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Ranked Play & Balance & Matchmaking AMA Roundup: March 6th

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Heroes developers answered your questions about ranked, matchmaking, and balance yesterday and here's a summary of everything we've learned.

AMA Schedule (Source)

We'll have another AMA dedicated to Art & Design on April 4th followed by a Hero Design AMA on May 9th.

Subject Date
Ranked Play & Balance & Matchmaking AMA March 6th // 10:00 AM PST
Art & Design AMA April 4th // 10:00 AM PST
Hero Design AMA May 9th // 10:00 AM PST

Ranked Play & Balance & Matchmaking Highlights

  • The team's working hard on merging Hero and Team League. It will hit live servers with the next major patch. The first glimpse of the new League will come in as a Preseason, followed by the full roll-out after.
  • More XP changes will be announced in the near future.
  • The top priorities for the game right now are fix the broken AI and roll out Ranked Play improvements as soon as possible.
  • They're not particularly happy with the time it takes to fix the broken AI, but it needs proper testing and the hotfix must be made so that other things don't break.
  • They'd like to find a way to rectify long queues for new players.
  • The team hasn't still decided if they want to show MMR. Many developers are questioning the benefits, pros and cons still need to be discussed internally.
  • Call of the Nexus feature introduction led to increased queue times and match quality, but some players experienced a very significant increase. To solve this, the plan is to add a prioritization system for team compositions:
    • "While the matchmaker is determining a fair match up, it will try to enforce the team composition that launched with Call of the Nexus for a certain period of time. After a duration of time has passed, it will then allow the existing Quick Match Team Compositions." (Source)
  • Another idea they're evaulating is allowing the player to determine if they're willing to prioritize meta comps over queue times.
  • With the upcoming Ranked Play updates, you will be able to select your primary and secondary preferred roles (new roles + flex) on the Ranked screen during draft.
  • Loss Forgiveness has undergone significant development, but they still need to polish a specific scenario, where a player is disconnected for a significant portion of the match. It's not slated to come out in the next update though.
  • HGC termination led to more liberal balance changes.
  • Chen's rework is teased as "staggering". New trait, maybe?
  • No major Malthael reworks are planned, but Tormented SoulsTormented Souls could use a new functionality.
  • The team's closely watching the Esports scene, they're interested in finding ways to help promote and nurture it.
  • With combined Ranked, the plan is to restrict the queue to people who have 16 or more Heroes and are player account level 50. They're also enforcing restrictions on ranked spread in queue. For parties of 2, 3, and 4, they're limiting the party to a 2 league spread beween highest and lowest ranked player. For parties of 5, you can do what you like, but anyone that is more than 2 leagues lower than the highest ranked player will have their MMR and rank ignored for matchmaking purposes.
  • The role rework is finally coming in the next major patch.
  • Something's planned for ARAM, but they're not ready to reveal anything specific just yet.
  • Clans are still a very real possibility. It's just a matter of passion and prioritizing.
  • Still no details about a public API.
  • Tassadar will be reworked to match his Legacy of the Void opening cinematic fantasy, but it won't be that soon.
  • With the new single Ranked queue, they're looking to change the rewards structure for the first full Season.
  • Performance-based matchmaking won't return in the near future. They still want to use the gathered information to help inform players on areas where they are performing well or what they can focus on to improve.
  • In the new Ranked League, they plan to apply decay to all players regardless of whether or not they play. 
  • Valeera has a bunch of talents that focus on only 1 opener and that's not ideal. She will be reworked, but not anytime soon.
  • There are no plans to implement an Avoid Teammate feature.

All Posts

Blizzard LogoBlizzard (Source)

What is the current timeline and plan to merge TL and HL and how do you plan on generating the new rank / MMR of the combined mode?

Hello Jarnis!

Our feature team has been working crazy-hard to get the new combined Ranked mode stood up and ready to launch. I am extremely excited to say that the framework for it will be coming in our next major patch. That said, we have a lot more work to do in order to polish and get all of the additional features complete, so the first glimpse of this new League will come in as a Preseason, followed closely by the full roll-out soon after.

As for generating a player’s MMR, we plan on taking the highest Ranked Mode (Hero or Team League) MMR from your profile, normalizing and then clamping it in order to seed the new league with a good initial distribution of skill levels for all players. From here, we should have an accurate starting place for players to begin competing in the new Ranked Experience. For players that have never played any Ranked mode before, we will be using a skill estimate based on information we have about those players from other modes (if we have it) but it will also be clamped to a specific maximum division equivalent.

Its been said "the framework" for the new ranked exeperience will come this next patch. Can you confirm after 2019 Season 2 finishes in a few weeks will we go ahead and enter the preseason for the new combined ranked experience later this month? or will HL/TL standard 2019 Season 3 standard begin later this month?

The new combined Ranked Mode will come with the season roll in a few weeks ?

GGG is the #1 player in Team League right now with a 93% win rate because she plays with 4 other bronze smurfs. Therefore she tricks the system into matching her with silver/gold players. Do you have any plans on making it so we can only queue with players that are within our division?

Hello!

I have answered a very similar question here, which I hope covers your concerns.

Are you looking at altering the XP changes at all? Would you ever consider reverting the XP changes, or even reverting the game back to 2017?

We've got some additional thoughts on it that we'd like to share with everyone shortly!

What are the highest priorities for the game right now?

We have some immediate things that we want to do to get the game stabilized, including fixing the AI that we broke recently and delivering the Ranked Play improvements being outlined by the team here today.  From there, our ongoing focus will continue to be around making improvements, changes, and additions to the game (design/balance/content/technology) that keep it feeling fresh and fun, as often as we can.  As the team settles and we get through some of these urgent endeavors, everyone on the team is empowered to be asking themselves what the most impactful thing they can do for the game and for our players is each day.  And we'll do as many of those things as we can, as quickly as we can.  Your input continues to be critical in our plans, so thank you for being a part of this, /u/czechonesauce!

It looks horrible that you have left the AI broken for so long. It makes it seem like HOTS is just not a priority for Blizzard - since clearly a bug that hurts gameplay so much would be fixed immediately in Overwatch.

Actions speak a lot louder than words. Or, lack of action in fixing this bug tell us more than carefully-written words in an AMA.

Please fix this soon, as it ruins so many games.

We agree that the way the AI broke is unacceptable and have been working very hard on a series of fixes that are in test. It's really important to us to fix this without introducing new issues or exacerbating the current issues, so the testing process is more involved than other changes that we make to the game. As you've probably seen from our past missteps, rollbacks and fixes are usually much faster and easier to turn around than this one, and we're really disappointed that things got to this state and are taking this long to rectify. We're eager to get this fixed - thanks for sharing your thoughts, /u/nonosam9.

How about remove new players matchmaking pool?

I heard that new player Quick Match queue time is so long.

Waiting long time for one match that's not good experience obviously. Also It makes very hard to start and learn the actual game.

If over 10 minutes queue time is actually happened, I would rather to just remove specialize player pool than long queue time than that.

Hello Narucy!

We are tracking queue times and match quality spread for our quick match queue and we have also noticed that newer players face longer wait times for their games due to our current game count rule. It is something we are looking to rectify and we have looked into ways of relaxing these restrictions. We want to make sure that new players have an easy and fast queuing experience, but we also are aware that there will be players with thousands of levels who would prefer to play with other players that have thousands of levels.

Hi and thank you for this AMA. Are you still planning to show mmr? Who would see it? What about merging mmr and rank? What are the pros and cons according to the team?

Hey there Neva_d!

Great question – in fact, it is so good I still don’t have a real answer for you! I am personally leaning towards showing MMR to players, but I have a very intelligent group of developers that are cautioning it and while we are very openly considering it, we still need time to discuss the pros and cons a bit more in-depth internally.

However, this is a major topic that I would love to hear the community’s thoughts on – should we show each individuals MMR and how would you want it to be exposed? What are your concerns about us potentially making this change?

So, a couple months ago you introduced a new quickmatch matchmaking, guaranteeing a tank, a healer and at least one ranged assassin in every match. Before christmas you (seemingly) reverted this, since it cause long long queue times for anything that wasn't a tank or healer.

What are your thought about these changes in hindsight? Were they mistakes? What would you change about them, if you wanted to reintroduce them?

Hello! Great question! When we released the Call of the Nexus feature, we knew that queue times would increase as our simulations demonstrated this. However, match quality went up for almost the entire Quick Match population. It's also important to note that majority of our players did not experience a large increase in queue times, however those that did, experienced a very significant increase. Since the community was asking for the Matchmaker to ensure Quick Match had better team compositions, we felt this was a good trade off. I wouldn't say these changes were a mistake as it addressed what the community was currently reaching out to developers for. We are still planning to bring this back and are considering some additional changes. 

A prioritization system for team compositions: While the matchmaker is determining a fair match up, it will try to enforce the team composition that launched with Call of The Nexus for a certain period of time. After a duration of time has passed, it will then allow the existing Quick Match Team Compositions.
Putting the control in the players hand: Another idea we are considering is allowing the player to determine if they are willing to prioritize meta composition over queue times. 

Ranked: Do you think it could be useful to have roles icon near our names in draft to show what we are willing to pick during draft?

Thank you for the question, Elitesparkle. This is a great idea and we're excited to share a good news with you. The team has been exploring some ideas to enhance the drafting experience. With first come first serve pick mode, pre-pick communication has become more important than ever. And yet, lots of players are still shy about expressing their preferred picks. With the upcoming ranked mode update, you'll be able to select your Primary and Secondary Preferred Roles on the Ranked screen, which will be visible to your team mates on the draft screen. I hope that this feature help the players initiate the conversation and pave the way for their great victory!

This sounds great! What roles did you make available for that, main tank, solo lane, assassin and support? Or the roles from the new role system?

You will be able to choose among new roles plus Flex. 

Are there any plans to give Unranked the same draft format as Team League?

