What do you think about talents that really define the hero, like Johanna
's Knight Takes Pawn or Nazeebo
's Death Ritual - do you plan to make some of these baseline, or maybe buff the whole talent tier so every choice is very competetive?
Most of warriors right now can't really solo tank - do you plan to make some talents that would enable it to some of them and conversely, make/upgrade "bruiser" talents on for example Johanna
Any news on Sgt. Hammer
? Not only her talents are pretty outdated, but also mages like Li-Ming
, buffs to Stitches
and dive heroes being popular pushed her out of meta.
After releasing both OP and UP heroes, do you think you are close to making multiple "perfectly" balanced heroes?
Hey Voiletsauce, thanks for the questions!
We don't consider it a win when a hero is completely defined by a particular talent. This can be a tricky problem because these hero-defining talents typically aren't intended. We try to make talent tiers competitive and sometimes one option ends up being so important to what a hero brings to a team that it becomes the reason why they're picked on the draft screen. We've gotten a lot better about this with new heroes and are going to be much more cognizant about it going forward. We also have changes planned for both Johanna and Nazeebo in this regard. :)
We're ok with some warriors being less powerful solo-tanks compared to others. I think we have a pretty good amount of warriors that can solo-tank, even if they aren't all top meta picks right now. I also think that this will get better as our hero pool gets bigger and there are more options to choose from. We currently don't have plans to add talents to different warriors to let them flex more into bruiser/tanky roles.
We don't have any immediate large changes planned for Sgt. Hammer, but I completely agree that her talents are pretty outdated. I can say that we are having talks about where we want her place to be in the Nexus with the release of so many newer heroes that counter her pretty well.
Making a perfectly balanced hero on release is very difficult, and I don't expect that we'll get them exactly perfect out the gate too often. While hindsight is easy to see once a hero is released, predicting a hero's win rate and influence on the game is often hard to see from only internal play tests and even the PTR. To give you an example, we had a lot of feedback that Chromie and Medivh were way too powerful and were going to completely break the game before they were released from many pro players, and yet once they came out both their win percentages were pretty low. We also thought internally that Gul'dan would be very strong on release, and yet he also came out low for what we expected. Another factor that can make it difficult is that some heroes may be released into an unfavorable meta, or the meta can shift drastically on a hero release due to other changes that we do in the same patch.
While we may not always get it perfect, we do aim for our heroes to be competitive on every release without completely dominating the game.
Is changing body blocking a balance choice, and if so, why are you changing it?
Hi! We just posted about this on the forums. You can read the full post there, but here's a quick TLDR: We don't plan to fundamentally change how body blocking works. There are some bugs, which many of you have reported (thanks!), and we're planning to roll out a fix as soon as possible.
Question from 사이비수탉, 쫑캅, Romance, 갈라마즈 KR: In perspective of Supports, Cleanse is considered mandatory to remove Crowd Control effects, especially at competitive plays, thus making it hard for them to choose other Level 7 Talents regardless of how attractive they are; what about making Cleanse a baseline ability for every Supports, so that Support players can have more flexibility and diversity on choosing Level 7 Talents?
While we want to move in a direction where Cleanse is not considered a 'must-pick', we don't think adding it to every Support hero baseline is the correct solve. Cleanse is not an ability we want most players to be using (especially newer users), so giving it to everyone baseline goes against that.
Internally, we have been discussing if there is a good replacement for Cleanse, as we definitely like that it can mitigate CC chaining. I think we could also explore doing hero specific Cleanse talents that would give us more individual tuning knobs such as what level it's at, what talents its against, the CD, etc.
I have a soft spot for weird and wacky heroes like Abathur
'Gall, TLV and so on. Are you looking to add more heroes like this in the future? Or are the inevitable balance problems bringing in heroes like this going to limit them severely?
Yes, we love them too, Astrath! The Nexus is the perfect place for these types of heroes, but as you highlighted introducing too many of them is something we have to be aware of (not necessarily just due to balance, but due to ratio of crazy heroes to standard heroes, etc).
What is the team's opinion on randomness in Heroes? At the moment it is kept very low, Tracer
has Ricochet, and Gazlowe
has Reduce, Reuse, Recycle, and now Gul'dan
has a very random heroic.
There are quite a few differing opinions on this topic. Overall, we have been, and will continue to be, very careful about how and where we use RNG in our abilities and talents. We have read a lot of feedback concerning the most recent addition, Rain of Fire, and although we don't have any planned changes to it, we are not afraid to make them if we feel they're needed.
What are your thoughts about releasing a hero with multiple roles in the future, or perhaps rebalancing past heroes to do this? Some examples of this would include Uther
being a viable tank or Tassadar
a specialist through the use of talents.
Bonus question: Who are/were the 3 hardest-to-balance heroes to date, and why?
Good afternoon PakarRhoy!
We have had a lot of discussions about this in the office and have explored it on paper. When you start getting into the nitty-gritty of it, it becomes a pretty difficult task balance wise. Imagine, if you will, that we create a Hero that can be used as either a Warrior or a Support. How do we make talent tree work for both specs? If you plan on going Warrior spec do half the talents no longer even matter to you? It also has massive draft implications (which could be good or bad, depending on your outlook).
So I guess the long and short of it is - Yes, we have definitely thought about it and are continuing to explore the possibility but it is a much harder task than you would imagine.
Bonus answer: All of the 'weird' Heroes: Abathur, Cho'Gall, Murky, etc... They are wild-cards so to speak and can break the game in so many different ways. They also tend to frustrate the other players in the game a lot of the time. Nine other people are in the game and they don't necessarily want to play around one player's choice.
How do you use metrics in determining if a hero is winning too much, and how do you adjust for the (often slow) pace of people picking up on imbalances in the game? For example, I noticed
that the Tyrande
dominance began with the Shadowstalk changes post-Blizzcon, even though it was often attributed to the scaling changes. What are the factors you use to track hero dominance other than just win rate, and how heavily do those statistics weigh in your decisions to nerf/buff certain heroes? Do you have internal goals (e.g. all winrates between 45-55%)?
Hi ghostdunk =D
This is, by far, the most complicated part of our job, and not something easily or quickly answered. Our data analysts have set up over 20 different 'dashboards' that allow us to correlate statistics together, giving us both broad and detailed looks into each Hero.
As for adjusting to people picking up the game's imbalances - we normally just go with the flow. We try to be proactive as much as possible - for example, there are a few Heroics and Talents out there that we feel are insanely powerful but rarely picked so we tend to move more slowly on making changes to them. Unfortunately we end up having to be reactive a lot of the time since our players always find new and unique ways to break things in ways we never intended.
