balance

Several members of the design team took to Reddit today to answer questions from the community. As you can imagine the topics were wide-ranging and the thread is already over 600 posts at the time of this writing. Don’t worry if you don’t have the time or the patience to wade thru a 600 post Reddit thread, we did it for you. Here are some of the more interesting takeaways from this highly informative Q&A: Probius It was a conscious design to not have Photon Cannon prioritize Heroes. They did not want Probius to be a lane bully able to zone out enemy Heroes with aggressive Photon Cannon placement. Probius is meant to be more of a defensive Hero. Having the Cannon auto-target minions first forces players to decide between forward placement to help clear minion waves or rear placement to defend against diving Heroes. Builder Heroes have traditionally been difficult to

Matt Cooper from the Balance Team made an interesting post on the official forums recently on the subject of Health Sustain. Not only does the post contain insight into design philosophy, but it also details potential changes to things such as Regen Globes, Healing Fountains, and passive health regeneration that we might see in the future. As great as it is to peek behind the curtain and learn more about how the Devs see the game, the best part of this post is the opportunity to share your feedback on the subject. Read the post for yourself and then join the discussion if you would like to share your opinion. I, for one, find the thought of even more enticing Health Globes terrifying. I already can’t resist trying to gather them all and I have paid for it with my life more than once. I can’t even image what will

 

A sizable new balance patch was released today. As you would expect, many of the changes center around Heroes who have become ‘must pick/must ban’ material and/or who have especially high win rates. Continuing with a recent trend, there are also several changes to some lesser picked Heroics in the hopes of making them more attractive choices. Here are some of the highlights: Illidan has received several changes aimed at making him a little less difficult to kill. These changes include a reduction in healing from his Trait and a nerf to some of his survivability Talents. They also buffed some of his Sweeping Strike (W) related Talents that they feel offer interesting gameplay options but currently have a low win rate. Kael’thas also received significant changes. His health pool has been increased, as well as the range on his Flamestrike (W), which should enable him to poke more successfully. They

Blizzard announced and released a brand new balance patch in the span of a few hours today. Big changes to heroes on the opposite ends of the win/loss spectrum. Blizzard wants to try and raise the win rate of Lunara by giving her some extra survivability. The opposite seems to be true for Tyrande, who’s win rate has been very high, because they tuned a lot of her abilities down so that she wouldn’t be so strong in so many areas. Raynor, Malfurion, Brightwing and Stitches also received some tweaks to their abilities and scaling. You can check out the official Blizzard Post below. HEROES OF THE STORM BALANCE UPDATE NOTES — JANUARY 20, 2016 BLIZZARD ENTERTAINMENT 1/20/201659 We’ve just released a new patch for Heroes of the Storm in order to apply a few Hero and Talent balance changes. Check out the patch notes below. TALENTS Cleanse This Talent’s

 

The Importance Of Level Advantage 2.0

by Alebeard on

Back in June, shortly after the game was released, I wrote an article entitled The Importance of Level Advantage. That article focused on how often teams won when they were ahead at certain critical points through out the game. If you would like to read the full article you can find it here, but suffice to say the result was that teams that hit level 4, 10, and 20 first won an overwhelming majority of the time. A month ago we received the Cho’gall patch, which in addition to a cool two headed ogre also included scaling changes and longer early game respawn timers. These changes were primarily aimed at combating the problem of snowballing. Now that we have had some time to see these changes in action, I thought it would be interesting to take another look at level advantage and the win percentages when teams are ahead at