I’ll take a look into this shortly! If you wouldn’t mind forwarding a replay of this happening following the Bug Attachment Guidelines it will greatly help me find the steps to reproduce what you are seeing.
There is a chance this is a byproduct of EXTREMELY tight timing so every little bit helps!
I’m not going to give away everything, but I can answer this question.
We get raw data on basically everything that’s happening in the game across all modes based on win/pick rate, as well as things like damage dealt/taken etc.
We are able to parse through this data to look at it through many lenses. This is where raw statistics become less useful and the skill and experience of a designer come into play more so that we can draw meaningful conclusions from the data, and decide what changes we want to make based on the results.
To get a full picture of what’s going on in the game, for example, I can and do look at things like win/loss data that’s filtered by different leagues and game modes. I can also see hero pick and ban popularity with this kind of granularity, which lets me see, for example, what the meta is looking like in the Bronze - Silver range as well as the Diamond - GM range.
While incredibly useful, I want to emphasize that it’s not just th...Read more
I get that some of you are still reporting this issue, but I need the information I asked in my post above to help narrow down this issue. So far I’ve tried this hundreds of times internally and have not been able to reproduce this over a variety of different conditions. If you all can help me out by letting me know the answers to these questions, it might help me find out what you are seeing!
Thanks for the report I’ll take a look and see what I see!
Most times, this is because you have logged into the wrong Region. Verify in Battle.net that you are launching the game in the region you usually play in.
You can also verify this in game by clicking log out in the menu, verifying the region in the box in the lower left hand corner, and re-logging in!
Let me know if this doesn’t fix your problem.
Thanks for taking the time to type this.
I think your premise makes sense. As for your solution, adding a seperate cooldown reduction mechanic on top of the increasing duration mechanic feels like a bit much in regards to the talent having too much stuff going on, I think we can just get away with just lowering the cooldown to get the same effect. We could also just add cooldown reduction to the existing mechanic, so you want to hit people to get both benefits.
I made a note to think on it. Thanks for the post!
Thanks for the report on this, I’ll take a look!
Isolation has two effects, it removes a players vision and Silences. Deathwing is immune to Silence, but Unstoppable currently does not remove effects that take away vision from a player.
Even Johanna and her Iron Skin can be hit by Isolation causing her to lose vision, but she can still cast abilities, which is the same interaction I am seeing on Deathwing.
Would you mind checking again in game? I am seeing this as fixed on my end as of the patch that went out today. If you are still seeing it happening in game please let me know!
There are a lot of good ones. When you’re picking Diablo as a tank your initial best strategy is to kill one enemy very quickly when they’re out of position. Therefore, heroes who bring follow-up CC to his initial burst of offensive power are generally the best.
Healers that i’m happy to see when i’m Diablo are:
Really anyone who has reliable CC is optimal. You can get away with soft CC like Stukov, or other useful debuffs like Ana’s Grenade as well, but it’s not as easy to pull off as simply CC-chaining Diablo’s target and ki...Read more
I do think it would be neat for some more analysis on your end of what this data means. You did a little with Ragnaros and Xul, but I’m sure there are more cool, interesting gems you can find in there.
In any case, I think it’s awesome that you took the time to get this data.
Johanna is a generally powerful tank and is more meta right now, so you’re good picking her pretty much any time. She does shine more on maps where waveclear is more powerful. She’s particularly valuable on maps with two close lanes that consistently need to be cleared, like Tomb of the Spider Queen and Dragon Shire.
Diablo has traditionally been more powerful on certain maps. He can absolutely dominate games on maps where teams fight in small corridors such as Cursed Hollow, Infernal Shrines, and Towers of Doom.
Everything being equal, Johanna is the safer pick more often, but Diablo can completely win the game for you, particularly if you are more skilled than your opponents and are reliably taking advantage of their mistakes in positioning.
Hey, Stavros. This is reasonable, I can look into Nova (love her) decoy A.I.
I think this is reasonable, thank you. I will take a look at the health thresholds that govern the healing fountain goal and see if it’s safe to adjust.
Hey AnaBanana, this is something I will look into.
I agree with the frustration of watching disconnect replacement A.I. try to help, but often end up becoming a liability to your team. I want to share with you more details of additional changes related to your feedback that we are hoping to ship in the next release, details that we did not have time to include in my original post or the blog.
When your ally disconnects from the game, their replacement A.I. is put into a precarious position. It’s like suddenly dropping a Silver player into a match with 9 Master players. It’s very difficult for the AI to keep up with humans. In the past we have tried to make A.I. more sophisticated by attempting to capture more and more game context into their decision making, hoping that it would make them react more intelligently. Our collective observations have lead us to accept that disconnect replacement A.I. will never be strong enough in its decision making to play well with human players on their own. Instead, we want...Read more
Yes, this is something that I have fixed for the next release.
Senior Designer Kevin Gu takes great joy in moments when the Heroes of the Storm A.I. dunks on him during playtests. Maybe a little too much joy.
“When you get annihilated by Diablo Shadow Charging you into a wall, stunning you, popping Apocalypse, and then flipping you back into the Apocalypse,” says Gu, “you think ‘oh my goodness, I just got destroyed by the A.I.’”
But to reliably capitalize on human mistakes like that, you first have to get the A.I. into position to do so. That’s the challenge Gu, who got involved with A.I. on the Heroes team three years ago, is currently focused on. The current system holds two major components: the Goal system and the Tactical system. Put simply, the Goal system decides where the Hero moves, and the Tactical system determines what they do when they get there. These two systems interact with each other to drive A.I. behavior.
“Before, [the A.I.] would often get confused about where they should go,” says Gu.
Hello, and good day to you all!
My name is Kevin Gu, and I am a Senior Designer on the Heroes team. I have been working alongside Jeff Beaudoin, our Lead Gameplay Engineer, on our game’s A.I. We wanted to take a moment to update you all on where we are and how our three major A.I. initiatives are progressing.
Reconciliation of the Goal and Tactical Systems
There are two systems under the hood of Heroes that work together to drive agent behavior: the Goal system and the Tactical system. The Goal system is responsible for determining where A.I. agents should move, while the Tactical system provides agents with awareness of their surroundings so that they use and target their abilities intelligently. Last year, in an effort to improve agent in-combat positioning, we made it possible for the Tactical system to override the Goal system. Although we believe the changes were ultimately a good iteration, they did expose several underlying issues that w...Read more
Cho’gall must be picked in a round where you have two picks available. If you only have one pick available, then Cho and Gall are classified as unavailable picks. If time runs out and no one is hovering a valid pick, or selects a valid pick for that last slot, then the draft will be terminated and leavers given to those not hovering valid picks.
Thanks for the find. Will fix!
After some internal investigation, I am unable to reproduce the issues you are calling out. So, I’m going to need some help and more information. First, I want to explain how this event works.
I wanted to call this out because there is a chance this could just be a miscommunication in how those Common Loot Chests are awarded. Usually, what happens is the Common Chest is opened immediately post-game and then players open the Game Board, complete a lap, and are expecting 2 Loot Chests (one for com...Read more
Hey there Quazer!
We are currently aware of this issue and investigating the best way to go about fixing this. I understand this is an unfortunate bug that limits enjoyment of Storm League, but we hope with some patience, we can get this fixed in the best way to further prevent other bugs, or creating other problems with enjoying Storm League.
Thanks for the reports! I’ll take some time to check these out today!