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Hello r/hereosofthestorm! We're back with a Q&A focused on the Kharazim patch.

Greetings!

Kharazim Spotlight
Kharazim Trailer

Our latest patch, featuring Kharazim, just went live on Tuesday, August 18th, and we’d like to spend some time chatting with you about the new support, the new Battleground, and the released patch notes. We’ll be answering your questions for approximately 2 hours, starting at 12:01 p.m. PDT (About 4 hours from this post).

Attending today will be:

Please feel free to post your questions below!

As a reminder: There will be questions posted by CMs for non-English speaking regions. If you agree you'd like to see the question answered, feel free to upvote.

Edit 1: Good news! We were able to secure a very talented artist for today's Q&A. He'll be able to answer questions in regard to the creation process for Heroes, Skins, and Mounts.
Edit 2: 2:00 PM PDT - Ok, folks. We gotta send our attendees back to work. Thanks for all your questions!


  • KinaBREW

    Posted 9 years, 1 month ago (Source)

    Who is the Avatar fan in the Development-team? I want to hug him for Kharazims 3rd skin variation.

    We’re all fans of all things awesome! You can hug all of us. /hug

  • KinaBREW

    Posted 9 years, 1 month ago (Source)

    The last two patches have been missing updated ability art. I don't know if I'm just some sicko but these are like my favorite updates in the game. They just give everything a nice polished feel. Are there plans to update ability icon art for the heroes who haven't been touched?

    We have done some updates on ability icons as you mentioned already. We do have plans to do more, but they may not come as soon as you'd like. We will get there though!"

  • KinaBREW

    Posted 9 years, 1 month ago (Source)

    For some reason I thought it was already the case, so I ran some tests and wow no they literally just make her grow.

    You’re welcome! Our animators love dance animations. Wrath of the Berserker is awesome in D3 and is really cool. We always want to add more cool art but time is always a factor. There’s only so much time and only so many of us. Will discuss.

  • KinaBREW

    Posted 9 years, 1 month ago (Source)

    Just three questions here

    • This one can just be a "yes or no" answer, no need to elaborate or anything but: Has the team decided about whether to make genderswap nephelim as skins or unique heroes? -Sincerely, a FemMonk main :C

    • What is Master Kharazim wearing on his head?

    • I've noticed that the nephellim heroes alt/master skins seem to more often being inspired by Warcraft sets rather than Diablo sets. I was just curious the reason for this, the exaggerated features are more "poppy" in the zoomed out view mobas are played at perhaps? (I may be just trying to say.... i want Sonya w/quinblades [ie, Fulminator and Rimeheart])

    1. Answered this here: https://www.reddit.com/r/heroesofthestorm/comments/3hq3dl/hello_rhereosofthestorm_were_back_with_a_qa/cu9wlsb
    2. It’s his amazing hat. You don’t have one? You should get one.
    3. Heroes is done in a more traditional Blizzard style to merge the multiple franchises better. We try to make some things larger and a bit more emphasized on armor. With that said it doesn’t stop us from doing any Diablo sets. You’re right, I think we need more. Will discuss.
  • KinaBREW

    Posted 9 years, 1 month ago (Source)

    Regarding mounts, would it be possible to give our wheeled/winged/multi-legged heroes some way of capitalizing on mounts that aren't of a carpeted nature? IE, perhaps a small tiger could follow you while you're running around as Anub'arak if you own the lunar tiger mount.

    That’s a cool idea! Will discuss.

  • KinaBREW

    Posted 9 years, 1 month ago (Source)

    Hello! I was wondering what the motivation was behind the visual changes to Murky's model that were introduced with this patch. There were some changes to his head/eyes which make him look pretty different from how he used to (less cutesy in my opinion) and somewhat different from his portraits too. Were there any particular reasons for these changes? Thanks!

    The visual update to Murky was a QOL change for the artists. The old Murky model was created using an older method. This made making new skins a bit more challenging. The visual update was done to bring it up to our current production needs. We love murky <3

  • KinaBREW

    Posted 9 years, 1 month ago (Source)
    1. How are you planning on releasing future "expansions"? (Not sure what to call it, basically similar stuff to Eternal Conflict with themed events, maps, heroes, etc.)Are you going to have the 4 hero 2 map release schedule like this and maybe have a few filler heroes in between like Rexxar then dive into the next expansion in a few weeks or give it a lot of time in between like Hearthstone?

