Heroes of the Storm - [suggestion] Let archangels use their wings as mount.


[suggestion] Let archangels use their wings as mount.

Posted: 20 Jun 2017 06:56 AM PDT

In most cinematics or animations in Diablo angels use their wings for flight. So it is just strange that in Nexus they cannot use wings for faster movement. How about letting them use wings as a unique mount, similar to Alarak or Zagara's base mounts?

submitted by /u/_Weyland_
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Blizzard and Twitch sign 2-year deal

Posted: 20 Jun 2017 12:29 PM PDT

We need more supports

Posted: 20 Jun 2017 07:57 AM PDT

Not a complain post or toxic. Im a mostly support player in most online games. What I see in hots is that we really need more viable supports and fresh new support heroes. I played every single support and in the end i come up to 2 or 3 playing them.

Edit: Didnt expect this post to go up honestly. Lets wait for a new supp and enjoy playing Malthael!

submitted by /u/suppARTiv
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Math of the Storm: Block

Posted: 20 Jun 2017 06:49 AM PDT

[Spoiler] Grand Finals: Can we talk about Bakery's Divine Shield that won this fight?

Posted: 20 Jun 2017 07:08 PM PDT

Dodging Cocoon with Iceblock should not reset Cocoon's CD to 10s

Posted: 20 Jun 2017 03:06 AM PDT

As seen here, Bakery does a great job dodging the Cocoon, but the cooldown on the ult is reset to 10 seconds.

 

Cocoon is already an incredibly strong ultimate, and I don't think it is justified to punish the person who manages to react, by trading a 6 times longer cooldown.

submitted by /u/LordRehgar
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When someone at the party shows up wearing the same dress as you

Posted: 20 Jun 2017 03:07 AM PDT

Loot for Heroes of the Storm coming soon for Twitch Prime members

Posted: 20 Jun 2017 10:12 AM PDT

I wonder if we'll getting Legendary boxes or Epic boxes (the image suggests an Epic box but we still don't have Legendaries in game maybe we'll get a "Veteran/Summer Legendary" box, which has been leaked before)

submitted by /u/PassingBreeze1987
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June 13th Patch - 7 Days Later

Posted: 20 Jun 2017 12:37 PM PDT

Previously on Reddit....

Hello again! After each balance patch, I've taken it upon myself to track how the balance changes have affected the Nexus. It's become something of a habit for me, and I thought it might be fun to share my data with the community.

In case you've forgotten what changed in the last patch, here's a link.

Disclaimer (please read!):

All data provided in this post was collected from Hotslogs, which is a database of player-submitted games. Data was collected between 3:45 PM and 4:15 PM EST each day, using the special filter "Last 7 Days (Current Build)" and focusing exclusively on Hero League data (with the exception of heroes like Cho'Gall, whose unique nature requires pulling data from Team League). As usual, keep in mind that my numbers may differ slightly from Hotslogs's "official" figures as the site regularly updates older information as more games are added. Therefore, our data may not match up perfectly, but it should give a generally accurate view of how the week progressed.

 

Here is a link to the spreadsheet with the data I've collected. The spreadsheet contains all of my original data, split into two categories: "Composite" (which represents all data across the entire week) and "Daily" (which represents data from each individual day). It also contains a number of graphs showing how each hero is performing in both win rate and popularity. If you'd prefer a summarized report, read on!

 

Hero Win Rate Change Error (95% CI)
Malthael 55.70% +2.9% ±0.70%
Kerrigan 51.80% +0.5% ±1.50%
Li Li 50.10% +0.6% ±0.78%
Malfurion 50.00% -1.2% ±0.56%
Raynor 49.40% +1.5% ±1.22%
Stitches 51.40% +1.0% ±0.85%
Thrall 45.50% +0.5% ±0.89%

 

You may have noticed that I've added an extra column this time around. This came at the request of several users who felt that they needed this data, and I've finally got a fairly reliable way of determining it, so I figured I'd add it in. In addition, I've been working on a significant update to my spreadsheets for the next patch that should allow me to provide you with even more information than ever! Look forward to it! :)

