Heroes of the Storm

Heroes Of The Storm 3.0 proposal!

HeroesoftheStorm 7 - Heroes Of The Storm 3.0 proposal!
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HotS 3.0 – death to power creep, or that really slow week at work for the author which he still had to show up for

Important update: Due to the recent show of support by Blizzard for Chinese atrocities, I have lost the motivation to fix this game or to keep playing Blizzard games in general. This post will remain up for posterity, but I will no longer be following this game or any changes made since Blizzard has elected to alienate its formerly-supportive players in favour of potentially getting that mainlander blood money. This post will remain up for posterity, but it will not be checked again.

Preface

Ever since the Kael’thas patch, HotS has suffered a dramatic power creep with each new hero, and subsequent reworks / balancing to compensate older heroes along the way to match the increasing power. The now-abandoned chase for esports “intensity” also worsened the problem of “burst is better” for getting viewers, but as we saw from the 2018 “classic games” reclassification of HotS and other unpopular decisions which followed, maintaining the current development trajectory and theory is not sustainable. The damage from this shift from beta’s design over time ultimately reached the lowest point by leaving poor Tassadar ignored at the bottom of the hero list for longer than any other hero as a worthless victim of his first “rework” until his recent buffs (he has since earned not being called Trashadar any longer while Whitemane recently received the same death sentence “rework” which will arrogantly not be reversed for far too long), but there is longer-lasting solution to this which does not involve simply buffing everyone else in perpetuity: Rework the game as a whole and add new heroes within this template with Heroes Of The Storm 3.0, ready to be announced just in time for BlizzCon 2019 in place of the expected dead air and criticism deflection. Streamlining and simplifying the design eliminates balance concerns, making player skill vastly more important than simply which hero to pick when this balance theory is applied, while reinforcing hero identity.

HotS 3.0 will leave behind the current objective value difference between heroes; we will no longer be slaves to the meta, and gone will be the days where the team with Kael’thas or Gul’dan usually wins, for example. This equalisation is a set of general rules which will make balance and new hero design easier for the development team, while simultaneously allowing more player freedom in who they can be good with since output numbers will be similar.

“Class” in the current flawed system (Varian and D.Va are currently bruisers, therefore Varian = D.Va by classification, etc) will be redone in HotS 3.0.
Hot S 3 0 Roster - Heroes Of The Storm 3.0 proposal!
The new class types are tank, light healer, medium healer, light damage, medium damage, and mage, with the “light” and “medium” designators having either default increased armour or default increased movement speed. Damage will include both melee and ranged within light or medium category. The goal is longer, better fights instead of these three-second (or less) make-or-break explosions where one mistake will decide the outcome of that fight, often creating a snowball effect for that fight and the game, without the opportunity of a comeback for the other team. See the frequent one-sided stomps with 20+ to <5 kill counts in all non-AI game modes in the current game for reference. This also mitigates the damage from the broken insta-queue system forcing grandmasters to have platinum players on their team by both modifying MMR bracket criteria to stop the problem at the source and by allowing more opportunities to survive from a mistake in a fight when a player’s skill does not match MMR.

To some, this will seem like cookie-cutter design, but to me, I see it as organising the inconsistency which the devs do not care enough about to address, in a deliberate sweep to create more focus on how you play versus who you play through a great equalisation. How abilities function will be more important in this design than just numbers, as well, creating stronger personal preference over only picking who is “good” thanks to the new talent organisation and total rebalancing. Much more hybrid capability exists than in 2.0, but each hero’s main role is also clear.

Non-stat changes:

-10000 gold can now be converted to 200 shards.

-Due to normalising hero value and reducing objective superiority between heroes, all heroes are now 10000 gold and 750 gems. New heroes are still 15000 gold for their introductory period. The “epic” or “legendary” designation for heroes received from chest has been removed.

-Items purchased with real-world money prior to the 2.0 gems conversion are unlocked across all regions. Promotional items (recruit-a-friend Vulture mount, social network spider mount) are unlocked across all regions. Ranked rewards are unlocked across all regions. Earning a rank in any season unlocks all previous seasonal mounts equal and lower to that rank since you have demonstrated your skill.

-All healers and tanks receive 10% bonus experience post-game in all modes.

