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Hello /r/Heroesofthestorm, we're here for a Q&A on Samuro and our newest feature, Heroes Brawl.
Brawl Trailer
Brawl Spotlight
Samuro Trailer
Samuro SpotlightHeroes Brawl is now avaialble to test on the PTR, and so is our newest hero, Samuro! As promised, we’ve brought in a number of the experts who worked on the new content to answer your questions regarding the upcoming patch. For today’s Q&A, we’ll have the following developers in attendance:
- /u/Blizz_JDeShazer - Brawl Product Owner/Map Design Lead
- /u/blizz_taylor/ – UI Designer
- /u/Blizz_DRobbins/ – Online Engineering
- /u/Blizzjohnny – UI Artist
- /u/Blizz_Shyy/ - Heroes Brawl Producer
- /u/centaurik – Heroes Designer
Please feel free to start posting your questions below! We’ll be starting at 12:01 PM PDT (Roughly 3 hours from this posting).
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: We've been going for a bit now, answers should be trickling in. As a reminder, you can select the username of the developers above to see their answers if you don't want to dig. Enjoy!
Edit 2: It's now 1:15 pm PDT, and we need to let these guys get back to work. They'll be answering a couple of last-minute questions and then our session will conclude. Thank you all for the questions and your time!
Centaurik
okay, i have some news from our awesome devs! Yay!
::
"The behavior of the Mirror Images completely changes when you take Illusion Master. They stop having laning-minion AI and instead just do periodic searches around them for targets, so if you don’t give them orders or there’s no enemies around, they’ll stand around doing nothing.
Additionally, regardless of the AI being toggled off or not, when the Mirror Image ability is used, both Samuro and his Images will do a search and get an attack order to enemies nearby. This is done so that the Samuro player can always play a fresh game of Three Card Monte with his opponents by pressing Q and then letting their hands off the keyboard, as Samuro will act identically to his Images at first.
Sounds like there might be a bug with Kawarimi, though, we'll investigate!!"
Centaurik
it might happen again in the future, but it's not very likely.
i'll ping the live/balance team on nova!
Centaurik
you can Taunt your opponent or Dance in front of them with Numpad 1 or 2!
Be careful with Taunt though, as you can't break out of the animation!!
Centaurik
omg blizz plx
Centaurik
it's highly unlikely! it could be very upsetting for a significant section of the playerbase if we took away an ability they loved on a kit it made sense for.
Then again, never say never. Just highly hesitant!
Centaurik
ya i thought it was pretty important! Blademaster is a beloved War3 Hero, and as it turned out, his kit transitioned over really smoothly!
Centaurik
mrgmrlmgrmlg!!
Centaurik
So fun story! That awesome jump attack animation (i think there's 2 variations?? maybe more? unsure!) has a big windup to it. However, we wanted Samuro's attacks to be quick and snappy, and so they only are allowed to have a extremely short duration windup. Further, if you activate Critical Strike, it resets their weapon's cooldown, causing the attack to happen instantly.
So as a result, we only can safely play that animation when Samuro is about to Critically Strike from Wind Walk, when we can be relatively sure that there's some time to do that windup.
Centaurik
We've identified what's going on with this bug (activating W during a backswing) and how to fix it. I believe we've got the fix implemented, but i'm not sure which branch of the codebase it's in, so not sure if the fix will be live when he ships! But it will be soon!!!
Centaurik
This is news to me! :-(
I'll hit up some of the devs and we'll check this out! Sorry!
Centaurik
So this one is really simple...but not immediately obvious!
But it's because of his Images! With all those extra Player Nameplates running around, hurting gameplay clarity by obscuring things in-game, we cut mana so that his nameplate would be thinner, adding less weight in-game.
We even contemplated giving him and his images a completely different nameplate that was unique to them, but ultimately went with what we've got!
Centaurik
It's on our radar to get a Force Move command keybind in the game, so that players that want that can use it!
I don't think we'd implement a huge change to the way right-clicking auto-attacks works though, as it'd a fundamental controls change!
Centaurik
It's really much less about the power of that Hero, but much more about the power of that talent as it relates to the Hero's other talents at that Tier.
For instance, in hearthstone, you need to compare a card against other cards with the same mana cost, as they use the same slot in your deck.
Likewise, a talent needs to be on a similar powerlevel of other talents at that tier, as those are the other options for that Hero.
