Heroes of the Storm AMA - April 30, 2020
PscythicPeople's attitudes towards the anomaly are shaped by their own perception, and it's really hard for us in the community to accurately gauge how much of an impact these changes have. Can you share (or promise to share soon) statistics that are especially relevant to the current anomaly with the community? In particular, how have game times been affected and are any heroes seeing significant changes in winrates?
One of the huge concerns with this anomaly is if game-times will be significantly increased and if late-game heroes/talents will become dominant, and the active HotS community doesn't have a good way to evaluate if that concern is legitimate or not. There's a lot of misinformation and anecdotal evidence being thrown around which affects how people feel about the anomaly and what feedback they're giving. For example, this post got a stupid number of upvotes despite being full of nonsense, anecdotal evidence, and dramatization (Gazlowe is not suddenly a top-tier hero just because of dimensional ripper). It's really hard to disprove the person's claims without hard stats. Anybody can whine about having 40 minute games (and almost certainly be lying/exaggerating) and the best counter we have is "personally, I haven't noticed a big difference." This post has been cited several times in other threads; people's perceptions and feedback are being warped by inaccurate information and data.
I feel like it is in everyone's best interest for us to know how the anomaly is affecting things like game times and hero winrates. We, the active community, will have better discussions and less misinformation amongst ourselves while you, the developers, will be getting better and more relevant feedback.
FuenteHey Pscythic!
Since the anomaly has been released we’ve seen an average game time increase of about ~1 minute across the board, which while not what we want in a perfect world, is not too significant. There hasn’t been any huge change in win rates outside of what we would normally expect between patches. We also have our normal balance patch coming up that will include changes that should address various concerns over the anomaly as well as to multiple heroes.
Blizz_KinaBREW30-04-2020 18:58:59fishyPenguinI'm asking for a friend of course: Are there any new main tanks in development or at least conceptually planned? I feel like
mythis role could use some love in particular. Cheers!FuenteYes ☜(゚ヮ゚☜)
Blizz_DWarner30-04-2020 18:59:01fishyPenguinI'm asking for a friend of course: Are there any new main tanks in development or at least conceptually planned? I feel like
mythis role could use some love in particular. Cheers!FuenteI'm asking for a friend of course: Are there any new main tanks in development or at least conceptually planned? I feel like
my
this role could use some love in particular. Cheers
Yes (☞゚ヮ゚)☞
BlizzAZJackson30-04-2020 19:00:38Beg_For_MercyHow do you feel about enemy forts attacking you for dealing damage to enemies that are nowhere near that fort? For example, Lunara's poison draws building aggro even when the enemy player leaves the lane, and Azmodan's global summon can hit someone in top lane and cause a bot lane fort to attack him.
FuenteHey Beg_For_Mercy!
We anticipated that this kind of feedback could happen, and we had many debates internally about exactly how tower aggro should work. For the release, we landed on a design that emphasized clarity as the most important aspect to guide tower targeting decisions. It’s an extremely clear rule to say “if you hit an enemy Hero, towers don’t like you”, and we initially didn’t want to muddy up that with a ton of exceptions unless we felt it was completely necessary to. Now that we’ve gotten a ton of feedback from you guys since the anomaly has been released, we have some changes coming that should address a lot of these concerns.
BlizzAZJackson30-04-2020 19:02:31ExvarisThere have been hints at a D.Va rework dating as far back as July 2019 (as far as I know):
"Yes! We're currently iterating on a D.Va rework that I'm personally very excited about. We can't spoil too much, but we would like to call out that we've heard a lot of feedback about D.Va's nebulous identity. In the rework's current state, I would say she can opt into a solo-laner bruiser build, a team-support front-liner build and a pretty ridiculous self-destruct/pilot build, with lots of interactions between these options. In addition to the typical talent shuffles/improvements, there's a host of QOL changes across many parts of her kit including, but not limited to:
D.Va's Mech mode only suffering a movement speed reduction while Basic Attacking or channeling an ability, rather than at all times.
Defense Matrix can be re-targeted (with a short cooldown) while it is active.
Big Shot (Heroic 2) is now baseline in Pilot mode with re-adjusted stats to compensate. Yes, this means there's a new heroic! You'll never guess what it is! It's Micro Missiles."
This was posted by David Warner in an AMA almost a year ago.
