Heroes of the Storm - Our developers actually listen to the community. |
- Our developers actually listen to the community.
- Belgium declare loot boxes as gambling and will seek outright ban of them across the EU.
- Props to the HotS sound design team!
- PTR tested: Minions kill Forts in about the same time
- November 14th Patch - 7 Days Later
- Banner customization concept art
- Dear HotS Marketing team
- Determining if the 360 day stimpack is good for you [Math inside]
- GrandPkt joins Tricked Esport, Gnappe released
- Roll20's manager, Yitbaus on the team's Rosterpocalypse decision-making (from last night's Trollin HGC)
- PTR Survey: Feedback Requested! - Heroes of the Storm Forums
- ALL the new tints from the hidden/unnanounced skins & mounts in the Hanzo PTR (including new tints from old skins/mount)
- The Past, Present, and Future of Heroes of the Storm | Red Bull Esports
- Zealots roster announcement - Changes
- [Bug] on the PTR, AI Ragnaros can move out of his molten core form
- Garrosh was shouting Loc tar ogar the whole match and he wasn’t even on my team. Why does this happen?
- PTR FeedBack - Valeera
- List of all Winter Veil skins and tints, with rarity
- TownHall Heroes Ep.161
- PTR "Stealth" Changes
- Before you ban Garrosh in Hero League...
- List of updated map timings, based on PTR patch notes
- PLEASE give high ranked players an option to que as long as we need
- Given the Laning / Merc changes, I think it's high time for another Try Mode Map rehaul
- Black Friday Deals are here until Nov. 27th
Our developers actually listen to the community. Posted: 21 Nov 2017 10:00 AM PST I wanted to give a humble shoutout to the developers and community managers of this game. They're not just sitting in an office posting generic marketing slogans on Facebook. They're not sending scapegoat envoys to quell community unrest with false promises. They're listening to us and addressing the issues. I've never played ANY competitive game where the online presence of the developer is so evident and so responsive. These devs are doing what so so so few in the industry are doing: listening to our problems as we report them. I don't know everything the community managers look at, but I'd wager they read at minimum 60-75% of all posts made on this sub, even if it's only a single read through (we may not be the biggest sub, but that's still a TON of posts to read through.) Do they fix everything we want right when we want it? No. (And thank god, otherwise we would probably just have half the hero pool removed from the game at this point instead of rebalanced heroes.) Do they always fix things in the way we want? No. (And thank god, otherwise TL wouldn't exist and you'd be banned for talking about drafting a specialist in the pregame lobby.) So, thanks to all you Blue Box'ers who put up with our outlandish reactions to wonderful gameplay experiments and are genuinely concerned with what your fans think of the game, day in and day out. EN TARO HOTS EDIT: Phrasing ("...never played ANY competitive game...) EDIT2: Removed initial statement about this post only getting 3 upvotes and fading after an hour, because it got more than 3 upvotes and it's been more than an hour. [link] [comments] | ||||||||||||||||||
Belgium declare loot boxes as gambling and will seek outright ban of them across the EU. Posted: 21 Nov 2017 06:07 PM PST Quite an interesting development, considering this only emerged last week and has reached the initial conclusion very quickly. Will most certainly have long-term implications on our system in Heroes if this goes through. To add some context, they will seek a ban or ensure that contents are openly declared to take away the random "gambling" element from loot boxes. [link] [comments] | ||||||||||||||||||
Props to the HotS sound design team! Posted: 21 Nov 2017 04:12 PM PST The other day I was playing with Zarya and when we were hitting the core the sound effect was so satisfying. How do you know exactly how a plasma weapon hitting a magic shield sounds like? But they somehow managed to come up with something perfect. And just like that one, the game is full of incredibly good sound effects. I feel like sound design is a very important and underrated part of this game that not enough people appreciate. So, props to the HotS sound team! [link] [comments] | ||||||||||||||||||
PTR tested: Minions kill Forts in about the same time Posted: 21 Nov 2017 01:09 PM PST I wanted to test how the Gameplay Changes on the PTR affect Minions pushing against Structures without Heroes helping. In testing, it appears that there is almost no difference in how long it takes Minion waves to destroy a complete Fort. I tested this by going into Sandbox Mode and holding back all enemy Minions at their Keep and letting allied Minions push into a Fort uncontested. I did this five times for Live and five times for PTR, with very consistent results. (Full methodology listed below.) Obviously, this doesn't really answer all the questions, but it might serve as an interesting data point.