We can certainly discuss it. I believe providing similar experience in Unranked draft is important so that players can practice in the same way as Ranked draft. On the other hand, I know some people prefer to pick in order. What do you think? Would there be any downsides of using first come first serve mode in Unranked mode?

When the initial matchmaking fails, it would be nice to automatically rejoin the queue, and not having to manually do it. This is especially important with longer queue times for matchmaking.

Is this QoL feature in the works?

Hey Konokrad, thanks for addressing one of the bugs we also find frustrating!

The engineering group has a large list of tech improvements we would like to make and this issue is on there. While I can't give you a date, it is on our radar and we hope to get it fixed.

Seriously though, how can we help?

Fitting name, /u/Altruism7! There's a lot you can do to help.

Play the game.  Bring a friend or four.  Try some healers and tanks more often, if you aren’t maining them already.  Keep telling us what you love and, more importantly, what we need to do better.  When we make something you think is awesome, spend your Gold or Shards or Gems on it.  Be kind to each other and have fun together, because that’s what this is all about.

Thanks for your support!

Do you plan to implement a loss forgiveness mechanic for being matched with AFK/Disconnected players in ranked?

Hello Midnight7_7:) Firstly I'd like to let you know that the The Loss Forgiveness feature has undergone significant development, and is something we still plan on delivering. However, there are quite a few edge cases that we need to consider when developing this feature in order to make sure it provides the best experience for you, the player.  Let's break this question down into a few scenarios: 

A game completes while a player is disconnected: A leaver penalty is already applied to the account and the user is no longer able to participate in ranked matches until they have played the required amount non ranked matches. This scenario is already handled. 

A player is disconnected for a significant portion of the match: This is the Loss Forgiveness feature that we would like to polish.

The current version has too many ranged mage heroes. A large proportion of the total damage output is of ability damage. Now the DPS contest is more like an exchange of abilities. Valla, Tracer, Greymane and other heroes become less playable, and they require much resources from the supports. Is there any plan to adjust this in the future?

This is a fantastic question. Honestly we haven’t discussed the parity between Basic Attack heroes vs. ability based heroes at length recently, and I think it is a discussion worth having. I cannot promise any changes right now, but I will bring this up to the team and see where we stand in this regard.

Has the suspension of HGC influenced the development team on the hero/map balancing?

Hello!

I answered a similar question from Simsala91, so feel free to reference that as well for additional insight.

The short answer is that the change is still relatively new, though we are currently experimenting with being more liberal with our balance changes, and have been making more changes that in the past we would have seen as being too risky with a constant competitive league running. Our focus with our changes is still to make the most fun game possible, and while we will always look at high level play, we are looking to be more bold with our balance changes in the near future.

Please feel encouraged to give us feedback on whether or not you like this shift in our balance patches, as this is not something that we always have to do, even if it is what we want to experiment with for now.

Is there any plan to rework Kharazim's Transcendence and Insight builds? I can't but help feel that the requirement to land free punches in order to function as a strong healer is less about the player's skill and more about whether the opposition chooses to let you do it, either through negligence or lack of coordination or whatever.

We don't have any plans to drastically rework Transcendence or Insight. While we think there's some small changes we can make to his Talents to allow him to be a little more consistent with his ability to Basic Attack in general, statistically Insight and Transcendence have comparable winrates, and while Iron Fists is the most picked at high level, the other two are still close.

We try to walk the line with Kharazim between making Transcendence and Insight a meaningful portion of his power pie, without making the healer feel like he can't heal unless he can manage to punch people an entire fight.

Will Chen ever get to see a rework of some sort or balance? Can we have some spoilers?

I don't want to give away any specifics, but so far the results have been... Staggering.

With HGC ending, did the focus of the balance team change drastically? Are non official competitive games something you consider when you are balancing a hero?

Greetings Simsala91!

I wouldn’t say that the focus of the balance team has changed drastically, and we’re still a bit fresh with this change so I don’t want to speak for the entire team, but this is my perspective:

Personally, my main objective now and going forward is primarily to maintain the best balance possible while also making the game the most fun for the most amount of people. As you have probably seen with our recent balance patches, there has been a focus on having more viable builds, more fun talents, more viable heroes, and more cool hero interactions. I don’t think there will ever be a world where we aren’t looking at the top level of play, including competitive games, but right now my focus has been on making cool stuff, which I’ve been taking a lot of joy from in the last few months.

Is there any plan to rework malthael tormented souls and/or buffing "passive" build? Or maybe even reworking him again?

Good morning Tomo00!

We don’t have any plans to rework Malthael. However, while Tormented Souls is performing appropriately compared to Last Rites, I agree that it is a little simple and could use some love functionally to make it more interesting. I’ve made a note to see what we can do to spruce it up sometime soon ™.

Does the HotS team have any intention to support the 3rd parties that are trying to carry on HotS esports?

We saw the TeSPA games on the official HotS Twitch account; would you be willing to utilize the follower base of the HotS Twitch account to help supplement Heroes Lounge Division S? A "passing of the torch" would inevitably help the scene, even showing one Div S series on the official twitch account and then hosting the Heroes Lounge Stream would be amazing.

Hi, /u/pineconefire! Our team is closely watching the esports scene that’s been growing and we’re interested in finding ways we can help promote and nurture it. We also recognize that we don’t have all the answers or even visibility into the challenges and opportunities, so I encourage the organizers and community to be vocal about ways our team might be able to help.  I can’t make any promises as to what that our support will entail at this point, but the desire to help this scene is very strong. 

Hey Kaeo ❤️ everything you do for the team. 

One of the things that will really really help for community run tournaments is removing or rising the prize cap for them. I think 5.000 USD is the current cap and it doesn't really work for longer tournaments... why would you compete for months if you can't even pay the rent on the first month you're competing?

Let the community amass tens thousands of dollars in prize pools, at least, raise the cap to 25.000 USD which is a more meaningful prize for all players involved.

But to be honest, I can't fathom a reason why that prize pool cap even exists.

Thanks, /u/ExpertFudger! Some changes to the Community Tournament License giving more headroom for sponsorships and prizepools were made alongside the HGC announcement - please see the community tournaments site (click on the Heroes icon) for more details on the revised Heroes limitations: https://communitytournaments.blizzardesports.com/

How do you feel about the state of weirdest heroes Chogall, Murky, Lost Vikings, and Abathur? It looks to me like one of them is too popular and the others are too unfavored.

We meet again Senshado!

This is somewhat of a difficult question to answer, as I believe it is a complicated issue.

I really enjoy the weird, unique heroes that our game has to offer. I play the heroes that you listed a lot and enjoy them immensely (just ask any of the other Balance guys who are in this AMA). That being said, in my experience it’s extremely rare that these kinds of fringe characters exist in a space where they enjoy a lot of popularity while also being enjoyable to play with and against. I’ve found this to be true not only in our game, but in just about any game. While I’d love to live in a world where these characters are fun, balanced, feel good to play with and against, while also retaining their full flavor and unique space in the game, I think that it would require an unreasonable amount of work and would have a very high chance of failure. I also believe that, inevitably, most attempts to make these characters more mainstream would result in stripping away more and more of what makes them unique, as their special traits are directly at odds with what makes them unfun to play with or against in the first place.

My perspective now with these kinds of heroes is that am not eager to overhaul them, but I would instead massage and tweak them to be better versions of themselves over time. The recent changes to Cho’gall are an example of this, where I was looking to just make the hero more fun to play and have more interesting and competitive choices in their talents. I think we can make these heroes a little more mainstream and fun to use, but it’s important to me to keep their uniqueness as much as possible while doing so, unless they are a large problem at some level of play. If they are creating a huge amount of disruption for many players, then I think it’s more warranted to remove some of their uniqueness in the name of a better play experience for everyone.

I hope this adequately answers your question!

Actually a Design question: Will you rework your wording to allow less confusion of sub-roles?

Having a "Mage" is extremely confusing for new players since they think "Nova can't be a mage because she has a sniper rifle".

Also, you have a word (Mage) for Spell Damage Dealers (which doesn't discriminate between Melee Spell Damage or Ranged) but you don't have a word for Ranged Basic Attack Damage Dealers which is a gigantic mouthful. Why hasn't this been properly researched and implemented?

Thanks for the feedback! I'll bring this up to the designers before we rollout the UI for expanded roles role in an upcoming patch.

Assuming the ranked modes will eventually be combined as previously discussed, how will group matchmaking work? Using the MMR of the highest player? Using a team average-based MMR?

How do you feel your plans will affect:

a) Smurfs that currently frequent Team League

b) Groups of friends that have legitimately varying skill that wish to play ranked together

Hello Brinded04!

This is something we have talked about extensively during our work on combining the ranked queues. We want to make the queue welcoming and for everyone, but also make sure that smurfing is discouraged. With that in mind we are restricting the queue to people who have 16 or more heroes and are player account level 50. We are also enforcing restrictions on ranked spread in the queue. For parties of 2, 3, and 4, we are limiting the party to a 2 league spread between highest and lowest ranked player. For parties of 5 you can do what you like, but anyone that is more than 2 leagues lower than the highest ranked player will have their MMR and rank ignored for matchmaking purposes. This will also be true for anyone who is currently unplaced playing with anyone who is placed. We are hoping that this will mean that the matchmaking and game experience is the best that it can be. We will be closely monitoring the pre-season and will welcome any and all feedback for this as we head in to the first season.

As a question back to you (and anyone interested in this), what do you think other ways are that we could implement to both allow players to play without restrictions but also project players from facing smurfs and having a degraded matchmaking experience?

Rlly like the changes here. Thank you! But I think instead of limiting the party to a 2 league spread between the highest and lowest ranked player, I think the lowest ranked player should just play at the highest ranked player's rank. I think this would not restrict the players playing together and at the same time people can play with whoever they want but will face tougher opponents.

