Bluetracker
Tracks Blizzard employees across various accounts.
Hello /r/HeroesoftheStorm. We've brought in our balance experts to answer your questions regarding Heroes of the Storm Balance.
PTR Patch Notes – December 5th, 2016
Patch Notes – December 6th, 2016We’ve brought in a few of the experts working on balancing Heroes of the Storm to tackle your thoughts about the latest changes to be introduced to Heroes of the Storm. Feel free to ask questions about the recent changes to the game, your favorite heroes, talent diversity, or anything else you’d like to know regarding balance!
For today’s Q&A, we’ll have the following developers in attendance:
- /u/Blizz_Daybringer – Brett Crawford (Balance Designer)
- /u/BlizzCooper – Matt Cooper (Lead Balance Designer)
- /u/BlizzNeyman – Alex Neyman (Balance Designer)
- /u/BlizzAZJackson – Adam Jackson (Balance Designer)
- /u/BlizzClaudio – Claudio Gentilini (Producer)
- /u/Blizz_AKlontzas - Alexander Klontzas (Producer)
Please feel free to start posting your questions below! We’ll be starting at 12:30 PM PST.
As a reminder: There will be questions posted by CMs from non-English speaking regions. If you'd like to see these questions answered, feel free to upvote them for more visibility.
Edit 1: The team is sitting down and getting ready to start diving in. PROOF: https://twitter.com/BlizzHeroes/status/806234628650434560
Edit 2: We're seeing a ton of questions regarding Murky and Uther. Here are the latest updates: Murky Response, Uther Response
Edit 3: Thanks for all your questions, the balance guys need to head back to work! We'll see you next time!
azgaz
Hey Milkman127,
This isn't a balance question but I do want to add some clarification since this is a new feature. The system was designed in such a way that it does not always provide a personalized stat for every player in every game. Many factors go into deciding whether or not to show a stat to a player, and just because you didn’t receive one doesn’t mean that you aren’t performing well. Having said that, we are continuing to tweak the rules for how these are shown so that these show up in more situations that are meaningful.
azgaz
Hey Tbkzord!
Kerrigan's combo should actually be significantly improved now on PTR so you can go and play around with it to see if she's back to her normal player killing self. We also try to make targeted quality of life changes to specific Heroes in every patch, such as Diablo's Attack Animations which was changed in today's balance update, to help with these types of issues.
azgaz
We got you fam! Check out this post from our Lead Balance Designer for something we have coming soon™ to the game! http://us.battle.net/forums/en/heroes/topic/20752266255
azgaz
Hey Archonios!
Power creep is definitely something the team is aware of and can be the natural fallout of exploring more diverse and interesting Heroes with unique kits that push boundaries. The Hero Design team is cognizant of this and will pair power creep with intentional weaknesses to compensate when designing a new Hero. Luckily, we're constantly looking for opportunities to go back and revisit older Heroes that can use some attention and adjust their power level to be both closer to their respective fantasy and the current state of the game. I would definitely recommend checking out the reworks currently on PTR for Diablo, Artanis and Dehaka! :)
azgaz
Hey BoP_BlueKite!
This mostly depends on how much a Hero is being tweaked or reworked but regardless, changes get playtested through various stages of development which can include what is live to players, what is coming up soon and even a state that won't hit the live game for a loooooong time. Changes we make propagate down a large chain of development so we get lots of difference perspectives on upcoming changes. More experimental or sweeping changes can also get dedicated focus testing through strike teams to really soak up what the balance team is working on and tweak it before it gets to players.
Neyman
When I was younger, I would fiddle with improvements to an excel character generator for a pen and paper roleplaying game called Earthdawn. The thing was basically its own program, it got so complicated. I loved it. Now I get to do it for fun/work!
Neyman
There aren't any concrete plans to make changes. I think we're happy with some of the damage potential of the character, but we can take another look.
Neyman
Armor is like a % damage reduction.
Neyman
Not every tier needs to be this way!