PTR Changes
A Note on Randomness Methodology
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November 14th Patch - 7 Days Later Posted: 21 Nov 2017 12:16 PM PST View the previous post on Reddit here, or on HeroesHearth here. This is a transcript of my blog post on HeroesHearth. View the original here.
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!):
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!
The seven-day analysis is below. Please note that while I try to cover all heroes, not all heroes are in need of in-depth analysis of their changes, so some heroes may have short summaries or may even be omitted entirely. Also, be aware that the contents of this section are primarily my own opinion of the changes, albeit backed with data. If you disagree, feel free to explain why in the comments below.
1) Alexstrasza's potential as a play maker is very high, but her base stats are too low to make her practical for most compositions. Even at higher levels of play (Master/Diamond), her win rate is only a 43.9%, significantly lower than the typical average of 52-54% at those levels of play. And yet, her talent disparity is actually relatively small. The only talent with a win rate significantly higher than the other talents in its tier is "Life Unbound" (46.5% WR, +2.8 p.p. vs next highest talent). "Life-Binder" is also performing rather poorly (38.4% WR, +6.4 p.p. vs "Cleansing Flame") and is likely due for a buff. But Alex's win rates are almost universally low, so I don't expect a lot of nerfing in the patch to come. My personal hope is that Blizzard will consider making some adjustments to her 75% threshold. Lowering it to 70% would allow her to cast Gift of Life twice before she drops below the threshold, which would give her room to use her abilities much more liberally and thus reducing the perceived "need" for the Flame Buffet build. I also think it'd be worthwhile to consider a slight visual adjustment to Abundance. Right now, when standing in Abundance's healing circle, your health provides a visual indicator that shows how much the circle will eventually heal you for....but this indicator looks exactly the same as health regeneration effects and in fact stacks with them, and thus can cause a lot of confusion as to how much healing you're really getting and/or when the healing is actually going to trigger. This really needs to be changed to a different indicator, or just removed entirely. And of course, it's likely we'll see other adjustments to her kit, especially to Life-Binder, but these two things are my biggest personal peeves with the hero.
2) Li Li's win rate dropped significantly after her rework, most likely due to her struggles to provide any sort of wave clear or siege damage. This is honestly one of the sadder declarations I've had to make, because I had fun with the new Li Li on the PTR, and I still have fun with her on live servers, too. But there's definitely a lot of lost potential in the new panda that is hard to ignore. The "full serpent" build is effectively dead in the water, with "Wind Serpent" (35.8% WR, -10.7 p.p. vs highest talent) and "Blessings Of Yu'lon" (48.4% WR, -2.6 p.p. vs next highest talent) lagging badly behind the other two talents in their respective tiers. Her talent disparity is pretty poor by comparison to Alexstrasza's, with "Hindering Winds" (45.3% WR, +3.3 p.p. vs next highest talent) and "The Good Stuff" (46.3% WR, +5.4 p.p. vs next highest talent) in firm command of their respective early game tiers. But perhaps most importantly, even her highest win rate talents are still lower than she was before, indicating that some of the changes to her base kit simply aren't working out as well as planned. And it is my personal opinion that the most direct cause of this are the changes made to her Blinding Winds. Her blinds were weakened, and her talents for it consolidated into mostly a single tier, making it significantly harder to play her as aggressively as her kit encourages you to do. Li Li's design encourages obnoxious bruiser-like play, but her rework has restricted her ability to keep enemy team members at bay. While many might argue for Blinding Winds to return to a 2s duration blind, I think a damage buff is a much better move. It would give her back some of the damage that it feels like she's missing right now, and the slightly lower timing on blinds actually works to her advantage with her new cooldown reduction. Outside of that, some significant adjustments to some of the aforementioned talents would help equalize her talent problems.
