basic Attacks against Slowed, Rooted or Stunned enemy Heroes deal 25% additional damage for 3 seconds, increased to 50% while in Worgen Form. Imperius
      Talents
      Level 10 Wrath of the Angiris Rework: Damage reduced from 375 to 210. Rework: Now deals 20% additional damage for each Valorous Brand marker on the target when landing. Rework: Valorous Brand markers placed by Imperius will no longer be removed when launching the target into the air. These can still expire while in the air. Li Li
      Talents
      Level 1 Free Drinks Can now reduce the cooldown multiple times per cast (Example: Combined with Two For One). Level 20 Shake It Off Armor now persists for 2 seconds after Stun, Silence, or Root expires. Medivh
      Talents
      Level 20 Glyph of Poly Bomb Rework: Target an area to apply Poly Bomb to all enemy Heroes in the area. Poly Bomb activates a second time 1 second after. Murky
      Talents
      Level 13 Egg Shell The Shield now regains an amount equal to 35% of Murky's current Health when Murky places a new Egg. Varian
      Talents
      Level 20 Demoralizing Shout Cooldown is now reduced by 2.5% whenever an enemy Hero affected by Demoralizing Shout deals damage to a Hero. Return to Top
      Bug Fixes
      General
      Fixed issues with Block and Basic Attacks that Ignore Armor. Map
      Cursed Hollow Fixed an issue that caused Cursed Hollow's Call for Help's Armor reduction to not be cleared by Stasis or Invulnerable. Heroes
      Anubarak Level 20 Cryptweave Fixed an issue that caused Cryptweave's duration increase to be granted while Anub'arak is dead. Artanis Level 10 Purifier Beam Fixed an issue that caused Purifier Beam to last up to an additional 0.5 seconds. Azmodan Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion grunts to attack Stealthed enemies. Cassia Level 20 Titan's Revenge Fixed an issue that caused Titan's Revenge empowered Basic Attacks to consume Block charges. Fixed an issue that caused Titan's Revenge to not apply to Charged Strikes bounce attacks. Cho'Gall General Fixed an issue that caused Cho and Gall to become separated if Cho enters a Vehicle the moment the Vehicle expires. Deathwing Level 10 Bellowing Roar Fixed an issue to allow Deathwing to cast Bellowing Roar while Dragonflight is active. Diablo Base Black Soulstone [Trait] Fixed an issue that caused Diablo's health gained from Black Soulstone to not be accurate. Gul'dan Base Drain Life [W] Added a range indicator for Drain Life. Hanzo Level 16 Piercing Arrows Fixed an issue that caused Storm Bow to hit targets in close proximity to the first target hit with Piercing Arrows. Leoric Level 1 Fealty Unto Death Fixed an issue that Fealty Unto Death's heal. Li Li Base Cloud Serpent [W] Fixed an issue that caused crit floating modifiers to not apply to Cloud Serpent damage. Fixed an issue that caused Defense Matrix to not apply to any Cloud Serpent damage. Fixed an issue that caused Spell Power to not apply to Cloud Serpent healing. Level 7 The Good Stuff Fixed an issue that caused The Good Stuff's Fast Feet healing increase to be multiplicative. Level 13 Lightning Serpent Fixed an issue that caused Spell Power and other damage mods to not apply to Lightning Serpent damage. Level 16 Pick Me Up Fixed an issue that caused Pick Me Up's healing increase to be multiplicative. Maiev Level 4 Sudden Vengeance Fixed an issue that caused Sudden Vengeance to not activate Ruthless Spirit. Mal'Ganis Level 1 Winged Guard Fixed an issue that caused Winged Guard to lose Block charges to all effects that ignore Armor. Nazeebo Level 10 Gargantuan Fixed an issue that caused Gargantuan Stomp damage to not display the correct values in the tooltip. Orphea Level 16 Dead Magic Fixed an issue that caused Chaos-empowered Basic Attacks from Dead Magic to consume Block charges. Rehgar Level 7 Purification When selecting Purification, Purge will now be able to target Unstoppable enemy Heroes. Rexxar Level 10 Unleash the Boars Unleash the Boars damage updated to have Rexxar deal the damage instead of each Boar dealing its own damage. Samuro Base Image Transmission [Trait] Fixed an issue that allowed Samuro to cast Image Transmission on a destroyed Mirror Image if it was queued to happen directly after Mirror Image was cast. If Samuro activates Image Transmission or if a new Mirror Image is created, any Mirror Images that are updated will copy Blessing of the Red if it is present on Samuro instead of increasing their maximum Health as if Blessing of the Red were cast on them. Level 7 Crushing Blows Fixed an issue that caused Crushing Blows to apply to the triggering Critical Strike. Level 20 Three Blade Style Fixed an issue that caused Three Blade Style to increase Mirror Image maximum health if Samuro gained Blessing of the Red between the Images being created and the talent being selected. Fixed an issue that caused Three Blade Style to reset the duration on an active Mirror Image when selected. Sgt. Hammer General Sgt. Hammer's level 1 talent icon changes have been reverted. Stitches Level 13 Meat Hook Fixed an issue that caused the refresh duration to not match the full duration of Meat Hook. The Butcher General Talent sorting for the Butcher has been updated to be the same as other Heroes. Base Fresh Meat [Trait] Fresh Meat is not referred to as stacks instead of charges. Tyrande Level 1 Ranger Fixed an issue that caused Ranger to allow Sentinel to hit up to 3 targets. Whitemane Base Inquisition [W] Added a range indicator for Inquisition. Fixed an issue that caused Inquisition to not be cancelled if the target leaves the radius while Stealthed. Zul'jin Level 16 No Mercy! Fixed an issue that caused empowered Grievous Throw Basic Attacks from No Mercy! To not activate Medivh's Raven Familiar. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard released a new patch for Heroes of the Storm with additional balance changes and updated shop bundles and items! Here are the official patch notes!
