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Heroes of the Storm AMA - July 16, 2020

Reddit | heroesofthestorm
16-07-2020 18:56:08

Is there any chance that we might see a quicker response to heroes that are over-performing by a huge margin?

Right now, the time until heroes are adequately re-balanced seems to be two months or more, looking at cases such as Cassia, Rehgar, Yrel, and Xul.

Hey Dark_Polaroid!


I don’t think the chances are high that you’ll see faster response times than what we have, unless there is either a critical bug that is causing the hero to break the game, or they are wildly overpowered (somewhere around the 62-68+ percent range). We currently patch every 3-4 weeks which is already a whole lot.


Additionally, I don’t think we would gain much by patching more often, unless the hero was so far out of bounds that it was breaking the game in all modes. None of the heroes you listed that have been super meta this year have hit that threshold, they have just been what has been considered meta for the last few patch cycles.


There will always be a group of meta heroes for each role that is considered the strongest in the game at any point and time. Oftentimes, they aren’t even what is winning the most, it is just what the community believes is the safest, most consistently powerful pick at that time. I think accepting this fact and slowly bringing them down to the power of other heroes while also bringing alternative choices up is a more healthy way to balance the game than slamming the currently overpowered heroes down in a huge patch, which always results in players being sad when their hero is completely removed from the meta and just causes another hero to rise on top. This method also has a much higher chance for more volatility, which would result in more problematic hero changes that we would then be pressured to also quickly fix. As long as a single hero isn’t dominating the meta for an extended period of time, I’m totally OK with some heroes like Cassia or Xul having some time in the spotlight. I think it adds variety to what’s normally acceptable to be seen very often, and also brings freshness to the game.


16-07-2020 18:56:11

Hi devs, do you like... bread?

I'm not going to speak for the rest of us... but I like bread. Also... First!


16-07-2020 18:58:06

So my question is: Anything coming up regarding Murky's talent diversity?

There's two things I want to point out specifically. One is the Bribe at level 1. You can check that even high level players recommend always picking this talent. Many players consider this talent mandatory, but what's worst about it is the poor gameplay it promotes, the same high level players will tell you to be split pushing all the day without paying much attention to the rest of the stuff that happens in the game. Seeing how interesting and fun the other talents at this tier are, and that apparently Murky's WR is high enough at the moment, it would be nice to consider getting rid of this talent.

Less importantly, the [[Egg Shell]] talent, which is really hard to incorporate because the self heal of the other talents is very hard to give up to and the benefit of the shell is very impractical in the real world.

Hey azmodanfan!


Sadly nothing is coming in the near future, but I have had a note for a few patch cycles to do something with Murky’s level 1’s. I’ve spent some time thinking on it every patch recently, but haven’t found any solutions that I’ve been particularly happy about. Murky is in a uniquely difficult place to make changes due to how well he’s performing combined with his level 1 talents being fairly thematic while also not giving him direct power, which makes creating alternatives difficult to do. I think to do any real meaningful changes, I would like to make changes to how Pufferfish works at a base level to make it less about split pushing and hoping your opponent can’t kill it, and more about being a more generally useful ability. This rabbit hole leads to a much larger suite of changes though, which is why I haven’t committed to any specific changes yet.


16-07-2020 19:04:59

Uther received some nerfs to bring his winrate down, but these only occurred when he started becoming popular in double healer comps in place of the tank/solo-laner (until then he was OP but under the radar). But I do kind of feel that these nerfs limited him as a solo-healer considering he was already weak to poking, kiting and dots. Are you ok with him giving 25 armor and enabling double healer comps so easily? What if he gave 10 or 15 armor and his Q and W healing were increased significantly instead? This is not actually a suggestion. I'm genuinely asking for your opinion on this.

Hey -Duality!