For now, let's get into the patch analysis:

 

1) Malthael has indeed turned out to be too strong, though still not reaching the same levels as some other heroes like Li-Ming or Tracer. This isn't too surprising since he essentially has the same tank-melting capabilities as Tychus, but without the cooldown attached. It's very likely that his Reaper's Mark will need to be adjusted downwards, perhaps to 2% instead of its current 2.5%, if his overall win rate is going to be dropped down to something more appropriate. But perhaps the biggest problem is that there's a massive discrepancy between different talents, where some talents have a sub-50% win rate and others have win rates near 60% in the same tier. This indicates that Malthael can't be fixed with changes to his base kit alone. Taking the Lvl 4 talent tier as an example, Throwing Shade is significantly weaker than the other options in its tier, and Black Harvest's win rate is a bit too high for as often as it's being picked. We see similar discrepancies in the Lvl 13 and Lvl 16 talent tiers.

Also, we can't forget one other thing: Last Rites is actually woefully underpowered. I alluded to this in earlier math that I did on HeroesHearth (shown below), which suggested that it would take an absolute minimum of 8 minutes and 15 seconds to max out Last Rites if you had perfect conditions (you cast it the moment it comes off CD, and always successfully kill the target marked with it), which meant that it was more likely you'd take at least 10 minutes to complete it....if you ever complete it at all, that is. Worth noting that Angel of Death does not really fix this problem, either, as it's the lowest win rate talent at Lvl 20. I think the questing talent should be adjusted to provide a 6s cooldown reduction instead of 5s. This would also max the quest at 10 kills instead of 12, leading to a new "absolute minimum" of 6 minutes and 45 seconds. Before you protest, remember that this is only achievable if you use the ability the instant it comes off CD and successfully get the kill every single time you use it....not very likely in practice. Adding a 15 second delay in between each cast (to allow time to find a target and get them low enough to use it) would increase the time taken to max the quest to about 9 minutes, which means it'd be topping out right around the time you'd be hitting Lvl 20 anyways.

  • Old Last Rites: 70+65+60+55+50+45+40+35+30+25+20 = 495 seconds, or 8.25 minutes, or 8m15s.

  • New Last Rites: 69+63+57+51+45+39+33+27+21 = 405 seconds, or 6.75 minutes, or 6m45s.

 

2) Let's talk Lvl 20 talents and how they affected things. Kerrigan's win rate is slightly higher than it was before, but it's not due to Psionic Shift. Psionic Shift is actually performing a bit lower than Bolt of the Storm used to be (about 2% lower in win rate). Stitches has increased as well, though his increase is only partially because of the teleport added to his Lvl 20. Potent Bile also got stronger which accounts for most of his increased win rate. Interestingly, both Li Li and Raynor saw increases in their win rates despite losing Bolt of the Storm, but when you look into the stats, this is no surprise either. Raynor's lowest performing Lvl 20 talent in terms of win rate was....you guessed it....Bolt of the Storm. And Li Li was using Bolt so rarely that losing it didn't affect her much. So, overall, it seems all of these changes were pretty positive. And no, I'm not ignoring Thrall and Malf, I'm putting them separately due to their extensive changes.

 

3) Thrall received a significant rework which....doesn't appear to have changed things much. Despite being played roughly twice as much as he was in the week prior, his win rate hasn't climbed out of its 45%-ish slump. For what it's worth, my own experience does suggest that he's stronger than he used to be, so it's possible he'll see an increase in win rate once his popularity drops back off. His new form of Bolt, Wind Rush, is performing slightly better in terms of win rate than Bolt of the Storm did. I think the changes are overall pretty positive. It's not perfect though, Rolling Thunder and Feral Resilience are both underperforming significantly in their respective tiers. Incidentally, so is Spell Shield, but I imagine that won't be touched until the devs start making their rounds to change Spell Shield into thematic talents as they've done with Bolt.