Has there been any progress on this front? I'm curious if/when D.Va will ever see a rework in HotS as she's currently a very fun hero to play, but often not an ideal pick.
FuenteHey Exvaris,
There has been progress on D.VA. We are still working on her. :)
Blizz_KinaBREW30-04-2020 19:04:33Kamikaze28Any updates on kerning?
Alternatively, can you do something about this one-pixel-off-from-perfect-balance capture bar?
FuenteIt’s still on our ra dar. We have other things that are ahead of it. It’s not sc heduled at the mom ent but when we evaluate pr iorities it’s something that comes up. Keep figh ting the good fight and keeping us honest u/Kamikaze28!
Blizz_KinaBREW30-04-2020 19:06:57DaredboyCan you please describe the next big thing in HOTS with as little words as possible?
FuentePretty cool.
BlizzAZJackson30-04-2020 19:06:57Cydra01Here's a question from our EU community:
In 2019 we’ve seen 4 new heroes: Deathwing, Qhira, Anduin Imperius. Can we expect more new heroes for 2020?
FuenteYes.
BlizzAZJackson30-04-2020 19:12:51Cydra01Here's a question from our EU community:
Are there any changes planned regarding the recent Nexus Anomaly with all the feedback you had? Will it be cancelled, modified, improved, not touched at all?v
FuenteHello!
Yes, we already have changes coming in the pipe for the Nexus Anomaly. You can expect for any Anomaly that we will iterate on and improve them after they've been released if there are things that can be made better.
BlizzAZJackson30-04-2020 19:22:02nemanjanemanja992How many new heroes are you guys working on at the moment? :)
FuenteMore than 1. Less than 42.
Blizz_JeffB30-04-2020 19:24:50SolidShock24What programming languages do I need to know to work as a programmer on the game? :D
FuenteHi u/SolidShock24,
The game client is written in C and C++, for the most part, so that is the language of choice for 90% of gameplay code.Blizz_KinaBREW30-04-2020 19:27:39airmaxangPretty please can we get end of season mount rewards again for ranked? Genuinely one of my favorite things about the game that is currently gone. Even new colors for old end of season mounts would be awesome. These hard earned rewards are what keeps me playing those extra games
FuenteWe have been exploring season reward options and if things go well should have something to show the next season.
Blizz_JeffB30-04-2020 19:30:43DCaptainNutsAny chance you could create a vs. AI game 'Nightmare' level that increases enemy AI hero health, physical damage and spell power by 20%? For most people playing vs. AI mode, 'Elite' level is probably too easy and they're probably looking for a harder challenge. I think the resources required to do this is low, relative to the big pay-off for vs. AI players.
FuenteI like this idea a lot. I think there is a lot that can be done to make vs. AI more interesting and unique in a way that PvP doesn't really allow.
I will pass this idea along to the team!
Blizz_KinaBREW30-04-2020 19:40:41XagganothCould you please bring the Death Knight Arthas skin back? By that I mean the one that looks like his default skin, but without the helmet or glowing eyes (and with the same alternate voice-over used by his Crown Prince skin).
It was available during the Alpha, but removed before Beta because some people felt taking his helmet off wasn't a big enough visual change to warrant being a separate skin. HotS 2.0 introduced skins that made even smaller changes (like Chen wearing his hat on his head rather than his back), so that shouldn't be an issue now.
For many fans of Warcraft III, Death Knight Arthas is the most iconic version of the character, as that's how he appeared in the majority of missions where he was playable. It would be really nice if we could play as that version of him in Heroes of the Storm.
FuenteI agree that would be cool. There has been some movement towards getting the Arthas remodel going. We are currently in the planning stage for 2021 and there is a strong desire to get the remodel in your hands. When we release the remodel I think it would be good to have a variation without his helmet on to fulfill this wish.
BlizzAZJackson30-04-2020 19:46:14-DualityWhat are your thoughts on melee assassins? It has been talked about by players a lot but I think that devs have only admitted they're in a weird spot. I know that many of them like Kerrigan and Illidan can be oppressive when they can fully sustain themselves because they function as bruisers with more damage. Do you accept that that's their fantasy and their weakness? (They either outlive everyone and kill them or they die in seconds) Or is there room for improvement? Maybe they should be less reliant on autos so that they don't get countered by blinds and auto-attack speed reduction as much? And maybe they have less active sustain in exchange for that? Have you figured out the equation?
FuenteHey -Duality!