The reason why I am saying this is because, my team captain for heroes lounge is master and he plays the game quite frequently whereas I am gold. I am more than happy to play with players at master level but with the new implementation of the rank changes, I would not be able to play with my team because of the restrictions. In terms of accumulating the points, if I win or lose a match, it should just be the same if I was playing against gold players.I know you might argue that we should be a team of 5 but sometimes we are a team of 4 so this makes it a bit difficult. I am not sure if I am coming across clearly. :S

TLDR : I won't be able to play with my heroes lounge team to an extent as we have quite different ranks..

Thank you for the quick feedback on this, /u/AuntieLiLi!

Being unable to play with your masters friends when you're a party of 4 is a valid concern. This is also something we can definitely track: If the number of parties of 4 in our ranked queue goes down for example and is not filled back up with parties of 5, then we know that we're losing some players from the queue because of our change and we can very easily change this configuration. We're not about to say "Well just make more friends, el oh el", but we needed to start with a baseline of restrictions and we can use them as a basis for refining and getting to a point where everyone can play.

These restrictions seem to lack a minimum hero level cap to play.

I've noticed many players come to TL in a group of 2-3 and pick heroes under level 5. It seems they are using TL for its bonuses (XP/Gold/Draft/FastGames).

I understand wanting to make it welcoming, but doesn't this reduce skill in ranked and also make smurfing much easier?

I'd favor minimum hero level requirement over amount of heroes owned. This at least enforces a standard of experience on that hero. Account level is important too to ensure a standard of game/map knowledge.

Thanks for the quick feedback, /u/az4th!

So, yes, we have currently shifted the idea of having specific hero levels required to play to having a total account level. This more closely mirrors Team League than Hero League.

We need to have a 16 hero requirement as 6 bans + 10 heroes means that a player must be able to have every hero they own picked or banned and still be able to play.

As player level is a sum of all of the hero levels, we feel that having player level 50 would mean that if you had those 16 heroes, you would on average have them all at level 3.

We will be looking at how this plays out during pre-season. If people find that this allows too many smurfs in or means people end up playing heroes they don't know how to play too often then this is definitely something we can change. Now (and when the league is released) will be the time to tell us these things, because we can do whatever we need to make this as enjoyable and rewarding an experience as possible!

New class roles, are they still in the works and planned to be released ?

Starting with the new ranked season, you'll be able to use the new roles in game. Furthermore, we have added Preferred Role UI on the ranked screen where you can express your preferred roles to pick in the Ranked draft lobby. Please check out my answer here.

So with the coming merger of HL/TL, there is obviously some design reason why they are not working as standalone game modes. What have you guys learned are the problems with competitive modes and why do you believe merging the two queues will create an improvement?

Good morning hybrid_remix!

This is an incredible question and probably deserves a much longer and stronger answer than I have time for. The question is doubly-difficult as the modes have changed rules over time. Here is my best condensed answer:

These two modes were created due to looking at the game from a top-down perspective. Hero League was originally designed to allow one or two players to play together in a competitive atmosphere while Team League was made to be a ‘full-five-man-team’ group of friends to do the same. From the moment we decided to design the game around team-levels and not individual ones, we knew that the most fun way to play the game was going to be with a group of friends. However, the influx of other MOBA players had two major pieces of feedback we felt we needed to address:

  • Hero League should be about me and how I perform. Plus I don’t like trying to rank up by myself when I am facing duo-groups that often include ‘smurfs’.

  • Team League is too hard to find games because not enough five-man parties are queuing.

As we evolved, changes were made to address these pieces of feedback, which ended up with HL in an okay place but TL consistently suffered. This was disappointing to us because, again, the game offers the most engagement and fun when playing together with buddies. So the recent changes to TL were made to allow all party sizes to queue, and low and behold, after a few months the reverse had happened – TL was now thriving and HL was suffering.

At this point, we knew the dual-ranked-mode model for our game just wasn’t going to work. At the end of the day, most players just want a good match and to have some fun while competing to win. The new TL had created that for them and so our new combined mode is looking to embrace that philosophy while adding so much more!

Will it be possible to have fixed teams per seasons (with a Team MMR instead of a personal MMR and special rewards) in the future?

Hello Balbero!

It is definitely possible! In fact, the original launch of Team League was designed to do this exact thing. While we ultimately changed that design direction, we have very recently started early talks about potentially bringing it back in some form. We all know how incredible and rewarding the game is when played with a static group of friends and we are looking to prioritize the features that would most dramatically help players find and play with their buddies!

Do you plan on improving the party finder (specifically for TL)?

I would really like a system like overwatch's with at least the game mode and average rank of the party displayed. Add in roles (real role, not IG class) and TL would be that much better?

Hi 5kad000sh!

We've actually done some development on a Party Finder feature, and it is something I am personally very passionate about. While I cannot give you a date on when this will be delivered, I can share with you that the team is looking to see where we can fit this in! Our goal is to provide our players the ability to find other players of similar skill level, desired game mode, while communicating what role they wish to play.

I would love to know what's still coming. The role rework is nearly complete, right? What's next after that?

Any plans to expose player MMR?

Any plans to add all of the ARAM maps to the custom games map list?

  • Is in-game clan support still a possibility?
  • Any hope for an in-game tournament mode?
  • Will I ever be able to spectate a friend's match?
  • Is the public API still in the works? Will we ever be able to read 'official' stats instead of relying on incomplete data collected by fan sites like Hotslogs?

I just want to know what to look forward to next ?

Good morning Vambaqe!

  • We are discussing the pros and cons of exposing MMR and have asked for the communities thoughts about it ?
  • There are no current plans to add the ARAM maps to custom games, but we do have some plans for ARAM in general that are under development.
  • Clans are still a very real possibility. It's all a matter of passion and prioritizing, and I know this is very high for both the community and us as developers.
  • Tournament Mode is something we have always wanted and we have discussed finding a way to make it a reality. The infrastructure for creating teams (what Team League originally was) is still around, and could be the starting point to automating tournaments. That said, there are so many questions to answer and development time costs to examine.
  • The ability to spectate has been explored and is not impossible, although there are some significant technical hurdles that would have to be solved. Pat talks about that a bit more in depth in another post.
  • A public API is something I would love to get to the players but I don't have any current information on it to share.

You mentioned that you intend to make MMR visible in game. Is this something you are planning to expose in replay files as well?

In regards to showing MMR, see our other answer here.

Since we haven't made any hard decisions yet on whether or not to show MMR, I don't think anyone has considered whether or not to add it to the replays but it's definitely something we will keep in mind!

Is there any chance for a Tassadar rework? I hate being flamed for playing my favorite hero on QM.

Absolutely! While we're not ready to share specific details yet, I can say that we're steering him towards the spell caster fantasy and play-style you would expect of a High Templar.

Man this is the most exciting thing I’ve read in here. I love tassadar but I wish you’d just remove the shield ability, it doesn’t fit his fantasy whatsoever. Also his trait is just weird and isn’t a high Templar ability. Put power into his damage and make him the mage he should have been for years now.

I will say that we've drawn a lot of inspiration from the Legacy of the Void opening cinematic and hope to capture the fantasy it invokes.

Do you think this will go live by April 21 (Tespa spring finals)? This could have a major impact on the competition.

We don't have a final release date yet, but it won't be that soon. ?

(Ranked Play) Would you consider giving ranked rewards for certain amounts of won games in a season as opposed to giving them for achieving ranks?

I feel like, it would encourage people to queue more, as opposed to just do their placements and sit on their rank, because many people feel like there is nothing more to achieve as soon as they hit master. What if the epic ranked mounts were given to those with 100+ ranked wins, or something of the kind?

(Balance) How do you feel about Nova's place in the game? Are there any plans to change her once again?

At the moment, she is massively outclassed by the other mages, due to her lack of proper escape tools and waveclear. Is it due to her stealth abilities occupying most of her power budget? If so, would you consider weakening her stealth, in order to let her have waveclear or an escape. She does play into the fantasy of a stealthy sniper girl, but in reality there is no logical reason to ever pick her over Li Ming, Hanzo or Zeratul, since those do everything she does, but better. Can she possibly bring something, that the others can't?

Hi Haetred!

I can answer some of this!

With the new single ranked queue, we are looking to change the rewards structure for the first full ranked season, which will add an emphasis to continually playing/winning vs simply placing and going AFK for the rest of the season (YOU KNOW WHO YOU ARE). We are hoping that the single queue with rewards for continual engagement will improve the experience for everyone.

What would you like to see as rewards for this? We have an idea of what we will be rewarding for, but we're also interested in what you would think on this as well!

What are your thoughts about a role queue for ranked play?

Queuing as a role in Heroes of the Storm is something we have thought about for a number of reasons:

  • Potentially better matchmaking experience
  • Potentially less work for the matchmaker
  • More chance for players to specialise

In MOBAs where lanes/roles matter, it is much easier to get away with doing this. Heroes doesn't always have that luxury: Some compositions are map specific, some teams/heroes work better with certain combinations, and we have the ability with talents to nudge how a hero down a different path.  By allowing queuing as role, we can restrict some of these freedoms and the matchmaker must decide how many of each role is allowed into a game (this is then similar to our Call of the Nexus situation in Quick Match, see Zues' answer on the matter). We then have the question of:

  • Do we only allow people to pick from heroes they have selected as their roles? (This effectively sets the meta and I don't think it's up to us to set the meta! - See Call of the Nexus again)
  • Do we allow people to select from any hero? As this is not really a "preferred role" thing, but a statement "I will totally play as this kind of hero, honest guvnor". If we do, does this reduce the impact of doing this?

In the end, our current feeling is that we don't want to get in the way of you making up your own strategies, metas, and play styles. If that means you all decide that 3 healers and 2 specialists is your jam then you can do that. I'm not your Dad.

What we are looking to do is a "preferred role" system (Juno has commented on this here. This will allow you to set some roles that you would prefer to play, which we hope will go some way to allowing people to more easily specialise when they play ranked.

We are very much interested in hearing your thoughts on the matter for this one, though. What do you think?