Centaurik
you had me at "murky"
Centaurik
Ooooh i'll take the bait! I'll take the bait!
Okay. So story time. Once upon time there was a Banshee. Well, before that, she was a High Elf named Sylvanas Windrunner, Ranger-General of Silvermoon! Until that dirty traitor, Arthas Menethil, under the influence of Frostmourne, destroyed her army, and wasn't content with simply killing Sylvanas, turned her into a Banshee. After recovering her body, she became the leader of the Forsaken, broken free from the Lich King's control!
One day, this Banshee-Queen found herself in the Nexus! She encountered an enemy Hero, and immediately tried to take control of an enemy Hero, and use their abilities! But try and try as she might, she found the world, the engine, of the nexus, of this game (for which she has no time!! ... but always finds herself in...), couldn't handle the thought of her having control of an enemy Hero, using their abilities, changing their allegiance, even temporarily!
And thus the Nexus exerted its control over the Banshee Queen, limiting her powers. Having been reminded of the dread of being under the Lich King, this very same Sylvanas now secretly fights to break out of this "Nexus", and be her true self!
None shall survive!
Centaurik
Hi!
1) we are in a very early, exploratory, pre-production,, potential phase of doing some radical stuff with the things that Try Me mode brings. I can't promise anything, but we'd like to let players be able to do more with those tools.
2) As we go over old heroes, we'll look at all the talents in their tree, including ones like Nexus Blades, and make sure they all fit, and if they don't, find better options!
Centaurik
mrgrmrlgmrlmg!
Centaurik
Hi!
Over in Hero Design we like to make a variety of Heroes! A long while ago, we felt the game was missing these types of Heroes, thus we were welcoming to hero designs like those to open up more playmaker options!
But, we still want some heroes that are a bit more straightforward, and someone like Zarya can fit that bill. While there's still lots of skill growth for the character (landing Qs, your R's, getting high energy), it's relatively easy to shield yourself or shield an ally. Or even hit someone with a Q since you have 4 charges!
Thank you for the feedback! It's great to hear this, as oftentimes we only hear the audience side that says "Skillcap!" and it is important to remember that there's another audience that, while loving those heroes, also wants heroes they can feel comfortable playing!
Centaurik
There were a handful of reasons for this, but one of the primary was ease-of-control, and allowing a player to be able to immediately create their images with a single button press, no mouse invovlement.
Centaurik
Hi! I'll try and get some quick hits for these!
How do you decide how fast/at what rate a quest progresses and consequently at what level it should be finished?
-We'll playtest a lot, honestly. We have been very broad in how we've done various questing talents to try to discover what the right range is. We have some that are very easy to complete (Arthas), and others that take longer to complete (Regen Master). We have been looking for player feedback on which types they like, et cetera, to inform future quest designs, and any live-reactions we should make!
How do you choose between a progressional only reward (like Taste for Blood), a completion only reward (like Gul'Dans Echoed Corruption) or a mix of both?
-We like to do a mix of both! We're still exploring this! Some quests lend themselves to being fine with having no progression growth, while others feel brutal if there's no power granted while making progression.
How do you decide whether questing progress should be lost on death?
-This one is a little more controversial, and is more of a feel thing. If we feel the talent is high-stakes enough, then a punishment mechanic can add a lot of flavor and gameplay to the talent! It can be especially helpful if the counterplay feels lacking.
How do you choose the quest talents? E.g., why is Auriels Increasing Clarity a quest talent, but Righteous Assault isn't?
-We're still trying to identify the right amount of quest talents. We don't want to do an entire tier of talents that are all Quest talents, so players can opt into/out of doing a quest. Further, some talent designs seem to lend themselves more conveniently to quest design, and other's don't.
During Hero iterations, have you tried putting a normal talent on a lower tier as a quest talent to improve talent diversity on that tier?
-I don't think that specific case has happened, but we do a LOT of iteration on talents, and sometimes will move a talent from tier to tier to give that tier a healthier set of choices.
Do you think there might be a quest heroic some day?
-Quest Heroic! Sounds awesome! Love the idea!
Do you have a favorite Quest talent?
-I do! But it's super secret, so I can't talk about it yet :-D
Thank you for these questions! They were great, and definitely encourage me to go back to the team and try to crystallize the knowledge better so we can make better quest talents for the game as time goes on!
Edit: Formatting