      (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 Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Return to Top
      Balance Updates
      ARAM
      Same Hero Mode Same Hero mode now enables Health & Mana regeneration at base, reduced from 8% per second to 3.2% per second. Same Hero mode now enables the Hearthstone ability without the burst heal after completion. Reduced the chance of encountering Same Hero Mode from 2% to .5%. Sgt. Hammer has been added to Same Hero mode. The following Heroes have been removed from Same Hero Mode: Alarak, Artanis, Butcher, Cassia, Falstad, Genji, Greymane, Gul'dan, Hogger, Illidan, Imperius, Junkrat, Kael'thas, Kel'Thuzad, Kerrigan, Li-Ming, Lunara, Maiev, Mephisto, Orphea, Raynor, Thrall, Tracer, Tychus, Whitemane, Zarya, Zeratul, Zul'jin. Heroes
      Blaze
      Base
      Basic Attack damage increased from 55 to 60. Flame Stream [Q] No longer able to deal additional damage to Structures. Talents
      Level 1 Adrenaline Stimpack Passive attack speed bonus reduced from 25% to 20%. Level 4 Incinerator Gauntlets Bonus damage reduced from 50% to 40%. Level 7 Nanomachine Coating Attack Speed reduction reduced from 50% to 35%. Duration increased from 3 seconds to 4 seconds. Suppressive Fire Reduced Spell Power reduction from 25% to 20% and from 50% to 40%. Level 10 Bunker Drop Cooldown increased from 70 to 80. Flamethrower damage reduced from 170 to 150. Mana cost increased from 70 to 80. Level 13 Collision Course Damage reduced from 275 to 260. Cassia
      Base
      Basic Attack damage increased from 122 to 125. Talents
      Level 1 Impale Bonus Damage increased from 50% to 70%. Thunderstroke Bonus Damage increased from 15 to 20. Level 20 Infinite Lightning Cooldown reduction reduced from 5 seconds to 4 seconds. Chen
      Talents
      Level 1 Eye of the Tiger Bonus Damage increased from 40% to 50%. Leech amount increased from 40% to 60%. Level 4 Accumulating Flame Bonus Damage increased from 20% to 30%. Level 7 Gift of the Ox Bonus duration increased from 1.5 seconds to 2 seconds. Level 13 A Touch of Honey Slow bonus increased from 20% to 30%. Ring of Fire Damage increased from 55 to 60. Duration increased from 5 seconds to 6 seconds. Level 20 Untapped Potential Bonus Armor duration increased from 3 seconds to 5 seconds. Hanzo
      Talents
      Level 16 Giant Slayer Damage reduced from 2% of maximum Health to 1.6% of maximum Health. Mephisto
      Talents
      Level 4 Spite Bonus duration reduced from 150% to 100%. Level 16 Lightning Reaction Damage reduced from 138 to 120. Thrall
      Base
      Health increased from 1896 to 1946. Health Regeneration increased from 3.9492 to 4.0546. Frostwolf Resilience [Trait] Healing increased from 223 to 240. Chain Lightning [Q] Bounce damage increased from 81 to 85. Damage increased from 162 to 170. Feral Spirit [W] Cooldown reduced from 12 seconds to 10 seconds. Talents
      Level 13 Spirit Shield Increased Spell Armor from 50 to 70. Valla
      Base
      Hatred [Trait] Duration reduced from 6 seconds to 5 seconds. Talents
      Level 10 Strafe Damage per bolt increased from 60 to 70. Mana cost reduced from 80 to 60. Level 16 Manticore Reduced bonus damage from 5% of maximum Health to 4% of maximum Health. Punishment Reduced the Mana cost of Multishot by 20. Return to Top
      Bug Fixes
      Heroes
      Abathur Level 20 Hivemind Fixed an issue that caused Hivemind to grant more Shielding than intended when combined with Networked Carapace. Alarak Base Sadism [Trait] Fixed an issue that caused Sadism's bonus to not apply to Lightning Surge's healing when the primary target is not a Hero. Butcher Level 1 Invigoration Fixed an issue that caused Invigoration to not activate if Hamstring killed its only Hero target. Cassia Level 13 War Matron Added floating text for the amount of damage prevented by War Matron. Cho'Gall Level 1 Keep Moving! Now also modifies Cho's run animation while Shove's movement speed bonus is active. Level 20 The Will of Gall Fixed an issue that caused The Will of Gall to not increase Gall's damage. Chromie Level 10 Temporal Loop No longer ignores vision