We'll be adding the ability to manually leave the MVP screen, at which time we'll have more freedom to increase the duration. That's something we identified during our internal testing, but didn't want to hold up releasing the feature in order to get it in prior to launch.
For now, we're trying to hit a sweet spot between having the screen around long enough to absorb the content and not so long that it feels like its dragging on. We probably erred a bit on the short side as the screen will naturally start to feel longer the more often you encounter it. (source)
It's a bug. Good find. Working on a fix now.
The stat is supposed to be reporting the percentage of your team's damage that you healed. Others pointed out the reason it was reporting 120%: it ended up in a situation where it wasn't counting damage done to non-tanks.
Thanks for the report. (source)
If I had to hazard a guess I think they went preemptive in preventing people from activating the grenade too quickly from spamming the button, but had an oversight when actually implementing it.
You've got the right idea here. For Abilities that you can cast and reactivate, like Morales' new grenade or Zeratul's Blink after learning Wormhole, we typically do place a delay between casting and reactivation so that it's less likely you'll accidentally reactivate before you intended to.
Unfortunately, this has made it too difficult for Morales to knock away heroes in melee range using grenade. We're going to try removing the reactivation delay when the patch moves from PTR to the live version of Heroes. That should help the ability feel better, but we'll keep an eye on it and make additional adjustments if we need to.
Thanks for the feedback!
Tagging /u/SeveralPeople since he also mentioned concerns about this in the other thread. (source)
Let's replace this fancy glass house with a Fountain... for performance improvements of course!
Indeed! some assets actually are more taxing to render. For example: Assets with transparency requires an extra rendering pass which doubles the rendering work the video card has to do for that asset. So the gazebos that you were looking at do cost a bit more than our water fountain there (FX for the water is counted in a different portion of the rendering pipeline). This isn't to say that was the main reason that we pulled it out of this map. We have received feedback that Dragon Shire and Garden of Terror are too alike. The Gazebos seem to fit best on the Gardens map while water fountain and stone fixtures fit a little bit better with Dragon Shire. The optimizations on the older maps is mainly to reduce rendering batches. We use a different way of clumping environment assets. You will probably notice more differences across our older maps in the coming months.
/u/tscoccer93 has a pretty awesome response to this as well. (source)