I have recently put some cycles into thinking on Uther, and I believe he’s in a very weird place that makes him difficult to balance. Right now in compositions where he’s not taken as a tank or a second Healer, he is performing very well, to the point that in this patch he’s the second highest winning Healer behind Rehgar. However, the community believes that he’s not powerful due to his intended weakness to being poked down. I believe that just buffing him would only result in him dominating the meta again and, at higher level play, being used the same way he was last time, which is in those kinds of compositions and would only further promote that that’s the only place where he is useful. Based on his power level he really should just be nerfed, but the perception is obviously that that’s not what he needs, and I don’t think it would make him a healthier hero anyways.


We normally don't share this kind of stuff this early (heck, I haven't even told the other designers yet!), but for transparency, I have already had some changes planned for the next balance patch for Uther, with the goal of making him less sharp in his weakness to sustained healing while also keeping his win rate in check and not promoting him more as a tank or double Healer. These changes aren’t guaranteed to happen, but they are what I currently have papered out for the next balance patch:



Health reduced from 2000 to 1975

Health Regeneration reduced from 4.17 to 4.11

Holy Radiance [W] Cooldown reduced from 12 to 10 seconds Mana cost reduced from 70 to 55 Healing amount increased from 177 to 190


Level 1 Wave of Light [W] Cooldown reduction reduced from 1 to .75 seconds

Level 16 Beacon of Light [Q] Adjusted functionality: Uther receives 100% bonus self-healing when healing others with Holy Light. This bonus is increased to 100% while he is below 50% Health

Tyr’s Deliverance [W] New functionality: Increase the damage and healing of Holy Radiance by 10%. Basic Attacks against enemy Heroes cause Uther’s next cast of Holy Radiance to have its damage and healing increased by an additional 10%, stacking up to 4 times


16-07-2020 19:19:36

Will we be seeing another Whitemane skin this upcoming Halloween? Since her release, Whitemane has gotten a new skin every Halloween and I'd hate to see the tradition end.

We're giving Whitemane a break for this Fall patch. We do have some pretty fun skins that we are excited about coming.


16-07-2020 19:24:50

You guys gave up on banners? I really loved them. I hope you guys release Grommash hero soon and Warsong banner with him.

Hi Vulnero666, thanks for asking!

Banners are an area of hero loadouts that we agree could be more meaningful. Myself and the rest of the design team have been discussing ways we could create more uses for banners to make them feel as important to hero selection as the other choices like your skin, mount, voice line, etc... We also got a bunch of feedback from our last AMA on what banners players were excited to see (and of course your hope of a Warsong banner!) and we are taking that into consideration as well! Nothing solid to share about what the specifics of any of those changes are but I just wanted to chime in to mention it is on our radar and the team is passionate about improving this system.


16-07-2020 19:26:46

Is there any desire to revisit the artillery mage archetype? There has been dev team commentary in the past about it being a tricky archetype to balance, which is evident by the numerous Chromie re-works and the dramatic difference between how she plays now and how she played at her release. Just curious if this is on anyone's pet project list or is just perceived as a failed experiment that would require some major rethinking much further down the road?

Good morning PygmyBBQ!


We don’t have anything in flight right now in regards to revisiting artillery mages. As you pointed out, they archetype is incredibly hard to balance and make fun for players on the receiving end due to issues related to counter-play. I don’t think it’s impossible, and if we get a great idea I think it’s something that we can revisit someday.


16-07-2020 19:30:11

What is stopping you from making the Murky model the same size as Deathwing?

Nothing really. But when you increase the size of a character the walk cycle can get disjointed from the ground which means he would need to be reanimated or the animation speed would need to be changed which could cause weird stuttering or make it look choppy.


16-07-2020 19:34:51

Tell us a lie we are not supposed to know!

I tried Avocado toast and was disappointed. Kinda wanted to keep that one under wraps but these are the rules.


16-07-2020 19:35:11

Do you have any plans to bring new players to the game? Why are Mega Bundles not featured more? Isn't it possible to have some smaller Mega Bundles featured whole year with rotating some heroes in and out to help new players get into the game?

Hi, /u/Saidet!

A surprisingly large number of new players start playing the game every day organically, but you're asking about the ways we actively attract new players. Our current approach to this has been a combination of our new content/events, evergreen hero bundles, and these windows of time where we make all heroes free to play.