limitations when queued. Diablo Base Fixed an issue that prevented Diablo's attacks from consuming charges of Dodge and Upstage. Shadow Charge [Q] Fixed an issue that caused Shadow Charge to attach the target to Diablo if another Diablo is affecting them with Overpower. Overpower [E] Fixed an issue that caused Overpower to activate Stukov's Superstrain twice. E.T.C. Level 1 Prog Rock Fixed an issue that could prevent allies from being affected by Prog Rock's area heal. Garrosh Base Into the Fray [1] No longer displays the duration of its Unstoppable. Bloodthirst [W] No longer ignores vision limitations when queued. Level 1 Body Check No longer ignores vision limitations when queued. Guldan Base Drain Life [W] No longer ignores vision limitations when queued. Imperius Base Celestial Charge [Q] Fixed an issue that caused Celestial Charge to activate Stukov's Superstrain twice. Junkrat Level 10 RIP-Tire Fixed an issue that caused RIP-Tire to not display correctly when cast. Kel'Thuzad Base Death and Decay [Q] Fixed an issue that caused Death and Decay's cast effect to be visible in Fog of War and animate while Kel'Thuzad is Stopped. Level 10 Frost Blast No longer ignores vision limitations when queued. Kharazim Level 4 Earth Ally Updated Earth Ally to have the remaining Physical Armor duration match the remaining duration of Earth Ally. Level 20 Peaceful Repose Fixed an issue that caused Peaceful Repose to activate even when Divine Palm heals the target. Li Li Level 1 Free Drinks Floating text updated to show as a crit. Medivh Base Portal [E] Fixed an issue that allowed Medivh to instantly mount after using a Portal to leave the Hall of Storms. Fixed an issue that caused Medivh's Portal to not feature a channel bar or apply visual effects while being channeled. Portal teleportation now happens instantly after completing the channel instead of briefly after completing the channel. Using Medivh's Portal no longer clears the command queue. Level 4 Raven Familiar Damage is now dealt by the Portal user instead of Medivh. Nazeebo Level 10 Ravenous Spirit Fixed an issue that caused Ravenous Spirit to be cancelled if another Nazeebo cancelled their Ravenous Spirit. Probius Level 16 Quantum Entanglement Fixed an issue that caused Quantum Entanglement to not apply if the Warp Rift is detonated as soon as it activates. Raynor Base Inspire [W] Added a duration indicator to the Abilities button. Level 10 Raynor's Raider Fixed an issue that caused Raynor's Raider Banshee to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Fixed an issue that caused Raynor's Banshee to not be launched by Stitches Hook. Level 20 Execute Orders Fixed an issue that caused Execute Orders Yamato Cannon to fire at targets outside its radius. Rehgar Base Lightning Shield [W] Fixed an issue that caused Rehgar to not be healed by the damage dealt by Lightning Shield when he gains spell leech. Ghost Wolf [Z] Fixed an issue that caused Rehgar's Ghost Wolf Lunge visuals to be visible in Fog of War. Level 4 Electric Charge Fixed an issue that caused Electric Charge to increase the bearer's Self Healing score. Updated to heal the bearer for its amount as a singular combined effect. Rexxar Fixed an issue that caused Misha to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Fixed an issue that prevented Rexxar's melee attacks from consuming charges of Dodge and Upstage. Stukov Level 16 Superstrain Fixed an issue that caused Superstrain to not display FX when activating. Tassadar Level 7 Arc Discharge Fixed an issue that caused Arc Discharge cooldown to not progress while resonance beam is fully charged. Fixed an issue that caused Arc Discharge to trigger during cooldown. Fixed an issue that caused Arc Discharge to not activate correctly. Tracer Level 4 Is That a Health Pack?! Fixed an issue that caused Is That a Health Pack?! to increase Tracer's Healing Score when activating. Tyrael Level 13 Law and Order Fixed an issue that caused Law and Order's damage bonus to not be applied. Return to Top
      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 testing on the PTR and here are the development notes for the update!
