Heroes of the Storm

List of AMA answers Matchmaking, ESport and technical.

HeroesoftheStorm 9 - List of AMA answers Matchmaking, ESport and technical.
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Q: Does the HotS team have any intention to support the 3rd parties that are trying to carry on HotS esports? We saw the TeSPA games on the official HotS Twitch account; would you be willing to utilize the follower base of the HotS Twitch account to help supplement Heroes Lounge Division S? A "passing of the torch" would inevitably help the scene, even showing one Div S series on the official twitch account and then hosting the Heroes Lounge Stream would be amazing.

A: Our team is closely watching the esports scene that’s been growing and we’re interested in finding ways we can help promote and nurture it. We also recognize that we don’t have all the answers or even visibility into the challenges and opportunities, so I encourage the organizers and community to be vocal about ways our team might be able to help. I can’t make any promises as to what that our support will entail at this point, but the desire to help this scene is very strong.

Q: One of the things that will really really help for community run tournaments is removing or rising the prize cap for them. I think 5.000 USD is the current cap and it doesn't really work for longer tournaments… why would you compete for months if you can't even pay the rent on the first month you're competing? Let the community amass tens thousands of dollars in prize pools, at least, raise the cap to 25.000 USD which is a more meaningful prize for all players involved. But to be honest, I can't fathom a reason why that prize pool cap even exists.

A: Some changes to the Community Tournament License giving more headroom for sponsorships and prizepools were made alongside the HGC announcement – please see the community tournaments site (click on the Heroes icon) for more details on the revised Heroes limitations: https://communitytournaments.blizzardesports.com/

Q: What is the current timeline and plan to merge TL and HL and how do you plan on generating the new rank / MMR of the combined mode? I for example have way higher rank and MMR in HL than TL because I had not played TL for ages so my MMR there is from ancient history when I was terrible. I've tried to climb a bit also on TL, but the mixture of "ooh, a full 5-man stack, we're going to die so bad" and "turns out silver 4 is full of people who have no clue" makes things so random that climbing requires spamming massive number of games to balance out the garbage. Picking higher of the two? The one you've played more? Some kind of average? What is the plan?

A: Our feature team has been working crazy-hard to get the new combined Ranked mode stood up and ready to launch. I am extremely excited to say that the framework for it will be coming in our next major patch. That said, we have a lot more work to do in order to polish and get all of the additional features complete, so the first glimpse of this new League will come in as a Preseason, followed closely by the full roll-out soon after. As for generating a player’s MMR, we plan on taking the highest Ranked Mode (Hero or Team League) MMR from your profile, normalizing and then clamping it in order to seed the new league with a good initial distribution of skill levels for all players. From here, we should have an accurate starting place for players to begin competing in the new Ranked Experience. For players that have never played any Ranked mode before, we will be using a skill estimate based on information we have about those players from other modes (if we have it) but it will also be clamped to a specific maximum division equivalent.

Q: Its been said "the framework" for the new ranked exeperience will come this next patch. Can you confirm after 2019 Season 2 finishes in a few weeks will we go ahead and enter the preseason for the new combined ranked experience later this month? or will HL/TL standard 2019 Season 3 standard begin later this month?

A: The new combined Ranked Mode will come with the season roll in a few weeks 🙂

Q: Hi and thank you for this AMA. Are you still planning to show mmr? Who would see it? What about merging mmr and rank? What are the pros and cons according to the team?

A: Great question – in fact, it is so good I still don’t have a real answer for you! I am personally leaning towards showing MMR to players, but I have a very intelligent group of developers that are cautioning it and while we are very openly considering it, we still need time to discuss the pros and cons a bit more in-depth internally.

However, this is a major topic that I would love to hear the community’s thoughts on – should we show each individuals MMR and how would you want it to be exposed? What are your concerns about us potentially making this change?

Q: So with the coming merger of HL/TL, there is obviously some design reason why they are not working as standalone game modes. What have you guys learned are the problems with competitive modes and why do you believe merging the two queues will create an improvement?