Our goal is to try and keep most Heroes win-rates between 45-55%. As for some of the stats we use when making balance decisions: Hero Win Rate, Hero Pick Rate, Hero Talent Picks, Hero Popularity, Player Perception, and Player Skill (just to name a few).
Question from 지나나난, 흑인형아, 소호동야만, Romance KR: It seems that some Heroics for Warrior Heroes have significantly lesser-popularity/lower win-rate than other Heroic in the game, can we expect some improvements on under-used Heroics for Warriors to solve the issue, similar to the changes on Emerald Wind and Twilight Dream that compensated some of capability Brightwing
have missed out by picking these Heroics?
Furthermore, it would be better if we can have more parity between Heroics and more interesting Heroics for Support Heroes to allow Supports to make big plays other than just supporting and healing teammates, since that Supports often have some obvious Heroic choices for Supports, as seen as Rehgar’s Ancestral Healing and Bloodlust.
That's a great question.
We're always trying to improve the pick rates of the lesser Heroics. Specifically for Warriors, right now we want better diversity on Dehaka, Diablo, E.T.C., Johanna, and Muradin. We haven't detailed any specific plans to fix these issues, so I can't really offer any news right now, but we're well aware.
We've seen mixed success on the viability of non-healing Heroics on Support, no doubt. We have a few successes on Heroes like Kharazim and Tyrande, but the others see a low pick rate (even though the win rates are very competitive on a few). We think that offering a non-healing Heroic can work, as long as there are very clear situations in which you should take it (like Seven-Sided Strike). We still have room to improve here!
LATAM MrSnippy: Will there be more Heroes or talents with the ability to debuff the received healing for a hero? It would be interesting to have more talents like this since it would give us more uncertain matches with greater variety of talents for all players in a match.
Yes, we have some more heroes in the works with this. The balance on it can vary wildly though (cooldown, variation amounts, etc). We're okay with this mechanic not being widespread across the game.
What are your first thoughts on Greymane
buffs? Did you expect that their over all winrate explode that high? Are you already discussing a nerf on both again? Thank you and have a nice day :)
We're happy seeing Kerrigan being played again! But yeah, she's higher than anticipated right now (same with Greymane). We'll be hitting both of them soon.
With this latest patch you focused on Muradin
's strengths in the competitive scene and tried to balance his versatility without hurting his viability for regular games.
Do you guys plan on making similar shifts for other Heroes that have an omnipresence in the competitive scene such as Falstad
Or do you focus on HL and top 200 more than competitive?
We think that Falstad is overall too strong right now, in both eSports and Hero League. He's offering a lot of damage, utility, and map presence that makes him virtually always a good pick. We have some plans coming really soon to reduce the damage of Hammer Gains (he meant to say Gathering Storm), and hopefully make a few more viable builds.
LATAM Markhor: Much has been said and been modified for healing, but there is still a reduced stock of healers compared to other roles. Do you expect to adjust the current way healing work even further before introducing new healers? Or is this arbitrary?
We don't have any current plans to rework the way healing functions in the game, so there is no delay caused by this in introducing more Support heroes. We have Auriel coming soon and we're expecting her to shake things up when she flies into the Nexus!
"The support problem" has been a topic of conversation in the community for a while. Basically, a bunch of people feel like many supports are just "heal bots" that don't really get to do anything exciting... they just heal people and Cleanse them for the most part. You guys vaguely alluded to some support changes that were in development when the changes to Health Globes and Moon Wells were first mentioned. Any news to share about that?
We're still actively having conversations about supports internally. I don't have any conclusions, but I can say that we're considering all the following when talking about any future changes:
- A lot of supporting and healing Abilities are "low skill cap", in that they are point and click instant cast.
- A lot healing Abilities are a huge part of the "power pie" of a support.
- Some Supports need to stay easy , because we want a variety of options among Supports.
- A lot of people really enjoy playing Supports right now, even though some don't.
- Creating Supports without the Ability to heal is problematic, because Supports that can heal exist. In fact Medivh was a considered a Support for a long while internally, but every playtest it felt like the lack of true healing make him feel inferior. Rather than adjust his kit to include healing, we decided to embrace the fact that he was a Support-style specialist.
- Any changes to healing number values (up, down, sideways or otherwise) will likely require a lot of other changes to the game, and might really change the way things feel.
- Some players are playing Supports that otherwise wouldn't want to, due to the Daily Quest system.
That's not everything, but a lot of it. We don't have any immediate changes coming, but our goal is to make playing a support an enjoyable long-term experience.
First off, I love too see you guys work through the balance patches. The last patch was one of the best, because you just decided to buff a bunch of lesser used talents! The subtle changes are the ones I love the most, though I am now obsessed with nydus.
1)how many times does a hero performance surprise you? For instance, Kerrigan
felt like a wet noodle before the 10% buff to health and AA damage, and now suddenly skyrocketed to the top of the wincharts, at least on our HOTSlogs.
2)What change did NOT pan out like expected?
3)What change worked better than expected?
I think collectively as a team, we've been surprised a few times by Hero performance. We've learned a lot over the last few years, and sometimes it doesn't seem like 5-10% Health will do a lot for a Hero that doesn't need it, but it can be dramatic. There's an interesting loop effect of Hero win rates where small buffs can make players that are hardcore and "playing to win" more likely to pick a Hero, therefore further increasing the win rate.
Internally, everyone felt like Rehgar after his Talent rework was fun and strong, but not nearly as overpowered as he turned out to be. We were also pretty surprised by Tychus' rework and how low his win rate was, as he felt pretty scary in all of our playtesting.
Lt. Morales initially came out pretty low, and we were thinking that we were going to have to make some meaningful adjustments to the way her healing worked. We decided to make a few Health adjustments and see where she landed, and she trended up nicely to where she is today!
Yes. We want to improve his talent diversity, look at improving his control scheme, and maybe further sharpening what his role is on a team.
RU: Гамулятор 1 It seems that the meta is changing. Recent balance changes strengthen melee assassins who can counter powerful mages. Is it a part of a bigger plan to change the meta or is it the unintended result of trying to fix something else? 2 Do you plan to change the Butcher
’s talents? The Butcher
looks weak in comparison to Greymane
, who is being chosen more often as he has similar mechanics but provides more utility. 3 How often do you plan to release new heroes? Have you already found an optimal schedule? a
We do "consider" a hero's pick rate as part of the process, the game is certainly more fun with a variety of heroes. We don't "solely" make changes with the intent to alter the meta. Sometimes a hero can be very popular, but not have a high win rate. Nerfing that hero wouldn't be the best thing to do. Instead we'd rather buff a hero or set of heroes below them that are in the same role to try and diversify things.
Yes, we are looking at The Butcher now.