    2. Are you planning on adding possibly "customizable" master skins? Example, I really really dislike the helmet for Johanna's master skin and as a result I haven't bought it even though I have it for some of my less played heroes. Have you thought about adding a 'toggle helmet' option or something similar like there is in WoW?

    I'll take your 2nd question

    Cool Idea!

    Customization is something we like to do. We have an art directed approach to creating skins. Currently the process may delete the polygons under that helmet for optimization. Those polygons that were deleted could have been used to enhance the detail on a weapon or something more visible. There’s benefits to the approach that you bring up. Bolted on armor can be really cool! The directed approach gives us the ability to modify internal silhouette a bit more and be more creative. Thanks for the question!

  • KinaBREW

    Posted 9 years, 1 month ago (Source)

    Hey Blizz, thanks for doing this! I love the game, it's my favorite MOBA! I just have a few questions:

    • Are there any plans, even just office discussion or napkin drawings at lunch, to add Auriel as a (support) Hero? Please? I have money.

    • I really like the cross-universe skins, I think they're very top quality. Especially the angelic/demonic Diablo-themed skins, or SC2 skins (like Murky's or Uther's). Are there any plans to add more of these to the game?

    • There's been some debate/data-mining over the potential of adding reverse-gender skins for Diablo heroes, such as the Prime Evil Diablo model we see in the game's release trailer, a Male Barbarian, or a Female Monk. Is there anything you can say about these potential skins? I know I'd buy a Fem Monk in a heartbeat if she was released.

    • I really love the map diversity in HotS, I think it's one of the game's big strengths. I think especially the willingness to have maps with different lane numbers (HM and BoE) is awesome, even though I hate the former with a burning passion and think the latter is one of the best maps in the game. Has there been any discussion of adding a map with only one lane? I think it would fit very well with HotS' goals of being a very fight-oriented MOBA, if you have to force the entire team to lane in one place. Certainly it would reward certain styles/heroes, but I think it would be fun as hell. Thoughts?

    I'll take your third bullet point.

    There are a few challenges with voice overs with not only the heroes VO but how other heroes refer to said hero. This would change VO for a lot more than just one hero each time we implement one of these skins. When you think about all the changes that would then have to be made to each hero for each language you can see how it becomes challenging. We’re looking into how we can resolve these challenges because we think these skin ideas are cool too!

  • KinaBREW

    Posted 9 years, 1 month ago (Source)

    Art Question:

    I was a little disappointed when I saw the amazon skin released for Nova. Not because its a bad skin, but because it basically guaranteed we will never see a D2 Amazon in the game.

    Did you already rule Amazon as a hero out before you made the skin? Was the skin made for the Amazon hero that was later scrapped? Something else entirely?

    A skin that shares a similar theme does not guarantee a hero never getting made. We just announced Medic at Gamescom and the Medic Uther skin exists. Never fear! We have a very…. very… very long list of heroes we want in our game. A skin won’t stop us from making a decision to bring a hero to Heroes of the Storm.

  • KinaBREW

    Posted 9 years, 1 month ago (Source)

    Hey guys, big fan of your game. A few questions, even answering one would be awesome.

    1. What goes into the process of some of the Master Skin decisions? For instance, I would have never pictured Nova getting a holographic pony-tail, but because of that and her awesome face mask, it's one of my favorite skins. Is there any kind of step-by-step brainstorming session where you pick from a number of concepts to decide for a character?

    2. This is more balance related issue regarding Infernal Shrines, with a little design. The Punishers seem a little too powerful. I do really, really like that you guys made a boss that actively hunts down and goes after players (and you made him function a lot like the Punishers in D3 so major props for continuity) but he hits like a truck, and that stun is absolutely vicious to the point where it feels like teams can snowball pretty hard with them. Did you notice this during testing or from PTR feedback? On a design note: why did you choose mortar, arcane and frost for their specific abilities? Iconic? Favorites?

    3. What was the biggest obstacle with translating Kharazim into HotS? I imagine taking a character from a series that really has no dedicated healing units like WoW or even SC must be a little odd, especially when a lot of people have been clamoring for a Diablo support for a while.