A: This is an incredible question and probably deserves a much longer and stronger answer than I have time for. The question is doubly-difficult as the modes have changed rules over time. Here is my best condensed answer:

These two modes were created due to looking at the game from a top-down perspective. Hero League was originally designed to allow one or two players to play together in a competitive atmosphere while Team League was made to be a ‘full-five-man-team’ group of friends to do the same. From the moment we decided to design the game around team-levels and not individual ones, we knew that the most fun way to play the game was going to be with a group of friends. However, the influx of other MOBA players had two major pieces of feedback we felt we needed to address:

Hero League should be about me and how I perform. Plus I don’t like trying to rank up by myself when I am facing duo-groups that often include ‘smurfs’.

Team League is too hard to find games because not enough five-man parties are queuing.

As we evolved, changes were made to address these pieces of feedback, which ended up with HL in an okay place but TL consistently suffered. This was disappointing to us because, again, the game offers the most engagement and fun when playing together with buddies. So the recent changes to TL were made to allow all party sizes to queue, and low and behold, after a few months the reverse had happened – TL was now thriving and HL was suffering.

At this point, we knew the dual-ranked-mode model for our game just wasn’t going to work. At the end of the day, most players just want a good match and to have some fun while competing to win. The new TL had created that for them and so our new combined mode is looking to embrace that philosophy while adding so much more!

Q: Avoid Teammate? A button you can click when you dislike a guy but not enough to get him banned. A soft avoid that doesn't make matchmaking harder.

A: We don’t have any plans at this time to implement an Avoid Teammate feature. There are a host of potential issues with this kind of functionality, and no matter what kind of implementation is used, it will impact matchmaking in some capacity, particularly at the highest and lowest MMR's. I don’t think such a feature is completely off the table forever, but it’s not one of our priorities at this time.

Q: Assuming the ranked modes will eventually be combined as previously discussed, how will group matchmaking work? Using the MMR of the highest player? Using a team average-based MMR?

How do you feel your plans will affect:

a) Smurfs that currently frequent Team League

b) Groups of friends that have legitimately varying skill that wish to play ranked together

A: This is something we have talked about extensively during our work on combining the ranked queues. We want to make the queue welcoming and for everyone, but also make sure that smurfing is discouraged. With that in mind we are restricting the queue to people who have 16 or more heroes and are player account level 50. We are also enforcing restrictions on ranked spread in the queue. For parties of 2, 3, and 4, we are limiting the party to a 2 league spread between highest and lowest ranked player. For parties of 5 you can do what you like, but anyone that is more than 2 leagues lower than the highest ranked player will have their MMR and rank ignored for matchmaking purposes. This will also be true for anyone who is currently unplaced playing with anyone who is placed. We are hoping that this will mean that the matchmaking and game experience is the best that it can be. We will be closely monitoring the pre-season and will welcome any and all feedback for this as we head in to the first season.

As a question back to you (and anyone interested in this), what do you think other ways are that we could implement to both allow players to play without restrictions but also project players from facing smurfs and having a degraded matchmaking experience?

Q: Rlly like the changes here. Thank you! But I think instead of limiting the party to a 2 league spread between the highest and lowest ranked player, I think the lowest ranked player should just play at the highest ranked player's rank. I think this would not restrict the players playing together and at the same time people can play with whoever they want but will face tougher opponents.

​The reason why I am saying this is because, my team captain for heroes lounge is master and he plays the game quite frequently whereas I am gold. I am more than happy to play with players at master level but with the new implementation of the rank changes, I would not be able to play with my team because of the restrictions. In terms of accumulating the points, if I win or lose a match, it should just be the same if I was playing against gold players.I know you might argue that we should be a team of 5 but sometimes we are a team of 4 so this makes it a bit difficult. I am not sure if I am coming across clearly. :S

TLDR : I won't be able to play with my heroes lounge team to an extent as we have quite different ranks.

A: Being unable to play with your masters friends when you're a party of 4 is a valid concern. This is also something we can definitely track: If the number of parties of 4 in our ranked queue goes down for example and is not filled back up with parties of 5, then we know that we're losing some players from the queue because of our change and we can very easily change this configuration. We're not about to say "Well just make more friends, el oh el", but we needed to start with a baseline of restrictions and we can use them as a basis for refining and getting to a point where everyone can play.

Q: These restrictions seem to lack a minimum hero level cap to play.

I've noticed many players come to TL in a group of 2-3 and pick heroes under level 5. It seems they are using TL for its bonuses (XP/Gold/Draft/FastGames).

I understand wanting to make it welcoming, but doesn't this reduce skill in ranked and also make smurfing much easier?