Neyman
Hey, just wanted to jump in and say not every tier, nor even every character needs to adhere to these rules. It's mostly just a small thing that we've learned to be wary of as we're creating Talent options. If you're putting something like "Valla does more Hero damage" versus "Valla can provide nearby allies utility", you have to do some really crazy tuning to make the non-primary focus of the Hero an attractive choice.
Neyman
Hey DeMo, thanks for the question!
One of the biggest challenges of balancing a multiclass Hero like Varian is tuning Talents that have differing power levels depending on the different "roles" you take. With Varian, we were okay with some Talents being more or less attractive depending on your route, as long as you still had 2 viable choices at each tier. This was our first foray into multiclass, and we're still learning from Varian's release.
Our design team is usually really good about listening to the balance teams feedback when something doesn't appear tune-able. We work hand in hand with them to make sure that abilities work, because no one wants to have to completely revamp a Hero's kit after they're released. It can be painful for a few playtests though, I won't deny that, haha! We usually like to give things a fair shake before we voice concerns.
We can revisit Hinderlands Blast again. We're thrown around a few ideas, and we agree it could be more interesting.
Neyman
Hey Paladia, thanks for the question.
The goal with creating Talent choices is to make you think each time you play a Hero. You should react to the Battleground, your team composition, the enemy team composition, what your prior Talent choices were, if you're winning, if you're losing, what gameplay styles do you prefer at the moment?
Ideally, each one of these Talents are also interesting and make you play slightly differently too. They should be gameplay changers that feel fun and add to the character. They should make you feel powerful and awesome. They should make playing a Hero the 100th time just as fresh as playing them the 1st time (ideally).
We don't always hit that for every Hero, sorry about that. But we think there are plenty of examples of good "apples to apples" choices in the Talent trees. We feel like we can more consistently create choices that are interesting if we start to limit the spectrum of choices you have to choose from. It wasn't interesting to be playing Illidan and say "Okay, do I pick between living, mobility, or doing damage", because then you aren't actually making a choice because you always have to prioritize living.
Neyman
I'll answer 3 and 4, I'll leave the first two to someone else.
We're completely okay with certain Heroes not being great on certain maps. One of our goals with Heroes of the Storm is to allow different Heroes to shine (and not shine) on various battlegrounds, so that you see a greater variety of Heroes and strategies.
At one point in Rehgar's development, he was able to cast Lightning Shield on enemies. We removed it for a few reasons:
Neyman
I guess it changes per Hero, but I think for the most part hitting a Hero with a few small changes 2 weeks after their release, and then again with bigger changes with more data and games under our belt a few weeks after that.
Zarya's changes happened a lot faster and more frequent than we'd like for most Heroes, but we were trying to have her in a good balanced state for the Blizzcon finals. I don't think we'll ever likely put everyone through that roller coaster again.
Neyman
I think the toughest one we ever made was figuring out how to reduce snowballs and experience gaps in games. That led to a giant undertaking in changing the way all Heroes scale in the game. There was no going back after making the change, and almost every system had to be touched to compensate.
I wish you all could have seen the giant excel sheet that listed how every character, map, mercenary, and experience reward would need to change. And then making sure that everyone one of those things happened as intended.
Neyman
Hi ajrc0re, thanks for your question.
Internally, for a long time, Warbringer was viewed as the "weaker" Talent choice. From our viewpoint, how could you give up Shield Wall, which provides complete immunity to damage? We kept tuning up Warbringer, because our fear was that if Shield Wall came out as the stronger Talent option at that tier, we'd have a long uphill battle to ever get people to take something else.
We overdid it slightly. But actually, we think that'll be better for Varian's Talent diversity in the long run, as we can slowly buff Shield Wall and/or nerf Warbringer as needed to narrow the gap.
The most recent change was to nerf Warbringer slightly, because it's too strong. We know there have been lots of comments suggesting reducing Charge's cooldown somewhat, and we may still consider making those changes. But we're still wary of overdoing it, because man, Shield Wall is actually really strong too.