Education seems like a major bottle neck. We have a steep learning curve between QM and draft modes, with teams conditioned to playing in QM comps not understanding the more strategic elements of maps and comps.

In particular QM mostly assassin comps encourage:

  • Playstyles that do not require as much teamwork with the front-liners landing CC that the backliners follow up on.
  • Completely ignoring map control. Teams tend to tunnel vision and avoid camps/soak.

From one perspective this is just fine. People play what they want and QM is fantastic for casual play against real people.

From another perspective this creates an issue in ranked that limits effective strategies to the high ELO population.

In my opinion, it is a bottleneck like this that creates two separate player bases. When the pro-game is so different from the casual game, what incentive is there for casual players to watch pro-games? In my opinion mitigating this bottleneck directly increases the number of people interested in high level play, because it is closer to what they play and not as distant.

The QM role enforcement change was a great attempt at addressing this. Obviously it had population issues. Any chance we can get a check-box to "Wait longer for a more balanced composition."?

I am curious if there are other ideas for addressing this education gap.

Performance Based MMR was raised as something that might be only used to educate players. This seems to have great potential but may also be something so highly detailed it takes too much time to debug.

Any other ideas?

Hello!

You're right, the education is a very complex problem that cannot be solved just by enforcing some rules. Still, having a balanced match would be very beneficial in understanding how the roles, team comps, and map strategies work.

Speaking about the Quick Match (QM); in ideal world, players pre-pick whatever they want, and the matchmaker finds a perfect match for them in terms of skill and team composition. Everybody would enjoy playing the game the way they want, or exploring new heroes without worrying about counterpicking or team synergy. All the team compatibility heavylifting is done by the matchmaker. In the real world, there's just too many things in the way of that, such as a limited player pool, and the fact that the tanks/healers/others ratio is far from 20%/20%/60%. Increased wait time is the cost of having proper comps in QM.

Giving people a choice of matchmaking speed (with role mirroring) vs match quality (with enforced team comp) in QM, like you mentioned, sounds like a good idea. We're exploring some options there, but there are some questions that need answering, such as:

  • Do we want to segregate QM population into two separate queues, one with enforced comps, the other would keep the current role mirroring rules?
  • Should we move people from enforced-comp queue to role-mirroring queue if their wait time is too high?

We see the Draft lobby as a preferred way of starting a match. The downside is, even Unranked Draft puts a lot of pressure on new players, forcing them out of the comfort zone of QM's pre-picked heroes. One potential solution could be some kind of Light Draft mode, such as Blind Pick, which will allow players to customize their own team knowing the map they got and whatever their teammates choose to play. This could be an easier ramp-up between QM and Draft mode, and would allow players to get better at building compositions and learning how to play correctly.

Performance-based Matchmaking is probably not something that will return in the near future. There's definitely a nice educational aspect there though! We're exploring some other related ideas, such as a "Personal scorecard", a kind of post-match report summarizing your in-game performance, emphasizing your key stats and giving out a total numerical score, and maybe some advice on how to improve it.

Will the next update finally let us not lose ranked points in games where someone disconnected at the beginning of the game?

Hi haunted_tree:)
The Loss Forgiveness feature is not slated to come out in the next update, however it has undergone significant development and still requires a bit more polish before it's ready for our players.

Now that there's no competitive scene to worry about, does the balance team have more creative freedom than they used to? Are we going to see reworks or even new heroes that push the meta boundaries again like Abathur and Cho'Gall?

Hey Darkshark9!

It’s still a bit early to say, as there are people out there who are playing Heroes of the Storm competitively.

What I can say that right now we have been exploring being more liberal and less scared to make bolder changes in our balance patches, which you’ve seen over the last couple of months. I personally feel that these changes make the game feel more fresh and fun, and would love to continue doing more of these kinds of changes going forward.

I would like to pose the question you all since you own the game just as much as us. Do you like the direction that we have been going recently with larger balance patches that include more functionality changes and influence more heroes compared to what we have in the past?

In the last balance update it was joked that "we're going to make you want to pick Aether Walker". Why not make it so that the mana reduction part of it is always active and only the CD reduction is based on when you last took damage?

I like the way you think.

Are there are plans to change how rank decay functions? It seems silly to me that your rank only starts decaying after finishing placements. If you took two players who were the same rank side-by-side going into a new season, and one of them played fifteen matches, while the other played zero, the one who played zero after two months would be considered a higher rank by the game. Does this make sense to your team?

Hey double0nothing!

In the new ranked league, we are actually considering applying decay to all players regardless of whether or not they play. There would likely be some measures taken to avoid causing undue stress to players such as a grace period at the beginning of every season. That said, there are some technical challenges we still need to solve so we don't expect these changes to be ready for the initial launch of the new ranked mode.

Are there any balance changes coming for valeera? As a long time valeera main I love her to pieces but I feel forced to pick a similar build every game (sinister strike + ambush build), and she feels like she could use some tweaking.

Blade Flurry especially feels like a waste of energy in fights, and using it almost always reduces my effectiveness. 40 energy is very steep for an ability that doesn't deal all that much damage, and doesn't help you stick to your target like sinister strike does.

I would also like her scope of usefulness to be expanded a little. I very rarely get to pick her in draft as she's so niche, and even in those situations where she can work, i feel a nagging feeling that I could be having a higher impact on other heroes (Like varian in the anti dive role, or most other melee assassins if you're drafting her in a stitches comp or something to blow someone up). In my experience the most uniquely powerful thing she can really do is shut a hero like butcher or artanis down almost permanently with the insane blind uptime from level 13 onward.

Ambush build is her best right now, because it allows her to actually secure kills, and because the CDR on vanish is so important. She basically just has to spend her time waiting for imperius to land a Q or kerrigan to land a combo or something like that, then jump on the target and delete them with the team. Easily the most effective way to play her. But not really something exclusive to valeera. Death from above's CDR means you can swap targets more effectively, run away sooner if you need to, and even ambush a second time for even more damage. Unfortunately, this doesn't work with CC so you feel kind of forced into ambushing. Not because it is most effective, but because it gives you CDR on vanish which is just that important. Valeera really misses nightslayer. I'll say that much.

The seal fate + sinister strike build basically relies on hunting down people who are wandering around alone late game which won't happen if your opponents have brains, so it really falls off. The teamfight power of this isn't strong enough. She is very bad at diving the enemy team as her damage isn't hard to heal off, she has mediocre escape tools, and she isn't good at switching targets mid fight. She's more like "jump on someone, dump everything on them, and hope they die" which she again isn't really good enough at to play her in that role. Her stun is not long enough to set up kills like other heroes can unfortunately. Being teleported BEHIND the target is often more of a curse than a blessing, as it means you'll be in the middle of the enemy team and easy to punish (another reason why death from above's cooldown reduction is so important, without it you can't even attempt to make a play like this safely, but with it you can do it once in a while). Because of this, she really cannot be the one to initiate on the target, and when your tank is isolating someone you'll get the most out of ambush build to maximize your damage.

Her anti-dive power is really limited to shutting down a single diver. Illidan, butcher, genji, and so on can be shut down, but you can only shut down one at a time. She can peel reasonably well against one hero, and that's really it. A coordinated dive with anub, etc, genji, kara, and so on will leave you unable to really do much. She's more of "anti one diver" than anti dive.

Hey ridleyfire, thanks for your question!

I think we've mentioned this in past AMAs, which unfortunately reminds me that we haven't been able to get changes for Valeera out to you all in a timely manor. I'll try to give you what our current opinion of Valeera is (at least right now):

  • Having a bunch of Talents that focus on only 1 opener isn't ideal, since it discourages you from ever using the other openers
  • She's always towed the line between viable and frustrating, mainly due to having burst and CC on the same kit.
  • One of our original goals for the Hero was to be the "anti-carry", being able to really shut down the throughput of 1 particular character. Obviously there are challenges to make this dream come true without being frustrating if you're the chosen prey of Valeera, so we'll have to see how that goes as we refine her place in the Nexus.

Avoid Teammate? A button you can click when you dislike a guy but not enough to get him banned. A soft avoid that doesn't make matchmaking harder.

Hello Senshado!

We don’t have any plans at this time to implement an Avoid Teammate feature. There are a host of potential issues with this kind of functionality, and no matter what kind of implementation is used, it will impact matchmaking in some capacity, particularly at the highest and lowest MMR's. I don’t think such a feature is completely off the table forever, but it’s not one of our priorities at this time.

Do you guys have any plans to convert Brawl Mode into a fix Aram mode?

Hi Listar!
For the foreseeable future, our Brawl maps will cycle the ARAM map pool. A full ARAM queue is being discussed, but no concrete plans on what we will do with that as yet. We are aware that some of our Brawl maps were very well received and some missed the mark. What are your thoughts on this? If we made Brawl into an ARAM queue, would you miss some of the other brawl maps?

We haven't heard about PBMM in a long time. Is the team still running it in the background for data collection? If so, what are you guys learning from the data? Any interesting trends you can publicly share? Is it proving successful at determining good play vs. bad play?

Hey hybrid_remix!

The underlying system does continue to run in the background; however, we currently have no plans on using the resulting data to inform MMR or Rank. We do still want to use that information to help inform players on areas where they are performing well or what they can focus on to improve.

Our designers have jammed on a design for this but we don't have an ETA on when it would land.

When you do placements it is now only possible to place in gold for new players. Do you cap MMR also? Or does MMR start at 0 and just increase or decrease over time independent of league/placements

There is no hard cap on the rank that is possible for new players the first time they place; however, there is a limit to the MMR that a player can start with. When a player first queues up for a ranked mode, the system attempts to give them a fair rating based on what it knows from their history in unranked modes. This translation will never be completely accurate due to the many differences between game modes, thus there is a limit on how high of an MMR they will be assigned. The limit placed on MMR does mean that in reality, there is a limit on what rank someone can achieve after completing their first placements.

