Heroes of the Storm - WEDNESDAY RAGE THREAD | April 11 - April 17


WEDNESDAY RAGE THREAD | April 11 - April 17

Posted: 11 Apr 2018 10:00 AM PDT

  • POST IN ALL CAPS
  • VENT YOUR FRUSTRATIONS
  • ALL POSTS MUST BE HEROES RELATED

THIS IS NOT A THREAD TO OUTRIGHT ATTACK OTHER PLAYERS.

PREVIOUS RAGE THREADS

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Heroes of the Storm Patch Notes – April 11, 2018

Posted: 11 Apr 2018 05:17 PM PDT

Crucial info about Jaina

Posted: 11 Apr 2018 11:20 AM PDT

She isnt thiccer on her Dreadlord skin, just showing bare skin on her thighs. I measured it, her legs are the same as on the basic skin, maybe the armor around her waist is adding to the image like her thighs are bigger.

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Balance Notes 11/04/18

Posted: 11 Apr 2018 09:37 AM PDT

Game breaking Nova bug - Blizz plz fix <3

Posted: 11 Apr 2018 07:04 PM PDT

Dev Edit: Balance Update is still scheduled for today

Posted: 11 Apr 2018 01:48 PM PDT

I would like to see a experience missed stat in game or at the end.

Posted: 11 Apr 2018 09:34 AM PDT

To really show us just how many minions we let go to waste. Maybe if there was a stat showing a big red negative "hey look you missed this" people would start to try and lower that number.

Edit: Just to add from some stuff in the comments. I think it should be team wide not for individual players, since I don't think that could be calculated, and it would probably be better as an end game stat. People have pointed out that xp gained and missed compared to what level it was would be better. Like XP lost before 10.

A user commented this graph down below and not only great idea but I just love graphs of stats.

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[CarBot] - My Thoughts on Deckard Cain in Heroes of the Storm

Posted: 11 Apr 2018 12:43 PM PDT

Couldn't wait for Deckard Cain. Had to draw him

Posted: 11 Apr 2018 05:14 PM PDT

Carbot emoji pack or riot

Posted: 11 Apr 2018 04:02 PM PDT

Love the new sprays and portraits, but now can't even play the game cause no Carbot emojis. Uninstalling till Blizz fixes this game breaking omission. Also disassembling my computer in protest. Will light my own balls on fire if this gets even one upvote.

UPDATE: Balls are burning nicely. I knew my paraplegia would come in handy someday. How you like me now, doctors?!

submitted by /u/corrupta
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See kids... Thats why you should NEVER EVER facecheck bushes....

Posted: 11 Apr 2018 07:45 AM PDT

Hero reworks could be just as exciting as new heroes

Posted: 11 Apr 2018 09:40 AM PDT

So while we seem to be getting new heroes at a decent rate despite the "slowdown" it may slow down further in favor of more reworks which I'm totally down for as long as new heroes are on the horizon. Reworks can be just as exciting as new heroes if done correctly.

I follow multiple mobas and recently watched this video that shows a bit of how Riot does their rework process on the new Irelia

https://www.youtube.com/watch?v=hZe3gfqzO-g&feature=push-u&attr_tag=p72R_vubgyphMJEr-6

THIS ISN'T A PLUG FOR THEIR GAME, more so a plug for their workflow and process. Love em or hate em, they have commendable workflow and if Blizzard could put this much effort into their reworks I wouldn't mind them slowing down new heroes for more reworks as much.

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The HGC Intercontinental Clash is coming on 12-13 May

Posted: 11 Apr 2018 12:51 PM PDT

My little brother competed in the HGC Open Division this season, they lost in the end so I edited this video to commemorate his team's best moments

Posted: 11 Apr 2018 06:23 AM PDT

Thought you all might like my murky tattoo

Posted: 11 Apr 2018 05:37 PM PDT

Longtime murky main, felt like he deserved a spot on my nerd sleeve.

Image

submitted by /u/sylvainsf
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Blizzard...please lower the gold cost of some supports/tanks so MM isn't plagued with assassins/specialists consistently...

Posted: 10 Apr 2018 11:00 PM PDT

Also, another thing that sucks is not knowing when they're going to lower the gold costs and being scared to spend your gold because if they lower the price right after you buy the hero you don't even get a grace period/return discount.