I'd favor minimum hero level requirement over amount of heroes owned. This at least enforces a standard of experience on that hero. Account level is important too to ensure a standard of game/map knowledge.

A: So, yes, we have currently shifted the idea of having specific hero levels required to play to having a total account level. This more closely mirrors Team League than Hero League.

We need to have a 16 hero requirement as 6 bans + 10 heroes means that a player must be able to have every hero they own picked or banned and still be able to play.

As player level is a sum of all of the hero levels, we feel that having player level 50 would mean that if you had those 16 heroes, you would on average have them all at level 3.

We will be looking at how this plays out during pre-season. If people find that this allows too many smurfs in or means people end up playing heroes they don't know how to play too often then this is definitely something we can change. Now (and when the league is released) will be the time to tell us these things, because we can do whatever we need to make this as enjoyable and rewarding an experience as possible!

Q: Do you guys have any plans to convert Brawl Mode into a fix Aram mode?

A: For the foreseeable future, our Brawl maps will cycle the ARAM map pool. A full ARAM queue is being discussed, but no concrete plans on what we will do with that as yet. We are aware that some of our Brawl maps were very well received and some missed the mark. What are your thoughts on this? If we made Brawl into an ARAM queue, would you miss some of the other brawl maps?

Q: Ranked: Will we get FCFS draft in Hero League for next Season?

A: With the upcoming Ranked Update, the new merged League will use First Come First serve draft mode.

Q: What happened to to reduction of needed placement games?

A: We currently plan to reduce the number of placement games required to be placed in a ranked queue this summer.

Q: Are you currently working on better reconnect system? I think it would really helpful for ranked players who have to pray to avoid disconnecting in game.

A: Last year the engineering team made multiple improvements to reconnect. We were able to reduce the required bandwidth for the game overall from 5kb/s to 2.5kb/s which significantly helps rejoin speed. We also reduced rejoin time necessary after intentionally exiting the game by forcing a rejoin save on exit.

For the future, we've been testing an improvement that transfers game state between players to improve cases like loss of power or internet. This requires the rejoining player and one player in the game to have high speed internet but will further improve the rejoin experience for many players.

Improving reconnect and fixing other issues that prevent playing the game are an ongoing priority for the Heroes engineers.

Q: Is there any possibility for a spectate option? I understand that the game, as it currently is, is facing some troubling times and challenges ahead. However, I am interested to know whether bigger features like this are even on the table anymore.

A: We've been exploring this idea, though it is not currently in development. I'll share some details of our very early investigations.

Twice a year, the Heroes team has a hackathon week where we are free to explore any idea. In our last few hackathons we've built small prototypes working towards spectating live games. This is a technical challenge due to our architecture but it seems to be a solvable challenge with enough time and clever engineering.

One technical restriction we have found is that if we do support live spectate, transferring the initial data will have a high-speed bandwidth requirement for the spectating player and for at least one player in the game. Certain prototypes work great on our internal network but need significant additional work and testing to support players on the internet with slower connections.

Hopefully this gives you an idea of just one of the challenges we face and insight into our progress on solving them.

Q: Could you communicate on your feelings towards TL powerleveling with smurfs, and do you plan on taking action against players that by abusing the system completely flawed the matchmaking.

A: In the new ranked mode, we are taking a much more aggressive stance against smurfing. We want the new league to be competitive and we believe the changes we are making will help address the issues we are currently seeing in Team League.

Q: Owner of https://www.heroesprofile.com here. another question. When you do placements it is now only possible to place in gold for new players. Do you cap MMR also? Or does MMR start at 0 and just increase or decrease over time independent of league/placements

A: Hello! Awesome work on the site; we love seeing members of the community build cool things like this.

There is no hard cap on the rank that is possible for new players the first time they place; however, there is a limit to the MMR that a player can start with. When a player first queues up for a ranked mode, the system attempts to give them a fair rating based on what it knows from their history in unranked modes. This translation will never be completely accurate due to the many differences between game modes, thus there is a limit on how high of an MMR they will be assigned. The limit placed on MMR does mean that in reality, there is a limit on what rank someone can achieve after completing their first placements.

So, to directly answer your question, the only hard cap that is applied is when the player is first assigned an MMR.

Q: Matchmaking: Will you ever stop taking Rank into account when creating a match? MMR is what matters.