I think that Melee Assassins are in a weird spot due to where they fit into a team composition. Most teams compositions that players are comfortable running consist of a Tank, an offlane Bruiser, a Healer, and two Ranged Assassins. Generally to make a team composition “feel” right, the Melee Assassin has to fit into one of the Ranged Assassin slots or replace the offlane Bruiser slot. This means that other team members have to flex their roles or risk running 3-4 Melee heroes in their composition, which often feels uncomfortable (though statistically is still completely viable). As a whole, Melee Assassins are performing very well in regards to how often they win games, so I don’t think there’s a problem with how effective they are.
In regards to their design, there are specific Melee Assassins who have the high octane style of gameplay where they can dominate an entire enemy team if things go right (ex. Illidan), but they don’t all function that way. I think this is acceptable, as it fits a specific fantasy that many players like to chase. There are definitely some heroes in this category that can use work to be less spikey less often, but this is no different to me than other Assassins, Tanks, or Healers who could also use help in various ways.
Blizz_DWarner30-04-2020 19:49:04maguszealTassadar's was the most in-depth rework so far, with an entirely new talent tree, a new basic ability and a new heroic. In terms of his development, as well as where he fits in the release cycle, does the team consider him a "new hero"? Or was his workflow still closer to that of past reworks?
FuenteI would say he’s firmly into new hero territory.
We had talked about shifting him from a support role to an assassin for years, but we didn’t have a solid plan as to what this transition would look like. I knew from the beginning that Plasma Shield would have to be cut in favor of another damage ability, so I started experimenting with various abilities and what became Shock Ray fell into placepretty quickly. We experimented with just that addition for a while, but we realized very early on that that there was no reasonable way we could keep Dimensional Shift *and* inject more numeric power into his kit without it becoming overpowered or making extreme concessions elsewhere. Removing that safety option really broadened the possibilities for what we could do with Tass and we spent a good amount of time (~4-5 months I want to say) trying different things until the base kit resembled what it is now. Figuring out talents took another few months, but came together fairly easily. Moving Force Wall from an ultimate to a Basic Ability was a little contentious at first, but as we got used to playing with it we realized it worked well. Black Hole came very late in the design cycle and went through multiple iterations before it became what it is today. We stopped making big design changes to him probably 2-3 months ago, so his total iteration time was probably a year’s worth of time, which is fairly close to how long we iterate on brand new heroes.
BlizzAZJackson30-04-2020 19:51:20Spazzo965Could Murky's Egg health scale at a percentage per level please?
Right now it scales at 30 per level, which as far as I'm aware, is unique in the game. Kind of seems a bit odd. currently going as far as 5.25% wouldn't make it better until level 22, so if done, would probably need to make it have a higher starting value.
BTW, Tychus' health regen scales at 4.5% per level, while his health scales at 4%
Speaking of, is it known that the scaling values aren't exact percentages? like 4% is 4.0038%, 4.75% is 4.7607%, 2.5% is 2.4902%
FuenteHey Spazzo965!
I'll check out Murky's Egg scaling and Tychus's Health regen. Not sure why the egg scaling is not a percentage.
In regards to weird scaling values, there are sometimes limitations in the editor when it comes to very specific percentages that results in this. I remember being frustrated when trying to tune some Lucio healing talents back in the day because they tick every second and some of them were fractions of those ticks, which I wasn't able to get exactly where I wanted them to be :P
Blizz_DWarner30-04-2020 19:52:08SamiSha_Are there still any plans for Tracer past the Tassadar rework? Her talent diversity could really use some love for sure.
FuenteAre there still any plans for Tracer past the Tassadar rework? Her talent diversity could really use some love for sure.
Yes :)
Blizz_JeffB30-04-2020 19:56:16fishyPenguinI'm asking for a friend of course: Are there any new main tanks in development or at least conceptually planned? I feel like
mythis role could use some love in particular. Cheers!FuenteYes!
Blizz_JeffB30-04-2020 19:57:00Spazzo965If Blizzard wanted to implement something like this, they totally could, and not being limited to triggers would make it so much easier to do compared to how I had to do it, although some things would still need triggers or an engineer to add new stuff, like an example of something I implemented is tracking Sonya's Wrath of the Berserker bonus damage - this currently would require triggers for Blizzard to implement it, or add new features to data to track the bonus damage from DamageDealtFraction as part of a behavior.