-AI now works and will no longer push the middle gate on Battlefield Of Eternity or stand on objectives without making attempts to capture it, amongst other dumb scripts being fixed.

-“Enforced win rate,” unranked “placement” matches, and similar arbitrary success- and failure- determining functions have been removed.

-More PvE brawls will be introduced. More Arena brawls will be rotated. Dramatically-fewer single-lane battleground brawls (ARAM) will be rotated. More “all players are the same hero” brawls will be rotated in all brawl types. The death timer has been reduced by 50% in brawls. AI replaces missing players after 5 minutes in queue.

-PvE / campaign mode in development, focusing on taking a single hero through a series of single-player challenges to help players master a hero’s fundamentals and nuances with strict failure conditions to promote learning. Completing a campaign gives 100 gold and a common loot chest.

-To encourage better play and sportsmanship all around, earning MVP status now gives 50 gold and 5% additional experience post-game in all modes. All players who appear on the MVP screen earn 5 gold. Voting for any player at the MVP screen gives 5 gold to the voting player. The MVP awards count on a player’s profile has been removed. Parameters for determining MVP for healers have been adjusted to allow for more healer MVP awards since the current design leans almost exclusively into experience contribution and amount of deaths as MVP-determining factors. A player may earn more than just one award on the MVP screen, earning 5 gold per award. The new rewards are for hero damage dealt, damage healed, siege damage, experience contribution, fewest deaths, and map objective.

-The flag set specifically for Abathur and The Lost Vikings to be less likely to earn MVP has been removed.

-The stat screen has been reverted to remove self-healing as its own category, replacing it with the removed “damage taken” stat.

-Healing Fountains now have a one-minute cooldown. Heroes who formerly could only benefit from health now benefit from resource regeneration with the conversion to mp.

-Stealth visibility reduced by 50%.

-Quickmatch and Unranked Draft are merged into Unranked, which keeps the draft. No bans are in Unranked. The Quickmatch hero select screen has been moved to the Collections tab.

-Performance-based MMR is applied in the new Unranked (formerly QM). Simply, it examines the KDA Ratio stat on the player profile screen as the metric of skill per game since skilled players will have more kills and fewer deaths than unskilled players. Individual success is now encouraged and rewarded, and failure on behalf of one’s team while the individual has done their best is to be mitigated considerably. As a player improves, their MMR / KDA Ratio will improve in line with their performance.

-MMR is now MMR+(account level / 5) to reduce the amount of games allowing newer accounts with or against accounts which have hundreds or thousands of levels.

-Queues now prioritise players to match with and against people within their geographical location within each MMR bracket as search parameters expand. The MMR bracket is checked within the same region, then checks other regions before moving to the next MMR bracket until teams are filled. This is to reduce out-of-region players bringing lag to a match. A consequence of this will be longer queues for players not physically in the selected region, offset by fewer issues like this for the greater majority within the appropriate region.

-Ranked placement games are tied to the new MMR system. Following placement, ranked tiers will be strictly enforced without regard to MMR, and no ranked games will occur with more than one tier. Bronze will only play with bronze, silver with silver, gold with gold, platinum with platinum, diamond with diamond, and master / grandmaster with master / grandmaster. A consequence of this will be increased queue times, offset by vastly better matchmaking. Performance-based MMR affects rank gains and losses.

-Groups in ranked will not be placed in a game until a group of a corresponding size in that rank bracket can be matched. A consequence of this will be increased queue times for groups when there are small amounts of equal-sized groups within the same rank bracket queuing, offset by vastly better matchmaking. Additionally, when two groups of the same size within the same bracket have queued simultaneously, they will be prioritised at the front of the queue to eliminate the potentially longer wait.

-Inconsistent internet connections and multiple disconnects give one leaver queue game to the player and immediately replace them with elite AI in all modes, as well as barring that player from returning to that game.

-AFK detection now kicks after 15 seconds of no movement and 30 seconds of no contribution, immediately replacing that player with elite AI in all modes, as well as barring that player from returning to that game. Alt-tab detection reduces the inactivity flag to 10 seconds when HotS is not the active window.