I think a huge problem in this game, after having played ~2 years or so, is that there are a ton of relatively fair priced assassins/specialists, but literally almost half of the entire support roster is 10k gold and there's considerably less choices for supports. This ends up making it so that most newer players, or players in general, decide to buy assassins as their main which then makes it so that most players refuse to support or tank. It makes the game annoying to play due to people being either unable or unwilling to pick a role that isn't assassin/specialist. It's the one thing that completely turns me off from this game.

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research reveals most popular esports on Twitch

Posted: 11 Apr 2018 04:29 PM PDT

Reddit PAX East Interview with the Devs!

Posted: 11 Apr 2018 06:09 AM PDT

We had a wonderful opportunity to chat with Kaeo Milker and Matt "Grand Mage Inquisitor" Villers at PAX East and ask some of the burning questions we've seen all over reddit. Some of the text is paraphrased a little. Enjoy!

Q: Deckard Cain. How long was he on the development list? How many iterations were there?

A: We wanted to do him really early on. We wanted to find the right moment. Seriously started work on him in the last year. His previous experience paints him as more of a guide/announcer/quest giver. Not someone who you see on the battlefield. Every other hero shows on the battlefield at least once. What are his fighting abilities? Had to look at Diablo lore. First idea: He's a Horadric mage. We tried destructive magic first. Playtesters didn't really enjoy the playstyle. It wasn't something he would do.

Next version had an Identify theme, where he would channel on Enemy heroes, which would reveal and reduce armor. Channeling however is risky, since you have to stand still for a few seconds and can be easily punished. Didn't feel like a good tradeoff. Did keep a reveal effect on one of his talents.

Lots of things that were scrapped but inspired future talents. Had a buff that was inspired by Nephalem Glory. Buff a hero, who would have lightning and attacks that would explode. Not very fun – just point and click on an ally and they get a buff. Eventually it was changed to a talent. Lots of crazy ideas. Cain could use heroics from other Diablo Heroes. Imagine Cain casting Judgement. Didn't last long because it didn't fit the fantasy.

Healing potion was there from the start. Felt really "Diablo". It was tactical and strategic. Cain using his wisdom to predict where heroes would go. This became his theme, where Horadric Cube would set up the slows, Scroll of Sealing giving Area Denial. Heroics as well, like Stay awhile and listen, which sets up great with Ring of Frost or Mech Explosion. The idea became that Cain isn't beating you because he's destructive or forceful but because he's an old wise guy; he's going to outsmart you.

Q: PAX East presentation gave mixed signals. On one hand, Cain's ultimate saying Lore is so boring that it'll put you to sleep, but then the second part was all about the lore of Heroes of the Storm. What's up with that?

A: It's not a commentary. Actually, we like lore so much we've recorded multiple stories for Cain to tell enemy heroes during his ultimate.

Q: What's the story behind having a triangle selection area for Scroll of sealing?

A: Story time: The original version was to draw your own shape. You'd click on a point, and Cain would start to unfurl a scroll. One end would be attached at the starting point, one end would be in Cain's hands, and one would go to the targeted point, thus creating a triangle. So, enemies would be watching Cain and trying to figure out how to get out. This was super cool, but it encouraged players to run into the enemy team for the best triangle shape, which doesn't really fit the fantasy. Don't want your healer to be running into the enemy. So it led to the current implementation.

Q: We've seen a few heroes already released in 2018, and quite a few more in 2017, that have had a greater emphasis on mobility than older designed heroes. How has that philosophy changed over the years?

A: We don't have a direct rule that newer heroes all need mobility. We try to do it on the Heroes where it makes sense, either due to fantasy or gameplay. We're trying to be conscious of the different mobilities too, whether it's speed boosts, dashes, or other conditional movements. We're also trying to make mobility that has counter play, e.g. Fenix's teleport has a cast time that can be interrupted, Maiev's shade is very clear. Trying not to go too crazy with unconditional movement.

To some extent, it's appropriate. We're trying to make Heroes feel powerful and fit their fantasy. It's just a matter of tuning and making sure they are tuned appropriately. We're looking at some existing heroes that are frustrating to play against and trying to shift some of their power so that they're less frustrating to play against but still rewarding to play as.

Q: Fenix came to the live game with quite a significant win rate. How do you figure out and balance the raw numbers for new Heroes, from internal testing, to PTR, to live? What's the schedule?