Ultimately things like mega bundles don’t move the needle as much as you’d think since most new players are interested in just a handful of heroes initially and we’re better served giving them ways to earn those specific heroes quickly while they’re onboarding – which is what the new user experience/boost/quests are intended to do.

We have some other stuff cooking that I can’t go into details on now, but look for some higher-visibility offers that should appeal to new players starting later this year. And if you have other ideas on cool ways to help new players jump in and have fun, we’re always interested in hearing them. Thanks!


16-07-2020 19:46:58

It has been 2 years since the last change to Kael’thas. That is despite his massive popularity in ranked from plat and below. Heroesprofile puts him above even Tassadar at those ranks.

His winrate at masters is also fine, despite less popularity.

His talent tree is beyond figured out, though. His Globe Talent at 1 is completely mandatory pick since the Globe change, anything else is a noob trap. Most of the talents that boost Verdant Sphere is a waste. And only one of his 20 is recommended. Which is a shame, because from pure design he has some of the most interesting 20 talents.

Any chance we could see some updates to Kael? Personally I would love to see Master of Flames unlock all his level 13 talents for example.

Greetings Sumadin!


We don’t have any changes in flight for Kael’thas, but I have had him on my list of heroes to look at for quite some time. He’s in a similar place as Maiev, where his talents are largely in a pretty good place, but there’s one talent on almost every tier that isn’t picked. His Level 1 talents also could use some work, though at every level outside of the highest level of play Convection and Fel Infusion are actually being picked and performing at a reasonable level compared to Mana Addict.


I’ve never been super happy with how his trait talents worked out (and I designed them!), but every time I’ve spent time thinking on it I haven’t found alternative solutions that I’ve been happy with. I think there’s something there, and am open to ideas from you all for talent adjustments/replacements for them.


16-07-2020 19:48:39

Braxis was a hard map to play when it first came out, but when the change was made that the point is contested just by standing on it the map became amazing. That change was unfortunately reverted, but I really felt it made that map. Is there any chance for that game play to be added back to Braxis?

I love the hero interactions with voice lines in the game. Are there any plans to increase the occurrence of those? (and let Li-Ming call out her kill streaks again?)

Thank you!!!

Hello and thanks for the question!

For the Braxis part, the team is currently happy with the way the mechanics of Braxis work and have no plans on changing any of that at the moment.

For the second part, the team loves hero interactions as well and we are working on improving the hero interaction system and are going to get some of these changes in your hands soon! One of the changes coming will increase the frequency of hero specific kill lines. I would also love to revisit the Li-Ming kill streaks again and see what can be done there to bring them back but haven't had an opportunity to check that out yet.


16-07-2020 19:51:00

Is there any chance Ragnaros' level 7 talent Molten Power gets a new functionality?

As a Ragnaros main, I've stopped picking it as I climbed the ranks, since the talent is only good when the fights last for ages. But at higher ranks problem is that fights last relatively short, and a Ragnaros taking W-talents can't clear waves quickly without using his W - in other words, he is likely to feel forced to use his Molten Power-boosted Ws on Minions and end up with an unboosted Living Meteor when the next teamfight starts, defeating the point of the talent to the point Blistering Attacks is just better even with the W-build.

On a sidenote: Blistering Attacks has a bug in that the cooldown reduction doesn't trigger when Empower Sulfuras hits non-heroes.

Hey SleepingVulture!


I agree, Molten Power is in a bit of an awkward place. It’s been on my list of things to look at for a bit now and am still thinking on a good solution (I’ve spent some time on it in the last few balance patch cycles but couldn’t find something that I was happy with). I’m open to ideas and suggestions on what you think would work here!


16-07-2020 19:57:59

Who does the concept art now? I love your concept art but now there is no visible concept artist like Oscar Vega used to be.

Actually, I would like to know all the artist so we will be able to call specific person for specific problem. We could ask technical artist about optimisation; UI artist to talk about possible UI changes; animator to report animation bugs and so on.