I look forward to seeing some balance adjustments to both heroes in the near future, hopefully with some of the above factors accounted for. Given the rather odd timing of this blog post with this week's work schedule, plus the upcoming holiday, I hope you'll all forgive me if I'm not quite as talkative during the discussion of this patch. I will still read over all of your comments and try to engage as much as possible. I look forward to your thoughts about what changes you think are best for these two heroes! :) As 2017 winds down, 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! [link] [comments] | ||||||||||||||||||
Banner customization concept art Posted: 21 Nov 2017 09:54 AM PST Current banners are a bit lacklustre, don't feel special or invoke any emotions, when you see them on captured objective, or at end of the game. I tried to visualize ways to make them more personalized, based on diablo 3 system, which also should work pretty well in hots, and make you spend even more shards link: https://imgur.com/a/Ibx1o Draenei banner art used from http://jwhamer.artstation.com/projects/8DKex [link] [comments] | ||||||||||||||||||
Posted: 21 Nov 2017 03:51 AM PST When are you finally going to add the correct dates for Europe (probably also KR, CN and ANZ) instead of giving everyone the American dates for releases? I'm starting to get used to them, but unfortunately let my guard down when reading about the 360 stimpack discount and was once again disappointed when I opened the collection screen.. With multiple complaints on the topic this shouldn't still be a thing and as a fellow marketeer I would love share the best piece of advice I've ever had with you: "Thousands of die hard fans are reading every word you write. They are the ones that keep this company alive, so please give them the effort that they deserve!" [link] [comments] | ||||||||||||||||||
Determining if the 360 day stimpack is good for you [Math inside] Posted: 21 Nov 2017 02:44 PM PST So like many of you I wanted to determine if the 360 day stimpack would be worth it for me to purchase. With that in mind, I built a quick model to look at what the return is, what the break even points are, and how much I would have to play in order to actually get my moneys worth. Results (If you don't care about math look here)
Inputs / Assumptions
Thoughts / other considerations when purchasing
Link to the worksheet:The googlesheet can be found here. If you want to mess around with your own numbers just make a copy and you can change the inputs (Red and white cells) Edit: /u/WORDSALADSANDWICH pointed out a discrepancy with how I was calculating party XP. Fixed the numbers. Games needed went from 500 to about 575 [link] [comments] | ||||||||||||||||||
GrandPkt joins Tricked Esport, Gnappe released Posted: 21 Nov 2017 11:06 AM PST | ||||||||||||||||||
Posted: 21 Nov 2017 12:38 PM PST
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PTR Survey: Feedback Requested! - Heroes of the Storm Forums Posted: 21 Nov 2017 07:47 PM PST | ||||||||||||||||||
Posted: 21 Nov 2017 07:13 AM PST There is already a very nice collection of the new hidden Skins from /u/macrosdxc. The post covers almost all of the announced skins from the patch notes (1 Genji tint is missing) and one tint for every unannounced winter skin, so I strongly recommend looking at it and upvoting it. However not all the tints from these skins and the mount are shown, so I created this album for you, so you can look at all the tints from the new sklins, the missing Genji tint and the new tints of old winter skins + mount: You can also see Screenshots of the animations from Vallas Skin in this post from /u/AwesomeVolkner.
TL;DR: https://imgur.com/a/PKiSJ
PS: The models of the golden and rainbowy cybersteeds are in the game, but don't have a proper name for linking, see here. So they will properly be released at later date. Edit: /u/Brickbender told me about a Zerg Brightwing he played against in vs AI. I found it, but it is missing a proper name and there is only one tint. So we cannot be sure if it comes soon or later or not at all: https://i.imgur.com/ogwkfWj.jpg [link] [comments] | ||||||||||||||||||
The Past, Present, and Future of Heroes of the Storm | Red Bull Esports Posted: 21 Nov 2017 02:28 PM PST
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Zealots roster announcement - Changes Posted: 21 Nov 2017 06:50 AM PST
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[Bug] on the PTR, AI Ragnaros can move out of his molten core form Posted: 21 Nov 2017 06:30 AM PST Was trying the new nova and this happened, twice at least (he used it 3 times total, didnt pay attention to the first one) [link] [comments] | ||||||||||||||||||
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Posted: 21 Nov 2017 03:01 AM PST I was very excited about Valeera changes so decided to gave her a go on the PTR. I am Grand Master every season on EU, and i have to say she feels off, probably even weaker than her previous version (from mid game, at higher levels at least). Let me explain. What did Valeera gain vs what did she lose? Her initiations are more impactful and team-utility oriented :
