Heroes of the Storm

For every week that D.Va doesn’t get a balance patch or get reworked, I’m going to post 7 QoL or Balance adjustments. Week 7.

HeroesoftheStorm 10 - For every week that D.Va doesn't get a balance patch or get reworked, I'm going to post 7 QoL or Balance adjustments. Week 7.
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Well, looks like there's several more weeks of this left, as the patch won't hit till at least Nexomania ends, but is more likely to be when the season ends,
Rqhr9cO - For every week that D.Va doesn't get a balance patch or get reworked, I'm going to post 7 QoL or Balance adjustments. Week 7.


which is listed in-game as lasting another month.

Previous Posts: 0, 1, 2, 3, 4, 5, 6.

Github repository

I actually originally intended for this to be a new level 20 upgrade, but decided that it'd be a bit spicier at level 1 and include a big damage debuff by moving it about. Note that this is an additive 60%, so any damage reduction that is applied on top of it only reduces Boosters damage by up to 15%, as additive damage reduction caps out at -75%

One of the ideas I actually wanted to try was was making it more like "D.Va's Mech ignores the first -20% of all slows", but introduced potential issues with other things. This is more like am merger of Pro Moves and Crash Course in that it offers in-combat Boosters CDR, and will mean it's actually impossible to be reduced to 0% movespeed, which currently requires you to take Pro Moves

This probably should include some form of animation to accompany D.Va channelling on the Mech, but I ran out of time once I came up with this to sort all that out. It's only a 0.5 second channel, only really something interruptible if you have a frequent hitter. DoTs won't interrupt it.

Pretty sure this is actually undertuned, but I was running low on ideas, and wanted something to reward smart use of the cleave. Could probably go to 200% and it'd be fine balance-wise, tbh

Back in week 2 it was mentioned this was a better idea than what I did to either of these, and I agree. I ended up not increasing the CD as recommended. One other idea I had for Concussive was to let you do what Arsenal Override does – Concussive would work on the exploding mech.

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This is more like a replacement for Nuclear Option, but at a later tier, which allows for more power. This is probably a little on the weaker side. Note that the Self-Destruct countdown slider that displays in the healthbar was moved from being in the energy section to being in the health section, and an indicator for the current bonus from this is now displayed in the energy section for both teams to see.

This is particularly powerful with Bumper to Bumper, but I actually think I might have undertuned it. Sounds are a little wonky as I didn't have the time to figure out a nice way to make the Boosters VFX loop.


Now that I know I've got a few weeks left in this, I feel comfortable doing something a bit more daring, but I want to get a vote on how the next few weeks should go.

Option A: Continue as is, each patch stacks on top of the other, and is more like a rolling set of patches you see Blizzard do with Heroes, but I'll strive to not include changes Blizzard has talked about with the rework.

Option B: Have each week base changes based off of what is currently live(with some already included "baseline changes", like the QoL things and health adjustments), and each week be a different bunch of changes

Option C: A more complete rework that slowly takes shape over the next few weeks, where what I've currently got in mind is Self-Destruct moved to a heroic, Micro Missiles replacing it as a basic, and a complete removal of every existing talent(except Bunny Hop), as well as a removal of all non-qol changes, a complete new base that would have 7 talents added per week. This would likely include some things that Blizzard has talked about with the rework, like a redirectable Defense Matrix.

strawpoll on what you'd like to see, I'll "lock in" what I'm doing in a couple of days based on what is voted up.

Source: Original link


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