Triggers are kind of unreliable to 100% implement tracking with accuracy - like handling overkill is kind of a pain, and multiple damage effects happening at once can cause things to go pretty wrong, as triggers really only know what the state of the game is at the end of a game loop, not in between. Means that if you've got something applying armor after damage in the same loop, that armor did nothing in relation to that damage, but the triggers don't know that(but even that has it's own little exception in which you can discern info from where there isn't any)
FuenteHi u/Spazzo965,
You are right, trigger timing is something we always have to keep in mind while working on this project. It does make this kind of stuff more complicated to implement telemetry for if the specific data is not already exposed to triggers in an easy to use way.
In most cases exposing data like this would require changes to the code, which means it depends on us having a compelling reason to do so -- a feature or piece of content that requires it. Like everything it is a matter of resource allocation and prioritization.
KaeoMilker30-04-2020 19:57:01express_sushi49Honestly, this one comes from the heart, as I love this game dearly and have been a player since Alpha. Can we ever expect this game to pick up its reigns to return to the glorious state it once was at? Given the state of the game right now, it has become clear to me that this game cannot die. If it was going to, it already would have, yet it still stands strong on Twitch viewership, and that's given all of its current... setbacks.
I give this game a lot of my money, both out of loyalty and passion, and in fact, it's the only Blizzard game I give my money to anymore, but I want that money to feel like its not just keeping this game afloat, I want it to feel like it's a return investment for more content of all kinds at the same quality and polish pedigree we had during this game's first 3 years.
A morale boost like seeing new developers getting hired (as the careers page currently has 0 listings for HotS Jobs), or getting true Legendary quality skins again, with cool creative new spell effects (and lots of them!), Hero lip syncing, More Heroes than then 0-3 a year we're preparing for, fun alternative game mods, hell, even revisiting old cosmetics to give them spell effects or a polish pass to make all purchaseable content feel premium, an autobattler mode to compete with the certain two autobattlers from the other two moba giants, and of course, a feature spot during Blizzcon, with glorious cinematics, and a slew of new content to discuss and anticipate.
Content breeds reason to play, and reason to talk. If this game has only 2-3 skin updates a year and that's it, this game is doomed to be stagnant, as much as that pains me. I just want Activision/Blizzard to see this game is worth the money investment as much as any other major Blizzard title. And of course besides all of that, thank you for all of your hard work on Heroes thus far. It's been a tad depressing as things have slowed down more and more, but I hold hope that Heroes not only has far further to go, but also has the expectations of everyone ready to subvert.
FuenteHi, /u/express_sushi49! We love this game dearly, too!! The Heroes team remains focused on bringing as much cool stuff to the game as often as they can. This includes new heroes, feature additions and improvements, hero reworks big and small, themed events, skins galore, and more! Our goal is to continue making meaningful updates to the game regularly, and I’ve been so proud of everything the team’s accomplished in the past year and a half. There’s so much in the works that we can’t wait to share with you, so please keep playing and giving us feedback, and we’ll keep pushing to expand our development capabilities in service of making the game ever better.
BlizzAZJackson30-04-2020 19:57:49ToH_CheshireQuestion for /u/BlizzKofalt
I thought for a long time how I knew the name "Joshua Kofalt", and then years of Heroes esports broadcasted before my eyes, and I remembered. Congrats with joining the team, RealRawrJar! It's really nice to see a skilled player and Heroes pro coach as a test analyst.
Could you please tell a brief story of how you became a member of the Heroes team, and what tasks are you responsible for? Are there any interesting stories about the recent playtests?
FuenteHe likes to pick Falstad and fly into bushes to gank me when i'm 1v1ing someone else. No respect for the sanctity of a duel.
I'm totally not mad :3
Blizz_JeffB30-04-2020 19:59:06KaeoMilker30-04-2020 20:07:10DsingisTopic: Battle Passes
The question of a Battle Pass or Season Pass has been brought up a couple days ago in this subreddit. With the success of Battle Passes in games like Fortnite, or more recently in one of your company's parter's Call of Duty Modern Ware, how do you feel about adding a Battle Pass to Heroes of the Storm? Season Passes seem to be popular amongst both players and developers, and appear to bring in lots of money.
Do you think this would be a good idea, and if yes, do you have the ressources to make one? Or could you propose this idea to whoever distributes resources to get them?