Neyman
Thanks for the question AMasonJar. I can't answer everything, but I'll try to hit the big points.
In general, Greymane is an interesting Hero in terms of balance. He's effective and sees play in the competitive scene, and he still has a niche on certain maps. He isn't all that common in Hero League anymore, and his winrate is a little lower than we'd like.
We know it's been a turbulent experience for Greymane players since he came out, and we're sorry for that. We genuinely think that his overall design has improved, but obviously there's still room to go. If he were one of the most powerful Heroes in the game again, we think the complaints about how he feels to play would go down.
That being said, there are a few changes coming for Greymane. We're throwing around some ideas to drastically change Marked for the Kill to solidify it as a Heroic you use at the start of a fight (while Go For the Throat is the finisher). We're also planning on adding Armor to Greymane while he is in Worgen form.
There are a lot of really good Basic Attack Heroes at the top of the meta right now, like Tychus, Valla, or Falstad, and we don't want Greymane to just replace one of them. If we do it right, there would be reasons to take him on battlegrounds like Battlefield of Eternity, when you otherwise wouldn't take the others (in fact I still do see him there when I play Hero League).
Neyman
Hi! I'm James Baker.
We will sometimes buff or nerf Heroes slightly to bring them down if they have an incredibly high pick or win rate that we don't think is healthy for the game, but we don't have any plans to constantly rotate out "who's at the top" like some sort of map rotation. We also don't ever plan to nerf a Hero into unplayability, or dominance. Realistically, we want every Hero to be between "niche pick" and "pretty good in this meta".
Our perfect goal would be to create a role for every Hero, so that in the right meta, battleground, or player's hands there would be a reason to bring them all.
BlizzClaudio
He is on the books, but likely won't see any light until middle of next year or so. We are aware of his talent issues though! Hang tight. >.<
BlizzClaudio
Bloodlust is still a sleeper imo. :)
BlizzClaudio
6.5 out of 10, missing cigar.
BlizzClaudio
You mean like Chromie, Medivh, Gul'dan, Auriel (50%), Alarak, and Zarya? :) No, we aim for 50% on our heroes, that is our goal. I think we're currently in a string of "stronger at release than we'd like", but our goals have not changed.
BlizzClaudio
We've discussed this internally, it is something we'd like to pursue, but there are a lot of bigger things in front of it right now. I think we'll get to it eventually, but requires a lot of updates to the UI, Battle.net screens, etc, and those are pretty impacted teams at the moment.
BlizzClaudio
The goal with the Sanctification change was to allow for wombo combos to still be successfully executed and not be negated by Sanctification while also having a lower cooldown.
If you recall long ago, Judgement was the more favored heroic (by far!) so we lowered the cooldown of Sanctification substantially to entice people into picking it. We're now going back on some of that buff, and Judgement is still over a 50% win rate, so we didn't feel we needed to buff it in this case. We'll keep an eye on this though!
BlizzClaudio
The goal with the Sanctification change was to allow for wombo combos to still be successfully executed and not be negated by Sanctification while also having a lower cooldown.
If you recall long ago, Judgement was the more favored heroic (by far!) so we lowered the cooldown of Sanctification substantially to entice people into picking it. We're now going back on some of that buff, and Judgement is still over a 50% win rate, so we didn't feel we needed to buff it in this case. We'll keep an eye on this though!
BlizzClaudio
I think that was me that mentioned this. All of our new heroes come with tag lines, but Uther is one of our OG heroes, so he doesn't specifically have one. We think of him as our more tanky support, but we recognize he doesn't really fulfill that fantasy right now. He is on our list to see an update in the coming months! Likely sometime in Q2.
BlizzClaudio
Hi Frog-Eater,
This really depends on the scope of our changes. If it is a big talent update, it can be several months or longer (especially if we're asking for new models/art/fx). Usually things that end up in PTR are part of larger patches, and have taken a while for us to develop. Otherwise, we will deploy the changes in our interim balance patches, which take us about a week or two to finalize (implement the small number tweaks, test for X days, prepare the patch and deploy to live).
