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Heroes of the Storm 2.0 and Cassia Live Q&A!
H.. Hey there!
To answer your questions related to the game-redefining update we're calling Heroes of the Storm 2.0, we're hosting a Q&A right here on the Heroes of the Storm subreddit!
Attending today will be:
/u/Centaurik– Kent-Erik Hagman, Lead Hero Designer
/u/BlizzTravis – Travis McGeathy, Heroes Lead Game Designer
/u/Blizz_DRobbins – Daniel Robbins, Heroes Online Software Engineer
/u/Blizz_Shyy – Jeff Shyy, Heroes Game Producer
/u/BlizzROcampo – Ray Ocampo, Heroes User Interface Designer
/u/BlizzJunho – Junho Kim, Principal Artist - Heroes UI Lead
The Q&A will be starting at around 11:30 am PDT and will last between 1.5 - 2 hours. Please feel free to post your questions below!
Please note: We’ll also be asking players from non-English speaking communities to partake in the Q&A by submitting their questions to the Community Managers representing their regions. As such, you might see a few Blizzard Community Managers posting questions (in English) on behalf of their communities during the Q&A. Feel free to upvote those questions if you’d also like to see them answered.
BlizzTravis
Hey, I was thinking about this a bit more and if we get to the point with the beta where we're solid on the XP curve and confident we won't change it anymore, I'll see about getting the per-level XP numbers out so the calculators can get more accurate. I think it'd be pretty safe to do at that point.
BlizzTravis
Hi RMKfast!
I’m glad you asked as this has been a source of confusion, so hopefully I can clear that up.
After the 2.0 update launches, we’ll continue to debut Heroes and their launch items in the featured section of your Collection and these will be available for purchase with Gems. Those items will also go into Loot Chests at the same time, so you’ll have the option to purchase the skins with Gems, forge them with Shards, or win them via a Loot Chest drop.
These items will remain in the featured section until replaced by the next set of items, which is generally after a few weeks. At that point, the skins would no longer be available for Gem purchase, but will still be forgable with shards and able to be earned as drops from Loot Chests. It’s worth noting that Heroes are always available for purchase with Gems.
In addition, we’re planning to do weekly sales that bring a selection of older items back to the featured section where they’ll be available to purchase with Gems during that week.
BlizzTravis
Hey Dramble,
Our team is extremely sensitive to anything that could impede gameplay and tying it to taunt was a way to solve a lot of potential problems in that regard.
Taunts are self-limiting. If you’re spamming taunt, you’re probably going to get yourself killed.
Taunts lock you in while doing them, so the Mastery Taunt VFX shouldn’t end up interfering with gameplay.
We are looking at other ways to also show off hero mastery and, in particular, a way to do so during draft. The key there, though, is that it needs to be opt-in like master skins were. If it’s something that is always active, it is likely to increase toxicity towards players who are new to the hero (which everyone is at some point).
BlizzTravis
There's not, unfortunately, unless you want to sit down at my computer and run through the latest spreadsheets. The numbers may change over the course of beta, so anything we put out would potentially be inaccurate by the time we launched anyway.
Some of the calculators I've seen are fairly accurate with the current conversion and you can use those to get a ballpark estimate.
BlizzTravis
The 150 every 25 levels is not retroactive. We made the 1000 Gem grant at level 5 retroactive because you can only hit level 5 once, but everyone has the opportunity to gain levels going forward and earn the 150 Gems as they do so.
BlizzTravis
That's correct. The existing hero level cap is 20 and you don't earn XP above the cap.
These changes allow new opportunities to gain levels by removing that cap.
BlizzTravis
Exactly. I'm overly cautious sometimes.
BlizzTravis
Hi Mythomain!
We don't have plans to allow disabling the new features, but readability of gameplay is a foremost concern for us and our team is extremely sensitive to that. We've taken a lot of steps to ensure that the new features are not interfering with gameplay. For sprays, for example, they are on a cooldown, you can only have one at a time, they only last for 8 seconds, and the art is purposefully visually distinct from effects. Banners are similar in that they are fixed placement in areas that aren't going to intrude on gameplay.
We are making some tweaks to emojis in-game, though, and limiting how many emoji can be in a single message. Also, we're changing it so when you mute someone, it will clear their messages from your chat log so if they're spamming you, with or without emojis, it'll clear them from your log.
BlizzTravis
Hi Kamikaze28,
There’s no biasing against duplicates. The shard/crafting system is there to handle the duplicates and is sort of self-regulating since the more items you have, the more duplicates you’d get, which opens the door to more shards allowing you to more easily craft the items you don’t have.
Contents for Loot Chests are rolled at the time they are first opened. We debated this for a while, but in the end figured that allowed more flexibility for players. You’ve earned the chests and if you want to hold onto it to open in the future rather than dive into it immediately, that’s your choice.