FuenteHey, /u/Dsingis! We’ve explored designs for a Battle Pass-like feature for Heroes in the past and still think that’s a cool idea for the game with its combination of a clear roadmap of unlockable content and what's required of players to get it. Ultimately the feature requires a lot of engineering and UI work that we’d rather focus on game content and other features currently, but I wouldn’t rule it out in time. Thanks!
Blizz_KinaBREW30-04-2020 20:08:44Reckerwrex_1391Does the elemental lord of fire have any skins in the works?
Every time new items are added to the collection I look to see what you tease us with. Ragna Robot and Dark Nexus Ragnaros are the ones that come to mind immediately.
FuenteWe’re in the process of evaluating what we’re going to do for 2021 and we are well aware that Rag needs another skin. There’s a non-trivial amount of work to get new skins done for him. We have a bunch of cool ideas. It is still a goal.
Blizz_DWarner30-04-2020 20:10:10ynevHave you planned heroes with a more atypical gameplay, for example a hero based on the speed of movement like a rider, or a hero a little artist who while he is channeling a spell we can draw with the mouse the AoE, heroes with surprising gameplay ?
This kind of atypical mechanics.FuenteYes! We like to try technically crazy things early in a heroes iteration cycle and sometimes we get cool stuff out of it. Qhira's Revolving Sweep is a good example of that.
Long long ago we thought about giving Brightwing an ultimate where you would "draw" a path of healing with your mouse for a few seconds. I think that idea was pared down and refined until it became Blink Heal.
Unfortunately, complex systems that sound really cool on paper often either end up with not-so-cool gameplay or a bottomless pit of technical problems to overcome.
BlizzAZJackson30-04-2020 20:10:54FloatingWatcherWhat is your opinion on the current amount of slows, pushes, stuns, roots, stops and displacements in the game? Do you think it’s too much? Do you think that damage across the board needs to be nerfed also?
FuenteGreetings FloatingWatcher!
I think the current amount of CC effects in the game is appropriate. Many heroes need at least one of these kinds of effects in their kit to be effective, and so that means that you will likely have at least 5 of these kinds of effects in every team composition. This has been the case since the game was released, and I think it's worked out just fine.
To help answer CC, we've also over time added a slew of effects that prevent or negate CC as well, which gives teams ways to answer these things.
In regards to damage, I don't believe it needs to be nerfed across the board. Time to kill hasn't gotten out of control in a general sense, though burst management on an individual hero basis is something that we keep an eye on.
Blizz_KinaBREW30-04-2020 20:25:56HexerVooDoomMaybe keep the old model as a special skin for people who had him above level 15 befoee the new remodel?
Fuentewe wouldn't replace the old model. We would keep it as an option for people who still like playing with it.
Blizz_KinaBREW30-04-2020 20:35:07ToH_CheshireHi there from the Tavern of Heroes community! First of all, many thanks to the whole team for the efforts made to make the game shine again. In my opinion, many elements of the game (game balance, match making system, map mechanics and so on) have become much better. You all did a great job!
I have a question to /u/Daybringer and /u/Blizz_KinaBREW. Heroes community has a lot of talented artists, and there are a lot of amazing skins concepts. Could you tell us more about the implementation of Janitor Leoric into the game? What is the process of interaction with the author of the original concept? And is there any chance we will see some more fan ideas in the game?
FuenteHunman360 did the art for a competition. There was talks to creating that skin as far back as the moment we were aware of it. Our schedules are written out for us at least a year in advance and there wasn’t good place to put it. By time we decided to do it the concept had been around for quite some time. Community sentiment was the biggest for any community skin we had ever seen. It was a really strong concept as well. We reached out to the artist and asked them if they would like to see it in Heroes. Thankfully the answer was yes and we did it.
Our community has some really great artists and we definitely want to put more community skins in the game. We like to put skins out with pair well with other skins. Theme the packs. This is mostly why Janitor Leoric took as long as it did. We decided it would be cool to pair it with the RCHS Orphea’s Slacker skin and RCHS cheer leader Kerrigan. Sometimes it takes awhile to figure out where we can schedule something like that in.
BlizzAZJackson30-04-2020 20:35:17Unbiased_BobHey guys!
Second question. Right after all the spooky announcements, there were a bunch of wild patches. Sweeping balance changed for like 1/3rd of the roster. I personally thought it was fun to see these huge changes as it reinvigorated players to play heroes who are buffed. But they seem to have decreased in size and frequency.