I heard that Rank is taken into account when creating games, but I know that's detrimental for a MMR system.

A: This is an area where we have been discussing changes. Using two different parameters that can potentially conflict to create matches can be problematic. These conversations are still early though and we don't have anything to share quite yet.

Q: We haven't heard about PBMM in a long time. Is the team still running it in the background for data collection? If so, what are you guys learning from the data? Any interesting trends you can publicly share? Is it proving successful at determining good play vs. bad play?

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A: The underlying system does continue to run in the background; however, we currently have no plans on using the resulting data to inform MMR or Rank. We do still want to use that information to help inform players on areas where they are performing well or what they can focus on to improve.

Our designers have jammed on a design for this but we don't have an ETA on when it would land.

Q: Will the next update finally let us not lose ranked points in games where someone disconnected at the beginning of the game?

A: The Loss Forgiveness feature is not slated to come out in the next update, however it has undergone significant development and still requires a bit more polish before it's ready for our players.

Q: Education seems like a major bottle neck. We have a steep learning curve between QM and draft modes, with teams conditioned to playing in QM comps not understanding the more strategic elements of maps and comps.

In particular QM mostly assassin comps encourage:

Playstyles that do not require as much teamwork with the front-liners landing CC that the backliners follow up on.

Completely ignoring map control. Teams tend to tunnel vision and avoid camps/soak.

From one perspective this is just fine. People play what they want and QM is fantastic for casual play against real people.

From another perspective this creates an issue in ranked that limits effective strategies to the high ELO population.

In my opinion, it is a bottleneck like this that creates two separate player bases. When the pro-game is so different from the casual game, what incentive is there for casual players to watch pro-games? In my opinion mitigating this bottleneck directly increases the number of people interested in high level play, because it is closer to what they play and not as distant.

The QM role enforcement change was a great attempt at addressing this. Obviously it had population issues. Any chance we can get a check-box to "Wait longer for a more balanced composition."?

I am curious if there are other ideas for addressing this education gap.

Performance Based MMR was raised as something that might be only used to educate players. This seems to have great potential but may also be something so highly detailed it takes too much time to debug.

Any other ideas?

A: You're right, the education is a very complex problem that cannot be solved just by enforcing some rules. Still, having a balanced match would be very beneficial in understanding how the roles, team comps, and map strategies work.

Speaking about the Quick Match (QM); in ideal world, players pre-pick whatever they want, and the matchmaker finds a perfect match for them in terms of skill and team composition. Everybody would enjoy playing the game the way they want, or exploring new heroes without worrying about counterpicking or team synergy. All the team compatibility heavylifting is done by the matchmaker. In the real world, there's just too many things in the way of that, such as a limited player pool, and the fact that the tanks/healers/others ratio is far from 20%/20%/60%. Increased wait time is the cost of having proper comps in QM.

Giving people a choice of matchmaking speed (with role mirroring) vs match quality (with enforced team comp) in QM, like you mentioned, sounds like a good idea. We're exploring some options there, but there are some questions that need answering, such as:

Do we want to segregate QM population into two separate queues, one with enforced comps, the other would keep the current role mirroring rules? Should we move people from enforced-comp queue to role-mirroring queue if their wait time is too high? We see the Draft lobby as a preferred way of starting a match. The downside is, even Unranked Draft puts a lot of pressure on new players, forcing them out of the comfort zone of QM's pre-picked heroes. One potential solution could be some kind of Light Draft mode, such as Blind Pick, which will allow players to customize their own team knowing the map they got and whatever their teammates choose to play. This could be an easier ramp-up between QM and Draft mode, and would allow players to get better at building compositions and learning how to play correctly.

Performance-based Matchmaking is probably not something that will return in the near future. There's definitely a nice educational aspect there though! We're exploring some other related ideas, such as a "Personal scorecard", a kind of post-match report summarizing your in-game performance, emphasizing your key stats and giving out a total numerical score, and maybe some advice on how to improve it.

Q: What are your thoughts about a role queue for ranked play?

Could be simple and similar to WoW instances (1 tank, 1 heal, 3 flex), could be just cosmetical (showing flags for wanted roles at draft start) but could also be more tailored into what competetive play has shown are the 5 positions: 1 tank, 1 heal, 1 ranged dd, 1 offlane, 1 flex.