-Silenced account status duration is doubled, and puts silenced players into the leaver queue until their silence ends. Multiple silences within a 30-day period will result in suspensions of increasing length, capping at 30 days. “Report spam” has been incorporated into “offensive language,” and multiple reports from ungrouped players on the same team will result in a human reviewing the game’s logs. Multiple reports from grouped players on the same team will not be weighed as heavily to prevent abuse. Silences and suspensions are now manually confirmed by humans to ensure accuracy.

-“Report throwing” has replaced “intentionally dying” and “afk / nonparticipation”, encompassing all nature of deliberate sabotage. Multiple reports from ungrouped players will result in giving one leaver queue game post-match. Multiple reports from grouped players on the same team will not be weighed as heavily to prevent abuse. Two reported games within a 7-day period will result in leaver queue relegation of increasing length, capping at 30 days. Leaver queue relegation beyond 7 days is now manually confirmed by humans to ensure accuracy.

-Winning leaver queue games is no longer required to eventually exit the leaver queue. Full participation in leaver queue games is required, and further offences which led the player to be in the leaver queue will increase the amount of games or time required to exit the leaver queue.

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-Blocking players deprioritises them to be on your team for matchmaking, but it does not deprioritise them for the enemy team while that player is within your MMR bracket. This should not significantly affect queue times for anyone. In effect, players who are on your blocked list will be placed in separate queues following the queue algorithm.

-The 2019 Hallow’s End and 2018 Toys events will not be returning to HotS. All exclusive items from those events are now available for purchase through normal means.

-The Caldeum Complex event is now the baseline HotS story, with ongoing development quarterly and multiple Caldeum Complex-specific maps in development. Other events will put Caldeum Complex on hold for their duration.

-No more Nexus-only heroes will be developed unless they fit the theme of the new Caldeum Complex permanent theme replacement.

-No more emojis will be developed.

-Voice lines thanking healers in game now have a 30-second cooldown before occurring again.

-New daily quests: Play 3 games as tank, play 3 games as healer, play 3 games as damage or mage, win 3 games, play 3 games as a Starcraft hero, play 3 games as an Overwatch hero, play 3 games as a Warcraft hero, play 3 games as a Diablo hero, play 5 games, deal 300000 hero damage, deal 300000 siege damage, and heal 300000 health. All quests are worth 300 gold.

-“Vote surrender” now appears above the minimap for the losing team when one team is 3 levels higher or when one team has 20 more kills than the other team. If 3 players vote surrender, the game ends with the leading team being granted victory. The winning team gets +10% experience post-game.

-Using hearthstone more than three times in a five-second period (“B stepping”) is now a temporarily bannable offence.

-Boosts are no longer consumed when obtained from chests, and can be saved to be used at your choice.

-Ctrl+shift+T is now the hotkey to enable or disable team chat without having to open the menu interface and navigate.

-Chat custodians will be in /1 at all times to silence and remove players in /1 as needed, to keep HotS welcoming and to keep chat HotS-centric.

-Talents have been reworded to standardise language (you versus the hero’s name, kill versus takedown, shield absorbs x versus shield with x health, hero versus enemy hero, etc.).

Stat changes:

Attack range:

-Melee have attack range 2, medium range have attack range 6, long range have attack range 8.

Armour / movement speed:

-Tanks have 20 default armour.

-Medium healers and medium damage have 10 default armour.

-Light healers and light damage have +5% default movement speed.

-Mage has no default increase to movement speed or armour.

Attack speed:

-Mages, healers, and tanks have an attack speed of 1.

-Slow-speed damage have an attack speed of 2.

-Medium-speed damage have an attack speed of 3.

-Fast-speed damage have an attack speed of 4.

Attack damage:

-Mages, light healers, and fast-speed damage have an attack damage of 10.

-Medium healers and medium-speed damage have an attack damage of 20.

-Slow-speed damage and tanks have an attack damage of 30.

-Attack damage scales at a 2.5% increase per level.

Health / health regen:

-Mages, light damage, and light healers start with 1000 hp and 5 hp/s recovery. 1% scaling per level.

-Medium dps and medium healers start 1500 hp and 7 hp/s recovery. 2% scaling per level.

-Tanks start with 2000 hp and 10 hp/s recovery. 3% scaling per level.

MP / mp regen:

-Fast-speed damage starts with 200 mp and 5 mp/s recovery. 1% scaling per level.