    4. Are you guys planning on doing more nice, choice related paths like new Azmodan has? What I mean by that, is that he can choose to go very three seperate playstyles; Q stacking, Army/General focus or all about his laser/tanking. I feel it's great that he has such diversity now, where as before his Q build was the only viable one in competitive/high MMR play (I play Hero League a lot and was R1 before the reset so seeing Az usually meant his Q). Do you plan on giving other heroes, especially ones with such static build paths more diversity like that? Or did you feel Az was a one-time/right place situation?

    BONUS QUESTION: Is that black, orange and white sci-fi concept art for Artanis his planned skin? Please say yes! It's totally OW inspired, isn't it?

    1. We start with a brainstorm. We pitch ideas. At this point we get as crazy as we can go. We also take into consideration what we have currently and what we don’t. Our concept artists are phenomenal at what they do. They come up with really great ideas and then it’s just about choosing them. For master skins we have set guidelines. We like to give our player base something to allow them to show off their tenacity with a hero. With that in mind, our goal is to make the skins a bit more interesting than what you would see in the base.

    Bonus Question: That would be cool!

  • KinaBREW

    Posted 9 years, 1 month ago (Source)

    I have 3 questions:
    * Will you, over time, address build diversity for supports (who want to dps)? I remember back at Blizzcon 2014 you were talking about talent system and how one could make a viable damage build for Uther. Even monk, after playing for quite some time, feels like there's only one viable talent for lvl 1 because otherwise he has almost no sustain in combat.
    * Warrior Heroes - I think there is a huge problem with so many old-design warrior heroes. Even after rework so many of them are almost not viable or just bad (Diablo, Chen, Stitches), are any buffs coming? Newest warriors seem really fun so I hope you just won't nerf everyone else into ground and just give weaker warriors tools they need to be competitive.
    * A small question about 3D portraits :) Are you planning on making all of them similar to Sgt. Hammer's portrait? I always loved them in Blizzard games and even though some are clearly not done (half of heroes don't have lipsync yet), I'd love to see more of them get Sgt. Hammer treatment with cool animations and a "background".
    Thanks!

    I'll take the 3D Portrait one.

    ...It all comes down to a few matters, we have a ton of awesome ideas that we want in our game right now and there’s only so much an art team can accomplish in such a small window of time. If you don’t see things like this come to the game in a flood it’s because of man power. This kind of addition extends to additional work with skins. What we create for the base creates expectations from our players. This one addition adds more time to the schedule. We want to deliver so much to you and we’re working on getting more cool stuff in your hands. It’s just a matter of what we can get to you and when.

  • Centaurik

    Posted 9 years, 1 month ago (Source)

    Hey all. Love the patch.

    Are there any memorable Kharazim abilities that didn't end up being used?

    yes!!!

    The biggest one that comes to mind was the idea of bringing in Mystic Ally from D3. We tried doing various allies to replace generic talents, such as a Scouting Ally (instead of Scouting Drone) and a Healing Ally (instead of Healing Ward). And then letting your Dash work on these allies!

    This turned out to be a bit too powerful, and also a bit out of fantasy for the Monk, so they ended up not making it!

  • Centaurik

    Posted 9 years, 1 month ago (Source)

    Is there any plan to include selective quickcast? Some skills are awesome with quickcast, and for some it gets in the way...

    this is something we're actively discussing!

  • Centaurik

    Posted 9 years, 1 month ago (Source)

    Dustin Browder has suggested on twitter that he would like to make Tassadar and Tyrande better solo support options rather than reclass them. There were no changes in that direction in the latest patch.

    What might we expect in the future?

    you just maaaaay!!!! ;-)

  • Centaurik

    Posted 9 years, 1 month ago (Source)

    Do you ever plan to limit the ability for a 4-stack to queue up in Hero League? This seems to be a divisive issue among the community.

    Hi there!

    This is great feedback! It's something we're actively talking about, and are still exploring what to do! Stay tuned, and keep discussing!

  • Centaurik

    Posted 9 years, 1 month ago (Source)

    The best Kharazim's I've seen playing are using Seven-Sided Strike as an escape mechanism even more often than as an attack mechanism.

    Why did this ability get Unstoppable/Invulnerable when so few abilities get this strong distinction?

    When bringing SSS into Heroes, it was definitely a conscious decision to make the Monk invulnerable during its duration. We knew that if we didn't, not only would it be a "Fantasy-Foul" for D3 players, it would also cause us a technical nightmare to have this rapidly moving and teleporting Monk moving around attacking. Missiles would sometimes disjoint, sometimes not, or the Monk might get rooted, but he's still teleporting, etc.