Imho this would help the ranked environment and development a lot, like other MOBAs benefit from that more clear draft. Currently i see myself staying away from ranked way too often, because im not in the mood for playing all roles or just don't knowing which role i will be playing. I also don't want to be in a team with 5 players that want to play assassins against a team with a dedicated tank or support. (Additionaly separated MMR for each role would be big) All in all i would be glad to have the option to opt-in/out for different roles when queueing (decreasing my queue time, the more i opt-in)

A: Queuing as a role in Heroes of the Storm is something we have thought about for a number of reasons:

  • Potentially better matchmaking experience

  • Potentially less work for the matchmaker

  • More chance for players to specialise

In MOBAs where lanes/roles matter, it is much easier to get away with doing this. Heroes doesn't always have that luxury: Some compositions are map specific, some teams/heroes work better with certain combinations, and we have the ability with talents to nudge how a hero down a different path. By allowing queuing as role, we can restrict some of these freedoms and the matchmaker must decide how many of each role is allowed into a game (this is then similar to our Call of the Nexus situation in Quick Match, see Zues' answer https://www.reddit.com/r/heroesofthestorm/comments/axoc9m/heroes_developer_ama_ranked_play_balance_and/ehxnwbr on the matter). We then have the question of:

  • Do we only allow people to pick from heroes they have selected as their roles? (This effectively sets the meta and I don't think it's up to us to set the meta! – See Call of the Nexus again)

  • Do we allow people to select from any hero? As this is not really a "preferred role" thing, but a statement "I will totally play as this kind of hero, honest guvnor". If we do, does this reduce the impact of doing this?

In the end, our current feeling is that we don't want to get in the way of you making up your own strategies, metas, and play styles. If that means you all decide that 3 healers and 2 specialists is your jam then you can do that. I'm not your Dad.

What we are looking to do is a "preferred role" system (Juno has commented on this here: https://www.reddit.com/r/heroesofthestorm/comments/axoc9m/heroes_developer_ama_ranked_play_balance_and/ehxkuta/). This will allow you to set some roles that you would prefer to play, which we hope will go some way to allowing people to more easily specialise when they play ranked.

We are very much interested in hearing your thoughts on the matter for this one, though. What do you think?

Q: (Ranked Play) Would you consider giving ranked rewards for certain amounts of won games in a season as opposed to giving them for achieving ranks?

I feel like, it would encourage people to queue more, as opposed to just do their placements and sit on their rank, because many people feel like there is nothing more to achieve as soon as they hit master. What if the epic ranked mounts were given to those with 100+ ranked wins, or something of the kind?

(Balance) How do you feel about Nova's place in the game? Are there any plans to change her once again?

At the moment, she is massively outclassed by the other mages, due to her lack of proper escape tools and waveclear. Is it due to her stealth abilities occupying most of her power budget? If so, would you consider weakening her stealth, in order to let her have waveclear or an escape. She does play into the fantasy of a stealthy sniper girl, but in reality there is no logical reason to ever pick her over Li Ming, Hanzo or Zeratul, since those do everything she does, but better. Can she possibly bring something, that the others can't?

A: I can answer some of this!

With the new single ranked queue, we are looking to change the rewards structure for the first full ranked season, which will add an emphasis to continually playing/winning vs simply placing and going AFK for the rest of the season (YOU KNOW WHO YOU ARE). We are hoping that the single queue with rewards for continual engagement will improve the experience for everyone.

What would you like to see as rewards for this? We have an idea of what we will be rewarding for, but we're also interested in what you would think on this as well!

Q: Do you plan on improving the party finder (specifically for TL)?

I would really like a system like overwatch's with at least the game mode and average rank of the party displayed. Add in roles (real role, not IG class) and TL would be that much better?

A: We've actually done some development on a Party Finder feature, and it is something I am personally very passionate about. While I cannot give you a date on when this will be delivered, I can share with you that the team is looking to see where we can fit this in! Our goal is to provide our players the ability to find other players of similar skill level, desired game mode, while communicating what role they wish to play.

Q: New class roles, are they still in the works and planned to be released ?

A: Starting with the new ranked season, you'll be able to use the new roles in game. Furthermore, we have added Preferred Role UI on the ranked screen where you can express your preferred roles to pick in the Ranked draft lobby. Please check out my answer here.

