The more you attack, the more Shields you get. It's that easy! At 20, your abilities cooldown your shields, which cooldown your abilities! Go 2v1, win, then go 1v1 (ignore that Jaina) and win again!
There's already some good answers, suuuuuch aaaaaaas:
Any thoughts on a D.va rework in the upcoming future? The recent change to where friendly abilities no longer affect her nuke has been a bummer.
Hey Smugjpeg,
We actually changed it so that Garrosh's Into the Fray doesn't affect Immune to Friendly flagged units. It ignoring that flag was actually a bug. When we fixed that though, it exposed another issue that D.Va was flagged as Immune to Friendly.
We've weighed what changes would happen if we removed that flag from D.Va's Self-Destructing Mech, and we've decided to remove it in an upcoming patch (the next major one with a PTR). So you'll be able to throw D.Va's Mech again (as well as a few other things like make give it Sanctification's Invulnerability).
aaaaand this one!
Are there any heroes currently being worked on that were not in development prior to December 14th 2018?
*literally every blizz poster saying "yes"*
edit: oh i like this one too:
Are there any heroes that you see getting asked for reworks, that you feel are fine?
Hello SotheBee!
The quick answer to this is no. As designers, we are constantly evolving our philosophies on abilities, talents, and the game as a whole. I honestly think we could take any Hero, even recently reworked ones, and find ways to make them better. I was the main designer behind Lucio's rework and there are already a handful of things that I would love to change or improve.
This said, there are Heroes that we feel are both very well received by the community, and in a good spot meta/balance wise. These are much lower priority on the rework list, but can still very well see design changes during balance patches.
Are there any heroes being designed that will bring the player base back?
Witty signature comment goes here...
wra
+1
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
Well the dream of them fixing fuckin KT is probably dead
Q: Any chance we may see a UI update to Living Bomb?
The HotS design philosophy seems to highly value transparency and clarity when it comes to big, high-impact abilities. Living Bomb seems not to align with that philosophy particularly well, with subtler, easier to miss design elements and no AoE indicator.
It feels like making the ability more transparent would do a lot to bring it and KT generally into better alignment with that overarching design direction. I imagine it would also flatten his power curve between leagues somewhat, making him easier to balance across the board (and hopefully a little less of a must-ban at lower leagues).
A: Thanks for the question. We strive to make all abilities visible regardless of their size or impact, however you're right that some abilities require a more robust solution than others. Gameplay clarity is essential, and like many aspects of Heroes of the Storm we are constantly evaluating and evolving our techniques and process.
We have played around adjustments to the visual indicators, adding an icon above a player’s head or a ring around them on the ground, but these solutions did not satisfy the design goals for the Hero. We are always open to exploring creative solutions and if you a suggestion I'd love to hear it!
Adding more comments
Comment: A ring around the living bomb target would be incredible
A: I got ya. The decision here comes down design balance. At the highest levels of play KT has a lower pick/win rate and it's the opposite at lower levels. So adding a ring might mitigate frustration for some players, but it would also add concerns for others. Thanks for the feedback, it's definitely on our radar and we'll continue to try to improve clarity where we can!
I mean, unless their follow up is "and so we're making Kael'thas even stronger," their logic doesn't hold super well?
Either you try to balance his pick rate by making him more soaking at higher levels, or you might as well just add the UI change to help him be more fun to play against at lower levels. As is, both levels of play are unsatisfied
The range is based on the radius of the bomb target and your unit radius. It's not at all intuitive to read, especially on things like structures and mobs. There are pros who can't consistently estimate whether a bomb will hit them or not. The default of "everyone spread out as far as possible" is a terrible position because it just exacerbates the worst part of KT's kit.
Clearly don't have access to the numbers they have - but KT still has a >50% WR just sorting by high level play on hotslogs. So there wording of "lower pick/win rate" might just mean in an acceptable range - not the busted range he is at in lower levels.
E: Also didn't realize it was as bad as antaeus is pointing out - which is why in it's current iteration it would be difficult to add a UI indiciator that didn't clutter up the whole fucking screen- and they clearly don't want to go in and recode how the whole ability works given how long it's been around
I mean, even higher level players are working on incomplete information when avoiding living bomb.
Sure they are more aware and thus put the space necessary between them, but really they are putting only an estimate amount of safe space, usually over-reacting to how much space they truly need. I mean, I can see an amazing play by MVP Rich running through his team dodging the bomb at just the right pixel to get that last core hit, etc. etc..
So, in short, it's taking away from both high and low level players to have such a potentially strong ability have such little information.
TL:DR: their reasoning is purely aesthetic. Balls.
I'm imagining the "your already screwed scenario" where you have one teammate who gets bombed, runs back to your team, and spreads that shit to 3 different people. Now imagine some indicator on all 3 of them - a bunch of overlapping circles where you have to parse where the safe place to stand actually is, plus all the other effects going on in the game - pretty quickly you get to the point of just going eh, it's been like this for 2 years? why bother
Imo the solution there would to use fully filled circles rather an outline. So instead of having to parse many different circles, you just see one big danger zone.
sometimes you play chromie and finish stacking your Q quest like 5-6 mins in and think "this gun b a gud gaem"
but then your team falls apart and ya can't do shit
and you're like
"fuck this, i'm playing jimmy"
so you do
and ya just fuckin' give it to em
Battle.net Tag: Dibby#1582
0
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
Yeah I didn’t contribute at all as maiev.
No siree.
Not one bit.
Humor can be dissected as a frog can, but dies in the process.
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
I still can't believe we won with a seven death KT who fucking pouted the entire game, AFK'd in the middle for a good 3 minutes, and basically left us 4v5 by inting into the other team at the final objective point.
Humor can be dissected as a frog can, but dies in the process.
