General Discussion Chromie Patch - Page 19
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karazax
United States3737 Posts
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ThomasjServo
15244 Posts
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karazax
United States3737 Posts
Hand of Gul'dan Chaotic energy Rain of fire Drain life Life tap Fear His main trait is sacrificing life to do extra damage, then stealing life | ||
Larkin
United Kingdom7161 Posts
Considering the consistent accuracy of the probable Blizz employee that this 4channer is (a quick look at the Chromie and Medivh accuracy is enough, really, let alone skins etc) - I'd say he's probably close to spot on with this one too. Cool concept, and glad he's going into the PTR first. | ||
Foxxan
Sweden3427 Posts
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ThomasjServo
15244 Posts
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ThomasjServo
15244 Posts
Hello all, In case you missed our previous discussion, feel free to check out the thread here. In this thread I introduced myself and we had an in-depth discussion about health sustain in Heroes of the Storm. Thanks to all your feedback, it was clear many players wished to have a discussion about Support characters. So, lets dive right into this next discussion topic: Supports. We’ve heard feedback from the community that our Supports feel like heal-bots. Let’s briefly explore this:
-Not all characters are going to fit your playstyle. It’s okay that Li Li is more straight forward to play, whereas Rehgar has an aggressive playstyle. Additional depth and complexity can come in the form of talents. Uther’s base kit is quite simple. However, at a highly competitive level, ‘Piano-Uther’ is seen as the optimal way to play, adding another layer of depth. All of this being said, we agree that there is room for improvement. If most of your power comes from standing in the backline and not paying attention to enemy heroes, then this is an area we definitely want to improve. We think we can tackle this through some base kit changes, and future talent redesigns. We will also keep this in mind when designing future support heroes. We’ve also heard from the community that our Supports are not play-makers, so let’s discuss: We agree that Support players should have the ability to make big plays, and this is likely an area we can improve. However, lets define what this means:
-Supports bring a ton of value in ‘supporting’ their allies. This often occurs through healing, but could be through a movespeed buff, a well-timed CC, vision, etc. -Many Heroic abilities including a well-timed Ancestral Heal, a perfectly placed Force Wall, or a clutch Divine Shield can all change the outcome of a team fight. We think we can address this feedback with some simple base kit changes. With Lt. Morales, we’re currently exploring changing the way her Displacement Grenade functions; Instead of automatically detonating on the first enemy hero, we’ve changed it so the player chooses when the detonation occurs along its path, exploding automatically at maximum range. Simple changes like this could allow a skilled Lt. Morales player to choose if knocking away the enemy or pushing them toward your team is the correct call. Other thoughts: We want a flexible ‘meta’. We want the meta to vary over time and change based off the map. We like that the current meta allows for 1-2 Support characters per team - we feel this offers a lot of variety in team composition and play experience. We would occasionally like to see some 0 support team compositions, but very rarely. It is not off the table for us to retune the total healing output of Support characters. For example, we could decrease healing by 30% and increase health pools by 30%. A change like this likely means that a healer is more about mitigating immediate loss in a team fight, and less capable of constantly topping off their team. While this is a perfectly viable direction for us to explore, I don’t think it addresses either of the core concerns we’ve been hearing regarding making big plays or being considered heal bots. The floor is now open, please add any thoughts you have below. I’d be really curious to hear where you think we’re currently succeeding with Supports, and where we should be looking to improve and focus our efforts. As always, thanks for your time and help. http://us.battle.net/heroes/en/forum/topic/20745655517 Serendipitous Blue post on the subject as well. | ||
Pwere
Canada1554 Posts
I'm surprised to see this, considering Li Li is by far the most aggressive healer out there, and Rehgar can get a wolf attack here and there, but generally sits back and live the healbot life. Also, that Morales change is pretty big. Adding safe ganking potential to her kit would make her viable on way more maps. | ||
Foxxan
Sweden3427 Posts
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karazax
United States3737 Posts
If you don't: | ||
ThomasjServo
15244 Posts
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karazax
United States3737 Posts
Please note: The following update to Team League Match Rewards is now live for the Americas region, and will arrive for all other regions around the world throughout the rest of the day. It’s no secret that Heroes of the Storm is an absolute blast when you’re playing with friends, or that raiding the Team League queue as a five-player party only turns the fun up to eleven. However, we also know that it can take a little more effort to make sure everyone’s schedules line up when it comes time for a few Team League matches, and the games themselves involve quite a bit more coordination and communication than our other modes. In recognition of that extra effort, we’d like to try something new for those of you who assemble five-player squads in search of ranks, rewards, and glory in Team League. More XP and Gold per Match Starting today, and for the remainder of Ranked Season 1, we’re amping up the rewards you can earn simply by playing Team League:
Better yet, Stimpack bonuses will stack additively with these new reward amounts, making Team League the best place to squeeze the most out of an active Stimpack per game. These bonuses are ripe for the taking right now, and will remain in effect until Season 1 concludes during the week of August 23. Gather your closest allies, take another look at all of the epic loot you can unlock by ranking up, and hit that Ready button as hard as you can! If there are a few empty slots on your Team League roster, then be sure to check out the official Heroes forums, or the Heroes of the Storm Subreddit, to find other players who are looking to party up. Until next time, we’ll see you in the Nexus! | ||
Leolio
France633 Posts
And Gazlowe, the meta running-gag, is back at less than 40%. Now it feels like home. Hopefully, he gets nerfed again soon. :-D | ||
karazax
United States3737 Posts
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MotherFox
United States1529 Posts
edit-> Of course, as far as this spoiler goes it is not wc | ||
karazax
United States3737 Posts
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NonY
8722 Posts
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MotherFox
United States1529 Posts
On June 30 2016 08:54 karazax wrote: If the 4chan leak is accurate his abilities are: Hand of Gul'dan Chaotic energy Rain of fire Drain life Life tap Fear His main trait is sacrificing life to do extra damage, then stealing life Further, the guy's list of new heroes is over 50% now: Chromie <released Auriel <announced Gul'dan <announced Medivh <released Samuro Zarya Aidan So I guess Samuro, Zarya, and Aidan are next? His map forecasts are exciting too. Braxis Holdout: SC2 theme, ice planet Warhead Junction: Possibly another SC2 theme | ||
NKB
United Kingdom608 Posts
On July 02 2016 01:59 karazax wrote: https://youtu.be/yU2WGor6p_0 Spell breaker johanna looks amazing, I really like Auriel's design, though the abilities shown look like another damage dealer. Could be wrong, will just need to wait and see | ||
MotherFox
United States1529 Posts
On July 02 2016 02:53 NKB wrote: Spell breaker johanna looks amazing, I really like Auriel's design, though the abilities shown look like another damage dealer. Could be wrong, will just need to wait and see She will be a support. https://www.reddit.com/r/heroesofthestorm/comments/4qsrcm/in_development_auriel_guldan_and_more/d4vkiau | ||
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