We've been releasing heroes pretty consistently for the last year every 3-4 weeks. Ideally we have goals to get that down to a consistent 3 weeks, but it will take some more time. Our process and schedule is getting more optimized all the time, and we're going to continue working on it!
Question from 메카 There are continuous discussions throughout Heroes community about whether or not individual players can carry the game in Heroes of the Storm, and some players are raising questions on team level system and claiming that Heroes should have a personal level system and/or Item system, in order to highlight individual performance and to provide the feeling of carrying the game.
I think these discussions and arguments comes from a feeling that the game isn’t highlighting skill gap between highly-skilled players and lowly-skilled players, and that the Talent system isn’t offering Heroes a much diversity in their gameplay and a chance to make more impact to the game than their initial Hero Roles suggest.
However, I do understand that changes like adding a personal level system or Item system are almost impossible to implement unless there is a total remake to the game, so instead, I’m suggesting an idea of adding Quest Talent as a baseline to each ability, in order to highlight individual performances and to provide more chances for highly-skilled players to show off their mastery on their Hero.
For example, if strength of Kerrigan’s abilities changes with how well the player successfully lands each skillshot, it would highlight the player’s performance and give players more feeling of progression; imagine if Kerrigan gains permanent Health regen each time she kills Hero with Ravage, Kerrigan’s Impaling Blades have reduced cooldown depending on how many enemies it affected, and Primal Grasp deals more damage depending on how many enemies it pulled, these will allow Kerrigan players to show off their skills. There would be another advantage if there is a baseline Quest Talent to each ability, such as Nova gains some Health by how much damage were absorbed with Holo Decoy, and damage of Tassadar’s Psi Storm increases with the total time it affected to enemies, it would allow each Heroes to play diverse role other than their initial Hero role during the game. Of course there might be snowball issues with it, but I believe these can be addressed by adjusting Untouchable effect to make players to lose some stacks of their abilities on death or to grant more XP to enemies on death.
I strongly believe that in order to keep the hardcore fans and to bring an influx of new players, Heroes of the Storm needs to take an aggressive approach, and I would like to hear detailed thoughts about suggested changes above.
I'm not sure we want to add a Quest talent to every ability baseline, but I think some of the suggestions in here are fun and interesting.
I think Taste for Blood on Azmodan is a good example of a quest talent that can show the difference between a good Azmodan player and a less skilled one (it also requires lots of team work to do really well). I don't think we want Azmodan to be entirely about this talent though, hence we recently buffed Sieging Wrath and are encouraging other talent builds on him.
With a lot of our talent reworks and newer heroes, we are doing what you're suggesting and looking for ways to add skill. This can be through questing talents, hard to land skill shots (Chromie), etc.
What is the design philosophy behind allowing characters like Kael and Li ming to have near infinite mana while a character like Valla
is almost out of mana after one rotation of abilities.
Her AA build is best in part because of how mana heavy her other builds are and even then as AA Valla
I find im out of mana a ton.
Mana tension is one of many vectors we have when balancing a Hero. Overall, we try not to be very strict about it since our game was built on letting players 'brawl' with each other nonstop. We try our best to strike parity between Heroes and their respective builds and I think we can do better with Valla's 'mage build'. I would expect some changes in the near future :)
I'm curious about your lessons learned from heroes releases from launch until now.
- Which hero do you think you got closest to being "right" on release day and which hero did you miss the mark by the most?
- Has your pre-release balancing process evolved a lot over the past year of HOTS?
- Can you describe how your balancing process for heroes prior to release has changed?
- What is the main goal of PTR testing for a new hero, and how are we doing as a community in helping you meet that goal? Are there better ways for players to provide feedback during PTR or is the hero mostly solidified and is PTR (as many of us suspect) mainly for finding bugs?
- How does the balance team feel when seeing pro level games snowball Battlefield of Eternity with Sylvanas before level 10?
- Could you comment on the new split-push capabilities specialists are seeing since the last patch and whether or not you think they are balanced or too powerful?
You've got some great questions here, let me hit the ones I can.
- The hero closest to being "right on" for release balance was probably Dehaka. We've made only minor adjustments to him and he has remained in a really good spot for his win rate.
- Our pre-release balancing process has changed quite a bit. This is an ever growing challenge as we continue to work on new things, new features, and we have a similar group of people testing them all daily. Testing 6+ new heroes, new or reworked battlegrounds, hero reworks/rebalanced heroes, new games modes, etc. Previously I think we tried to do too much at once and we tested too many of these things in combination with each other. We've since started limiting the number of things we test in one sitting, and it is helping. There are definitely more changes we can make to better this process though.
- Our main goal of PTR testing is definitely bug hunting. As a community you guys are helping us out a lot, your participation on PTR has been really good, and we have discovered a lot of bugs as a result of your help. Any critical bug we can find (or even identify) before it goes live gives us a better chance at resolving it before it hits the live servers, or allows us to begin a fix to deploy soon after the patch hits live. Please keep providing feedback and bugs from what you experience on PTR via our forums, reddit, etc!
1)Will we see love to some Heroics like Commander Odin, Earthquake and Longboat?
2)How do you guys feel about Gul'dan
right now? what about Rain of Destruction? (love the ult btw!)
3)Any Heroes you're looking at right now?
We're always looking to improve Heroic pick rates. These ones aren't on my radar currently, but will discuss with the rest of the team.
Gul'dan is a little bit low currently, so we're discussing some small improvements. Rain of Destruction actually has a very similar win rate right now, even though it is picked far less.
Kael'thas, Kerrigan, Falstad, Artanis, Butcher, Nazeebo, Chen, Greymane, Valla.... lots! Some for small/quick number changes, others for larger talent changes.
Do you sometimes intentionally over-buff Heroes just to see what happens? With certain reworks Rehgar
a few patches ago and Kerrigan
this patch it seemed like on paper they had a very high chance to be overly strong and yet their changes still went through.
No, we never intentionally over-buff heroes, the goal is always 50%. Rehgar and Kerrigan being as strong as they were/are after their reworks was not intentional. We've been slowly knocking down Rehgar, and we'll hit Kerrigan soon.
Have you thought about adding nexus original characters to the nexus?
Warcraft, Diablo, Starcraft, Overwatch and Blizzard classics bring a wealth of characters that you can add but I've always romanced the idea of nexus originals, not only would they be mysterious for players (not having ever been seen in game before) but they would also bring some lore to the nexus.
I suggest Auto Select man getting his own kit some time ;)
I feel like this is something we've discussed many BlizzCons ago. While I think we're not opposed to adding a "Nexus Hero" to the game, there are so many iconic characters that already exist that we really want to bring to the Nexus.
I think characters like Lunara, Brightwing or Sgt. Hammer scratch this itch a little bit. They're iconic units from other games, but we've create a unique identity for them.