I'm really lucky to work with an awesome team of artists on Heroes. We have super talented people that work behind the scenes who aren't as visible on reddit or the forums like I am. Florencia Kristiani does amazing concept work and you guys have most recently seen her work with the new Nexomania II content.

Also if you have specific problems or call outs, please head to our forums or post here on reddit. We regularly read both and are happy to jump in!


16-07-2020 20:01:05

Hi, devs!

You've made an amazing Tassadar rework. The only frustrating thing is his "blackhole" upgrade talent at lvl 20. Since damage from multiple storms doesn't stack, this upgrade is pointless. You can combo blackhole with your own wall, beam and storm, so additional storms won't work. If you are using blackhole as a save, to push opponents away, you don't really need those storms.

Since stacking storms would be too op, you could try to add cooldown reduction effect for every enemy hero hitted by center of the blackhole. Or maybe do something ridiculous, for example blackhole travels back after reaching the end of its trajectory (like Maiev's shadow), while also has reduced travel range. So blackhole would become a very strong cc in some situations.

Either way, this ult's upgrade is too weak and needs any change to be at least usable. Hope you'll change it someday.

En taro Tassadar!

Hey Bellegar97,


I agree. I keep reading this feedback and forgetting to put it on my list of things to look at for balance patches.


It's been added.


16-07-2020 20:15:39

I know this probably isn't something that can properly be answered in case they get revisited down the line, but what are some different battleground mechanics that have been explored throughout the years?

I recall in one of the Blizzcon panels that Towers at one point had some radical circular lane system, for example.

Hey Spazzo965!


I’m happy to answer this, going down memory lane is really fun for me.


We had a map that I believe was called Crazy Town, where Heroes spawned in the center of the map on the middle left and right sides, and the map was one giant lane that went around the center area like a race track. I think the Kings Cores were in the left and right corners? It was absolutely wild and resulted in really crazy games.


We had multiple 4-lane maps in development for quite a long time. They had some issues but definitely felt different to play on due to how lane transitions and matchups worked.


We had truly flying heroes in the game for quite awhile, I remember both Broody the Broodlord (who would later become Falstad), and Tyrael could passively fly over terrain. As you can imagine, this was less than ideal for Melee heroes to deal with, but was really cool.


We had elevation in the game for quite awhile. Heroes like Sgt. Hammer could rain fire down from on high onto enemy towns.


One of the more unique maps we had was the Dragon Gate map. The map essentially had 3 lanes and a Dragon boss in the center, with two gates on either side of it spaced pretty far out. If a team killed the dragon, the gates would connect and the enemy team wouldn’t be able to pass through the area anymore (think of how the front walls work right now on forts/keeps). You’d have a teamfight around the area then all of the sudden one team would get split in half and have to run around this gate or kill the dragon again to be able to move around the map.


We had multiple small vehicles that were part of towns that players could get into. A Brett favorite, the Trebuchet, was a very slow, super long-range AoE damage vehicle that could bombard enemy towns from across the map. I remember Brett very often cackling out of his mind when he found a spot to hide with it and would kill an enemy town while the rest of us were busy actually playing the game.


There's a lot more fun mechanics/memories/stories I could tell from those early days. It was a magical time that I in many ways miss. These experiments were what led us to the game that we have today, and for me the ride getting there was as great as the result.


16-07-2020 20:17:46

Apparently, Mei still uses placeholders in place of some art assets.

First of all, her portrait is simply an Overwatch screenshot. This one is simple to fix, as we just need to replace it with a part her HotS art. This can also serve for her minimap icon.

Then, her talents use icons of other heroes' talents. I hope this one can be fixed too.

This is just a small nitpick. I think little details make a huge difference.

True. For some reason the intended artwork didn't get swapped in for the live patch. It's not the kind of thing we fix in balance patches because new art generally increases the potential for problems to arise in the QA and deploy process as well as bloating the patch size. And since the point of a balance patch is to respond to balance it doesn't fit with the goals of getting things out to the community asap. That's why it still hasn't been updated.