So, to directly answer your question, the only hard cap that is applied is when the player is first assigned an MMR.

( Balance ) Why is block based on the number of times attacked instead of a timed amount such as a magic defense buff. I feel the talents that utilize block are easily negated by rapid attacking heroes such as lucio, Dva, and Genji. Am I missing something here, or would this not be a better way to go to make block a more useful talent?

On a side note, I would personally like to see more cross universe skins, like the butcherlisk, goblin junk rat, and death wing dva. Just my opinion.

Thanks for your continued dedication and support for this amazing game!

Thanks for your question YeojSeyah.

We've traditionally made Block and similar Talents use charge based effects so that they were especially useful when trading. The idea behind them originally was that you could feel free to go in when your Block charges were available, and then back away when they were gone. There's also something visceral about getting a high block value on a few attacks, as opposed to spreading it out over a duration. And if we were to try and create a really short duration high value Physical Armor, it would be noodley since it's much more difficult to anticipate exactly when your opponent is going to Basic Attack you.

It's true that it's less powerful against fast Basic Attacks like Tracer or Tychus, but in general we think there are already plenty of counters to Basic Attacks so having Block only be effective sometimes is a positive.

In most redesigns and recent heroes, you've gone for the "apples to apples" philosophy which basically means that we no longer get to pick the direction of our heroes. Will that be changed?

To give an example with Zagara, before her remake she had a viable creep build but that was killed off entirely and now there's basically no build at all for her. You can pretty much random the talents now as they end up doing basically the same thing in slightly different ways.

  • Level 1: You now do a bit more damage in PvE, regardless of what you actually need or want.
  • Level 4: Your auto attacks now do a bit more damage, regardless of what you actually need or want.
  • Level 7: You now have slightly better poke, regardless of what you actually need or want.
  • Level 13: You now gain a slight bit of survivability, regardless of what you actually need or want.
  • Level 16: Your Hydras are a bit more effective, regardless of what you actually need or want.
  • Level 20: Don't even get me started, she has no level 20 unless you picked Nydus.

There's basically no point in even having a talent selection system with a tree design like Zagaras, there's no choice of direction at all apart from her lvl 10. The same theme can be seen in hero after hero, especially after being remake. Like Rexxar for example.

Will you revert the "apples to apples" philosophy as it basically means no choice of direction at all for the player?

Hey Paladia, thanks for your question.

Short answer: One of the core tenets of design is that by creating limitations, you gain greater freedom in all the areas where you don't limit yourself, and can focus on making these areas awesome. We think the "apples to apples" actually allows us to make more interesting Talents and push the limits of what Talents provide as a whole.

Now the long answer:

Let's start with the major goals of the Talent system, just so we have a common language.

  • To give a sense of growth to your Hero over the course of the game
  • To add replayability to a Hero by giving you multiple interesting choices that changes the way you play them from game to game
  • To add customization and ownership to your Hero that fits your preferred playstyle

Now, over time, we've played with a lot different styles of Talent trees all trying to fulfill these goals, and we've learned a few things.

  • 95% of the time, if a large majority of the Talent tiers offer vastly different choices (aka apples to oranges), one of them becomes dominant. Healers want healing. Damage dealers want damage. While in a perfect world these would all be really compelling and awesome choices, it rarely works out that way even after considerable efforts at tuning post ship. In order for tanky Talents on Valla to be attractive one-off choices, we need to make them really powerful. And if those choices are on almost every tier, then there's the option of Valla building almost exclusively tanky options, which would deviate from how we think the Hero should play.
  • Offering this much variance typically means we need to dilute the effective power of the Talents or remove synergies within them, because if Jaina could choose 6 Talent tiers that all augmented her damage in a synergistic way, there is a huge jump in the power that a Jaina can deal by the end game. So instead we try to concentrate the coolness of the Talents into less choices that can be really synergistic and awesome and BIG COOL WOW MOMENTS.
  • There are a few cases where "apples to oranges" does work, though we usually only do it on a few tiers. Continuing the Jaina example, at level 13 she can choose to take Ice Barrier (survivability), Icy Veins (damage), or Storm Front (something in-between). Now, we can make Ice Barrier a really powerful defensive Talent for Jaina that you can splash into your regular build, and have it feel like a meaningful change to the way you play your character. The most common place you'll see these hybrid tiers are on our Bruisers, as they are hybrid characters to begin with, and often survivabilty = damage for melee characters (staying in the fight means more damage). But we try to only do these 1 or 2 times on a Hero, for the reasons stated prior.

Now, if you haven't noticed, we're always working on Talent trees. We can basically tinker with them forever to try and get them right, and we've learned so much over time from iterating on them. Some of the examples you bring up of Zagara and Rexxar have traditionally been difficult trees to get right, and I wouldn't be surprised if you don't see some more work done on them as we continue (you could say that about any Talent tree to be honest).

We are trying to add interesting ways to play that are different. We just don't want to take the easy way out and say that simply because Valla can get tanky, it's a fun way to be different. We instead try to focus on more nuanced gameplay, like Hungering Arrow or Hatred Builds, and making sure that there are reasons to take each of these.

Very good design philosophy.

Has there been any consideration for talents designed to 'soften' a hard counter?

Example: a talent for Butcher that gives him move speed or other small buff when blinded. (You could even call it Blind Rage!) Talents that depolarize the matchup without removing the counter entirely. These can be placed in 'important' talent tiers so you must give something up to avoid the hard counter. Depolarizing these matchups seems a very desirable goal and I feel the talent system is uniquely suited to it.

We've talked about it in the past, but it's an area we tread lightly. We like the cleanliness of having Physical Armor or Blind be the counter to Basic Attackers. Then saying you could take Talents that say "oh but wait it's not", creates a sort of arms race that isn't something we're excited to pursue.

Matchmaking: Will you ever stop taking Rank into account when creating a match? MMR is what matters.

Hi Elitesparkle!

This is an area where we have been discussing changes. Using two different parameters that can potentially conflict to create matches can be problematic. These conversations are still early though and we don't have anything to share quite yet.

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Not that much useful info though. The formula "the next major patch" doesn't really mean anything, does it? Also, clans in 2019? I mean, come on, guys.

My biggest problem with HotS is not even hero balance (sure, some heroes are way overpowered and have no weaknesses, like Zul'jin, and some have no particular use whatsoever, like Rexxar, but you can still get some use out of any hero pretty much).

The problem is the playerbase. As it shrinks I have less and less chance of getting in a good enjoyable game. If it would've been bigger every player would have the fun he wants, whether it's a couple of relaxing matches after work, or it's tryharding as a Murky main.

As of right now, all my team league loses deduct much more than they give in points. There is never a balanced +200/-200 game. While I've been playing since alpha and have a lot of hours played I still get matched with fresh players with less than 150 total games and the game still thinks that 90+10 and 50+50 is the same in terms of a team game. This is the first result of a shrinking playerbase, there is no one to play with to have fun.

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5 hours ago, Kuarinofu said:

(...) some heroes are way overpowered and have no weaknesses, like Zul'jin, and some have no particular use whatsoever, like Rexxar, but you can still get some use out of any hero pretty much).

What? Zul'jin is not overpowered. He has a ton of weaknesses; in fact, I'd say he has more cons than pros: his trait itself is his biggest weakness, as he is a high risk high reward character that deals more damage the lower his health is. He also has no mobility at all, making him extremely vulnerable to dives. In pro play it is really easy to play around Zul'jin and prevent him from completing his main portion of his trait quest.

Rexxar is indeed in a tricky spot, because a lot of Heroes can do what he does, but way better. He currently sits between a Tank and a Bruiser, but doesn't excel at any. Still, he is one of the few Heroes that can solo bosses, and he is excellent at split-push.

5 hours ago, Kuarinofu said:

The problem is the playerbase. As it shrinks I have less and less chance of getting in a good enjoyable game. If it would've been bigger every player would have the fun he wants, whether it's a couple of relaxing matches after work, or it's tryharding as a Murky main.

As of right now, all my team league loses deduct much more than they give in points. There is never a balanced +200/-200 game. While I've been playing since alpha and have a lot of hours played I still get matched with fresh players with less than 150 total games and the game still thinks that 90+10 and 50+50 is the same in terms of a team game. This is the first result of a shrinking playerbase, there is no one to play with to have fun.

My suggestion is to play TL only on closed groups; don't PUG, or you'll have a bad time.

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13 hours ago, Valhalen said:

What? Zul'jin is not overpowered. He has a ton of weaknesses; in fact, I'd say he has more cons than pros: his trait itself is his biggest weakness, as he is a high risk high reward character that deals more damage the lower his health is. He also has no mobility at all, making him extremely vulnerable to dives. In pro play it is really easy to play around Zul'jin and prevent him from completing his main portion of his trait quest.

Rexxar is indeed in a tricky spot, because a lot of Heroes can do what he does, but way better. He currently sits between a Tank and a Bruiser, but doesn't excel at any. Still, he is one of the few Heroes that can solo bosses, and he is excellent at split-push.

Lol Rexxar is now a Zuljin with a bear now after the recent changes. If you think Zuljin is OP, then you should try Rexxar. ?

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Uncommon Patron

The summary is one of the best things of icy-veins.

While they fix Tormented Souls maybe they will also fix Rain of Where's The Distruction and its level 20 (up ?)grade Still No Impact.

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On ‎3‎/‎7‎/‎2019 at 7:09 PM, Valhalen said:

What? Zul'jin is not overpowered. He has a ton of weaknesses; in fact, I'd say he has more cons than pros: his trait itself is his biggest weakness, as he is a high risk high reward character that deals more damage the lower his health is. He also has no mobility at all, making him extremely vulnerable to dives. In pro play it is really easy to play around Zul'jin and prevent him from completing his main portion of his trait quest.

Rexxar is indeed in a tricky spot, because a lot of Heroes can do what he does, but way better. He currently sits between a Tank and a Bruiser, but doesn't excel at any. Still, he is one of the few Heroes that can solo bosses, and he is excellent at split-push.