We do have changes planned for Murky, we're working on him internally now. He will be a bit out still though, hang tight!
BlizzClaudio
Hi Frog-Eater,
This really depends on the scope of our changes. If it is a big talent update, it can be several months or longer (especially if we're asking for new models/art/fx). Usually things that end up in PTR are part of larger patches, and have taken a while for us to develop. Otherwise, we will deploy the changes in our interim balance patches, which take us about a week or two to finalize (implement the small number tweaks, test for X days, prepare the patch and deploy to live).
We do have changes planned for Murky, we're working on him internally now. He will be a bit out still though, hang tight!
BlizzClaudio
Are you going to pick Bloodlust now that is gives lifesteal? Totes curious. :)
BlizzClaudio
Are you going to pick Bloodlust now that is gives lifesteal? Totes curious. :)
BlizzClaudio
Hey ttak82,
Speaking to Thrall, if we hit Worldbreaker, we'd probably do it with a Thrall update. We recognize he has basically only one popular build at the moment, but balance wise he's in a good spot (popularity wise too). We have plans to hit him up probably middle of next year or so, so look for a Worldbreaker update then if we make one!
BlizzClaudio
We do consider the meta, but we are really interested in seeing where pick rates currently are on a specific hero. Having multiple heroics is something unique to our game, and something we take pride in, so when we notice one heroic is picked substantially less, we make it a point to work on it.
In the case of Thrall, we don't think Earthquake was a bad pick, and the win rate was comparable to that of Sundering, but the pick rate discrepancy was like 98% to 2%. We also had a very low sample size though, so it is hard to accurately say. What we did know is we wanted to see those pick rates even out more, so we made a change. If we need to we can tune something down after it goes live, but getting people to notice it sometimes requires a bit of a bump. :)
BlizzClaudio
You could say that one would drag(on) down the other? >_>
BlizzClaudio
I know the team has talked about trying a 4-lane map. A long time ago (Blizzard All-Stars days) we tested a 4-lane map that weaved in and out and the lanes converged into two lanes occasionally, it was certainly interesting, but the game is a lot different now. :) Might be cool to test in a Brawl before we try a live map with it. =P
In terms of map design, we don't design maps specific to heroes. We aim to create a fun, engaging battleground first with a strong theme, and naturally based on that design and those ideas some heroes will be better than others. For example, when we made Braxis Holdout, we didn't create it for a hero like Rexxar, his kit just naturally feeds into point control, and we like when that happens. :)
BlizzClaudio
Hi Beargeist.
We do have plans to tackle Uther in the coming months, but he isn't currently being worked on. We have ideas to push him towards a really tanky support, something you could run with a bruiser or two in certain comps. Utility/Healing isn't our only thought at the moment!
BlizzClaudio
We tested this internally, we found it created some really weird behavior. Since you lose power when you activate his trait, players would basically never activate his trait unless you were in a game ending scenario and needed to resurrect.
BlizzClaudio
We tested this internally, we found it created some really weird behavior. Since you lose power when you activate his trait, players would basically never activate his trait unless you were in a game ending scenario and needed to resurrect.
BlizzClaudio
Only thing concrete I can say is we are working on both internally right now. Tassadar is further along and you should expect to see him first, but we are actively looking at Murky.
BlizzClaudio
Only thing concrete I can say is we are working on both internally right now. Tassadar is further along and you should expect to see him first, but we are actively looking at Murky.
BlizzClaudio
We totally agree, and we are working on Tassadar internally right now. This update was more to help out our Warriors though, and he didn't quite make it in. Rest assured we are on it!
Edit: In terms of Archon, /u/Blizz_Daybringer plans to return it to its former glory! :)
BlizzClaudio
We totally agree, and we are working on Tassadar internally right now. This update was more to help out our Warriors though, and he didn't quite make it in. Rest assured we are on it!
Edit: In terms of Archon, /u/Blizz_Daybringer plans to return it to its former glory! :)