    While working on its balance, we definitely were keeping in mind that it provided a brief amount of invulnerability, knowing that highly-skilled players would make the most of those brief moments!

  • Centaurik

    Posted 9 years, 1 month ago (Source)

    [Worm][PL] What is the deciding factor which determines next hero you are going to add to the game?

    Hi there!!

    There are lots of factors!!! We're trying to strike lots of notes when we discuss the next heroes: -Universe representation (Warcraft, StarCraft, Diablo, et cetera, et cetera) -Ranged vs. Melee representation -Role representation (Warrior, Assassin, Support, Specialist) -tone variation (have we done a lot of 'scary monsters' or 'holy warriors' in a row?

    We want to make sure the Heroes roster is one that is wide and varied, representing the host of characters Blizzard has made over it's 20+ years of development.

    On top of that, once we narrow down a few things, (for instance, we knew we were going to do a Diablo-themed drop with the Eternal Conflict), we'll see if players have been clamoring for a specific character, or if there's a character that has a super strong fantasy hook or gameplay mechanic we want to get in. (For instance, we did Abathur simply because we wanted to do a Commander-type hero, who never truly team-fought!).

    So going forward, you guys should be seeing a more balanced release cycle, in terms of the types of heroes going out, along with the occasional 'wacky' hero that breaks the genre in new ways! We're so excited about all the things coming up!!

  • Centaurik

    Posted 9 years, 1 month ago (Source)

    Hello and thank you. This is not Kharazim-related, so forgive me: Are we going to see a "commend/positive feedback system" between users anytime soon?

    Hi there!

    This is something we're exploring! We understand the power of positive reinforcement, especially from your peers, but we'd want to make sure we do it right!!

    I don't have any details I can share yet, but stay tuned!!

  • Centaurik

    Posted 9 years, 1 month ago (Source)

    How do you feel about the current state of Tyrande's Shadowstalk heroic?

    Previously, it was great as a constant "maphack" of sorts, but you clearly felt that 8s of reveal was overpowered. Now, it's only a 3s reveal, which most people will agree makes it close to worthless.

    If you don't ever plan to return the reveal duration, do you at least have plans to rework the stealth / opening auto damage? Or maybe the cooldown?

    I really miss picking Shadowstalk.

    Hi there!!

    We think currently it's a little underperforming (yet still potentially incredibly powerful when used to its maximum potential).

    We have some ideas we're cooking back here, but we're not quite yet ready to share them with you (sorry!!!), but soon(TM!!) you should see something relating to shadowstalk!

  • Centaurik

    Posted 9 years, 1 month ago (Source)

    I've seen a lot of complaints around here (and frequently feel myself) that the worst player decides the game and that better/the best player can't do anything to stop them. Many of us have been in situations where a single player is not being cooperative, dying a lot, not being with the group, or just generally playing bad and eventually ends up making the team lose even if the 4 players were playing stellar.

    Of course I know one could "shotcall" or communicate better but frequently players respond with toxicity, getting offended, or just being unresponsive.

    Basically, are you all at Blizzard thinking about any mechanic that will help a better/more skilled player have more influence on the game?

    Hi there!! :-)

    It is very natural for a player to want to feel like they're the best. These are not easy challenges to tackle, but we are not ones to shy away from a challenge ;-).

    We're also exploring non-gameplay ways to help players know they're doing well through UI, so that even if you lose, you can know that you played well. (That too is proving to be a challenge as well, as there are so many intangible reasons why one player made a good or bad play).

    As for right now, I think one of the things that will help, (and unfortunately takes a fair amount of time for it to do its magic, Sorry!) is the matchmaking. Yes, one player may make a critical error, and get caught out of position, and die, putting your team at a disadvantage for a critical upcoming map objective, and then causing you to lose the game. Over time, that player's MMR will slowly decline (if they don't improve and keep getting caught out of position) and if you don't do these mistakes, and continue to improve, your MMR will continue to increase, you shouldn't be seeing these players in your game. (Like I said though, that will take a fair amount of time). Our game is relatively young, and players are still learning how to play. (For instance, it's my current opinion that even high up in the MMR brackets, you still see players making silly mispositioning mistakes! :-(). So given more time for people to get sorted by the matchmaker (it needs a handful of games from every player for the sorting to start working very well), and a bit more time (our engineers are still working on the matchmaker to make it even better), hopefully this will help the matter!!