 

Zul'jin deals very very high amounts of damage, can have dps and burst, has a lifesaver(Taz'dingo), a slow/root/30% movement speed, self-sustain. Whatever his weakness are he more than ofsets those with his aa range and damage.

 

As for Rexxar, isn't his niche spamming aoe stuns and solo laning. Plus, now he has a way stronger early game.

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I really hate QM matchmaking.  I cannot make any sense of it.  If it finds 10 players to match up, none partied, why does it put 3 mages on one side and 3 specs on the other?  Or you end up with 3 mages vs nova, valeera, tracer and they just roll the mages.  Matchmaking needs to be more intelligent with the actual hero types. Right now, games are SO worthless in QM you basically cannot even practice your skills on a hero there because the game is unplayable.   I really only play QM now in a party.  Otherwise you cannot test a hero in a real game scenario. 

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Also the range on players in ranked games is crazy.  In TL with all solo players, I am getting Bronze 5 players on my team in silver 3 (yes, I am silver 3, dropped 5 divisions in qualifying with a noob friend).  They are complete junk of course.  

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18 hours ago, ArtVandelay said:

I really hate QM matchmaking.  I cannot make any sense of it.  If it finds 10 players to match up, none partied, why does it put 3 mages on one side and 3 specs on the other?  Or you end up with 3 mages vs nova, valeera, tracer and they just roll the mages.  Matchmaking needs to be more intelligent with the actual hero types. Right now, games are SO worthless in QM you basically cannot even practice your skills on a hero there because the game is unplayable.   I really only play QM now in a party.  Otherwise you cannot test a hero in a real game scenario. 

I get decent games in QM usually.

Yes, some matchups are really bad like the one you mentioned, but you'd be surprised at how often they get overcome.

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16 hours ago, Aasgier said:

I get decent games in QM usually.

Yes, some matchups are really bad like the one you mentioned, but you'd be surprised at how often they get overcome.

The point isn't who wins.  I don't care in QM.  I have won with 3 specs in ranked before.

But when I am learning KTZ and we have no tanks, that makes practice really hard.  And it in no way prepares someone for ranked.

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On 3/7/2019 at 10:15 PM, Stan said:

There is no hard cap on the rank that is possible for new players the first time they place; however, there is a limit to the MMR that a player can start with. When a player first queues up for a ranked mode, the system attempts to give them a fair rating based on what it knows from their history in unranked modes. This translation will never be completely accurate due to the many differences between game modes, thus there is a limit on how high of an MMR they will be assigned. The limit placed on MMR does mean that in reality, there is a limit on what rank someone can achieve after completing their first placements.

So, to directly answer your question, the only hard cap that is applied is when the player is first assigned an MMR

I thought that there was a cap on how high you could place regardless of QM/UD MMR, and it was Plat 5? Source: https://heroesofthestorm.com/en-us/blog/21771817/