The character select screen and in game portrait on the top bar is currently fixed in the in house build. The loading screen has a bug for it. The Talent Icon is something that was lost in the shuffle to get out such a big content patch. We have a task in for it.

You should see these fixed in a future patch.


16-07-2020 20:18:15

In the most recent AMA, Kaeo described how the Heroes team is wanting to move towards a place where they want to be releasing more content year on year. Is there any way the community can help in moving towards that goal, or is it strictly an internal decision?

Hi, /u/jjp3! We're currently doing a bunch of work to unify and extend our art tools, and that's probably the biggest part of unlocking our ability to make more content. The community can always help Heroes of the Storm by continuing to do the things I called out in an AMA answer last year:

Play the game. Bring a friend or four. Try some healers and tanks more often, if you aren’t maining them already. Keep telling us what you love and, more importantly, what we need to do better. When we make something you think is awesome, spend your Gold or Shards or Gems on it. Be kind to each other and have fun together, because that’s what this is all about.



16-07-2020 20:20:27

In recent interview, /u/Blizz_Daybringer said you guys had some issues with Reinhardt's barrier. Can you explain what exactly were they? Because it's a pretty common skill mechanism with most of other MOBAs including mobile ones. Even SC2 using the same engine with HOTS has skills like Point Defense Drone which negates enemy projectiles. Thanks.

Hi sonyagod! Thanks for the question :)

Reinhardt presents several challenges to the team that we haven't been able to cleanly solve in a way we are happy with.

The first of these is of course, his barrier. Blocking projectiles isn't a huge problem, but blocking AOE abilities is! I think everyone would expect basic attacks or abilities like Frostbolt and Hungering Arrow to be blocked but what about abilities like Cone of Cold or Multishot? Then of course there's the case of abilities like Flamestrike simply being able to be cast behind Reinhardt's barrier. Should basic attacks like Tassadar's beam be blocked by the shield if the targeted hero moves behind it? At the end of the day, we felt there would just be a ton of confusion as to which abilities pass the shield and which shouldn't, plus the fact that it would be a massive amount of work to do a sweep through the game and add special cases for all of the things that shouldn't bypass the shield as well. We wouldn't be able to dedicate a lot of Reinhardt's power pie to his shield which is unfortunate because that's one of the most unique aspects of his overall kit.

Next is the rest of his kit. His charge is very similar to Diablo's charge or Stukov's heroic Massive Shove. His projectile attack is nearly identical to Varian's Q ability, Lion's Fang. We would have to put a lot of work into redesigning his kit or making it feel uniquely different from other heroes we already have in the game.

Because of these and several other factors, we ultimately came to the decision that Reinhardt would simply be too much work and require too much engineering time to make everything work the way we wanted it to and in a reasonable time frame. That being said, the team has a long list of Heroes that we would love to bring to the game, so while we are working on new Heroes we'll definitely keep Reinhardt in mind. It's not uncommon to have Heroes on the backburner until we get the right inspiration or ideas to make them the best they can be for Heroes!


16-07-2020 20:29:48

Not gonna beat around the bush this time.

I've got a tool of sorts you can use that adds around 800 or so(i actually don't know how many, it might even be 2000, not all heroes are equal) new stats to look at, it does this by changing the map the replay looks for to a different map(by changing the details file stored within each replay), there is no interaction with online services, only within that replay while it's loaded, and with the accompanying custom replay interface. This is then tracked by using custom galaxyscript and manipulating unused scores

Is there any danger of players using this getting their account actioned on?

Hey, /u/Spazzo965! We’re always really impressed by your breakdowns of our game data changes each patch and the bugs that you preemptively call out – thanks so much for all your efforts there! 

This is a complicated area that involves lawyers and EULAs and we really can’t get into specifics on this in an AMA with such limited information. That said, THE FOLLOWING IS *NOT* ME GIVING MY OR BLIZZARD’S BLESSINGS IN ANY WAY…

What you’re describing sounds like a custom map/replay file and the visualization of data that already exists in our generated replay file. I don’t hear anything about modifying memory or our static game data files. In theory, viewing replays in that manner would not trigger any of our account actions, BUT you may be doing other things we can’t anticipate here and you may have unintended errors or consequences that we can’t condone or support that could result in things including, but not limited to, potential account actions.