While I’m sure the distribution will be figured out pretty quickly, we’re not going into details there and what we have currently is likely to change as we tune during beta. As to what determines the rarity tier of an item, I answered more in-depth to an earlier question, but it’s largely subjective.
Edit re: your sneaky addition: Heroes Loot Chests have similar mechanics that I prefer to just think of as protection against bad luck. Each item in a loot chest is random, so the potential exists to open a loot chest with all legendary items, for example, but the system also ensures you can't go too many items before it guarantees a higher rarity drop.
BlizzTravis
Hey Medavis6,
We don't have any details to talk about right now, but it's being worked on internally. We'll get info out once it's closer to launch.
BlizzTravis
Thanks for the question, Master_Fish. I can answer your first two questions.
Since we’re retiring the concept of master skins, new heroes won’t have master skins created for them. We’re still planning for new heroes to have a launch skin when they come out, but whether they have a second one is more flexible. If the artists have a great idea for another skin they want to get out at launch, the possibility is there, but it’s not required.
We have a lot of plans for the new item types and doing some tie-ins to HGC is something we’re very interested in.
BlizzTravis
The beta is an opportunity for us to get feedback and make adjustments. We're pretty happy with the drop rate currently based on what we've seen, but as with everything else on the beta, it could change before launch.
BlizzTravis
Yep! We've very interested in implementing a Clan system and agree that it would add a lot to the social aspect of the game. No time frame to share on when it may happen as it's a pretty big undertaking, but it's on our list.
BlizzTravis
With the introduction of Loot Chests, rarity has a much different meaning than before. It’s literally the rarity of an item now. For skins specifically, they were already using the language of Epic and Legendary, though the meaning had nothing to do with actual rarity and it felt really odd to have, say, a skin that was labelled as Epic dropping as a Legendary item in Loot Chests. So, we’ve had to reconcile that and change the labeling to fit the rarity they drop at in Loot Chests. The Loot Chest rarity is largely based on “cool factor,” which is pretty subjective and we expect to be making adjustments to rarities throughout the beta.
This extends beyond skins. For example, right now all sprays and banners are Common and Rare items, but if we were to add something like the hotly requested “6.5/10” spray/banner, it may be a Legendary item.
For Loot Chests, with the 2.0 update, all the cosmetic items in a Loot Chest can be crafted with Shards, which means they need to appear in your Collection. There aren’t any items that drop from Loot Chests that don’t show up in your Collection for that reason. It’s possible we may do special items in the future that can’t be crafted, but that’s not currently something we’re planning.
We don’t plan to do announcers for every hero. We’re cherry picking the ones that we feel are most interesting.
BlizzTravis
Hey BryanBlack! Thanks for the question.
A Hero at the current level cap of 20 converts to level 55 with the experience curve we’re using in the beta. We may tweak things a bit over the course of our beta test, but it should end up in that range.
Starting with Heroes 2.0, item purchases will be made with Gems rather than direct currency purchases. Gems are primarily purchased with real money, but you’ll receive 1000 Gems at Player Level 5 (and anyone over Player Level 5 will get that when they first log in after the 2.0 launch) and another 150 Gems every 25 Player Levels. I’ll probably be saying this a lot, but those numbers are where we’re at currently with the beta and subject to tuning changes.
Centaurik
One of the issues with passive Auras is their lack of play/counterplay. They're just kind of there and uninteresting, mechanically.
In working on Uther's rework, the idea of "Devotion Aura" (giving Damage Mitigation to allies), however, was alluring, fit his fantasy, and something we hope to address.
Centaurik
Hi LordGreenburger!
This is something we tried to address in the Probius patch. If you're in the Hero Select screen for a non-draft mode, you may have noticed we've updated all of the Hero Descriptions to try to succinctly call out the designed role of each Hero, so you know what kind of compositions they pair well with or excel against!
Centaurik
Those are still there! I think in previous builds we had some bugs that caused them to not play, but I'm 80% sure we've gotten those fixed! I'll double check today though!
Centaurik
Blind means that their Basic Attacks will miss.
Silence means that they cannot use Abilities.
Centaurik
Hello!
Anti-shielding mechanics is definitely something we're discussing. We like Varian's, but want to be careful who gets them and how they're used.
As for the Uther rework, it's coming along, and will be ready for you guys soon(tm)! The version we had at the event wasn't the final version, and there's still some iteration going on!
Centaurik
Hello!
We don't currently have plans for a Medivh Talent udpate, but i'll definitely be glad to take the feedback back to the team!
Centaurik
We don't have any current plans to change Medivh. At high levels of competitive play, we're still seeing a healthy amount of Medivh.
He's a tricky character to balance well, as he can do very well if a player is on point with their Portals and Force of Wills.
We have this fun graph that shows how a Hero's winrate adjusts with the player's Hero Level. Medivh has one of the steepest curves, as you'll see really high-level Medivhs have silly win rates, due to their skill with the Guardian of Tirisfal.