Edited by FitzChivalry

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      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Knockback effects have been updated to be more consistent. Please check below for the Heroes that were affected. On death reveal duration on nearby units removed. Reduced the impact Roots have on knockback effects. Updated Homescreen and Startup Music. Return to Top
      Balance Update
      General
      The quest collection requirement for The Regeneration Master Talent has been reduced from 30 to 25. Heroes
      Alarak
      Base
      Basic Attack damage increased from 150 to 160. Lightning Surge [E] Healing increased from 70 to 75. Telekinesis [W] Knockback speed now slows down over the duration of the knockback. Push-to-point distance increased from 6.25 from where Telekinesis was targeted to 12.5. Talents
      Level 1 Overwhelming Power REWORK: Healing reduced from 50% to 15% of damage dealt. REWORK: Percent of damage converted to Healing is now increased by 50% of Sadism's bonus when attacking Heroes (For example: At 100% Sadism, this will be 65% of damage dealt). Level 7 Applied Force Now pushes targets 15% further. Level 20 Counter-Strike Talent Removed. Deadly Charge Talent Removed. Might of the Highlord NEW: Alarak gains access to his other Heroic which occupies the Trait slot. This also grants an ability to swap which slot each Heroic occupies. Wrath of the Highlord NEW: If Counter-Strike is Alarak's Heroic, Basic Abilities reduce its cooldown by 3 seconds for each enemy Hero they hit. NEW: If Deadly Charge is Alarak's Heroic, it reduces the Armor of enemy Heroes by 50 for 4 seconds. Auriel
      Talents
      Level 4 Repeated Offense Knockback strength increased from 28% to 30%. Brightwing
      Talents
      Level 10 Emerald Wind Targets will now be knocked back over the entire duration of the expanding nova. Deckard
      Talents
      Level 10 Lorenado Being hit by Lorenado while already knocked back will now refresh the duration of the knockback. Damage can only occur once every 0.1875 seconds per Lorenado per target. Knockback duration reduced by 33%. Distance pushed back from Lorenado is unchanged. Level 20 Morenados! Each Lorenado now has its own cooldown reduction. Dehaka
      Talents
      Level 7 Paralyzing Enzymes Basic Attacks now also sets the remaining duration to 2 seconds. Healing reduction increased from 40% to 50%. Falstad
      Talents
      Level 10 Mighty Gust Knockback duration is now dynamic, with targets closer to Falstad being knocked back for longer. Knockback will now expire when targets are outside of Might Gust's search path. Imperius
      Base
      Molten Armor [E] Now restores 1 Mana for each target hit by Molten Armor on expiration. Talents
      Level 7 Blaze of Glory Damage increased from 205 to 212. Holy Fervor Now resets Imperius' attack cooldown. Level 20 Molten Wrath Now also increases Molten Armor radius by 25%. Li Li
      Base
      Healing Brew [Q] Healing amount increased from 175 to 230. Lucio
      Base
      Soundwave [Q] Knockback point is now centered on a point 2 radius behind where Soundwave was cast. Talents
      Level 16 Up to Eleven Duration increase granted by Push Off increased from .5 to 1 second. Duration increase granted by Soundwave increased from 0.25 to .5 seconds. Muradin
      Talents
      Level 10 Haymaker Secondary knockback duration reduced, but the speed of the knockback has been increased. Murky
      Base
      Spawn Egg [Trait D] Health is reduced by 80% of its current value. Now has a Shield equal to the amount of Health removed. Shield starts regenerating after 5 seconds. Shield takes 8 seconds to re-fill from empty to full. Orphea
      Talents
      Level 4 Backbiter Duration reduced, but speed increased. Knockback is now instant. Sgt. Hammer
      Base
      Concussive Blast [W] Base duration reduced by 20%. Distance pushed back from blast is not reduced. Stukov
      Talents
      Level 10 Flailing Swipe Each iteration of Flailing Swipe now has its own knockback point. The first swipe knocks targets away from a point 3 radius behind Stukov, the second swipe will be a point 2 radius behind, and the third swipe will be a point 1 radius behind. Thrall
      Talents
      Level 10 Sundering Secondary knockback duration and speed reduced. Tracer
      Base
      Recall [E] Teleport delay increased from .0625 seconds to .1875 seconds. Tychus
      Base
      Frag Grenade [W] Knockback duration reduced by 33%. Distance pushed back from blast is not reduced. Tyrael
      Base
      Basic Attack damage increased from 78 to 82. Smite [E] Tooltip updated to include duration of the area granting Movement Speed. El'Druin's Might [Q] Slow increased from 25% to 30%. Righteousness [W] Shield increased from 336 to 350. Talents
      Level 1 Salvation Healing increased from 140 to 150. Shield bonus reduced from 40% to 35%. Level 4 Bound By Law Is now a Level 16 Talent. REWORK: El'Druin's Might now Slows targets by 80% for the first second, and then reduces to 30% over the remaining 1.5 seconds. Level 7 Reciprocate Explosion damage now only hits enemy Heroes and Summons. Is now a Level 4 Talent. Tyrael is now healed for 3% of his maximum Health for each Hero hit by Reciprocate or El'Druin's Might. Level 10 Judgement Cast range is no longer increased by Tyrael's radius. Level 16 Burning Halo Damage bonus for teleporting with El'Druin's Might reduced from 150% to 125%. Damage reduced from 18 to 15. Is now a Level 7 Talent. Level 20 Aspect of Justice NEW: After channeling for 1.5 seconds, enter Archangel's Wrath. Cooldown is reduced by 10% for each enemy Hero it hits. 90 second cooldown. Return to Top
      Bug Fixes
      General
      Catapults no longer give 1 experience. Fixed an issue that caused Vehicle Attacks to not consume Evasion charges. Map
      Dragon Shire Fixed an issued that caused the on-death knockback from Dragon Knight to move the target in the direction the target is moving when first applied. Fixed an issued that caused the on-death knockback from Dragon Knight to not knock all targets back an equal distance. Volskaya Foundry Fixed an issued that caused the on-death knockback from Triglav Protector to move the target in the direction the target is moving when first applied. Fixed an issued that caused the on-death knockback from Triglav Protector to not knock all targets back an equal distance. Heroes
      Alarak Base Telekinesis [W] Fixed an issue that caused Telekinesis to not interrupt targets hit. Alexstrasza Base Wing Buffet [W] Targets are now knocked away a point 2 range behind where Wing Buffet was cast, instead of Alexstrasza's position. Targets will now move in the direction where Wing Buffet was cast. Level 20 Blessing of the Red Fixed an issue that caused Blessing of the Red's transfer effect to not maintain Alexstrasza as the caster. Anduin Base Flash Heal [Q] Fixed an issue that caused Flash Heal's channel effects to persist when interrupted. Auriel Base Detainment Strike [E] Targets are now knocked away from a point 5 range behind Auriel's position, instead of from Auriel's position. Targets will now be move in the direction the Detainment Strike was cast. Terrain detection is now based off of the target's radius. Sacred Sweep [Q] Critical hits will now display for Auriel's Sacred Sweep center hits. Level 13 Converging Force Will now more consistently interrupt channeled abilities. Will now more consistently move the target towards the center point relative to the target's distance from Auriel. Cassia Level 10 Valkyrie Targets hit by Valkyrie after it has already impaled a target will now be moved to the side relative to the angle of direction the Valkyrie is traveling. The impaled target is now moved towards the Valkyrie's position. Chen Level 10 Wandering Keg Fixed an issue that caused Wandering Keg to not knock all targets back an equal distance. Hitting an enemy while already affected by its self-applied Slow will no longer cause the Slow to be removed faster than intended. Targets are now knocked away from a point .75 range behind Chen at the point of impact. Wandering Keg's self-applied Slow from hitting enemies will now reduce Chen's movement Speed to 100%, instead of 90%. Wandering Keg's self-applied Slow will now be also increased in strength to match the increased movement speed gained from Untapped Potential. Cho'gall Level 10 Hammer of Twilight Targets are now knocked away from a point 2 range behind where Hammer of Twilight was cast. Targets closer to Cho will move in the direction the Hammer of Twilight was cast. Deathwing Level 1 Molten Blood Fixed an issue that caused Molton Blood to cause duration displays to appear incorrectly. Dehaka Level 4 Lurker Strain Knockback is now centered on where Dehaka unburrowed. Diablo Base Shadow Charge [Q] Diablo will now move alongside the target relative to their position. Fixed an issue that caused Shadow Charge to deal damage to structures twice. Terrain detection for Shadow Charge is now based off of the target's radius. D.Va Base Boosters [Q] Fixed an issue that caused Boosters to not knock all targets back an equal distance. Targets are now knocked away from a point .75 range behind D.Va at the point of impact. Concussive Pulse [W] Targets are now knocked away from a point 2 range behind where Concussive Pulse was cast, instead of D.Va's position. Targets closer to D.Va will move in the direction the Concussive Pulse was cast. Falstad Level 10 Mighty Gust Fixed an issue that caused Might Gust to send targets in an unintended direction. Targets are now knocked away from a point 50 range behind Falstad's position where Mighty Gust was cast. Level 20 Wind Tunnel Targets are now knocked away from a point 50 range behind Falstad's position where Mighty Gust was cast. Fenix Level 1 Arsenal Synergy Progress is now displayed in the Buff Bar. Garrosh Level 1 Warbreaker Fixed an issue that caused damage over time to not be treated as such. Gazlowe Level 10 Grav-O-Bomb 3000 Now Stuns when the target is pulled into the center. Genji Base Deflect [W] Fixed an issue that caused Genji's Reflect impact visuals to not display after Genji selects Deflect. Fixed an issue that caused Genji's Reflect to not deal damage instantly on impact. Hanzo Level 4 Ignore All Distractions Fixed an issue that caused Hanzo's Basic Attacks to not feature impact visuals when Ignore All Distractions kill the target. Hogger Base Staggering Blow [Q] Fixed an issue that caused Staggering Blow to not Stun from created pathing blockers (Example: Tassadar's Force Wall). Fixed an issue that caused the knockback of Staggering Blow to not knock all targets back an equal distance. Knockback point is now 2 radius behind where Staggering Blow was cast. Loot Hoard [Trait D] Fixed an issue that caused Loot Hoard's knockback to not interrupt stationary channels. Imperius Level 4 Sovereign Armor Tooltip text updated. Johanna Base Condemn [W] Fixed an issue that caused the knockback to move the target in the direction they are moving when first applied. Fixed an issue that caused the knockback to not knock all targets back an equal distance. Level 13 Blessed Hammer Fixed tooltip not listing the correct cooldown reduction amount. Kel'Thuzad Base Chains of Kel'Thuzad [E] Fixed an issue that caused Barbed Chain's Armor reduction to apply to the Chains Link cast that granted the final stack of Blight. Knockback will now happen as soon as the chains make a connection between two targets. Li Li Level 4 Surging Winds Tooltip text updated. Level 7 Mass Vortex Tooltip text updated. Lt. Morales Base Displacement Grenade [E] Fixed an issue that caused Displacement Grenade to not knock back some targets the full distance. Mei Base Icing [E] Fixed an issue that caused Icing to not knock all targets back an equal distance. Muradin Level 10 Haymaker Targets hit by the Haymaker target will now be moved to the side relative to the angle of the direction the initial target is traveling. Murky Level 10 Octo-Grab Fixed an issue that caused Octo Grab's cooldown to reset when not interrupted. Raynor Base Penetrating Rounds [Q] Knockback distances have been updated. Maximum distance increased by 10%, medium distance increased by 5%, short distance reduced by 5%. Targets are now knocked away from a point 5 range behind Raynor's position, instead of from Raynor's position. Targets will now move in the direction of the casted Penetrating Round. Rehgar Level 10 Ancestral Healing Can now be cast on Heroes with full Health. Samuro Base Mirror images [Q] Fixed an issue that caused Mirror Images to have the incorrect health after activating Image Transmission while affected by Blessing of the Red. Level 13 Kawarimi Fixed an issue that caused Mirror Images created by Kawarimi to not have the correct starting health while affected by Blessing of the Red. Level 16 Harsh Winds Fixed an issue that caused Harsh Winds to not apply to Burning Blade damage dealt by Samuro. Sgt. Hammer Base Concussive Blast [W] Targets are now knocked away a point 2 range behind where Concussive Blast was fired, instead of Sgt. Hammer's position. Targets will now move in the direction where Concussive Blast was fired. Stitches Base Hook [Q] Now shows progress to Extended Hook as Stitches levels up. Stukov Level 10 Flailing Swipe Fixed an issue that caused Flailing Swipe to not knock all targets back an equal distance. The Butcher Base Ruthless Onslaught [E] Fixed an issue that caused Ruthless Onslaught to not interrupt in certain situations. Thrall Level 10 Sundering Targets hit by Sundering will now be moved to the side relative to the angle of Sundering. Tracer Level 20 Get Stuffed! Knockback point is now 5 radius behind where Tracer is located at the point of impact. Tyrael Fixed an issue that caused some cast range indicators to not match their affected areas. Base Archangel's Wrath [Trait D] Fixed an issue that caused the Archangel's Wrath damage reduction to be applied twice for a brief period when Archangel's Wrath damages an enemy. Level 16 Burning Halo Fixed an issue that caused Burning Halo's bonus damage to be granted to the El'Druins left behind by Sword of Justic. Fixed an issue that caused the Burning Halo on El'Druins to no longer cancel when Tyrael is Mounted or in Stasis. Varian Level 7 Second Wind Fixed an issue that caused Second Wind to not heal for a portion of the damage dealt if brought about 50% Health by the 1% Heal. Yrel Base Righteous Hammer [W] Fixed an issue that caused fully charged Righteous Hammer casts to apply the incorrect amount of knockback. Fixed an issue that caused Righteous Hammer to not knock all targets back an equal distance. Zagara Level 20 Broodmother Fixed an issue that caused Basic Attacks empowered by Envenomed Spines to not trigger Broodmother. Now displays as Broodmother in the Death Recap. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard is celebrating ten years of Heroes of the Storm by making all Heroes free-to-play until June 15 and releasing a special Gear Head Thrall skin!
      On top of that, players who log in between now and June 15 will receive two brand-new portraits, as shown below.
      (Source)
      Ten years ago, the Nexus opened a realm between realms…where anything is possible. Over the years, you have braved this tumultuous universe, commanding some of the most legendary Heroes from across Azeroth, Sanctuary, the Koprulu sector, and future Earth. 

      It’s this community that has made Heroes of the Storm so special, and we’re thrilled to celebrate this milestone alongside you. From now until the next patch on June 15, all Heroes will be free! Plus, everyone who logs in during this time will receive two brand-new portraits to showcase their time battling across the Nexus. Check out the patch notes for full details!

      We’re also excited to release a never-before-seen skin into the shop! In honor of Heroes of the Storm’s 10th anniversary, as well as Warcraft’s 30th, what better Hero skin to release from the vault than the one and only Thrall? Gear Head Thrall is now available through the in-game shop for 1500 Gems. And keep your eyes peeled—the Classic Games team is combing through the archives, searching for unreleased skins that would need some finishing touches for release, possibly bringing us more in the future.

      We know Heroes of the Storm means a lot to so many of you, and we cannot thank you enough for the passion you continue to show this game after an entire decade. From the Classic Games team and all of Blizzard, thank you!
      We’ll see you in the Nexus.
    • By Staff
      Blizzard is currently testing a new Heroes of the Storm patch on the PTR. Here's what's new!
      Reddit user Spazzo965 has datamined some additional changes deployed by Blizzard on April 26.
       