      (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 Hero Updates Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Return to Top
      Hero Updates
      Chromie
      Talents
      Level 10 Temporal Loop No longer ignores vision limitations when queued. Garrosh
      Base
      Bloodthirst [W] No longer ignores vision limitations when queued. Talents
      Level 1 Body Check No longer ignores vision limitations when queued. Guldan
      Base
      Drain Life [W] No longer ignores vision limitations when queued. Kel'Thuzad
      Talents
      Level 10 Frost Blast No longer ignores vision limitations when queued. Return to Top
      Balance Updates
      ARAM
      Same Hero mode now enables Health & Mana regeneration at base, reduced from 8% per second to 3.2% per second. Same Hero mode now enables the Hearthstone ability without the burst heal after completion. Heroes
      Blaze
      Base
      Basic Attack damage increased from 55 to 60. Flame Stream [Q] No longer able to deal additional damage to Structures. Talents
      Level 1 Adrenaline Stimpack Passive attack speed bonus reduced from 25% to 20%. Level 4 Incinerator Gauntlets Bonus damage reduced from 50% to 40%. Level 7 Nanomachine Coating Attack Speed reduction reduced from 50% to 35%. Duration increased from 3 seconds to 4 seconds. Suppressive Fire Reduced Spell Power reduction from 25% to 20% and from 50% to 40%. Level 10 Bunker Drop Cooldown increased from 70 to 80. Flamethrower damage reduced from 170 to 150. Mana cost increased from 70 to 80. Level 13 Collision Course Damage reduced from 275 to 260. Cassia
      Base
      Basic Attack damage increased from 122 to 125. Talents
      Level 1 Impale Bonus Damage increased from 50% to 70%. Thunderstroke Bonus Damage increased from 15 to 20. Level 20 Infinite Lightning Cooldown reduction reduced from 5 seconds to 4 seconds. Chen
      Talents
      Level 1 Eye of the Tiger Bonus Damage increased from 40% to 50%. Leech amount increased from 40% to 60%. Level 4 Accumulating Flame Bonus Damage increased from 20% to 30%. Level 7 Gift of the Ox Bonus duration increased from 1.5 seconds to 2 seconds. Level 13 A Touch of Honey Slow bonus increased from 20% to 30%. Ring of Fire Damage increased from 55 to 60. Duration increased from 5 seconds to 6 seconds. Level 20 Untapped Potential Bonus Armor duration increased from 3 seconds to 5 seconds. Hanzo
      Talents
      Level 16 Giant Slayer Damage reduced from 2% of maximum Health to 1.6% of maximum Health. Mephisto
      Talents
      Level 4 Spite Bonus duration reduced from 150% to 100%. Level 16 Lightning Reaction Damage reduced from 138 to 120. Thrall
      Base
      Health increased from 1896 to 1946. Health Regeneration increased from 3.9492 to 4.0546. Frostwolf Resilience [Trait] Healing increased from 223 to 240. Chain Lightning [Q] Bounce damage increased from 81 to 85. Damage increased from 162 to 170. Feral Spirit [W] Cooldown reduced from 12 seconds to 10 seconds. Talents
      Level 13 Spirit Shield Increased Spell Armor from 50 to 70. Valla
      Base
      Hatred [Trait] Duration reduced from 6 seconds to 5 seconds. Talents
      Level 10 Strafe Damage per bolt increased from 60 to 70. Mana cost reduced from 80 to 60. Level 16 Manticore Reduced bonus damage from 5% of maximum Health to 4% of maximum Health. Punishment Reduced the Mana cost of Multishot by 20. Return to Top
      Bug Fixes
      Heroes
      Alarak Base Sadism [Trait] Fixed an issue that caused Sadism's bonus to not apply to Lightning Surge's healing when the primary target is not a Hero. Cassia Level 13 War Matron Added floating text for the amount of damage prevented by War Matron. Cho'Gall Level 1 Keep Moving! Now also modifies Cho's run animation while Shove's movement speed bonus is active. Diablo Base Overpower [E] Fixed an issue that caused Overpower to activate Stukov's Superstrain twice. E.T.C. Level 1 Prog Rock Fixed an issue that could prevent allies from being affected by Prog Rock's area heal. Garrosh Base Into the Fray [1] No longer displays the duration of its Unstoppable. Imperius Base Celestial Charge [Q] Fixed an issue that caused Celestial Charge to activate Stukov's Superstrain twice. Junkrat Level 10 RIP-Tire Fixed an issue that caused RIP-Tire to not display correctly when cast. Kharazim Level 4 Earth Ally Updated Earth Ally to have the remaining Physical Armor duration match the remaining duration of Earth Ally. Li Li Level 1 Free Drinks Floating text updated to show as a crit. Medivh Base Portal [E] Fixed an issue that allowed Medivh to instantly mount after using a Portal