-Medium-speed damage and tanks start with 250 mp and 7 mp/s recovery. 2% scaling per level.

-Slow speed damage, healers, and mages start with 300 mp and 10 mp/s recovery. 3% scaling per level.

-All heroes with a resource use mp now for balance. Same fundamental as current state, but adjusted.

Ability damage / healing:

-Ability power and spell power are now simply ability power. Modifying ability power also modifies healing abilities. Generally speaking, numbers can be estimated at 40 per second for over-time effects, 75 for fast speed abilities, 125 for medium speed abilities, and 200 for slow speed; mage ability power is elevated with 200 typically being the low end. Same fundamental as current state, but adjusted.

Talents:

-All heroes have been reworked to emphasise spec identity and for rebalancing purposes.

Non-hero unit information:

Minions:

Melee minion – 500 hp (+5% scaling per level), attack damage 5, attack speed 1, attack range 2.

Ranged minion – 300 hp (+5% scaling per level), attack damage 10, attack speed 1, attack range 6.

Leader minion – 400 hp (+5% scaling per level), attack damage 20, attack speed 1, attack range 6.

Catapult minion – 600 hp (+5% scaling per level), attack damage 30, attack speed 1, attack range 8.

Reaver minion – 600 hp (+5% scaling per level), attack damage 30, attack speed 1, attack range 2.

Structures:

Healing Fountain – 2500 hp.

Wall – 3000 hp.

Gate – 4000 hp.

Tower – 6000 hp, attack damage 30, attack speed 1, attack range 6.

Fort – 10000 hp, attack damage 50, attack speed 1, attack range 6.

Keep – 12500 hp, attack damage 60, attack speed 1, attack range 6.

Core – 15000 hp, 10000 hp shield, attack damage 100, attack speed 2, attack range 6.

Non-boss mercs:

Captured stats match camp stats.

Armored Gnoll merc camp – 2000 hp (+5% scaling per level), attack damage 40, attack speed 1, attack range 2.

Assault Trooper merc camp — 1500 hp (+5% scaling per level), attack damage 40, attack speed 1, attack range 6.

Recon merc camp – 1500 hp (+5% per level), attack damage 40, attack speed 1, attack range 2.

Fortification merc camp – Mechanic stats: 1500 hp (+5% scaling per level), attack damage 40, attack speed 1, attack range 2, 2% Heal Turret healing per second. Turret stats: 2000 hp (+5% scaling per level), attack damage 10, attack speed 4, attack range 6.

Impaler merc camp – 1500 hp (+5% scaling per level), attack damage 40, attack speed 1, attack range 6.

Fallen Shaman merc camp – Hound stats: 1500 hp (+5% scaling per level), attack damage 40, attack speed 1, attack range 2. Shaman stats: 2000 hp (+5% scaling per level), attack damage 40, attack speed 1, attack range 6.

Hellbat merc camp – 3000 hp (+5% scaling per level), attack damage 40, attack speed 1, attack range 2.

Goliath merc camp – Goliath stats: 2000 hp (+5% scaling per level), attack damage 10, attack speed 4, attack range 6. Raven stats: 1500 hp (+5% scaling per level), attack damage 40, attack speed 1, attack range 6, 200 (+5% scaling per level) Seeker Missile damage.

Sapper merc camp – 2000 hp (+5% scaling per level), attack damage 40, attack speed 1, attack range 6, 2000 explosion damage to structures.

Siege Giant merc camp – 3000 hp (+5% scaling per level), attack damage 40, attack speed 1, attack range 6.

Knight merc camp – Knight stats: 2000 hp (+5% scaling per level), attack damage 40, attack speed 1, attack range 2. Wizard stats: 1500 hp (+5% scaling per level), attack damage 40, attack speed 1, attack range 6.

Skeletal Pirate merc camp – 1000 hp (+5% scaling per level), attack damage 40, attack speed 1, attack range 2.

Boss mercs:

Sentinel merc camp – 6000 hp (+5% scaling per level), attack damage 60, attack speed 1, attack range 2, 400 (+5% scaling per level) Horizontal Slash damage.

Archangel merc camp – 15000 hp (+5% scaling per level), attack damage 10, attack speed 4, attack range 6, 400 (+5% scaling per level) Mortar damage, 40 (+5% scaling per level) Bullet Storm damage per second.