Was this just not viable because of the work? Did you find it was actually scaring players off? Or will they continue?
My idiot brain thinks "oh these are just number changes, it can't be that hard" but then I remember what an Arena Net employee said "Change the color of an item icon and 30 walls around WvW fall through the floor." So I won't assume to know how easy/difficult it is. And of course all of these require testing to make sure you are not just breaking the balance either.
FuenteHey NotParadox!!!
I pushed to have the large balance patches at the beginning of last year, and I think it’s been fairly successful since then. As far as the size of the patches, from my point of view they’ve still been very large. There hasn’t been a specific reason that they got smaller then those first couple outside of the fact that it takes a lot of work to consistently find changes that have a high probability to be good for the game. The changes themselves do take a lot of time and work to implement and for QA to verify, but outside of that it also takes a significant amount of time to plan changes that have a higher likelihood of being good for the game.
In the last few patches I’ve tried to focus on having a decent amount of functionality changes that are a little more exciting and make heroes feel fresh to play. Naturally, if more time and effort are being put into those kinds of more complex changes, it takes away from time that could be spent doing a higher volume of simple number changes. At the end of the day it’s a balancing act between these two ideals, and right now we’ve been leaning more towards changes that have more meat to them over volume. Oh, there’s also these Nexus Anomaly things that, ya know, take up a little of our time as well.
Blizz_JeffB30-04-2020 20:37:15EiddewWhat kind of unique challenges have come up from using an old engine? How did you get around them? And most naively, any hope for rebuilding something new like a HotS 3.0?
FuenteEvery engine and game project has challenges, unrelated to age. Heroes is no different in this regard!
Most of the hard problems we face revolve around systems that were built for other purposes that we have to refactor or systems that simply don't exist that we have to build up from scratch without destabilizing other parts of the game. Things like pathfinding, networking, and ability usage are examples of things that are vastly different between games like Starcraft 2 and Heroes of the Storm.
Our origins in Starcraft give us a ton of benefits as well though. The engine is extremely data-driven, which makes implementation time for designers blazing fast. This is why we can easily test and iterate on things like the Nexus Anomalies. Many general systems like movement, unit selection, and projectiles already existed in the game, so we started with a huge leg up for that stuff.
KaeoMilker30-04-2020 20:44:53KlaagzangI'd like to know, what's the roadmap looking like for our favourite game?
We know there's nowhere near the resources as in the beginning, but that absolutely doesn't mean development is dead (as was proven by you all!). Is there any room for new hero/new map, or is it straight-up tweaking & reworking from here on out?FuenteGreetings, /u/Klaagzang! We've received feedback on the desire for a roadmap previously and have discussed it a few times since our last AMA. We’re aligned that it sounds awesome to give players commitments on things to look forward to, but we still wrestle with how deep we should be going on that. So while we obviously have an internal roadmap for Heroes that usually looks over a year out, we like to give ourselves flexibility to add to, change, remove, or move things around as needed and a publicly facing roadmap ties our hands in ways we're not always comfortable with.
What are we comfortable saying? We have new heroes in development and will be sharing info on the next one soon. We have a huge lineup of hero reworks that we’re excited about and want to continue breathing new life into old favorites regularly. We have features coming that will make the game better while also improving our ability to support it. We have some of the coolest skins in the history of the game yet to come. And we want to be building toward a world where we can add more content to the game year-over-year. Stay tuned!
Blizz_KinaBREW30-04-2020 20:48:38jiggywatt64Hi HotS team! Wanted to share a Un'Goro Battleground concept and how humbling an experience it is to realize the absurd amount of work that's put into this game.
- Do you guys have any art/design bible for consistent direction? If so, could you share some popular rules to follow? (i.e. color schemes, "never allow X type of abilities", "ORB BRUSH EVERYTHING!")
- Are there any stories of scrapped battleground/hero ideas you could share?
- Hope everyone's doing well during lockdown but assuming you're working at home, particularly /u/blizz_kinabrew and anyone else on the art team, I'm curious how it's affected your workflow. Do you guys all join some giant voice chat server all day? Meetings? Do you typically communicate by walking up to other computers or send assets over a network?
FuenteFirst off… holy cow you did a lot of work here. Everyone should look at this and understand that this isn’t trivial. u/jiggywatt64 spent a lot of time on this.