to leave the Hall of Storms. Fixed an issue that caused Medivh's Portal to not feature a channel bar or apply visual effects while being channeled. Portal teleportation now happens instantly after completing the channel instead of briefly after completing the channel. Using Medivh's Portal no longer clears the command queue. Level 4 Raven Familiar Damage is now dealt by the Portal user instead of Medivh. Nazeebo Level 10 Ravenous Spirit Fixed an issue that caused Ravenous Spirit to be cancelled if another Nazeebo cancelled their Ravenous Spirit. Probius Level 16 Quantum Entanglement Fixed an issue that caused Quantum Entanglement to not apply if the Warp Rift is detonated as soon as it activates. Raynor Level 10 Raynor's Raider Fixed an issue that caused Raynor's Raider Banshee to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Level 20 Execute Orders Fixed an issue that caused Execute Orders Yamato Cannon to fire at targets outside its radius. Rehgar Base Lightning Shield [W] Fixed an issue that caused Rehgar to not be healed by the damage dealt by Lightning Shield when he gains spell leech. Level 4 Electric Charge Fixed an issue that caused Electric Charge to increase the bearer's Self Healing score. Updated to heal the bearer for its amount as a singular combined effect. Rexxar Fixed an issue that caused Misha to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Stukov Level 16 Superstrain Fixed an issue that caused Superstrain to not display FX when activating. Tracer Level 4 Is That a Health Pack?! Fixed an issue that caused Is That a Health Pack?! to increase Tracer's Healing Score when activating. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard just released a new patch for Heroes of the Storm and made some additional changes based on PTR feedback. Here are the official patch notes with everything you need to know!
      (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 Balance Update Hero Updates Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Return to Top
      Balance Updates
      Heroes
      Brightwing
      Talents
      Level 1 Hyper Shift Cooldown reduction reduced from 1 to .5 seconds. Healing reduced from 6% to 4% of maximum Health. Genji
      Talents
      Level 1 Agile Dismount Slow reduced from 30% to 25%. Pathfinder Movement Speed bonus increased from 25% to 30%. Level 7 Cyber Shield Armor bonus reduced from 50 to 40. Level 10 X-Strike Final damage reduced from 290 to 275. Initial damage reduced from 145 to 135. Level 13 Shingan Damage reduced from 115 to 100. Mephisto
      Talents
      Level 4 Spite Spite has been disabled in ARAM. Qhira
      Base
      Grappling Hook [Trait] Cooldown reduced from 25 to 20 seconds. Carnage [Q] Can now hit targets immune to skill shots (Example: Zagara's Creep Tumors). Blood Rage [W] Cooldown reduced from 8 to 7 seconds. Healing increased from 85 to 90. Revolving Sweep [E] Revolving Sweep's Chain Link can now hit targets immune to skill shots (Example: Zagara's Creep Tumors). Talents
      Level 7 Healmonger Healing increased from 190 to 210. Level 10 Final Strike Damage increased from 395 to 410. Level 16 Lingering Ailment Armor reduction increased from 25 to 40 35. Duration increased from 3 to 4 seconds. Raynor
      Talents
      Level 20 Execute Orders Updated to only target Heroes, prioritizing ones with the lowest Health. Damage of Yamato Cannon reduced from 794 to 395 as it now targets only Heroes. Will no longer target enemy Heroes not visible or greater than 20 range away. Will now target enemy Heroes who are Invulnerable. Samuro
      Base
      Wind Walk [E] Periodic heal reduced from 3% per second to 2% per second. Talents
      Level 1 Way of the Wind Reduced Healing for casting Wind Walk from 4% to 3% of maximum Health. Level 4 One with the Wind Armor reduction decreased from 30% to 25%. Level 10 Bladestorm Cooldown increased from 25 seconds to 30 seconds. Zarya
      Base
      Particle Grenade [Q] Damage increased from 75 to 80. Shield Ally [E] Search radius increased from 8 to 10. Talents
      Level 7 Deep Burn Duration increased from 3 to 4 seconds. Level 13 Pain is Temporary Shielding increased from 0.48% of Max Health per Energy to 0.8% of Max Health per Energy. Return to Top
      Hero Updates
      Cassia
      Talents
      Level 7 Pain is Temporary Improved the visibility of Surge of Light being available. Gazlowe
      General
      Added indicator arrows to Gazlowe's Xplodium Bomb warning indicator. Samuro
      General
      Added an arrow indicator below Samuro facing the direction of any active Mirror Images. Uther
      Talents