 

4) RIP Malf, amirite? A lot of folks were pronouncing Malf dead purely due to the loss of Cleanse, and perhaps that will hurt his draft stock in the pros....but it hasn't hurt him much in Hero League. Most of his new talents actually aren't performing too strongly, so feel free to abuse that delicious broccoli damage because it's probably not going to be nerfed (though some fixes for the bugs are likely). Incidentally, this is the only Bolt change which I do not support. Astral Communion is performing a bit more poorly than Nightmare was, and my own personal experience with using it has not been too favorable. I'd like to see the delay removed or at least tweaked downwards, personally.

 

That's all for this round of patch notes. I'll see you all again when the next patch hits!

And don't forget: My large-scale project, "2017 - A Year of HotS in Review" is still ongoing! Check out the information I've collected so far at the links below!

2017 - A Year of HotS in Review - Full Data Sheet

2017 - A Year of HotS in Review - Hero Data Sheet

submitted by /u/CriticKitten
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Beach Babe Abathur Skin Concept

Posted: 20 Jun 2017 05:59 PM PDT

I'm no artist but a friend wanted some sort of sketch for this concept so I obliged.

Concept

submitted by /u/ballisticbabydoll
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Hanamura is being looked at, but there's another map that needs a rework just as badly: Blackheart's Bay

Posted: 20 Jun 2017 06:05 AM PDT

Blackheart's has now been back in map rotation and back in QM for a week, and in my opinion that is not a good thing for the health of the game. Over a year ago, Dreadnaught made this video detailing map strategy and at the marked timestamp described how unbalanced & snowbally Blackheart's is. A lot of things have changed in HotS since then, but Blackheart's really hasn't.

The problem right now is that optimal play on Blackheart's is to avoid teamfighting while soaking and grabbing camps. If you're ahead, you never want to pick a teamfight because you can just keep grabbing coins at structure advantage and win by attrition, while only turning in when the enemy team has to deal with camps. If you're behind all you can do is try and force an engage on a team that will be outleveling you while they're forcing wave pressure and getting objective advantage at the same time.

Because the turn-in is active forever and chests always spawn in pairs far away from each other, it never forces an ahead team to fully commit to a fight in the same way every other map does. As Dread says, "This map is so unbalanced that if you get an XP lead and you have a coin advantage lead there's essentially no way to lose the game as long as you only take smart fights."

submitted by /u/Ninja_Wallace
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Voice lines bugged since the start of 2.0

Posted: 20 Jun 2017 02:52 PM PDT

Will it ever get fixed that voice lines keep resetting after I picked the one I want? For some reason its not even all heroes, but Dehaka or Tracer for example will never save, whatever I do. And it rly triggers me cause I like to do themed "skin-mount -so on"

submitted by /u/Geibschi
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Naz chillin with the boys! (My entry for Heroes of Summer)

Posted: 20 Jun 2017 08:00 AM PDT

Happy birthday to one of the tilted pillar of the community, Mewnfare

Posted: 20 Jun 2017 07:04 AM PDT

Love him or hate him, he's here and he's probably staying until he makes another ragequit attempt.

Happy birthday Bradford.

submitted by /u/Maxcuatro
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HGC Mid-Season Brawl - Part 2

Posted: 20 Jun 2017 10:15 AM PDT

Maybe unpopular opinion: but I really enjoy the new TL changes

Posted: 20 Jun 2017 03:17 PM PDT

I am master/gm and my first thought was this change is going to suck and indeed on the first day my team had 26min, pretty sure we were only 3 teams online at that time. However in the weekend and during evenings weekdays we get a lot faster games somestimes even instant.

The important part here is that these games are super high quality. This goes both for the draft, decisions during the game and individual play.