From: Sparkthor (FR) My question is about Bolt of the Storm. Zagara
lost it when she was reworked, but Illidan
kept it. What are the reasons behind this choice? Is it because he’s a melee character? Also, I really like the new 3-talents-per-tier reworks, choices feel more important and decisive. Many older heroes should get that, do you have any plans to rework them?
Thanks for the questions Sparkthor!
In addition to Zagara, we've also recently removed Bolt of the Storm from Kael'thas and Jaina. Our reasoning behind this is that we don't want these kinds of heroes to overcome a main weakness of their kit (no strong mobility) via a talent. It's blown out talent choices at Level 20 for these heroes, and we don't like how they suddenly become much harder to kill when caught out.
We're more OK with Bolt of the Storm on heroes who already have some mobility, or who aren't so reliant on Bolt of the Storm to survive situations where they would otherwise die. That being said, we may remove it from more heroes in the future as we further define which heroes we want to have this kind of an ability.
We always have plans to look at older heroes. We don't have a specific goal to have 3 talents per tier, but we are open to doing it more often when it's appropriate.
It seemed like, at one point early in HotS development, there was a mindset of creating talents for many heroes that allowed them to fill more than one role (IE build this way to be AOE Valla
, and this other way to be AA Valla
). Now, with a few exceptions (Falstaff, for instance), it feels like each character's role is a lot more narrow. Is this intentional, maybe as a byproduct of the fact that there are more heroes now?
Also, any thoughts on maybe bringing back Ess of Johan as a level 20 talent on Li Ming?
I would say it's mostly intentional as we try and focus their role. If every ranged Assassin can spec into AOE or Single Target, then there isn't a great reason to pick or counterpick based off team composition and battleground. We will of course keep some of this - Valla as you mention will likely maintain some sort of single-target build (Hatred) vs. Multishot.
Level 20 Ess of Johan might be balanced, but I'm not sure we liked that the talent made hitting with all of your spells so easy. That was the primary reason we cut it.
We totally had this mindset early in development, and have learned a lot since then. The problem that we've had since creating a lot of heroes that fill lots of roles is that everyone ends up being a generalist and the top heroes just end up being the ones who can output the most since there aren't many niche roles to fill.
Since then, we've made a conscious decision to make our heroes much more narrowly focused, where they shine in certain situations but are much less useful in others. We think that this makes drafting and esports a lot more interesting, and it gives players an additional vector of the game to master. This also allows us to push heroes limits further than we otherwise could, since we can make them really good at one thing at the cost of being bad at another.
We have no plans to bring back Ess of Johan in any way back to Li Ming. Our reasoning is that we don't like talents that lower the skill required to play a hero by a dramatic amount, which is why we cut Ess of Johan originally. We're also keeping an eye on this for our current and future heroes, and you can expect changes to be guided by this philosophy going forward.
What does a typical workday look like for you?
What is one of your favorite aspects of being on the Balance Team?
Is there an Overwatch hero you really want to see in Heroes, with a unique balancing hurdle? How would you approach that?
Thanks for the questions serenityunlimited!
A typical workday looks like this:
- Get to work, play a game of Hero League.
- Have a small meeting to go over recent changes, then have our morning playtest.
- Talk about the results of the playtest, then go to lunch.
- This part of the day can vary:
a. Have meetings to go over the state of the game and discuss any potential changes we want to consider making.
b. Research various changes to current hero reworks, potential system changes, or other parts of the current state of the game that we want to change.
c. Look at new hero balance and make sure they're in line for our playtests/release.
d. Implement changes that we're making for the next day's patch/playtest.
e. Answer questions about specific hero interactions or bugs and how we want to resolve them.
f. Play the game!
There are so many great aspects of being on the Balance Team. My favorite part is that I get to work on a game I truly love playing, and that there are always interesting problems to solve. Because our game is always changing, there are always problems to fix that often don't have simple solutions, so I get to use both the analytical and creative sides of my brain to solve them.
The other people who work here are also incredibly competent and respectful of each other's opinions. This helps a lot since we often have to make calls about controversial changes, and the professionalism and respect of fellow employees helps a lot to make us comfortable with taking bigger risks than we would be able to do elsewhere.
I love both Genji and Reinhardt, and would be ecstatic to see them in our game. Genji would propose a unique balancing hurdle in his Deflect ability, and the many interactions that it would have with other specific skillshots from other heroes. Not sure how I would approach it, as honestly I think it would end up just being a spiderweb of ability-specific interactions that would make QA cry.
hey guys this is the best game ever I have been played I was playing wow from tbc but after hots beta I just felt in love the game. everyday playing, reading, looking reddit and waiting new amazing things. I just want to thanks all of you guys.
Last changes you guys made like quest talent system, new talents are awsome.
This is not a balance question but I just wondering why heroes level limit is 20? is it possible to infinite level?
Hero level limit is actually 30, but there are no new talents past 20. Sure, we could spend some time developing a new set of talents for level 23~ (for example), but if these talents ended up being fun/unique for the character, I think we'd rather see them come into play much more often and replace existing talents. It's just not common enough that games go past level 20.
Do You plan to separate warriors on tank and bruiser roles? Since Johanna
release it's hard to find warrior that's able to freely solo tank (Mura, Etc, Johanna
,...long nothing, Stiches/Diablo/Anub, remainders), rest are sadly ,,second tanks", which are picked only if team comp is suitable, not because You want to play some other tank. As a warrior player I feel lack of good and stable tank characters to choose from (instead of mura/etc every game...) I’m pretty tired of releasing awesome characters like Dehaka
/Leoric/Artanis or even Arthas
that are simply not able to solo tank… Thank You!
This is a great question and something we are trying to address in the future. We have a couple options; create more categories that help us better define our Heroes (Bruiser, Mage, Pusher, etc...) or embrace their current designations and make kit changes to allow them to better fulfill their given role. I think a combination of both would be nice but the implications of adding more roles comes with a lot of additional fallout.
As a follow-up question: If you got to choose one Warrior for us to make changes to in order to solo-tank, who would you pick?
Recently I asked Dami from Tempest about Nova
and his reply was that her hero damage is alright however her complete lack of wave clear is more than sad and the major reason holding her back to be used more in competitive scene.
And if I may add what is the reason behind Nova's current scalling? Her damage before level 16 and especially before level 10 is absolutely not on par with some other assasins, while her wave clear as said before non existant. How is this suppose to promote her "ganking and roaming nature" (as stated in rework patch notes) when it's very hard to get kills early and impossible to soak at the same time? Also are there any adjustments planned in regards minion changes and feedback given this thread: http://us.battle.net/heroes/en/forum/topic/20743934193
(Also some shameless self-promotion with the concept of Nova I made months ago, maybe you'll find some ideas interesting if not for her maybe for one of the future heroes: http://www.heroesfire.com/hots/concept/nova-4221)
We like that one of Nova's key weaknesses is her low wave clear potential. She is better at roaming, and that is one of the trade-offs with her kit. We have no intention of adding viable wave clear to Nova.