Thanks for being such an active member of our community, and for always contributing to our AMAs!


16-07-2020 20:30:23

Can we see concept art for the Grave Keeper? I love seeing concept art for the different HotS characters!

The original concept art was done by our very own Samwise Didier. I had a quick chat with him about it. This is what he said.

I was listening to a lot of Doom Metal at the time and created this image based off the music from Gates Of Slumber's new band Wretch. I ended up using the art for the Grave Keeper since it was cool looking and was already done. And this is why I always say to artists, ABC, Always Be Creating, One never knows when some image created for fun, can turn into something millions will see.

These are the two images that inspired the final version.


16-07-2020 20:31:50

Any update on the Dva rework? Anything new you want to tease is about it??


To start, this rework should be hitting soon. No ™, just actual, literal soon. Her new design is pretty much locked down at this point, so I think it’s safe to share some of the juicier details of the core kit changes😊. Keep in mind that this rework has been fairly involved and we’ve done a lot of power redistribution across her entire kit, so some changes that seem drastic/unwarranted will make more sense when you can look at the rework holistically. Please keep knees safe and away from sharp desk corners!

Mech Basic Attack:

Damage reduced, but enemies closer to the Mech take more damage.

This is a pretty close replication of the “shotgun” effects her weapons have in Overwatch and since D.Va is already heavily encouraged to get into people’s faces, it feels appropriate to reward her for doing so. There are a few talents that tie into this bonus area including healing, self-destruct charge, and even T H I C C er damage. Overall I feel she can put out more damage than before, but it requires a little more effort on the part of the player.

Boosters (Q):

Speed bonus and duration slightly reduced. Cooldown slightly increased.

One of the big points of frustration playing against D.Va was how slippery she could be against a majority of the Hero roster. This sort of playstyle is core to her being, but it felt appropriate to tone it down slightly. Keep in mind her passive move speed reduction is now only active when attacking or channeling an ability, so her overall mobility feels different. There’s a lot more power packed into Q talents too, so it’s not all negative!

Defense Matrix (W):

Can now be retargeted while active. Damage reduction reduced.

Similar to Q, this ability is core to her identity, but tuned a bit too high to where it can be very frustrating to play against. The retargeting mechanic makes this ability MUCH more generally usable and there’s a lot more power available in talents, so don’t worry too much about the numbers!

Call Mech/Self-Destruct (E):

Cast time slightly increased/Damage slightly reduced.

Like with the Q/W changes, some of these changes were to address the pain points of dealing with D.Va’s slipperiness. The impacts of these changes are tough to qualify though, because D.Va has a lot more tools to manipulate/restore her health across all talents. My experience in internal playtests is that, overall, it’s easier for D.Va to get Self-destruct charge, easier to keep yourself alive in Mech form, AND easier to get Mech charge back in Pilot form. So the way you want to think about consuming your E “resource” is fairly different than in the live version.

Bunny Hop (R1):

Cooldown reduced. Damage and radius slightly reduced. No longer slows on impact. Every 4th consecutive hits stuns and deals more damage.

This is probably going to be a bit controversial because the slow + unstoppable gave her a lot of zoning/soft CC potential, but trust me, it’s cool and feels good! It’s now a little easier to escape D.Va’s wrath, but the penalty for not doing so is much higher and it gives her some hard CC, which is usually something Bruiser type Heroes need to bring to the table to be effective.

(New) Micro Missiles (R2):

Fire a stream of 12 missiles in a target direction, hitting the first enemy in the long path. Upon impact, each missile deals a small amount of damage and slows in an area. Short cooldown, holds 2 charges.

This ultimate gives D.Va some “reach” that she didn’t previously have as well as some dependable soft CC. Its got a relatively low cooldown, so it should be thought of like a 4th ability more than an ultimate, similar to Garrosh’s Decimate. It’s really good in corridors and against tightly stacked teams, since you can throw out a ton of quick AoE damage and stall an advance/retreat. The level 20 talent (Timing Attack) gives her an additional charge and gives reduced cooldown for each Hero hit, giving her very scary late-game AoE potential.