A: Initial process is all about gameplay, focusing on making sure the hero is fun to play and not worrying too much about balance. Then the hero goes to the Live Design team, who do a ton of playtesting (GM level players). They identify numbers and talents that need changes to bring the hero to an appropriate place. They play a ton of games to try to bring the Hero in at a decent spot. One thing to keep in mind is that there's a bit of a learning curve when a hero comes out. So we try not to undershoot too much so that the hero isn't too difficult to learn at the start. We're always trying to get the hero to come out perfectly balanced. Blaze is a good example.

It's not just playing as the hero but learning to play with and against the hero. So, usually after about two weeks, we usually push the first patch to get everything adjusted from everything we learn from live.

Q: Question on talent tiers: What's the philosophy on having talent tiers dedicated to a single skill vs having talents affect different skills (e.g. Lunara Wisp talent tier)?

A: It depends on what dimension you're trying to alter on the hero. Is it a utility tier, or a damage tier? Would it be exciting to have multiple abilities that could be modified on that tier? Say, for example, you have a hero that has only one utility ability. It's a little awkward to put a utility talent on the same tier as their main damage skill, so you might try to group them together onto one tier.

Or there are other cases where you might want to have specific builds, so you want a talent for each ability on multiple tiers (e.g. Valla). Alexstrasza has multiple tiers designed for specific builds, such as her Q build, W build, or E build, but also has a few tiers that are build agnostic where you can decide what you want on that tier. We don't try to do too many tiers where it's one ability on the same tier, but sometimes they are appropriate. For Lunara specifically, we've gotten the feedback that the Wisp tier isn't very exciting. We've teased a little bit that we're looking at Lunara, so something could happen there.

Q: Hanamura. What lessons did y'all learn?

A: Hanamura had a lot going on all at once. We like having the choices, but it created too much confusion in a team based game. Not a lot of clarity on what you should be doing, leading to a lot of frustration in every match. So we pulled it and have been reworking it. It will come back Soon ™. Aesthetic will remain, as it is a beautiful map. New incarnation will be much more focused.

Q: Thoughts about a "grounded" effect where movement abilities are restricted?

A: Not sure we want to introduce a new status effect. Would prefer to come up with different ways to deal with that, e.g. Maiev's chain ability. Any effect where there's a clear area which if you leave has a downside is a clever way to be a counter effect. Makes you think about how to play in a different way instead of disabling a movement ability. Looking to experiment more with such abilities.

Q: Mega Bundles. Coming back any time?

A: We've heard the feedback and discussed it internally. Nothing to announce.

Q: API. Any update on how it's doing?

A: Made some progress recently. HGC website has a lot more stats exposed, which is tied to the API and how Blizzard uses data internally. Paved the way for future work. Just a question of time and priorities and amount of support that people will want.

Q: Thoughts about a third ban, now that we're at 76 heroes with Cain?

A: We're open to it. No announcement, but we talk a lot about it.

Q: Raynor could use a little pick me up. Any plans for a rework? He's one of the first heroes that new players pick up.

A: I don't think that because he's one of the introductory heroes, we can't take a look at him and make him more interesting. There's definitely room to do that. Valla is a straightforward hero, but still has a lot of depth. She can be played at a high level and at a low level. There's room for that with Raynor as well. We've heard the feedback.

As you've heard, we're shifting a little energy into these hero reworks. We want to take all the ideas we've learned over the past few years and apply them to older heroes. Raynor could be one of those heroes. No timeline to announce.

Q: I imagine that you approach things a lot differently now than a few years back.

A: Absolutely. We introduced quests, got really excited about them, put 7 million quests on every hero. Now we're thinking that maybe we should be a little more thoughtful about where we put those quests. That kind of stuff. For a long time, we didn't have any displacement abilities. Then we had a bunch all at once, with Garrosh, Stukov, Junkrat. Philosophy is always evolving. Supports also have an evolving approach, so it was no longer playing whack-a-mole with HP bars, but requiring players to be a little more thoughtful with their abilities, e.g. Malfurion with Regrowth. Really want to create a space for supports to show off their mastery.

Q: Since the game is constantly evolving, with new heroes and patches almost every week, some players might not be adapting as quickly and keeping up with every change to every hero. Some players only play once a week or a few times a month. Any plans to help re-educate people when they haven't played in a while?

A: That's a big challenge we face, because in a game where we are constantly adding new content and evolving the gameplay. There's no single clean solution to solve it. If you play the game constantly, it's easy to learn a single new map and hero at a time. For new players, you're presented with a bunch of new content all at once.