Even if you could easily get GM the other seasons it was rather boring farming gold players a whole day getting 100 or less points per win. This season it actually takes skill to reach master and this is shown by 6 days after patch there are still only 40 master players in TL.

submitted by /u/kushimckoch
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Abby gets exploded back to Zerg space by a D.Va self-destruct

Posted: 20 Jun 2017 12:12 PM PDT

https://gfycat.com/AnnualDistantGreatwhiteshark

Please look at the minimap next time Abby. Or don't.

submitted by /u/hotbox_inception
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DunkTrain with the godlike read

Posted: 20 Jun 2017 07:45 PM PDT

BUG: D.Va deleting coins on Blackhearts Bay

Posted: 20 Jun 2017 06:28 AM PDT

I ran into a problem while playing D.Va on blackhearts yesterday. It appears that if you summon your mech on top of coins they get "picked up" by your hero but do not go into your inventory. Over the course of the game I think I deleted 3 or 4 coins.

submitted by /u/Honns
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Something has to be done with supports in the next patch

Posted: 20 Jun 2017 06:34 AM PDT

Dread basically said it. The supports in the finals were Uther and Malfurion, you draft a low tier support and is very likely you will lose. Malfurion is out of the meta with the Malthael patch, leaving only Uther as the tier 1 support. I'd like that instead of nerfing Uther to the ground just like Lucio they would buff or do positive changes to other supports. But i'm asking for a miracle I guess.

submitted by /u/OropherMB
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In future seasons the way placements work at diamond/masters needs to be reworked. (Diamond 3 cap)

Posted: 20 Jun 2017 03:55 PM PDT

Currently the highest you can be placed is Diamond 3. This is a big issue and with it trails a ton of minor issues that can be fixed by reworking how placements work.

Why it currently doesn't work:

  • This cap means that even the highest MMR players on the server are placed leagues below their usual MMR. This doesn't happen in other ranks, for example a person who finished gold 2-ish mmr in the previous season might only be a bit higher or lower depending on how he did in placements. This cap is exclusive to people who are extremely high MMR, such as many GMs and master players. This creates frustration for gm and master players as they have to climb several thousand points to get back to a comfortable rank where they can find good games, this takes weeks. This happens in other ranks as well but it's not nearly as volatile as it is in diamond at the beginning of the season because of the sheer MMR and skill difference in this rank. It's frustrating for diamond-tier players, for players who are placing for their first time and for high mmr players.

  • As mentioned before, this cap means not only does it affect high mmr players but other diamond players and even people who are placing here for the first time. This brings another problem, the ease at which you can place diamond is unhealthy for the game. New players with high MMR from QM/TL can be placed diamond fairly easily. This might not be bad thing but the cap means they will be playing with all kinds of skill levels early on in the seaspm and it might drive them away.

  • This diamond 3 cap drives a lot of pros from playing rank. This is more of a reason from personal reactions Ive seen from several friends who are pros or who have friends who are pros. The volatility of the first few weeks drives the competition in ranked down a lot. You might be thinking you don't care about what pros think or feel but they are important as they are all important figures in the community dude to their influence. If the pros say HL is a joke, sure some might think they are the joke but many think the opposite, that the game mode is the joke. Same idea with streamers, I see several high level streamers often calling it a joke, and others saying they hate the Diamond 3 cap. These streams are even bigger influences on the community and it's important the game not only looks good to people watching, but IS good for the health of the game and to bring in new players. Of course there are other problems they have with it, but this is a big one and if fixed would bring a positive light on HL and drive up competition in the ladder like it is in other MOBAs.

What can be done about it?

I dont have many solutions on this as I dont know the technicalities blizzard deals in making the cap the way they do, but here are some thoughts:

  • Remove the cap or make it a lot higher. Allow gms to place in masters. (and maybe along with this make gm rank MMR-based only) Doing this might allow for less confusion and frustration in dia 3 for everyone.

  • Make GM only appear have a certain period after the season starts. For example, people can place in master but GM unlocks in 1 week. This I feel will make GM feel more competitive early on and won't allow for random win streaks and volatility to dictate the first week of GM.