(Fun Medivh fact of the day, one of our engineers walked by and let me know that the layer of pathing that lets Medivh fly over things that players can't walk through is called "Birdperson")
Centaurik
Hi Shadowbourne2415!
There's still more exciting things about Heroes 2.0 that we'll be sharing later! In fact, you can check out this nifty page to get a sneak peek at when we'll showing those things off!
http://us.battle.net/heroes/en/heroes20/
Centaurik
Hello! I presume this is in reference to Questing talents, and I can say that as we're making future Heroes, and as our Live team is doing Hero talent revamps, it is something we are looking to add to Heroes where it makes sense.
We love what Quests can do for the game, in giving players a personal goal to strive for, and offering a personal power spike to a skilled player faster!
Centaurik
Pie all the way!
Centaurik
Hello!
It is true that we've mentioned this before in passing. It was actually one of our original design intentions behind adding Armor to the game, so that we could pull some of the focus on healing out.
However, it's not something we're sure needs to happen. We're still actively discussing the current "Time-to-Kills" (TTKs) in our game, and keeping an eye on the meta.
One thing we are trying to do with reworks with healers is to move more of their "power pie" (what things they are strong at) out of healing and into utility, to give them more ways to make plays and otherwise influence battles.
Centaurik
Hello!
When deciding on Cassia's kit, we've got a lot of Bows in the game, but we don't have many Javelins, and we know there's a ton of Javazon fans out there.
We wanted to hit that "Lightning Javazon" build, with Lightning Fury being her way to spam lightning out there, and Fend to represent that Melee Javazon build used for Baal or Pindleskin runs to down bosses fast.
Centaurik
For Cassia's attack range, the thinking was that we wanted to encourage her to be close to her targets while keeping her Avoidance trait active. This enables her the flexibility to threaten her opponent with a Fend at any moment, and fulfills the fantasy of an in-your-face Javazon moreso than a longer-ranged Bowazon archetype. Further, it allowed us to tune the damage higher than we normally would for a basic attack!
Centaurik
I can say that we are actively working on an Alarak talent update, with some new nifty toys for our favorite Tal'darim. I will also say that a certain "Mildly Popular" level 4 talent is making it in baseline...
Centaurik
We don't currently have plans for a TLV talent revamp.
However there's some really cool ideas in here that I'll happily take back to the team!!
Centaurik
We currently don't have any plans for a Raynor talent update.
Centaurik
It is definitely on our radar to get to soon(tm). We're currently looking at allowing players to use target unit abilities on allies only (as we feel it's the most beneficial for Healers).
Centaurik
"At last, a worthy disciple!"
Alas, I can't say what Heroes are in development, but we do love us some Hearthstone!
Centaurik
Hi! Sorry, I can't really discuss anything that's in development, but I can say that we still love designing and developing Heroes that break the mold!
Centaurik
Well I can try and answer numbers 1 and 2!
For (1), we are definitely looking at ways to increase visibility into Armor, both permanent Armors and temporary Armor adjustments. We think we can do better, and are actively discussing how and when we can get it into the game!
For (2), ETC, well in general he was doing too many things. He could be drafted as a general warrior, he could split push/have a global with Stage Dive, he could set up strong Wombos with Mosh Pit, and he could pair well with Basic Attackers with his trait. For someone who we thought did well in a more generalist role, we needed to pare down all the things he brought. We felt the Attack Speed was the most vestigial component, as it was moderately hidden, and wasn't so strong as to be an obvious draft implication.
Centaurik
What I love about this subreddit is that I can always count on /u/RobotDoctorRobot to always inquire on the whereabouts of the Archlich of Naxxramas, esteemed Lich Lord of the Plaguelands, Commander of the Dread Necropolis, Master and Founder of the Cult of the Damned, formerly of the Council of the Six, Creator of the Abomination, Summoner of Archimonde the Defiler, Betrayer of Humanity, Hearthstone Enthusiast, and Majordomo to the Lich King Himself, Kel'Thuzad.
(I will also say that he is still on the list of 300+ Heroes we'd love to get to one day)
Centaurik
We don't currently plan to adjust Greymane’s trait. He’s in a great spot balance-wise (smack dab in the middle), and I'm not sure we need to add more mechanics to the Hero. We did recently add to the trait, though, so he now gets Armor in Worgen form.
Centaurik
This is indeed a most excellent question, and I'm happy to reply!!
The first thing I'll say is that this isn’t a solid "thus sayeth the mighty Blizzard" definition written in stone. This game is constantly evolving, and figuring out what exactly our different roles are and what they mean are always evolving. (For instance, when designing Medivh, we deliberately tried to make him a pure utility Support, who could support his team but not providing healing. We learned that in Heroes, a successful team typically needs some out-of-combat method of recouping damage taken, something he wasn't capable of providing).
So, Tanks. Yes. So I'd say, that in our current line of thought, we view Tanks as needing 3 main qualities:
-Initiate
-Peel
-Self-Survivability