Yes we have art bibles and design guidelines for direction. The purpose of the seniors and art director of the team is to make sure that everything is directed towards those goals. There are things that we do in the craft of these things that we teach new artists who join the team what we want them to utilize. Art does dictate some direction abilities will go because of noisiness, performance, or it might look too much like another ability. Ultimately our job is to get creative with it and get it done. Also, Michael Vicente is a friend and I cannot express what a service he’s done for the art community with his Orb Brushes.
Towers of doom started out as Arathi Basin but we couldn’t figure out how to get it to work quite right. If you look at the towers they’re themed very similar to main areas in Arathi Basin.
Communication over video conference and PMs have been a challenge but it’s been a great learning experience and we’ve been very productive given the circumstances. It’s a tribute to our awesome team. I do miss hanging out with everyone and having those interactions because we feed off each other’s energy.
Blizz_DWarner30-04-2020 20:51:07Cydra01Here's a question from our EU community:
What do you think about the rework Tassadar now that you got some data? Do you regret / wish some additional changes?
FuenteHe's currently trending a little lower than we'd like, but nothing some balance changes can't fix. :)
The removal of Dimensional Shift had a huge impact on how you need to think about positioning and I think some players are struggling in that regard. It's going to take a bit of time for players to relearn both playing as or with a Tassadar. I've seen dozens of different opinions about which build is best or when Tass is a viable pick, but no real dominant consensus has emerged yet. I feel there's still a lot of community mind-share going on, which is a good thing! We've had great success with Tass internally over the past few months, so I have no doubt about his viability long-term.
While he is considered a mage along the lines of Kael'thas or Gul'dan, a lot of his power comes from the utility or "intangibles" he brings. I think JHow's analysis (check out his Youtube!) that Tassadar should be thought of as a complementary pick instead of a carry pick is pretty accurate.
All that being said, I do think there's room for improvement with his AA build. It's a bit too pointed towards utility at the expense of damage. I have some ideas I want to try once we see how our balance changes settle.
Blizz_JeffB30-04-2020 20:54:07BlizzAZJacksonHey Spazzo965!
I'll check out Murky's Egg scaling and Tychus's Health regen. Not sure why the egg scaling is not a percentage.
In regards to weird scaling values, there are sometimes limitations in the editor when it comes to very specific percentages that results in this. I remember being frustrated when trying to tune some Lucio healing talents back in the day because they tick every second and some of them were fractions of those ticks, which I wasn't able to get exactly where I wanted them to be :P
FuenteThose scaling values not being exact are most likely because Heroes uses a fixed-point float, rather than a real floating point value. This is primarily to support parity when transferring information over the network and is common in games that use lockstep networking like we do and have to have perfect synchronization between clients.
Essentially, in our implementation the number %2.5 doesn't exist, so %2.4902 is as close as we can get.
Blizz_KinaBREW30-04-2020 21:04:00Cydra01Here's a question from our EU community:
In 2019 we’ve seen 4 new heroes: Deathwing, Qhira, Anduin Imperius. Can we expect more new heroes for 2020?
FuenteYes.
Blizz_JeffB30-04-2020 21:04:36Cydra01Here's a question from our EU community:
In 2019 we’ve seen 4 new heroes: Deathwing, Qhira, Anduin Imperius. Can we expect more new heroes for 2020?
FuenteYes.
Back to TopBlizz_JeffB30-04-2020 21:16:32jiggywatt64Hi HotS team! Wanted to share a Un'Goro Battleground concept and how humbling an experience it is to realize the absurd amount of work that's put into this game.
- Do you guys have any art/design bible for consistent direction? If so, could you share some popular rules to follow? (i.e. color schemes, "never allow X type of abilities", "ORB BRUSH EVERYTHING!")
- Are there any stories of scrapped battleground/hero ideas you could share?
- Hope everyone's doing well during lockdown but assuming you're working at home, particularly /u/blizz_kinabrew and anyone else on the art team, I'm curious how it's affected your workflow. Do you guys all join some giant voice chat server all day? Meetings? Do you typically communicate by walking up to other computers or send assets over a network?
FuenteCool! Thanks for posting a link to your concept!
Definitely awesome to see.
Blizz_DWarner30-04-2020 21:30:15SubsourianHey guys! As usual I'm going to harass about lore.