  • Lower the number of people placing in diamond. I dont know if this one is a good idea but I felt last time this was done it helped a lot.

I hope Blizzard if nothing else continues to make changes to rank in the coming seasons and doesn't become complacent when it comes to this part of their game as I think it's one of the most important parts about it, and one I have the most passion for. I think these changes are not only necessary for the long term health of the game but also will increase the competition of it.

submitted by /u/StrawberryMage
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Bronzes are beasts

Posted: 20 Jun 2017 12:06 AM PDT

Bronzes are beings that know no fear.

For from chaos they were born, and unpredictable they are.

There is nothing you can do, they are dying in their attemps to get your ass.

For bronzes are beasts, who juke no skillshots.

Experienced players expect the juke, and fail.

So they get beaten by them, the army of disorder.

"there is no way they are gonna fight in disadvantage"

And you low your guard.

And they fight.

One in a million chance becomes reality, and they win.

Bronzes draft things you have never seen.

Monstruosities that master's mind cant even conceive.

For bronzes are beasts.

Unpredictable, unstopabble.

And we, the thin silver line that keeps them down in their hell, are not much better.

(this post intention is not to make fun of the people in bronze and silver, but their chaotic way of playing the game. I am silver myself, and, hell, half of the time, i dont know what i am doing)

submitted by /u/jal243
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Duckdeok joining eStar gaming, but not for HotS (according to MVPRich)

Posted: 20 Jun 2017 11:17 AM PDT

Let's all take a moment to look at this Samuro AI

Posted: 20 Jun 2017 08:43 AM PDT

Malthael patch has made me a better Murky Player

Posted: 20 Jun 2017 04:38 AM PDT

No, not because of Malthael - although it certainly is pretty funny that his trait does no damage. But you still have to dodge the skill shot because you don't want to give him free heals / teleports - but because of the BUGGED LEVEL 1 Talents.

Let's be honest. Fishy deal has always been the dominating talent in level 1. Egg Hunt was, if anything, something you pick when you want to have fun but not necessarily win and for all the theoretical benefits Fish Eye could give, the reality was that Fish Eye's main purpose is to give enemy stealth users their own egg radar.

Recap: Both Egg Hunt and Fish Eye are bugged in Malthael's patch.

  • Egg Hunt : Back when Murky wasn't the epitome of lack of integration testing for talents. This talent would give a second of stealth after respawning from your egg. Now it gives 0 seconds of stealth. It's a very fishy bug because even the tooltip says 0 seconds...

  • Fish Eye : As if picking this talent was ever a good idea now it is a terrible idea because after your first time you respawn in your fortified egg, your mount speed will drop by 10%. The first night of the malthael night I picked this talent twice without knowing of this bug and I had some of the most frustrating matches of my whole life. It sure was fishy that enemy team was all over the map and I for some reason had no time to deal with anyone. I had no idea that it was because I was significantly slower than everyone in the game.

But yeah, Thanks to the Malthael patch I am now a better Murky player. Because I cannot pick those two talents anymore. Fishy deal was always the only real choice in that tier and I guess I have to thank Blizzard for finally dealing with the issue not by giving viable alternatives to Fishy deal but by removing all temptations to pick something other than Fishy deal.

So sure, these bugs should probably be fixed but I think it's more important to do something about this talent tier. The following are just my opinion on how to fix this tier:

  • Remove stealth detection from Fish Eye. Compensate by making it give more egg HP. Rename it back to Assault egg. Speaking of which, the upgraded egg HP should be 140% of what old Assault Egg's HP provided. because it has to account for the respawn timer nerf.

  • Egg Hunt: Egg slime does additional 5% damage to heroes. Real egg also casts slime. 2 fake eggs limit. I feel the slime needs to actually hurt the enemies that kill fake eggs rather than be a slap in the wrist.

  • Fishy deal: Make the rate a bit slower. Thx.

submitted by /u/vexorian2
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