Q: Do you plan to implement a loss forgiveness mechanic for being matched with AFK/Disconnected players in ranked?

A: Firstly I'd like to let you know that the The Loss Forgiveness feature has undergone significant development, and is something we still plan on delivering. However, there are quite a few edge cases that we need to consider when developing this feature in order to make sure it provides the best experience for you, the player. Let's break this question down into a few scenarios:

A game completes while a player is disconnected: A leaver penalty is already applied to the account and the user is no longer able to participate in ranked matches until they have played the required amount non ranked matches. This scenario is already handled.

A player is disconnected for a significant portion of the match: This is the Loss Forgiveness feature that we would like to polish.

Q: When the initial matchmaking fails, it would be nice to automatically rejoin the queue, and not having to manually do it.

This is especially important with longer queue times for matchmaking.

Is this QoL feature in the works?

A: Hey Konokrad, thanks for addressing one of the bugs we also find frustrating!

The engineering group has a large list of tech improvements we would like to make and this issue is on there. While I can't give you a date, it is on our radar and we hope to get it fixed.

Q: Ranked: Do you think it could be useful to have roles icon near our names in draft to show what we are willing to pick during draft?

EDIT: I did an example where first pick want to play (highlighted in green) Tank or Bruiser but can't play (highlighted in red) Healer, however he could fill (not highlighted) as Marksman or Flex. I'm not sure if red should stay or not. Link: http://prntscr.com/mu0clf

A: This is a great idea and we're excited to share a good news with you. The team has been exploring some ideas to enhance the drafting experience. With first come first serve pick mode, pre-pick communication has become more important than ever. And yet, lots of players are still shy about expressing their preferred picks. With the upcoming ranked mode update, you'll be able to select your Primary and Secondary Preferred Roles on the Ranked screen, which will be visible to your team mates on the draft screen. I hope that this feature help the players initiate the conversation and pave the way for their great victory!

Q: This sounds great! What roles did you make available for that, main tank, solo lane, assassin and support? Or the roles from the new role system?

A: You will be able to choose among new roles plus Flex.

Q: So, a couple months ago you introdouced a new quickmatch matchmaking, guaranteeing a tank, a healer and at least one ranged assassin in every match. Before christmas you (seemingly) reverted this, since it cause long long queue times for anything that wasn't a tank or healer.

What are your thought about these changes in hindsight? Were they mistakes? What would you change about them, if you wanted to reintroduce them?

A: Hello! Great question! When we released the Call of the Nexus feature, we knew that queue times would increase as our simulations demonstrated this. However, match quality went up for almost the entire Quick Match population. It's also important to note that majority of our players did not experience a large increase in queue times, however those that did, experienced a very significant increase. Since the community was asking for the Matchmaker to ensure Quick Match had better team compositions, we felt this was a good trade off. I wouldn't say these changes were a mistake as it addressed what the community was currently reaching out to developers for. We are still planning to bring this back and are considering some additional changes.

A prioritization system for team compositions: While the matchmaker is determining a fair match up, it will try to enforce the team composition that launched with Call of The Nexus for a certain period of time. After a duration of time has passed, it will then allow the existing Quick Match Team Compositions. Putting the control in the players hand: Another idea we are considering is allowing the player to determine if they are willing to prioritize meta composition over queue times.

Q: Are there any plans to give Unranked the same draft format as Team League?

A: We can certainly discuss it. I believe providing similar experience in Unranked draft is important so that players can practice in the same way as Ranked draft. On the other hand, I know some people prefer to pick in order. What do you think? Would there be any downsides of using first come first serve mode in Unranked mode?

Q: How about remove new players matchmaking pool? I heard that new player Quick Match queue time is so long. Waiting long time for one match that's not good experience obviously. Also It makes very hard to start and learn the actual game. If over 10 minutes queue time is actually happened, I would rather to just remove specialize player pool than long queue time than that.

A: We are tracking queue times and match quality spread for our quick match queue and we have also noticed that newer players face longer wait times for their games due to our current game count rule. It is something we are looking to rectify and we have looked into ways of relaxing these restrictions. We want to make sure that new players have an easy and fast queuing experience, but we also are aware that there will be players with thousands of levels who would prefer to play with other players that have thousands of levels.

Q: Seriously though, how can we help?

A: 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.

Thanks for your support!

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