Slight tangent: Recently I have been looking at Bribe and think it might be misplaced on a few characters. While exploring customized Bribe talents, I think this could potentially fit Nova - so while she wouldn't be good at wave clear, she could still add pressure to other lanes with this talent pick. She would likely earn some stacks through takedowns to encourage her to continue roaming.
I have a lot of questions here.
What is planned with the heroes with a troublesome talent tree? I mean obviously Nazeebo, Tassadar, and to an extent Raynor. All three of them are almost locked into one build that you can't really get out of, or at least for a few tiers.
What is planned with Sergeant Hammer? She's the hero that gets the most countered in the whole game, with Chromie, Stitches, and Li-Ming at her hardest counters.
What is planned with our three new heroes, Chromie, Medivh and Gul'dan? Right now, they're at the bottom of winrates (Chromie aside), and are not picked in competitive. Either it's a question of practice (mostly for Medivh), or it's just that they're hardly functional or very niche. If time flies and they're still in the same position, should we expect something?
What is expected for the low-skill heroes that have a hard time performing in competitive? This is mostly adressed for Raynor, Valla, Malfurion and Li Li. All four heroes are known are introductory heroes to the game, but all four of them are barely seen competitively, or if they make an apparition (Valla), they lose unless the enemy team completely throws. (LKA threw the game on BoE against ROMG)
What is planned for the Butcher and Artanis? These two guys are the only "melee" currently heavily underperforming, as they're the only characters that don't make an appearance on competitive, and if they do like Artanis, they lose.
And finally, what is to be expected with Nova? One of the main issues she has breaking in competitive is her lack of waveclear iirc. Is there anything in mind to make her more valuable in a niche?
Hey Nintales, thanks for the questions!
We are always looking at heroes with troublesome talent trees, and this is a big part of the work that goes into our changes in every patch. We try to work on as many heroes as we can with each patch, and we are committed to working on older heroes or those who haven't seen any changes in awhile. Some recent examples of this are the Arthas and Anub'arak changes that we did recently. I can say that we have our eyes on Nazeebo right now, in addition to a few other heroes. :)
We have no big changes planned for Sgt. Hammer in the near future, but we have begun talks on what direction we want to take her down the road.
For our three most recent heroes, I think you can expect changes if they are not performing over a long period of time, especially in the cases of Chromie and Gul'dan. Medivh is a bit of a special snowflake because he requires a lot of coordination to get value out of, and I think teams need to practice with him specifically over a longer period of time before they can utilize his full potential.
While we want every hero to be viable in competitive play, we are ok with lower-skilled heroes seeing much less play. The issue we run into if lower-skilled heroes have the same output as those that are harder to play is that competitive play tends to be dominated by the lower-skilled heroes who are also less interesting to watch because they are more consistent. At the end of the day, we think it's healthier for the game for higher-skilled heroes to have a higher output potential to compensate for the risk that a team runs in drafting them.
We have some pretty exciting changes planned for the Butcher, which sadly I can't go into detail about just yet. I can say that we're trying to give him more of a unique role on a team, and I've personally had a blast playing him in our internal games :).
We have some minor buffs for Artanis planned as well. I do want to say that he is a scarier hero from a balance perspective because of how his trait works. He's a hero that can feel incredibly oppressive because he can feel unkillable while also dishing out some serious damage.
We don't have any plans to give Nova any wave clear. While we understand that this is an obvious weakness of hers, we would rather buff up strengths as opposed to allowing these kinds of heroes to overcome their weaknesses so that we have a more diverse pool of heroes in the game.
Is the team looking at making improvements to maps such as Battlefield of Eternity and Blackheart's Bay, or more focusing on releasing new maps and putting older maps out of rotation as was done with Haunted Mines?
Will changes be made to the way Grandmaster works? Currently the rankings are fairly arbitrary for all except the top 100 spots because people are constantly dropping/rising (a single win after hitting grandmaster can send you up 100 ranks; a single loss will kick you out of GM again). Because the system isn't based off MMR, there are many players in GM who are...good players, but not really cream of the crop.
How long would you say the average talent rework takes, like for Zagara (well done on that, btw)?
Will you add sidebar hero portraits to the game with health bars/heroic ready buttons? This would make it easier to use globals/heals (just click on the portrait, no accidentally healing a minion right next to the intended target). It would also be more straightfoward to see if a hero is in need of assistance in another lane.
I can only speak to your question about Talent reworks as a member of the Balance team.
The larger Talent reworks like Rehgar, Illidan, or Tychus can take anywhere from 3 to 6 weeks, occasionally slipping beyond that.
- Usually a week is dedicated to determining what we want to accomplish with the Talent rework, and papering out rough ideas and getting feedback.
- After that, it takes 1-4 days to get all the changes implemented, depending on complexity.
- After a game or two of testing the changes in an AI game and ensuring our initial numbers weren't way off, we playtest the Hero with all the other Designers.
- We continue doing tuning and making changes to Talents for a few weeks after that.
Will we ever see haunted mines again? I was playing it in a custom game and noticed that it possibly got new visual indicators. Do you think it is just too unbalanced with some of the current heroes?
Hey Qwerty, haven't seen your scary good ETC in HL lately! Hope you're well.
I don't think the Balance folks will have an answer for you regarding Haunted Mines. However, our latest response to the future of Haunted Mines is here.
Just to provide a little more info on this, we're testing the rework of this map weekly and making refinements to it. It is a current focus we are working on, but we do not have an ETA for reintroducing this map yet.
Some heroes have a balanced winrate, but an absurd pick/ban rate (Kael'thas), while others have a niche and have an absurdly high winrate on certain maps (Vikings). Are you fine with this or do you think it's sort of balanced that way?
Medivh in the right hands, as shown by skilled players, can be extremely powerful - as expected of a high skill-cap hero I think. Yet his skill-cap leads to a relatively low winrate overall. Are you comfortable with him or do you plan any further buffs?
Regarding Azmodan, I'd like to quote /u/notadweeb here:
My biggest gripe is the changes to the level 7 talents with Infernal Globe and March of Sin being on the same tier. March of sin is basically the most necessary skill Azmodan has, I like that they moved it earlier just not in competition with his other most needed skill. The charge up to his globe is far too long not to take Infernal Globe but with March of Sin added to that tier it's now a "Do I ever want to use my lazer?" choice, which narrows my actual choices and my gameplay. You are forced in the first Tier selection as to which one of these you will pick later HAVING ONE AND NOT THE OTHER HAS SEVERLY DAMPERED THE STYLE (my style admittedly) OF PLAYING AZMO.