On paper, these changes are exciting, she loses a bit on her solo-stomp potencial to become more of a team player, which i think is great. Overall it makes her a much stronger hero IF she gets on her target. BUT ! Valeera's weakness was never that her initiation was unimpactful. Her weakness was that it is very hard to actually go on your target and initiate, or follow up on your tank's initiation. To the point where people figured the best way to do it was to mount up, run at people, and quickly D + engage once at melee range, which felt more like a Barbarian playstyle than a Rogue one. But at least, once you reached lv 13, you were given the Holy Graal much needed Gap Closer, which had no warm up, and a 6 range. Her new way to close the gap is now available from lv 1 on every stealthed ability as long as she remained stealthed for 3sec. But now moving while stealthed is basically not being stealthed at all. Which means that you have to be "stealthed", move withing 5 range of your target without taking any damage, then you get a TP and a powerful engage onto them. And i think this entire dynamic is not a good one. It feels like playing Butcher but your E is now 5 range only, can only be used after you lurked around for 3sec and if you take any damage while moving in, your E is now on a 11 sec cooldown. (8sec Vanish CD + 3sec warm up) Oh and BTW your mount is also 10% slower. (Because Valeera can't be mounted while stealthed, but gain 20% move speed, so a butcher coming from the flank this way would have a 20% move speed mount instead of a 30% one) Basically it feels like they wanted to introduce "counter play" to a "very impactful engage". But unlike any other stealthed hero, Valeera being revealed from stealth just stop being a hero for few seconds. Zeratul could function at 99% if stealth was not part of his kit. Valeera is not a good hero for any PvE aspect on a map. She has poor waveclear, low boss dps, no anti siege at all, no siege at all, she is just a flat PvP hero. So she has to be impactful in that domain. And the entire dynamic we get is : If you can moonfire Valeera before she gets within a 5 range, well done you outplayed her and she is now completely useless, congratulations! She feels strong reactively tho. If you actually got a position and can get the "invisible" status while enemies have to move onto you, then engaging becomes really easy and punishing for the enemies. She also peels quite well. Overall i'd say Valeera is much stronger when enemies are coming at her than when she wants to go at the enemies. Making her a very slow/reactive hero, with barely any forward/proactive capabilities. But in heroes when there is opportunities you need to be able to go. Proactivity is key to winning games, you dont win by sitting invisible waiting for enemies to do the first move. My suggestion to make Valeera more interesting : Don't make the challenging part of her kit be her ability to engage or not, without the engage she is not a hero. The eye check transition onto a "Can you poke her as she moves in" dynamic is not interesting, and is way too impactful in comparison to how difficult it is to do. I'd say reduce how impactful her initations are by lowering the CC duration (the silence one especially, it's absurdly long). And allow her to engage/follow up quickly by removing the 3sec warm up on the gap closer. Once she is in she has almost no way out, so she can't mess up, she has 1 chance, 1 window, to get in with her team and kill someone. Remember she is terrible at everything PvE related, make her be PvP worthy! TL;DR : New Valeera is now better at ganking early game, much stronger once she gets on her target, but now struggle a lot more to actually get on the target, making her weaker from mid game when teamfights beggins. Her engages are too strong but very hard to use proactively. The new stealth mechanisms in combinaison to how important stealth is for valeera initiation/mobility create a poor dynamic where she is countered by your ability to poke her as she moves in, which punish her way too hard compared to how hard it is to execute. [link] [comments] | ||||||||||||||||||
List of all Winter Veil skins and tints, with rarity Posted: 21 Nov 2017 09:26 AM PST Hanzo's files have the release date set to 2017-12-12, which would be 3 weeks after the PTR started - as announced on BlizzCon. Winter Veil skins and mounts have the release date set to 2017-12-19, a week after the patch should hit the live servers. Winter Veil skinsCopy paste the links into game chat on PTR and click them to view the skin. You can find screenshots in this thread by /u/DavesenDave. This list shows all skins that have the "available in Winter Veil loot chests" icon (assuming nothing gets added before the patch goes live). This includes skins which have been released in previous years. For new skins (including new tints of old skins): Rare - 150 Shards, Epic - 600 Shards, Legendary - 2400 Shards. For skins released in previous years: Rare - 100 Shards, Epic - 400 Shards, Legendary - 1600 Shards. Winter's Helper Valla
Winter Veil Lunara
Winter Veil Jaina(this one is called "Jaina Claus" in the files 😄)
Greatfather Winter Malfurion
Winter Veil Kharazim
Great-father Winter Rehgar
Greatfather Winter Stitches
Sugar Plum Sylvanas
Gingerdread Nazeebo