I’m very excited to share the full details of the rework soon, cause there’s lots more than what you see here! 😊


16-07-2020 20:41:13

What is your opinion on recent skin concept contest? Is there a possibility that skins that didn't win the first place will be put into consideration too?

First off. We love that our community is so passionate about creating art and ideas for skins. You inspire us. <3

I wouldn't rule it out. Just because the concept didn't get a majority support the idea could be really strong and that hero might need a skin. We Sometimes that idea will spark an entire themed hero pack which makes it a much larger idea. This means it needs to be placed into an event slot and we might be scoped out for a year plus. The other option is that we do a smaller pack which we fit in between the larger events like the Altered fates pack we just dropped. All of this requires scheduling and ironing out the kinks of development.

Everyone did an awesome job with this contest and you should all be proud.


16-07-2020 20:47:55

You had mentioned needing to do more to educate players. What is currently in the works?

Can we hope to get an actual tutorial to guide new players?

I personally think that experience collection is extremely important information that is often overlooked by players, so I've been working on a way to surface some statistics related to how/where experience is coming from. What I’ve done so far is made a system that tracks which lane each source of experience originated from and whether that source was collected or not. This lets us do some boring mathy stuff that we can turn into useful information for players and potentially turn into automated alerts or pings or something when a certain threshold of experience goes uncollected or a specific lane goes unattended for too long. It’s all very rough so far, so I don’t have any concrete details to share, but that’s the basic idea.

I would actually be very interested in hearing what the community thinks they would like to see about this topic, so hit me with your thoughts!


16-07-2020 20:52:29

Can you share if there are any new heroes in the pipeline?

Of course! :)


16-07-2020 21:02:25

The recent blue post stated that you're pulling back on anomalies.

A while back (over a year and a half ago) myself and some friends (namely ChaosOS) had proposed a concept for the mage minions to be changed to sapper minions to help increase the offlane meta and encourage engagement there. (

I was wondering if you could share if that was ever iterated on internally and what the results on that ended up being.

Hi krosber04!

Great question, and I'll start off by saying that we actually did implement this idea and tested it for a while.

Overall, we weren't too happy with how it was working out. Sappers are actually a very powerful mechanic and it essentially meant that missing a wave of two of soak would end up causing devastating damage to your wall or potentially even taking the entire fort as well. Combined with well timed merc pushes, it was incredibly powerful.

Going forward with this would have required us to do a massive balance pass on all merc camps, minions, tower and fort damage, etc. While it was fun for a while, it added a high level of stress and responsibility to the lanes that just felt like too much, especially when combined with already being punished for missing out on soak and any structure damage you take from the minion wave.


16-07-2020 21:05:00

Li Li is a hero, what suffers because she's too easy, so she can't buffed and can't be played at higher ranks.

Do you plan to buff or change Li Li so she may become more playable at higher ranks?

I made a thread with some ideas how current Li Li can be buffed or changed. One of main things - making her Q heal point-and-click and increase healing from it.

I have some ideas I want to try to make Cloud Serpent and its talents a little more interesting, but nothing concrete to share at the moment. I think the idea that Li Li isn't viable in high level play is mostly a perception problem, the statistics don't support the claim ;)


16-07-2020 21:10:11

actual, literal soon

does a happy dance

I really love what it sounds like is going on there.

Do you mind answering if the implementation of Defense Matrix remains similar in that it's still a multiplicative modifier? I think it's a major way that helps it feel more intuitive than other damage reduction effects, which are all additive.

Thanks for being so verbose in this answer.

I'm fairly sure it's the same mechanically as live version, just adjusted numbers. It's been a hot minute since I touched that stuff, so it's not fresh in my mind.


16-07-2020 21:11:10

Is big shot just gone? That was one of the coolest parts of her kit.

Big Shot is now baseline! I should probably have recapped some of the info I had shared in past AMAs.


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