What are your thoughts about this?
I am also of the opinion that certain talents are just too vital. March of Sin makes Azmo's laser decent for instance, Khala's Embrace for Tassadar (not to mention Prescience and Dimensional Warp) is almost always picked in higher ranked games. Brewmaster's Balance is what almost every Chen player usually picks. Now making them baseline is one thing, like you did with Kael's Chain Bomb and Artanis' Zealot Charge, but what else could be done?
Somewhat. While Vikings have a very high win rate, they're not seen very often and do not dominate esports. Kael'thas on the other hand has a fairly balanced win rate, but he has been dominant in some esports tournaments and his involvement in esports and ladder is way too high. We would like to see less KT involvement, so we are looking to make some changes here.
We are comfortable with Medivh being balanced for higher skill levels. If he turns out to be too powerful in esports and top tier ladder play, we might even have to nerf him! (Just to be clear, we're not looking to nerf Medivh at this point, but we expect him to be powerful at professional play).
We discussed a bunch of possibilities regarding this Azmodan talent change. One idea was to give some light movement speed baseline on his Laser, maybe 25%, and have this talent simply increase that speed. We may still do something like this. We are trying to force hard talent decisions though - we want players to make meaningful choices, and that's why we put Infernal Globe up against March of Sin. If this had a hugely negative impact on his win rate or gameplay, we would look to make further changes.
Making some talents baseline: We have discussed some of these. If we like how the talent plays, then it's possible we add it baseline or look for ways to buff up other options so players are still making a fun decision. In other cases, if we don't like the gameplay or result of a talent, we may end up cutting it (Ess of Johan).
Hey, not sure if this is really your department, but where is Kel'Thuzad?
Us, like all the denizens of Azeroth, are searching for his phylactery. If we find it we'll let you know. :)
How do you decide which heroes take priority to patch and change? If you have a list of say 15 heroes all sub 45% win rate, how do you decide which ones to allocate time to? Popularity of the hero - in the office and in the public? Or just because Jim over in B division happens to love her and has already done some ground work?
For purely win rate changes we try and hit them all in the balance focused patches. Often if we don't touch a character, it's because we already have larger changes coming to them in the future and don't want to be making tuning changes before our other changes hit.
What are the top considerations you keep in mind when choosing where to focus balancing efforts, particularly in choosing heroes for rebalancing? What sorts of concerns prompt reworks?
Hey FlagstoneSpin, thanks for the questions!
There isn't an exact science to which heroes we choose for changes, particularly bigger reworks. Some of the things we consider are:
- Is a hero's winrate severely out of place? If so, we'll probably make changes sooner rather than later.
- Are there any heroes who we haven't touched in a long time that feel outdated?
- Are there any heroes with very poor talent pick/win rates?
- Are there any heroes whose playstyle could be made to be more unique or interesting?
- Are there any heroes whose design feels off in some way that we could improve?
- Are there any heroes who are dominating in the professional scene but not the casual scene or vice versa to the point that we consider it a problem?
For hero reworks we tend to focus more on playstyle and talent health as opposed to win rates.
Why remove Herbal Cleanse again? It was a fine talent. You just gave Li-Li a generic talent in its place. I thought we were trying to come away from generic talents?
It was a fun talent that you did not even need the cc removal to be good, that was just an added bonus. The extra 20% speed boost was so strong. It could make the difference of if one of your allies lived or died. Helped someone get out of a position or into one.
Honestly I think you should make more talents like it and remove Cleanse.
Also I already filled out a bug report but I don't think anyone read it. Li-Li's Shake It Off talent reduces the terrors cc and does not even put it on cooldown. The cc the terror gives you is a slow/polymorph, so it shouldn't work with SIO but you do literally turn into a root...atleast if you do want it to function that way you should put it on cd.
To gain good value out of cleanse, players need to use it at the exact moment on the correct target. While we're okay with making hero specific Cleanse abilities, we felt Li Li's was pretty awkward to use. Much of the time your heal wouldn't be going to the target you actually needed to Cleanse, your heal was on CD from normal gameplay when you needed the Cleanse, etc.
What Heroes do you feel are in most need of a talent rework?
seems to be underperforming, what steps are you taking to truly make him Darkness Incarnate instead of Mild Annoyance Incarnate?
Thank you for all you do for the game!
We have a nifty excel file that does a lot of numerical calculations to show us which Heroes have the 'worst' talent health in the game. Although we don't use this exclusively to pick out which Heroes to work on next, it does give us a good indication of who are in need of some love. And right now, no one needs more love and affection than Nazeebo.
Why doesn't the balance team adjust weaker characters just slightly every patch? It seems like it would be pretty easy to add just a few points of damage, health, or 1 second of cool down reduction to a character sitting towards the bottom of the win rates. That would turn a 46% character to a 47% one.
I'm just confused why the balance changes are usually pretty heavy handed when a slow and gradual approach would result in rather minor and predictable rise in win rates.
Thanks for the questions Raidion!
There are a few reasons why we don't just adjust weaker heroes up every patch. While on the surface it makes a lot of sense, these are some of the issues that we would run into:
If we adjusted heroes up every patch and not down, our game would just get more and more lethal. Even if Support and Healing were also adjusted up, this would result in players having less and less reaction time before both killing and saving each other. For the whole game, it's better to both adjust low heroes up as well as high heroes down to keep general power levels more even.
Often heroes are lower win-rate because the meta has shifted against them, and we're OK with this. If we constantly shifted heroes up based solely on win rate per patch, heroes would be winning more often than they should in metas where they really shouldn't shine. Once the meta shifts back in their favor, they can end up being grossly overpowered due to our small consistent buffs.
Sometimes it also takes players time to figure out the true potential of a hero, and we want to give them the opportunity to do that without always adjusting heroes all the time. We'll definitely adjust heroes up who are languishing at a low win rate over a long period of time, but sometimes all that hero needs is the right player or pro team to show everyone how it's done, and suddenly they are considered strong. Sonya was a great example of this, where upon release she was considered weak and without any major changes became a highly contested pick at all levels of play.
Sometimes we have heavy handed balance changes and others we do a slow and gradual approach. Both have their pros and cons, and we try our best to do whichever one is most appropriate.
A recent example of a case where we got some criticism for using a slow and gradual approach is when we did our Rehgar rework. He was too strong after our changes and we did a lot of small cuts to his power instead of more heavy handed nerfs. We got some well-deserved criticism from the community for nerfing him so many times in a row before getting him in a reasonable spot.
