LiquidNurok

Nurok · @LiquidNurok

10th Feb 2018 from TwitLonger

Ideas which could possibly improve the game experience in Heroes of the Storm


Hey guys,

it's that time again. Every few months I give feedback to the game we all love and play. Some things are more complicated, others are easier and yet, in my opinion most of my points would make the game more enjoyable (specifically the UI changes). So, let's get it started:

***** Design / Interface *****
(Keep in mind that the focus is put on the functionality in this section, because I didn't study UI design for games by any means)

- show mana / energy cost for spells at the abilities bar (Example: https://gyazo.com/0720d0dda2271a2fd35f5c0379bd8f70 ).
You can also make it toggleable in the gameplay options.

- remove Dragon Knight W range indicator for players who are not getting targeted by the knockback ability,
it's a confusing clutter and if players are stacked on each other, you're not 100% certain who is being targeted by the Dragon Knight

- make aoe abilites more visible on certain terrain (specifically on bright maps, for example Flamestrike on Sky temple, Ring of Frost on Infernal etc etc). We need clearer visuals, possibly as a toggleable option as well

- show hitboxes for flying units (and no, the shadows are not 100% reliable)

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***** Heroleague *****

- ready check instead of just auto-joining the lobby once the queue is ready to go into a match. If all 10 players agree to join, start the lobby and let the draft etc begin.
Any players who fail to confirm them being ready will get removed and all remaining players will be put back into queue

- hero swaps, but only with confirmation from each other. Example: Player A wants to trade with Player B.
Player B will get a message that Player A wants to trade heroes. He can now confirm or deny the trade. End.

- to speed up draft time, all ban timers will be set to 30 sec and possibly could reduce pick time to 25 seconds

- DuoQ is back, but only from Bronze until Diamond(or Master) tier, just GM should be excluded for DuoQ atleast

- if a player fails to lock a certain hero, he will be removed from the lobby and will get a small penalty (5-10min of not being able to queue again and -x points, but not fucking -600 / could possibly stack and reset slowly after a certain time frame, it shouldn't be "free" to dodge drafts everytime)

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***** NEW LOBBY SYSTEM (HGC map pool, HL only) *****

Option 1: Maps will not be determined by algorithms anymore, but instead now the players who join a given lobby will be able to ban and vote maps. '
Scenario :: Queuepop, 10 players joining a lobby.

** Lobby opens after ready check -- Map Ban phase 15 sec **

Team 1: Highest MMR player can ban a map.
Team 2: Highest MMR player can ban a map.

*** NEXT STEP : Pick phase : 10 seconds ***

All players will be able to vote on the remaining maps. Maps with the highest amount of votes will be played. If two or more maps are tied, the dice will decide between those.

*** Draft starts ***

etc etc.

OR

Option2: Maps will not be determined by algorithms anymore, but instead now the players who join a given lobby will be able to ban maps (NOT VOTE in this case)
Scenario :: Queuepop, 10 players joining a lobby.

** Lobby opens after ready check -- Map Ban phase 15 sec **

Team 1: Highest MMR player can ban a map.
Team 2: Highest MMR player can ban a map.

** A random map will be picked automatically from the 7 maps left **

Anastasiya threw in something with the map thingy and I put more thought into it, coming up with this idea. This isn't a finished concept and can be improved / discussed or if it's even good for the game, but I personally would like to see map bans or picks for HL. Though, queue time shouldn't suffer to much and because of this I think it should be done in the actual lobby and not pre-vetoed like in SC2 for example.

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Balance :

Medivh:
- Medivh shouldn't be able to "mount" if he has active DoTs on himself
- he probably also needs some changes because I don't think the possible 100% uptime of portals is healthy (== lvl 13 talent should be nerfed or changed)

Kelthuzad:
- lower the amount of stacks to 15 / 20 and change the quest rewards accordingly OR let a player choose in one of the following ways:
a) Q lvl 1 = Q quest === hit Qs / W lvl 1 = W quest === hit Ws / E lvl 1 === hit Es etc
b) Let KT players decide (before the minions spawn e.g.) if they want a very powerful late game quest with 30 stacks max or if they want a weaker reward with 15 or 20 max

Chromie (not all is needed at the same time, can start slowly and see how it goes):
- nerf Bronze Talons
- nerf Q mana cost by a bit or nerf her W damage (or change the lvl 7 talent with more center damage)

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