      Level 20 Bulwark of Light Added a radius indicator while targeting with Divine Shield. Return to Top
      Bug Fixes
      General
      Catapults will now display properly in the Death Recap. Effects that reduce your vision radius now prevents soft reveals (Things that make your character visible). Fixed an issue that caused dance animations to persist after moving, using an ability, or attacking. Fixed an issue that caused Forts and Keeps to not activate their Call for Help mechanics when multiple enemy Heroes attack an enemy Hero at the same time. Fixed an issue that caused Heroes to not spawn at the start of the game. Fixed an issue that caused Heroes with non-standard Deaths to display their final hit incorrectly in the Death Recap. Fixed an issue that caused overhead shrub indicator to persist after leaving the shrub. Fixed an issue that caused shield-like effects to not be treated as Shields. Fixed an issue that caused some abilities to allow the caster to gather experience globes while inside a shrub. Fixed an issue that caused some passive move speed benefits to not behave consistently. Fixed an issue that caused Summons to not have their attack speed reduced when attacking Heroes with Imposing Presence or similar talents. Fixed an issue that caused targets inside shrubs to be revealed by proximity when the other unit has vision reduction. Fixed an issue that caused vignette borders on some cutscenes to render incorrectly at higher than 1080x1920 resolutions. Fixed an issue that caused text to overlap in the Death Recap. Maps
      Garden of Terror Fixed an issue that caused the Toy Train to not be dismounted by Garden of Terror's Polymorph ability. Try Me Mode Added a regen globe generator. Heroes
      Abathur Level 7 Calldown: MULE Updated to use level-based scaling. Level 10 Ultimate Evolution Fixed an issue that caused Pylons created by Ultimate Evolution clones of Probius to not be destroyed when the Ultimate Evolution expires. Fixed an issue that caused traps created by Ultimate Evolution clones of Junkrat to only be removed when Abathur dies. Level 13 Soma Transference Updated to heal the target for its amount as a singular combined effect. Alarak Base Lightning Surge [E] Updated to heal Alarak for its amount as a singular combined effect. Now soft reveals all primary target types instead of just Heroes. Level 7 Applied Force Now applies the increased push distance to Alarak. Level 20 Counter-Strike Now soft reveals targets hit. Last Laugh Fixed an issue that caused Last Laugh to show up twice on the Death Recap. Alexstrasza Level 10 Cleansing Flame Fixed an issue that caused Cleansing Flame to display incorrectly when used by an AI controlled Alexstrasza. Ana Fixed an issue where Ana's abilities caused players to highlight enemies. Anduin Base Pursued by Grace [Trait] Fixed an issue that caused Pursued by Grace to activate while Blinded or against an Evading Hero. Level 4 Surge of Light Fixed an issue that caused Surge of Light to lower the cooldown of Chastise while Blinded or against Evading enemies. Level 16 Inner Focus Fixed an issue that caused Blinds to not prevent Anduin's Physical damage to lower the cooldown of Inner Focus. Arthas Base Frostmourne Hungers [Trait] Fixed an issue that caused Frostmourne Hungers to not display correctly against Blinded or Evading enemies. Auriel Level 20 Light Speed Fixed an issue that caused Light Speed's benefits to not be granted to Leoric. Azmodan Fixed an issue that caused All Shall Burn talents to not apply their on-kill effects unless Azmodan has taken Master of Destruction. Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion Grunts on-death damage to not be modified by damage modification. Blaze Base Jet Propulsion [E] Now soft reveals targets hit. Brightwing Base Polymorph [W] Fixed an issue that caused Polymorph's Slow to not classify the target as being Slowed. Level 4 Magic Spit Fixed an issue that caused Magic Spit to activate its cooldown reduction against Evading Heroes. Cassia Fixed an issue with Blinds not preventing all Physical damage. Level 7 Surge of Light Fixed an issue that caused cooldown resets to not make Surge of Light available. Updated Surge of Light to include damage taken by Cassia's Shields. Chen Level 1 Stormstout Secret Recipe Now displays in the Death Recap. Cho'Gall Fixed an issue where Cho'Gall's abilities caused players to highlight enemies. Level 4 Rollback Now displays in the Death Recap. Chromie Fixed an issue that caused Abathur's Ultimate Evolution Spell Power to not be granted to Ultimate Evolution Sand Echo Sand Blasts. Fixed an