Considering the way Echo of Heaven was tuned down to make cleanse more pickable, do you think that the existence of cleanse at level 7 limitates the power spike most heroes get at that level for supports?
There has never been a talent I wish we could 'kill with fire' more than Cleanse. We have constant debates about it every week and I have not got a decent nights sleep in months due to it haunting me.
As a direct response to your question: Cleanses existence definitely effects the decisions we make on some supports at level 7.
What are your thoughts so far with how the minion damage buff is being received?
For all the hubbub they caused when we announced this on PTR (mostly from our poorly written patch note) we haven't heard much about them since we shipped them (which is good). We've seen game times reduce slightly, which is a positive outcome. We'll keep monitoring this further to see if anything else shakes loose.
When do you anticipate the next hero release which is neither at the top nor bottom of the winrate chart?
Our goal is for every hero to be around 50% on release. Obviously this is very challenging to do, especially when referencing win rate data on a brand new hero that everyone is playing.
Few notes: -We typically wait 2 weeks before patching a new hero as we want to wait to gather enough data, but also give the community some time to learn the new character and strategies. We feel this is also quick enough to address any glaring balance issues. -Over time a new hero will typically trend upwards 4-5%. While every hero varies, we've never seen a new hero trend down over several weeks. In that regard, even if a hero is at 50%, we expect early data to indicate they're much lower. -Many of our new heroes have obvious strengths and weaknesses. This means we have tuned their power around picking them in decent-ideal situations. When a new hero is released, many of the initial games are not ideal team compositions, maps, etc.
Any news/buffs on The Butcher
? Seems like he is outdated. Greymane
does practically everything he does but better.
We're working on changes for your favorite meat cleaving machine now!
What do you have planned for Nazeebo
? He seems to have a very high winrate with outdated talents.
We have some changes coming in soon that should address this.
Is there any chance you guys are reconsidering the changes you made to Medivh
's portals? The changes to the hitbox have really hurt the fluidity of his play, and from what I hear from other people they don't like the change much either.
And since it seems you are all balance designers this question probably isn't appropriate but I guess I'll ask nonetheless: in StarCraft there was a resume from replay feature, and I think that would be an absolutely awesome feature for custom games. Has it been talked about at all whether Heroes may get something like this?
We are fiddling with increasing his Portal hitbox size internally right now, we agree it is currently too small.
We agree the resume from replay feature is valuable, we've looked at adding it for Heroes as well, but haven't gotten to it yet with many of the other things we've been tackling recently.
It feels like the balance of the game is in a "version 2.0" phase, where you are going back and looking at all the talent trees of the original heroes and bringing them into line with how the game ended up developing, as well as being very open to big changes like the ones in the latest patch. Do you guys feel like the game is coalescing into a more defined form?
I think most people wouldn't want to see this level of change for years to come. Do you see this kind of volatility down the road, or are you trying to set it up so that only small tweaks will be needed down the road?
Hey ghostdunk, thanks for the questions!
The balance and design of the game has definitely changed since we first created it. Honestly, even before Heroes was officially released there were multiple, dramatically different versions of the game. I think the game is coalescing into a more defined form, but we definitely still have a lot to learn and improve on.
In regards to the volatility of our changes down the road, this is a really hard question to answer. One of our core values is that we don't want our design to ever be restricted to the point that we don't take risks that could potentially improve the game. Because of this, it's hard to say that we will ever be at a spot where we wash our hands and say "yep, game looks good now!"
I think we want to be in a place where we aren't making as many huge, sweeping changes as we are now, but if we really think something will be best for the health of the game I don't see a time where we wouldn't make that change in the name of keeping the game the same.
Are there any plans to rework / replace Garden Of Terror? What are the current thoughts on the map?
Our current focus is on Haunted Mines, but Garden is next on our list to hit when we have time for another rework. We haven't determined yet if we would handle it in the same manner as Haunted Mines (taking it offline to work on).
Do you think Murky
is in a good place right now?
He's pretty close ya. Some of his talent pick rates need a bit of work, specifically Octo-grab, which we're looking to add more enemy counterplay to.
Have you ever considered adding attribute points to the game, where at each talent tier the player would choose to allocate these points to health/AA/mana etc.. ?
We don't have any current intentions to add this. We think it is more important to add gameplay mechanic choices instead of stat based choices. In a time long ago I think a version of our game at BlizzCon that had Tomes that you would select on level up that would give hit points, ability power, attack damage, etc, but we've since moved away from that system (that was before we had the talent system, which we much prefer).
Howdy HotSBalance team!
Big fan of the game and I've been playing for a while,
1. What types of professional work do you recommend for getting the type of experience you view is valuable to join the dev team? Are other types of non-moba design transferable in your opinions?
2. When you design a talent or gameplay element really well, it highlights a key choice the player needs to make (Survivability or wave clear, burst or poke, global presence or heals, etc). Most of the time, base abilities feel 'underwhelming by design' which gives them good room to grow with talents. For example - Tassadar's shift feels really underwhelming most of the time, but it feels meaningful with talents. Sometimes, that healthy design is good enough to be added to the base ability. We've seen you add range to Kerrigan's E, give Kael's Living Bomb baseline spreading, Nazeebo's Level 1 Ritual (a discussed future candidate), Tassadar's Khala's Embrace (a requested candidate) etc. How do you pick the right moments to add talent to baseline abilities?
3. Is there a shared sentiment of an easy way to make characters good is to improve their wave clear? The tank meta of Joh/Leoric was driven by tanks with waveclear (Diablo, Anub and Chen start filling this role nowadays). Kael, Kerrigan, Greymane and several other characters have a lot of strength in their wave clear. Is that something you actively design around - "We can't give Chromie/Medivh too much wave clear"-type statements?
3b. Do you think it would be possible to make a character that can't deal damage to minions at all or is it too unhealthy from a design perspective?
4. Is there a chance that Lili, the 'simple support' could get some Piano Uther-esq talents to raise her skill ceiling in addition to the low skill floor - Example: 'Extend the range of healing Brew by 30% and allow it to be targeted manually'.
5. How do you feel about the 'X attacks or X sources of damage' mechanics scattered across the game (Block, Murky's puffer, Blackheart's chest VS Rehgar's Totem, Zagara's Creep, Chromie's Traps)? Do you feel that characters like Tychus, TLV, Vikings can invalidate this. Is there a reason why Blackheart's chest doesn't get a scaling health value to reward more burst oriented characters who are giving up far more to break the chest than TLV/Rehgar/Nazeebo/Tracer?
6. How do you feel about the state of mages - they have strong 1v1 potential most of the time (Kael's stun, Li-Ming's resets), poke, zoning and wave clear. How do you feel they trade off for those myriad of abilities? Survivability? Burst? Longer cooldowns?