I still can't believe we won with a seven death KT who fucking pouted the entire game, AFK'd in the middle for a good 3 minutes, and basically left us 4v5 by inting into the other team at the final objective point.
i mean i fuckin beasted with jimmy what can i say 8-)
Battle.net Tag: Dibby#1582
0
Inquisitor772 x Penny Arcade Fight Club ChampionA fixed point in space and timeRegistered Userregular
I’m sure it could easily turn into a train-wreck, but why not reach out to the fans to create new maps with an editor? It worked for StarCraft where the maps made by external sources were way better and more balanced than the Blizzard maps.
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
+1
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
I’m sure it could easily turn into a train-wreck, but why not reach out to the fans to create new maps with an editor? It worked for StarCraft where the maps made by external sources were way better and more balanced than the Blizzard maps.
Because of the map mechanics, probably? Like, each new map has had some new mechanic to it.
Humor can be dissected as a frog can, but dies in the process.
I’m sure it could easily turn into a train-wreck, but why not reach out to the fans to create new maps with an editor? It worked for StarCraft where the maps made by external sources were way better and more balanced than the Blizzard maps.
they talked about this in the AMA actually
the tl;dr is they can't commit resources towards building that out
It couldn't just be plug-and-play with the official game modes, either. Fan-made maps would have to go through a good amount of extra testing/polish/etc before Blizzard would want to put it in the actual "official" map rotation.
Yeah, I was thinking it would be a SC2 map editor deal with a set of assets everyone would use. Maps would look samey, but it wouldn't be about the look, but rather the unique traits or mechanics they squeeze out of them.
But it's totally understandable if they can't commit their already limited resources into supporting a map editor. Sucks though.
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
Posts
I mean that's pretty much every multiplayer game. If the better team wins every time then it's working as designed. Sucks to be the worse team though.
The more you attack, the more Shields you get. It's that easy! At 20, your abilities cooldown your shields, which cooldown your abilities! Go 2v1, win, then go 1v1 (ignore that Jaina) and win again!
https://www.youtube.com/watch?v=hku3df2Hq5g
60% of the time, it works every time!
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
Hero design AMA going on RIGHT NOW!!!
There's already some good answers, suuuuuch aaaaaaas:
aaaaand this one!
edit: oh i like this one too:
Battle.net Tag: Dibby#1582
Are there any heroes being designed that will bring the player base back?
Witty signature comment goes here...
wra
Deathwing.
Adding more comments
Blizzard response to KT - git gud noob
I mean, unless their follow up is "and so we're making Kael'thas even stronger," their logic doesn't hold super well?
Either you try to balance his pick rate by making him more soaking at higher levels, or you might as well just add the UI change to help him be more fun to play against at lower levels. As is, both levels of play are unsatisfied
3DS Friend Code: 3110-5393-4113
Steam profile
The range is based on the radius of the bomb target and your unit radius. It's not at all intuitive to read, especially on things like structures and mobs. There are pros who can't consistently estimate whether a bomb will hit them or not. The default of "everyone spread out as far as possible" is a terrible position because it just exacerbates the worst part of KT's kit.
E: Also didn't realize it was as bad as antaeus is pointing out - which is why in it's current iteration it would be difficult to add a UI indiciator that didn't clutter up the whole fucking screen- and they clearly don't want to go in and recode how the whole ability works given how long it's been around
Sure they are more aware and thus put the space necessary between them, but really they are putting only an estimate amount of safe space, usually over-reacting to how much space they truly need. I mean, I can see an amazing play by MVP Rich running through his team dodging the bomb at just the right pixel to get that last core hit, etc. etc..
So, in short, it's taking away from both high and low level players to have such a potentially strong ability have such little information.
TL:DR: their reasoning is purely aesthetic. Balls.
Witty signature comment goes here...
wra
Armchair: 4098-3704-2012
Very much like tracer's bomb circle, and other examples already mentioned earlier.
Witty signature comment goes here...
wra
The Shimadas are at the front of that line and always have been.
but then your team falls apart and ya can't do shit
and you're like
"fuck this, i'm playing jimmy"
so you do
and ya just fuckin' give it to em
Battle.net Tag: Dibby#1582
No siree.
Not one bit.
all jimmy all day sorry bud
Battle.net Tag: Dibby#1582
i mean i fuckin beasted with jimmy what can i say 8-)
Battle.net Tag: Dibby#1582
https://us.forums.blizzard.com/en/heroes/t/2019-gameplay-update-retrospective/17056
They included graphs and numbers! Fun to read
3DS Friend Code: 3110-5393-4113
Steam profile
https://www.invenglobal.com/articles/8174/four-biggest-takeaways-from-the-heroes-of-the-storm-ama
SIIIIIIIIIIGH
Battle.net Tag: Dibby#1582
I’m sure it could easily turn into a train-wreck, but why not reach out to the fans to create new maps with an editor? It worked for StarCraft where the maps made by external sources were way better and more balanced than the Blizzard maps.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
Because of the map mechanics, probably? Like, each new map has had some new mechanic to it.
We would see a ton of recycled assets though, since the map makers obviously can't add new models and stuff.
Armchair: 4098-3704-2012
they talked about this in the AMA actually
the tl;dr is they can't commit resources towards building that out
Battle.net Tag: Dibby#1582
3DS Friend Code: 3110-5393-4113
Steam profile
But it's totally understandable if they can't commit their already limited resources into supporting a map editor. Sucks though.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
:-))))
WE FULL TOXIC NOW BOYS
Battle.net Tag: Dibby#1582
Man, the Falstad at 6:20 is absolute poetic justice.
Edit: I do feel sorry for his teammates though.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
https://www.youtube.com/watch?v=LJ5nV9aKthU
Battle.net Tag: Dibby#1582