issue that caused Defense Matrix to not reduce the damage of Sand Echo Sand Blasts. Fixed an issue that caused Sand Blast Echoes to reveal Chromie. Fixed an issue that caused Sand Echo Sand Blast damage to not gain the benefits of Spell Leech. Fixed an issue that caused Sand Echo Sand Blasts to still be fired if Chromie's Sand Blast is interrupted. Base Dragon's Breath [W] No longer soft reveals Chromie when casting Dragon's Breath on enemies that have their vision reduced. Level 20 Piercing Sands Fixed an issue that caused Piercing Sands to not cause Sand Blast to hit all targets. Dehaka Base Drag [Q] Target's movement speed now matches Dehaka's movement speed. Dark Swam [W] Fixed an issue that caused Dark Swam to not deal damage for the last .5 seconds. Level 10 Adaptation Fixed an issue that caused Adaptation to show up twice on the Death Recap. Diablo Level 10 Apocalypse Will now activate even if Diablo is interrupted during the cast time. D.Va Level 10 Bunny Hop Now soft reveals targets hit. Micro Missiles Now soft reveals all targets hit, instead of only the triggering target. E.T.C. Base Powerslide [Q] Fixed issues with Powerslide when targeted into unpathable terrain with Crowdsurfer. Level 1 Prog Rock Now displays in the Death Recap. Level 10 The Hunt Fixed issues that caused Illidan to Hunt towards the enemy Hall of Storms. Fenix Base Weapon Mode: Phase Bomb [W] Fixed an issue that caused Phase Bomb's splash to not behave correctly while Blinded or against Evading enemies. Genji Fixed an issue that caused Dodge to not prevent all on-hit effects. Base Swift Strike [E] No longer soft reveals Genji to targets hit by Swift Strike that are affected by vision reduction. Level 4 Dragon Claw Now soft reveals targets hit. Level 10 X-Strike Now soft reveals targets hit. Graymane Worgen form's Basic Attack damage increase is now additive. Base Inner Beast [W] Fixed an issue that caused Inner Beasts' on-hit bonuses to apply on-fire instead of on-hit. Gul'dan Level 20 Demonic Circle Fixed an issue that caused Demonic Circle's outgoing FX to only be visible if you see Gul'dan's teleported to location. Hanzo Level 4 Explosive Arrows Now soft reveals targets hit. Level 7 The Dragon Hungers Fixed an issue that caused The Dragon Hungers to apply the Spell Power bonus to the triggering damage effect. Level 10 Dragon's Arrow Now soft reveals targets hit. Hogger Level 7 Garbage Fire Now displays in the Death Recap. Level 13 Bloodthirst Now causes Headbanger to heal Hogger for the damage dealt. Illidan Level 4 Hunter's Onslaught Now causes Immolation to heal Illidan for the damage dealt. Level 10 The Hunt Fixed issues that caused Illidan to Hunt towards the enemy Hall of Storms. Kel'Thuzad Fixed an issue that caused Defense Matrix to not reduce the damage of the Shade's Death and Decay. Fixed an issue that caused the Shade's damage to not gain the benefits of Spell Leech. Fixed an issue that caused the Shade's Death and Decay to still be fired if Kel'Thuzad's Death and Decay cast is interrupted. Level 20 Deathchill Now displays in the Death Recap. Kerrigan Level 1 Fury of the Swarm Fixed an issue that caused Fury of the Swarm's splash to not behave correctly while Blinded or against Evading enemies. Kharazim Level 16 Echo of Heaven Now displays in the Death Recap. Leoric Level 20 Buried Alive Now displays in the Death Recap. Shroud of the Dead King Shroud of the Dead King now shows floating text for the amount of damage prevented. Li-Ming Level 1 Aether Walker Fixed an issue that caused Aether Walker to apply the damage bonus to Magic Missiles incorrectly. Lt. Morales Base Healing Beam [Q] Now displays in the Death Recap. Level 16 Extended Care Now displays in the Death Recap. Level 20 Hospice Care Now displays in the Death Recap. Lucio Level 7 Reverse Amp Now displays in the Death Recap. Maiev Base Umbral Bind [W] Fixed an issue that caused Umbral Bind's cleave to grant Vengeful Knives progress while Blinded or against Evading Heroes. Level 1 Naisha's Memento Fixed an issue that caused Naisha's Memento to grant Vengeful Knives progress while Blinded or against Evading Heroes. Malfurion Base Moonfire [W] Updated to heal Regrowth targets for its amount as a singular combined effect per target. Mal'Ganis Level 7 Black Claws Fixed an issue that caused Black Claw's Armor reduction to not be removed by Invulnerable. Level 16 Blind as a Bat Blind as a Bat now instantly removes any area reveals. Fixed an issue that caused Blind as a Bat to not lose vision of enemies that are revealed by damaging Mal'Ganis. Fixed an issue that caused Blind as a Bat to see