      Here are the official PTR patch notes posted by Blizzard on April 21.
      (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 Storm League Balance Update Bug Fixes General
      Anduin has replaced Malfurion as the Ally hero in Try Me Mode. Numerous game strings have been updated to reflect current gameplay. Updated Homescreen and Startup Music. Return to Top
      Storm League
      Rank Decay will now only apply to players in Master and Grand Master Leagues. Reduced maximum party size for Master and Grand Master players to 2. Return to Top
      Balance Update
      Heroes
      Ana
      Base
      Biotic Grenade [W] ADDED FUNCTIONALITY: If Biotic Grenade does not hit any enemies, its cooldown is reduced by 3 seconds. ADDED FUNCTIONALITY: If Biotic Grenade only hits Ana, its cooldown is reduced by 2 seconds. Talents
      Level 1 Vampiric Rounds Shrike now gives a 15% passive healing bonus. Level 20 Deadeye ADDED FUNCTIONALITY: Eye of Horus can now be toggled On and Off. ADDED FUNCTIONALITY: Eye of Horus cooldown is now 0.5 seconds. ADDED FUNCTIONALITY: Eye of Horus rounds are regained once every 10 seconds. Bonuses acquired from Deadeye now lasts 7 seconds. Azmodan
      Talents
      Level 16 Trample ADDED FUNCTIONALITY: Now reduces Heroic cooldown by 25% if Trample hits a Hero. Genji
      Talents
      Level 1 Pathfinder ADDED FUNCTIONALITY: Heroic Ability now heals Genji for up to 30% of the damage dealt to enemy Heroes. Healing amount is increased based on how low Genji's Health is. Level 10 X-Strike Cooldown increased from 60 seconds to 75 seconds. Detonation damage increased from 275 to 290. Slash damage increased from 135 to 145. Level 13 Shingan Now does 40% less damage to Structures. Level 20 Living Weapon Cooldown reduction increased from 10 seconds to 12.5 seconds. Imperius
      Base
      Molten Armor [E] Now hits an extra target if no Heroes are in range. Talents
      Level 1 Impaling Light REWORK: Impaling Light cooldown is reduced by 2 seconds. REWORK: Impaling Light does 180% more damage to Heroes, reduced by 20% for each additional Hero hit. REWORK: Impaling Light mana cost is reduced from 40 to 30. REWORK: When a Valorous Branded target's Stun ends, Impaling Light's cooldown is reduced by 1 second for each Valorous Brand on the target. Level 7 Blaze of Glory Blaze of Glory delay reduced from 2 seconds to 1.75 seconds. Holy Fervor Molten Armor no longer grants Holy Fervor. Level 20 Heavenly Host ADDED FUNCTIONALITY: All Shields created by Angelic Armaments no longer expire. ADDED FUNCTIONALITY: Swords fired by Heavenly Host Shields can target non-Heroes, but Heroes are prioritized. Molten Wrath NEW TALENT: Molten Armor will now hit an extra target even if enemy Heroes are in range. Lunara
      Talents
      Level 7 Splintered Spear ADDED FUNCTIONALITY: Now grants 3 stacks of Splintered Spear. A stack is consumed when an extra target is attacked. Can have a maximum of 3 stacks and all stacks can be consumed in a single attack. Level 13 Endless Spores Now also refunds 50 Mana. Level 20 For The Wildlands! NEW TALENT: Thornwood Vine now shoots out 4 additional Vines in an arc. Forest's Wrath Can now be selected with either Heroic. Malthael
      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Brightwing Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Lt. Morales Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      After extensive PTR testing, the latest Heroes of the Storm patch is now live and 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 Storm League Balance Update Bug Fixes General
      Anduin has replaced Malfurion as the Ally hero in Try Me Mode. Numerous game strings have been updated to reflect current gameplay. Updated Homescreen and Startup Music. Return to Top
      Storm League
      Rank Decay will now only apply to players in Master and Grand Master Leagues. Reduced maximum party size for Master and Grand Master players to 2. Master and Grand Masters can only party with players 5,000 Rank Points away from them. Return to Top
      Balance Update
      Heroes
      Ana
      Base
      Biotic Grenade [W] ADDED FUNCTIONALITY: If Biotic Grenade does not hit any enemies, its cooldown is reduced by 3 seconds. ADDED FUNCTIONALITY: If Biotic Grenade only hits Ana, its cooldown is reduced by 2 seconds. Talents
      Level 1 Vampiric Rounds Shrike now gives a 15% passive healing bonus. Level 20 Deadeye ADDED FUNCTIONALITY: Eye of Horus can now be toggled On and Off. ADDED FUNCTIONALITY: Eye of Horus rounds are regained once every 10 seconds. ADDED FUNCTIONALITY: Eye of Horus cooldown is now 6 seconds. Bonuses acquired from Deadeye now lasts 4 seconds. Auriel
      Base
      Bestow Hope [Trait D] Reduced amount of energy stored from 40% to 35% of damage to non-Heroes. Reduced amount of energy stored from 80% to 70% of damage to Heroes. Azmodan
      Talents
      Level 16 Trample ADDED FUNCTIONALITY: Now reduces Heroic cooldown by 25% if Trample hits a Hero. E.T.C.
      Base
      Face Melt [W] Cooldown reduced from 12 to 10 seconds. Rockstar [Trait D] Armor from Basic Abilities increased from 20 to 25. Armor from Heroic Abilities reduced from 60 to 50. Talents
      Level 4 Crowd Surfer Cooldown reduction reduced from 7 to 6 seconds. Level 7 Hammer-on ADDED FUNCTIONALITY: Basic Attacks deal 12% more damage, increased to 36% while Guitar Solo is active. Level 13 Encore Cooldown reduction reduced from 5% to 4%. Level 20 Power of the Horde NEW TALENT: Activate to grant nearby allied Heroes a Shield that absorbs damage equal to 30% of their maximum Health for 5 seconds, increased by 2% for each other allied Hero in the area. This new Talent replaces Storm Shield. Ride the Lightning NEW TALENT: Activate to teleport to a nearby location and deal 48 damage to nearby enemy Heroes. The cooldown is reduced by 10 seconds for every enemy Hero hit, up to 50 seconds. Genji
      Talents
      Level 1 Pathfinder ADDED FUNCTIONALITY: Heroic Ability now heals Genji for 10% of the damage dealt to enemy Heroes, increased by up to 30% based on how low Genji's Health is. Level 10 X-Strike Cooldown increased from 60 seconds to 75 seconds. Detonation damage increased from 275 to 290. Slash damage increased from 135 to 145. Level 13 Shingan Now does 40% less damage to Structures. Level 20 Living Weapon Cooldown reduction increased from 10 seconds to 12.5 seconds. Imperius
      Base
      Molten Armor [E] Now hits two extra targets if no Heroes are in range. Talents
      Level 1 Impaling Light REWORK: Impaling Light cooldown is reduced by 2 seconds. REWORK: Impaling Light does 180% more damage to Heroes, reduced by 20% for each additional Hero hit. REWORK: Impaling Light mana cost is reduced from 40 to 30. REWORK: When a Valorous Branded target's Stun ends, Impaling Light's cooldown is reduced by 1 second for each Valorous Brand on the target. Level 7 Blaze of Glory Blaze of Glory delay reduced from 2 seconds to 1.75 seconds. Holy Fervor Molten Armor no longer grants Holy Fervor. Level 20 Heavenly Host ADDED FUNCTIONALITY: All Shields created by Angelic Armaments no longer expire. ADDED FUNCTIONALITY: Swords fired by Heavenly Host Shields can target non-Heroes, but Heroes are prioritized. Molten Wrath NEW TALENT: Molten Armor will now hit two extra targets even if enemy Heroes are in range. Lunara
      Talents
      Level 7 Splintered Spear ADDED FUNCTIONALITY: Now grants 3 stacks of Splintered Spear. A stack is consumed when an extra target is attacked. Can have a maximum of 3 stacks and all stacks can be consumed in a single attack. Level 13 Endless Spores Now also refunds 50 Mana. Level 20 For The Wildlands! NEW TALENT: Thornwood Vine now shoots out 4 additional Vines in an arc. Forest's Wrath Can now be selected with either Heroic. Malthael
      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Alarak Level 16 Lethal Onslaught Fixed an issue that caused Lethal Onslaught to not increase Alarak's Basic Attack damage correctly. Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Arthas Level 10 Summon Sindragosa Can now be cast over the Minimap. Azmodan Level 20 Sin's Grasp Tooltip Updated. Brightwing Base Arcane Flare [Q] Now has a minimum cast range of .05. Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Level 7 Paralyzing Enzymes Fixed an issue that caused Paralyzing Enzymes' duration to not be reduced if Drag ends early. Gazlowe Base Xplodium Charge [E] Now has a minimum cast range of .2. Level 10 Grav-O-Bomb 3000 Now has a minimum cast range of .2. Hanzo Base Sonic Arrow [E] Now has a minimum cast range of .2. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Kel'Thuzad Level 13 Chains of Ice Chains of Ice no longer Slows if the Stun is removed. Li-Ming Level 10 Disintegrate Fixed an issue that allowed Disintegrate to be cast while moving. Lt. Morales Base Healing Beam [Q] Fixed an issue that allowed Healing Beam to be cast on multiple targets at once. Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Malfurion Level 1 Emerald Dreams Emerald Dreams no longer puts Heroes to Sleep if the Root gets removed. Medivh Level 20 Glyph Of Poly Bomb Fixed an issue that allowed Medivh to cast abilities during Raven Form. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Level 20 Unspeakable Horror Fixed an issue that caused Unspeakable Horror to Silence twice. Muradin Base Thunder Clap [W] Fixed an issue that caused Thunder Clap's splat to not match the area Thunder Clap hits. Level 4 Thunder Burn Fixed an issue that caused Thunder Burn's damaging area to be smaller than Thunder Clap's area. Fixed an issue that caused Thunder Burn's warning indicator to be inconsistently sized for the area affected. Murky Base Pufferfish [W] Now has a minimum cast range of .05. Orphea Base Shadow Waltz [Q] Fixed an issue that caused Orphea to not dash when moving after hitting an enemy Hero with Shadow Waltz. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Rexxar Base Misha, Charge! [W] Can now be self-cast. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Remaining duration indicator is now standalone from Whirlwind's duration indicator. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Remaining duration indicator is now standalone from Haunting Wave's duration indicator. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Tracer Level 16 Ricochet Now appears as its own entry in the Death Recap. Tychus Base Frag Grenade [W] Fixed an issue that caused Frag Grenade to not apply physics to physics objects when no targets are hit. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Whitemane Base Searing Lash [E] Can now be self-cast. Return to Top
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    • By Staff
      Game Pass members can now unlock 30 Heroes in Heroes of the Storm for free. Here’s how to claim your in-game perks.
      Game Pass Ultimate and PC Game Pass members are getting a fresh batch of in-game perks this week, and Heroes of the Storm is officially part of the lineup!
      Starting now, subscribers can unlock 30 playable Heroes in Blizzard's free-to-play MOBA just by linking their Battle.net account.
       
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