    As for your ultimately last question: Yes, we are possibly considering ways a more skilled player can have more influence on the game. In fact, I'd argue they already can, given their role. (A Good initiator will pick good fights for his team; a good Support will make clutch CCs and Heals, and likewise a DPS player in dishing damage but staying safe). But as for "here, have literal power because you've played well this game", it's something we'll continue to explore. It has its own host of challenges it brings with it, but it's something we're still discussing.

    One thing that would help us out a lot if you guys, as a community, continue to discuss the issues, and consider the various perspectives. You guys are a really smart bunch, and have insights that help us out! So analyze your replays, see what really threw a game! I know sometimes it's not what you think it is! Growing in knowledge and continuing to debate and discuss will level the entire community up, and help us gain new insight into how the intricacies of this game work!

  • Centaurik

    Posted 9 years, 1 month ago (Source)

    /u/Centuarik please at least do this.... It seems unmanageble mostly because of having to wade through all the heroes you don't even own.

    All the nice filters and sorting would be great addition.... but it seems like excluding unowned heroes from draft screen would be a quick hotfix to at least improve the situation while everyone waits for a complete overhaul (including bans, eh? EH? :D )

    I will pass this feedback along to the UI team!!!

  • Centaurik

    Posted 9 years, 1 month ago (Source)

    Hey Blizzard !

    What is you process regarding meta and new hero creation ? Do you take the meta in account and how when you design a new hero ?

    How would you describe your goals for this game in general ? Did you have a plan since the beginning and are sticking to it with each patch ? Did you have to change your mind on some early decisions ?

    You sure have made this exercise to describe the perfect MOBA you want to design, what each role would imply for the player and what a good hero roster is, would you mind sharing your vision ? (i.e. does every character have to be picked regularly or is it ok to leave some in a less considerated place like Raynor?)

    Hi there! :-)

    So believe it or not, we do not take the current meta into account fully into making a new hero. Generally speaking, work begins on a new hero between 6-8 months before a Hero, and as you guys have probably noticed, the meta swings a lot in that time frame! So if we designed for one meta, before we know it, it'd be out of date!

    We do however look at the whole game as a sense and are trying more in the future to strike a better balance of Assassins, Warriors, Supports, Specialists, Melee v. Ranged, et cetera, to make sure the Hero roster as a whole has good coverage.

    When it comes to making a new hero, we are often looking at the core fantasy of what that Hero represents, and trying to make a "kit" (DQWER1R2 abilities) that reflect that fantasy through Gameplay. For Johanna, the Fantasy was "Big Shield! Unstoppable Force!" so that literally became her trait ;-). For the Butcher, that meant "horror movie villain, preying on the weak", so that meant abilities like Ruthless Onslaught and Lamb to the Slaughter, to make your opponents feel like you were relentless in your chase (as every Diablo 1 player knows!)

    As for the game as a whole, ho boy, that's a big question. Our goal was to to push the Team Brawler genre, and see what the Blizzard version of it was (as we've done with the card game genre and Hearthstone). For us, we want this very much to be a team game, like Hockey or Soccer or American Football. We think there's so much fun to be had when the players come together and coordinate a play for an epic multi-kill! As far as I know, that's still our plan! There are definitely things we can do to improve the experience, and as time marches on, and patches continue to come out, we will continue to refine the game to hit this vision more and more.

    As for your last question, I think there's a perfect world where every hero is picked regularly, but I understand reality sets in and sometimes one hero is a little stronger or weaker than another, in a similar role. We are, going forward, looking very hard at our Heroes and making sure that each one has their own niche archetype, and that we aren't simply making a better/worse version of an already existing Hero! This will take some time on our end to figure out, but hopefully it will lead to more varied Hero designs that make picking a Hero to play a much more interesting decision!

  • Centaurik

    Posted 9 years, 1 month ago (Source)

    Are there any future plans to change the UI in the ranked draft screen? It would be nice to sort your hero's based on role or franchise like you can in QM.

    Hi!

    Yes there are plans to! However, they are far off :-(. We have a lot of UI needs at the moment, and our UI team is trying to prioritize appropriately what we can. I don't know when it will be improvements will come to the Draft Screen, but do know we have changes we want to make, it's just a matter of when!




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