enemies when first cast. Malthael Base Soul Rip [Q] Updated to heal Malthael for its amount spread over up to 3 effects. Medivh Level 7 Arcane Explosion Fixed an issue that caused Arcane Explosion to destroy Raynor's Banshee's Basic Attack missiles. Level 20 Dust of Disappearance Updated for apply visuals to appear as soon as granted. Mei Fixed an issue where Mei's abilities caused players to highlight enemies. Level 10 Ice Wall Fixed an issue that caused abilities to be usable when Ice Wall transitions from timed to untimed. Level 20 Flash Freeze Fixed an issue that caused Flash Freeze to not properly cancel effects that launch Mei. Shatter Fixed an issue that caused Shatter's Armor reduction to not be removed by Invulnerable. Muradin Level 13 Bronzebeard Rage Now displays in the Death Recap. Healing Static Updated to heal Muradin for its amount as a singular combined effect. Murky Level 10 Octo-Grab Fixed an issue that caused Octo-Grab to be placed on full cooldown if the target moves out of reach. Level 13 Rejuvenating Bubble Now displays in the Death Recap. Nazeebo Level 7 Dead Rush Fixed an issue that caused Zombie Wall's Zombies to lose health after uprooting with Dead Rush. Nova Level 16 Explosive Round Explosive Snipe's damage modifier is now additive. Orphea Level 13 Invasive Miasma Updated to heal Orphea for its amount as a singular combined effect. Qhira Base Blood Rage [W] Blood Rage's heal no longer fills the Death Recap with empty entries. Level 4 Upstage Fixed an issue that caused Upstage to also prevent damage from Summoned attacks. Fixed an issue that caused Upstage to not prevent all on-hit effects. Level 7 Healmonger Updated to heal Qhira for its amount as a singular combined effect. Ragnaros Level 1 Shifting Meteor Fixed an issue that caused Shifting Meteor to not travel the full remaining distance of the Living Meteor. Rehgar Base Chain Heal [Q] Fixed an issue that caused Chain Heal to be visible to others while inside a shrub. Level 13 Wellspring Now displays in the Death Recap. Level 20 Farseer's Blessing Now displays in the Death Recap. Rexxar Level 13 Dire Beast Damage increase is now additive. Level 20 Spirit Bond Now displays in the Death Recap. Stitches Level 7 Putrefaction Fixed an issue with Putrefaction's healing reduction. Stukov Level 10 Massive Shove Fixed an issue that caused Massive Shove to launch from Stukov's origin point. Sylvanas Level 13 Remorseless Now displays in the Death Recap. Tassadar Level 4 Electric Fence Now displays in the Death Recap. Level 10 Black Hole Fixed an issue that caused Black Hole to hit targets a second time at its apex. The Butcher Base Ruthless Onslaught [E] Now soft reveals the target on impact. The Lost Vikings Olaf Fixed an issue that caused Olaf's Attack not showing up as a Basic Attack. Level 20 Checkpoint Reached Now displays in the Death Recap. Tracer Fixed an issue that caused the last bullet from Tracer's previous magazine to be fired when Tracer's Reload completes. Level 4 Pulse Generator Now displays in the Death Recap. Level 13 Telefrag Now displays in the Death Recap. Tyrael Level 1 Salvation Now displays in the Death Recap. Level 4 Bound by Law Updated to heal Tyrael for its amount as a singular combined effect. Level 13 Law and Order Fixed an issue that caused Law and Order to apply to Smites that are currently being cast. Level 16 Burning Halo Now displays in the Death Recap. Tyrande Level 7 Huntress' Fury Fixed an issue that caused Huntress' Fury to activate against Evading enemies. Uther Level 1 Wave of Light Fixed an issue that caused Wave of Light quest reward to revert Divine Protection's duration increase if completed after selecting Divine Protection. Fixed an issue that caused Wave of Light to not grant its full quest reward benefit to Armor granted to Uther if Divine Protection is selected. Level 16 Tyr's Deliverance Fixed an issue that caused Tyr's Deliverance to apply its bonus to the active Holy Radiance, instead of the next Holy Radiance. Level 20 Divine Protection Fixed an issue that caused Divine Protection to be inconsistent in how it is applied to an already active Devotion Armor. Valeera Level 16 Seal Fate Fixed an issue that caused Sinister Strike to deal additional damage to non-Heroes. Xul Level 7 Trag'Oul's Essence Now displays in the Death Recap. Yrel Fixed an issue where Yrel's abilities caused players to highlight enemies. Zagara Level 10 Nydus Network Now displays the correct icon in the Death Recap. Zarya Level 7 Explosive Barrier Now displays in the Death Recap. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

×
×
  • Create New...