Season's Reapings Malthael
Winter Veil mountsI don't really know too much about how mounts are stored in the game files, and with heroes there are some inconsistencies, so I don't promise that I didn't miss any Winter Veil mounts. But everything that's already below should be true. Gingerboard
Reign-Deer
Iceforged Reign-Deer
Special Snowflake
Festive Goblin
HanzoHero page
Base skins
Purchasable tints of the base skin
Farstrider Hanzo
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Posted: 21 Nov 2017 06:56 AM PST
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Posted: 21 Nov 2017 10:05 AM PST Went through the tooltips and game files and this is what I noticed. I am not claiming this to be an exhaustive list. Valeera -Combo readiness buffed from 50 to 60 armor -Hemorrhage buffed from +25% to +50% Nova -Advanced cloaking +5% MS starts after 2s (Real talk: Why?) -One in the Chamber nerfed from +80% to +70% -Psionic Efficiency no longer removes mana cost, instead refunds on hero hit -Explosive round moved from level 13 to 16 -Lethal Decoy tooltip needs to be updated Samuro -Illusion Master tooltip is weird, states "...Basic Attacks reduce cooldown of Image Transmission to 8 seconds" -Dance of Death tooltip has [PH] Zeratul -Void Slash (16) nerfed from +50% to +30% -Might of Nerazim tooltip doesn't mention damage nerf Maps -Structure damage was not buffed at all to compensate for the loss of the third tower -Minion base health +10%, in addition to base damage -(All?) bosses now spawn at 10:00 rather than 5:00 -On Cursed Hollow and Warhead Junction, capping one boss will despawn the other unless the other has already been aggro'd [link] [comments] | ||||||||||||||||||
Before you ban Garrosh in Hero League... Posted: 21 Nov 2017 05:34 PM PST You're second banner. First team bans Sylvanas, Dehaka, whatever. Do you ban Garrosh (or whoever you want to ban that's broken in your opinion?) They allow you right now to right click on the enemy first-pickers profile. Check to see if they have that hero at lvl 5+. If not, you don't need to ban them if your team can pick them up in the first two picks. Did this two games in a row to second-pick Garrosh when their first-picker didn't have him. [link] [comments] | ||||||||||||||||||
List of updated map timings, based on PTR patch notes Posted: 21 Nov 2017 08:58 AM PST Hello, everyone! This is a list of updated map timings, based on the old map timings and the patch that will be live December 12. In short:
I didn't check them in game yet, so there could be some errors. Actually I'm just not sure if all type of camps will spawn at 1:00, for any map, even if the patch notes say so (see the second quote above). Furthermore all Boss camps seem to spawn at 10:00 on the PTR and we don't have any information about that in the patch notes. Summary Maps with the main objective at 0:30 from the start: Maps with the main objective at 1:30 from the start (Bla-Bra-Dra to remember with ease): Maps with the main objective at 2:00 from the start: Maps with the main objective at 3:00 from the start: Just learn the maps with the main objective at 0:30, 1:30 and 2:00, then you are done. Battlefield of Eternity Immortals spawn: Blackheart's Bay Chests spawn: Braxis Holdout Beacons spawn: Cursed Hollow Tribute indicator: 0:30 (+0:15 after the last capture). Dragon Shire Shrines spawn: Garden of Terror Seeds spawn: Hanamura Rework in progress, as you can read here: Haunted Mines Objective spawn: Infernal Shrines Shrine indicator: 0:30 (+0:30 after the last Punisher dies). Sky Temple Temple indicator: 0:30 (+0:30 after the last Temples clear). Tomb of the Spider Queen Gems expiration: 8 seconds. Towers of Doom Altars indicator: 0:30 (+0:30 after the last Altar capture). Volskaya Foundry Objective activation: 2:00 (+2:30 after the last Triglav Protector dies). Warhead Junction Warheads indicator: 0:30 (+0:30 after all Warheads are collected). Links You can find the old map timings here: You can see the full notes involved at the following link, in the "2018 Gameplay Update" section: [link] [comments] | ||||||||||||||||||
PLEASE give high ranked players an option to que as long as we need Posted: 21 Nov 2017 06:45 AM PST Joining a game with 2 master/gm players, a few golds, and a few plats is absolutely infuriating. Almost everytime it comes down to who has the worst person on their team, and I feel as if it actually makes me worse. I do not care about the wait time, I would rather not waste my time and that of my teams by playing in these matches. Literally just played against a top 10 gm, with both our teams comprised of high gold/plat players. The skill/decision making is not even REMOTELY similar
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Given the Laning / Merc changes, I think it's high time for another Try Mode Map rehaul Posted: 21 Nov 2017 08:56 AM PST It's been a while, hasn't it? We need the map to be bigger to fit every kind of Merc camp, since some are missing:
Other things we could still use:
There's probably plenty more things needed. Feel free to chip in! [link] [comments] | ||||||||||||||||||
Black Friday Deals are here until Nov. 27th Posted: 21 Nov 2017 04:34 PM PST
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