over 6 years
ago -
Heroes of the Storm
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2s | What's up, everybody? I'm Kevin from the Heroes dev team. |
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4s | As many of you are probably aware, back in August, |
7s | we pulled Hanamura from the BG roster |
9s | in order to address some gameplay issues on the battleground. |
12s | Well, we're done tinkering, |
14s | and we're ready to get it back into your hands. |
16s | The TLDW for those that just want the high level - |
19s | we've shifted the objective from two competing payloads |
21s | to a single-contestant one. |
23s | And we've opened up the Core to direct attacks from your team. |
27s | For those that want a few more details, stick around. Let's jump into it. |
34s | The original version of Hanamura |
35s | had payloads on the top and bottom of the map |
38s | that both teams controlled separately, |
40s | dividing player attention and action across the field of battle. |
44s | Now, Hanamura has shifted to a single, centralized objective, |
48s | including an isolated payload that is contested by enemy teams |
52s | as they look to escort it in opposing directions. |
56s | This payload functions by almost all the same rules the previous versions did. |
61s | The main difference between this iteration and its previous |
64s | is the fact that if a payload is left unattended by your team, |
68s | it will no longer drift backwards, removing forward progress, |
71s | but will instead remain in its current position, |
74s | until either escorted again by your team |
76s | or picked up by your enemy to push in the opposing direction. |
81s | Winning the objective on the updated version of Hanamura |
84s | will no longer deal straight damage to the Core |
87s | without attacking forts and keeps first. |
90s | Hanamura payloads will deal damage to enemy fortifications |
93s | until all forts and keeps are down. |
96s | Then, they will begin prioritizing the Core. |
99s | Alongside the change, allowing direct attacks to the Core, |
103s | teams can now couple their use of the objective |
105s | with a variety of other pushing strategies in their ultimate pursuit of victory. |
110s | Pushing a payload to its destination |
112s | will reward the pushing team and reset the objective. |
116s | The team that was successful in the initial payload push |
119s | will find that the path for their second attempt will shift, |
122s | becoming a greater challenge than the first. |
125s | The path will adjust a final time upon a second successful push, |
129s | making the third attempt even more difficult. |
132s | This pattern will reset to the first path |
134s | should your game encounter a fourth objective. |
139s | Mercenaries have also shifted a bit in this update, |
143s | though the original turret camps remain unchanged. |
146s | We have removed the healing camps and the Mega Enforcer |
149s | and have added Sentinel siege camps. |
152s | These large units push down lanes |
154s | with the support of a strong cleave attack. |
157s | We have also replaced our standard vision watchtowers |
159s | with a new set of mercs we're calling a "recon camp". |
163s | When captured, these camps provide the same vision functionality |
166s | of our traditional watchtowers, |
168s | but instead of merely standing uncontested in the area to counter-capture them, |
173s | you must take out the mercenaries positioned there instead. |
177s | This new version of Hanamura |
179s | brings with it a heavy focus on team fighting - |
182s | you may find that the standard split-push strategies |
185s | are even a bit more challenging to pull off. |
188s | Controlling the recon camps at the top and bottom of the map |
191s | will provide a significant amount of control to your team, |
193s | so be sure to prioritize them to get a leg up on your opponent. |
197s | Keep in mind that capturing these camps |
199s | will also grant experience alongside their vision benefit. |
204s | Due to the predictability of the objective pathing, |
206s | Hanamura is a map where set-up heroes, like Deckard Cain, |
210s | have an opportunity to truly shine. |
213s | The payloads progress slowly, |
215s | so even if you happen to suffer an engagement loss to control them, |
219s | don't give up. |
220s | Res, regroup, and get back in the fight to try again, |
223s | before your enemy can complete their escort. |
228s | Hanamura is back and ready for action. |
231s | We'd love to get your feedback on all the changes, |
233s | so hop into some games and let us know what you think. |
237s | Don't forget to follow Heroes of the Storm around the web, |
240s | and we'll see you in the Nexus. |