7. Do you feel that benefit on takedowns make the game more individual skill focused and degrade the team oriented nature of the game (Dehaka's Passive, Li-Ming, Greymane's Go for the Throat and others)?
8. Not a question - Thank you for quests. I adore the mechanics of them. I always feel the best gameplay exists when players must choose between short term benefits and long term benefits while considering risks. Quests perfectly bring this to center stage in player logic. I'd love to see a Quest-centric hero who's kit is heavily based around quest talents (Hero name: Questing Adventurer, representing a WoW player leveling up, skin variations would feature gear, cute idea imo)
9 Do you feel balance wise it's possible to make and balance Core Replacement Heroes like C'Thun, Yogg'Saron, Kil'Jaedan, Overmind or the other suggested ideas. A character who doesn't have a killable presence in the main field? Do you feel characters like Abathur, TLV (on certain maps), Cho'Gall and others can have too much of a defining impact on matches they're in? (Example: Matches with Malfurion or Lili aren't nearly as defined by them as Stealthies or TLV shape games)
10. Favorite design of any single talent in the game. Why? Is there anywhere else in the game you'd wish to expand that design.
11. As a support main - thank you for Kharazim, Uther and other Support balancing. They're really coming together more than 'Top Tier uther/rehgar/tyrande autopick vs everything'
Thank you very much for answering my questions if you get to them
Hey Vantharion! There are a ton of really great questions here, I'll try to get to them all.
There are a lot of things that can help getting a job on a dev team: Working in the computer/console industry (even non-dev jobs). Making creative stuff on your own, like mobile or board games. Becoming involved in the gaming scene, either competitively (eSports/casting/websites/streaming) or providing support (tool creators, web site developers, written content creators. Any work experience that involves collaborating with lots of people, making deadlines, and being organized.
We ask ourselves when the right time to add Talents to a baseline Ability is all the time. Typically, we only do it when we view it as absolutely necessary to balance out pick and win rates on a Talent tier. Our Hero Designers create base kits a certain way on purpose, and continuing to introduce more and more mechanics can start to overly complicate what the core design of an Ability is. We usually ask ourselves: Does this Talent now define the Hero? Is it why they brought to a team? Is it healthy for the game? Can we create viable alternatives at the same tier that are just as compelling, without trying to do the same thing 4 different ways or offering a giant range of tools that the Hero shouldn't have in the large scheme of things? Is cutting the Talent a viable option? Every situation is different, but I'll just reiterate for u/Centaurik's sake that we don't do it lightly!
Yes, we absolutely consider wave clear when both designing and making tuning changes to a Hero. We didn't want Heroes like Medivh and Chromie to have lots of wave clear, so when we buffed them we made sure that they didn't gain any. It would be an easy way to make a lot of Heroes more viable, but after a while every Hero in the game would have tons of wave clear. Which would mean that any Hero that didn't (either live or future) would be non-viable. We also think that any Hero with wave clear should feel special, and to do that we can't give it to everyone. I think that our Hero designers could answer the question of a Hero that doesn't do any damage to Minions better than I could, but I think it could be done! You'd just have to compensate them in other ways, and be sure that they have active things to do.
I don't know that adding "piano Li Li" options really fits what we want from that Hero. We're okay with 1 or 2 options so that someone who loves Li Li and has played a ton of games on her has the ability to begin to opt-in to more complexity, but we view her as one of the easier Heroes to play that doesn't need to have the same skill-cap as others.
We like to use the "X attacks" mechanics occasionally, because it puts some Heroes that have similar attack speed but very different damage amounts on the same footing. For instance, now Brightwing and Raynor can kill a chest in about the same time. We're okay with things like Treasure Chests dying more quickly to people like Tychus, as long as it doesn't break the game (and killing a Treasure Chest a few seconds faster than other Heroes doesn't break the game).
Every mage in our game should have downsides, especially when compared to our Basic Attackers. We think we have room to improve here, both in terms of improving Basic Attackers and providing more obvious weaknesses to our mages. We've also noted that the game has more Basic Attack counters than Ability Damage counters, and this is making things worse.
We think the occasional takedown mechanic is okay for the health of the game. We like it when the players that really want to chase individual skill have a few Heroes that they can gravitate towards.
Thanks, we like them too!
Maybe we could make Core replacment Heroes? They sound cool don't they? And we've balanced crazier things in the game, like Cho'gall or Abathur. There are definitely a ton of challenges there, but I'd there's potential there.
Some of the 20s are really fun, but those break the rules :) I've always really enjoy Chromie's Past and Future Me talent, but I'm not sure that you can really expand that onto a lot of other Heroes.
Glad you're enjoying it! The whole team loves those Heroes too, and we hope that we can continue to provide a wide range of choices in terms of top tier Supports!
Thanks! I tried my best to answer it all, but there was a lot here!
Question from Tdlkjas, Koreacow KR: Greymane
got buffed with the latest patch, but it seems The Butcher
is not getting much love these days; do you have any plans on buffing The Butcher
? I’d like to see some changes that can help mitigating The Butcher
’s reliance on Meat stacks, such as making Butcher’s Brand to also affect enemies nearby the target, giving a bonus attack speed for The Butcher
when attacking an enemy affected by Butcher’s Brand, or increasing the base length of Hamstring equal to Hamstring with Flail Axe Talent.
We are looking at improvements to Butcher and giving him a more unique role. I think Greymane was overbuffed a bit so we're looking if we need to scale back those changes a bit.
Do you have any plans to work Dehaka
on larger scale?
First, Drag has too short than Stitch's Hook. And It is so hard to use for blocking. Second, The Damage to minions/structures of Dark Swarm is so weak. For this reason, Though he has Brushstalker global teleport skill, This alternative isn't effective as much as The Mounts. Above all things, Both his ult are seriously vague! Especially, Adaptation is excellent ult when it's ONLY IN THEORY. Finally, His Talents is completely inflexible unlike your intends.
Natually, My Opinion could be wrong, but his condition is bad beyond your imagination.
We feel like Dehaka is in a good spot right now. In the future we may look to making changes that allow him to solo tank better.
How hard is it to hold back if you see the community bitching about something you know will be changed soon™ but you are not yet allowed to talk about the change inbound?
Have you ever read read a post on a forum that you found so incredibly stupid that you had to show it all around the office?
Which balance change and/or idea for a mechanic did you blatantly steal from reddit?
It used to be hard but after a couple years you get used to it. For what it is worth, if you see a lot of posts about something on the forums, chances are very high that we are heavily evaluating the feedback.
Nope. For every bad idea that we read, we have pitched a worse one internally. Design is all about trial and error; the hardest part is not being afraid to take chances.
Stitches: Helping Hand baseline. There is no way I can take credit for that one :)