My question/comment is largely toward the theming of ability and talent names. Recently Tassadar's rework brought a bit of it into the spotlight. Some talent names were great (props for Shadow Walk), but the Q ability Shock Ray seemed oddly off theme for a protoss ability, when there's stuff like his auto attack, Psi Assault. What was the reasoning behind the name? Was the more established abilities too close to psionic storm in terms of being easy to say, or did is it striking a balance between what the ability does and fitting with the lore?
Similarly, I was curious about the name of Raynor's reworked talents, the famous "Acquire Weak Spot vs Give 'em Some Pepper" was the big one, but the rework also stripped most of the references to his character from his kit. I wasn't sure the reasoning when other reworks like Nova and Hammer (and Tassadar) have been hyper flavorful in their talent names.
FuenteGreat question!
I'd say it's complicated, because our Heroes generally represent not only a specific character, but a larger mish-mash of relevant gameplay mechanics and lore from their respective universes.
Personally, there's three things I would say I draw upon when designing/naming things:
Obvious established fantasy hits that directly represent the character or archetype that character falls in to. Things like Archon, Khaydarin Amulet, Psionic Storm are all things you would expect Tassadar to have if you've played either of the Starcrafts.
Expanded universe fantasy hits like Thermal Lance, Shadow Walk, or Khala's Gift which speak to a broader category of Protoss technology/magic or specific lore moments from that character's history, but had no established mechanical implications.
Literal mechanical translations like Shock Ray or Black Hole. These can definitely be the weakest, but I think there's a certain value in being straightforward sometimes, especially when it comes to helping players develop heuristics. In Shock Ray's case, I didn't want to double up on the "psionic" nomenclature for abilities and talents. Pushing it to be more "electrically oriented" means I don't have to figure out 10 different ways to describe "psi damage" between two different abilities. It also helps makes it more obvious to players which ability a given talent is going to affect by name alone.
Blizz_JeffB30-04-2020 21:33:54maguszealAbout the AI: previously, a big overhaul to their internal workings was mentioned, with changes to the structure of their goal and tactical systems and whatnot. Since that seems to be out with the latest patch already, does that enable you to update the AI faster than before, or is it about the same?
In particular, I'm thinking about some of the remaining glaring issues, like their behavior when confronted with Lurking Arm or Concussion Mine, especially near gates but also on other chokepoints. There has definitely been an improvement in their overall behavior, but I look forward to seeing it ironed out a bit further. I'd also say the follower AI doesn't benefit as much from these improvements, as its logic keeps being seemingly overridden by its new leashing priority.
Fuentehi u/maguszeal,
Our current pathfinding solution doesn't weight terrain based on the existence of dangerous AoE abilities. This means that before an agent enters an AoE, they don't know it is there, so they cannot path around it. There are a number of factors that make refactoring the pathfinding in this way non-trivial, including the nested nature of our ability data and specifics related to the pathfinding system itself.
The overhaul you mentioned does, however, give us a greater and faster ability to iterate on the behavior trees, which is ultimately how an agent decides to handle moving out of AoEs. This power can potentially be leveraged to get us a shorter-term solution to this problem without having to wait for resources and time to become available for a more involved engineering change.
Blizz_JeffB30-04-2020 21:37:21Senshadoin our implementation the number 2.5 doesn't exist, so 2.4902 is as close a
Since the usage is per-level scaling, I guess the number in question is really 1.025, not 2.5. The fixed-point math that I've seen can handle 2.5 just fine.
And of course the number 4 can be represented, but 1.04 might not fit.
FuenteI will add the % in there to make it more clear!
Blizz_KinaBREW01-05-2020 00:47:45Kamikaze28Any updates on kerning?
Alternatively, can you do something about this one-pixel-off-from-perfect-balance capture bar?
FuenteAlso, is that capture bar from Braxis?
Blizz_KinaBREW01-05-2020 01:28:45Kamikaze28No, this was actually from a vision point on Cursed Hollow, but why would that matter? Isn't it the same asset everywhere?
If you want, I could go through all the maps and document my findings, if that would be helpful to you.
FuenteIt should be but I'm not deep into those systems so I don't know for sure. if you can get me a list I can get bug reports in.
Blizz_JeffB01-05-2020 19:29:14SenshadoThis means that before an agent enters an AoE, they don't know it is there
Are they also unaware of the dangerous space around enemy towers?
FuenteTowers function differently, since they are static (for the most part) and avoiding them isn't quite as straight-forward as "Don't stand in this."
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