Grave Golem merc camp – 12000 hp (+5% scaling per level), attack damage 60, attack speed 1, attack range 2, 400 (+5% scaling per level) Mega Smash damage, 40 (+5% scaling per level) Binding Root damage per second for 3 seconds.

Headless Horseman merc camp – 15000 hp (+5% scaling per level), attack damage 60, attack speed 1, attack range 2, 60 Cleave damage, 40 (+5% scaling per level) Horseman’s Head damage per second.

Ice Giant merc camp – 12000 hp (+5% scaling per level), attack damage 60, attack speed 1, attack range 2, 400 (+5% scaling per level) Smash damage.

Sand Golem – 15000 hp (+5% scaling per level), attack damage 60, attack speed 1, attack range 2, 400 (+5% scaling per level) Mega Smash damage.

Slime Boss – 12000 hp (+5% scaling per level), attack damage 60, attack speed 1, attack range 2, 40 (+5% scaling per level) Slime Spit damage per second, 75 (+5% scaling per level) Slime Pod Explosion damage with additional 40 (+5% scaling per level) damage per second for 3 seconds.

Support Camp – 15000 hp (+5% scaling per level), attack damage 60, attack speed 1, attack range 2, 10% Healing Pulse health restored.

Map-specific:

Dragon Knight – 10000 hp (+5% scaling per level), attack damage 60, attack speed 1, attack range 2, 200 (+5% scaling per level) Charge damage, 40 (+5% scaling per level) Dragon’s Breath damage over time for 4 seconds, 200 (+5% scaling per level) explosion damage to nearby enemies upon vehicle death.

Triglav Protector – 10000 hp (+5% scaling per level), attack damage 60, attack speed 1, attack range 2, 200 (+5% scaling per level) Charge damage, 200 (+5% scaling per level) Particle Cannon damage, 200 (+5% scaling per level) Scorching Laser damage, 40 (+5% scaling per level) Gatling Cannon damage per second.

Garden Terror – 10000 hp (+5% scaling per level), attack damage 60, attack speed 1, attack range 2, 200 (+5% scaling per level) Stomp damage with 2 second stun.

Webweavers – 10000 hp (+5% scaling per level), attack damage 60, attack speed 1, attack range 2, 200 (+5% scaling per level) Death Wave damage. Cryptcrawler stats: 1000 hp (+5% scaling per level), attack damage 20, attack speed 2, attack range 2.

Punisher – 10000 hp (+5% scaling per level), attack damage 60, attack speed 1, attack range 2, 200 (+5% scaling per level) Punish damage with 1 second stun, 40 (+5% scaling per level) Arcane damage per second, 40 (+5% scaling per level) Mortar damage, 40 (+5% scaling per level) Frozen damage with 3 second root.

Prison Guard – 1000 hp (+5% scaling per level), attack damage 20, attack speed 2, attack range 2.

Cavalry — 5000 hp (+5% scaling per level), attack damage 30, attack speed 2, attack range 2.

Vanndar Stormpike / Drek’thar – 15000 hp, 10000 hp shield, attack damage 100, attack speed 2, attack range 6, 200 (+5% scaling per level) Charge damage, 40 (+5% scaling per level) Whirlwind damage per second.

Immortal – 10000 hp (+5% scaling per level), attack damage 60, attack speed 1, attack range 2, 200 (+5% scaling per level) Cleave damage with 2 second stun (always kills minions), 200 (+5% scaling per level) Explosion damage with 2 second stun (always kills minions).

Zergling – 200 hp (+5% scaling per level), attack damage 10, attack speed 3, attack range 2.

Baneling – 200 hp (+5% scaling per level), 200 (+5% scaling per level) explosion damage.

Hydralisk – 500 hp (+5% scaling per level), attack damage 20, attack speed 2, attack range 6.

Ultralisk – 1000 hp (+5% scaling per level), attack damage 30, attack speed 1, attack range 2.

Guardian – 1000 hp (+5% scaling per level), attack damage 30, attack speed 1, attack range 6.

Sky Temple Lasers – 150 (+5% scaling per level) Laser damage per shot.

Warhead Junction Nukes – 3000 (+5% scaling per level) damage.

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