We hope that voice chat is a way to help with this issue, as it's another clear channel of communication. Largely, we've been hearing that it's been working. We want to make more tools, but it is a massive undertaking to stay on top of all the changes.

There are other, smaller ways to help with that as well. Earlier, we changed the Battlegrounds to help make objectives more uniform and easier to understand. Target Info panel is another that can give you a lot of information.

Q: Speaking of which, how has the voice chat feedback been?

A: It's still early, but it's been really positive. Personal experience: in QM, a few people occasionally get on it. In HL and TL, I've seen a lot more people in voice chat.

Q: What are your main heroes?

A: Matt: I play a lot of Jaina and Li-Ming and various support heroes.

Kaeo: Nazeebo! Followed by Li-Ming and Blaze.

Q: What happened to the Bunker health increase and decrease in every patch?

A: That lasted until we actually had to nerf Bunker.

Q: Where do you get inspiration for announcers?

A: A lot of it is done by the writers, who just wrote really fun lines before announcers were even in the game. When recording, there are a ton of voice lines that are made for every possible hero interaction that might happen in the future. For example, Chromie had a line for Alexstrasza way before Alex became a hero. Of course we're always listening to community feedback.

And that's the interview! Thanks again to Matt and Kaeo for the wonderful opportunity! Hope you enjoyed the interview.

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Just started HOTS, played league for a very long time and tired of it. but have NO IDEA what im doing

Posted: 11 Apr 2018 07:25 AM PDT

ive played 1 game now, and i would just like some beginner tips! what champs to play, how to win games, what i should focus on, etc thank you so much!

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There's never been a better time to watch organized HotS

Posted: 11 Apr 2018 09:27 AM PDT

We can all quibble about what sort of promotion you might like to see for your specific region and the quality of the individual matchup, but there is pretty much new content every day.

HotD, HGC regional play, and open league programming happening now is no doubt great for the scene.

I think there should be a little more investment to increase production value for the out of studio casts. Most of those I feel would be a contract items to completely underwrite internet costs, provide loaner webcams, consistent game settings, and better in game UIs. Some experimental UI looks might be worth trying out as well. There are very few advanced statistics making it into the game and no active quest tracking for the handful of us that might care for that.

Otherwise, kudos to the esports team over the past year and a half to set this upwards trajectory.

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Alexstrasza Guide - The Glamazon Dragon Queen

Posted: 11 Apr 2018 03:27 PM PDT

Hi!

I've written an Alexstrasza build guide a while ago at heroesfire.com, and it just recently got featured and awarded with "Best Overall Guide: "Hero of the Storm"" for their 2018 HeroesFire Guide Contest.

I'm really happy that the folks at Heroesfire enjoyed my guide so I've decided to share it over here as well! I hope you guys like it, and see you in the Nexus!

You can find my guide @ https://www.heroesfire.com/hots/guide/alexstrasza-the-glamazon-dragon-queen-16089

submitted by /u/Shalla_reddit
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Daily Quest Changes to Improve Game Knowledge

Posted: 11 Apr 2018 06:29 AM PDT

Months back, Blizz acknowledged that the current daily quests serve little value, but nothing has changed.

What type of quests would you like to improve game knowledge for newer or uneducated players?

I think you could add a description or tool tip to each one to describe the impact that mechanic has on the game.

Collect 20 regen globes (Provides health and mana, improves sustainability)

Capture 2 mercenary camps within 30 seconds (+/-) of objective spawn (Pushes a lane or forces opposition resources during the objective fight)

Contribute to the capture of 3 objectives (Objectives provide a big power spike to your team)

You get the point. What else would you like to see?

submitted by /u/FocusMedic24
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Game breaking Nova bug.

Posted: 11 Apr 2018 06:21 PM PDT

New Nova is bugged. Using Perfect shot and Explosive round talents result in a zero second cooldown to snipe if you hit two heroes. Evidently, the game is counting each hero hit as -3 sec cd instead of a total of 3 seconds.

submitted by /u/TheLordOnHigh
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Heroes Of The Dorm. Alt-F4 Li Ming reset madness.

Posted: 11 Apr 2018 08:12 PM PDT

Seem like they will not be lonely in the Nexus.

Posted: 11 Apr 2018 02:26 PM PDT

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