Imagine, before your Heroes of the storm tournament, you have a scrim with your team, only now the match is 3x faster! Do you think your reaction times would be better for that next match?. Slow Hollow is a master class in execution. And while there is plenty to glean from the battlefield, currently the death timers are also 3x longer. Once Blizzard adds a way to adjust death timers this mode will be just as useful and fun as Speedy Hollow Sandbox Mode looks to be the one of the major features that could reshape the quality of competitive play, as well as allowing for crazy tournament alternatives. Either way, Sandbox Mode is likely to be a staple of the Heroes of the Storm diet.
Matchmaking Rating (also known as "MMR") is a behind-the-scenes number calculated for each player to match them with players of similar skill. In order for the matchmaker to place similarly skilled players together, it assigns everyone a matchmaking rating that indicates how skilled the system thinks the player is.
The players Matchmaking Rating is only used for matchmaking. Your is supposed to express your MMR, but it moves faster after wins and losses. After a game you receive Personal Rank Adjustments (PRA) and the Performance Adjustment (PA). The intent behind MMR is to match players by skill. This is accomplished by comparing an assigned number (MMR) that adjusts based on the relative MMR of the opponents players win or lose to.
Matching players by their effectiveness or performance helps make sure that less experienced players aren't always getting stomped by expert players, and that competitors at all levels are earning their victories by battling players of roughly equivalent ability. Every Game Mode has its own MMR - for example: Your MMR is independend from your , and MMR. and use a player's MMR as a guideline for players first entering these queues.
Similarly, uses an average of all players' Hero League MMRs as a guideline to determine how new teams will be matched. After Season One, the system will use Unranked Draft instead of Quick Match MMR as the guideline to determine a player's initial Hero League matches. An individual player's Matchmaking Rating (MMR) is primarily determined by the amount of games that player wins versus how many the player loses. When you win a game, your MMR goes up, while the opposite is true for when you lose.
If your team won the game, but you performed poorly you would receive negative Personal Rank Adjustments (PRA) points, but you would still gain MMR. If on the other hand your team lost the game, but you performed very well you would receive a positive PA, but you would still lose MMR overal.
Therefore winning or losing a game is the most important factor of the system. The system can then use an individual player’s performance to adjust how much MMR the player gains, or loses, for a game. If they’re performing beyond expectations for their current MMR, the system will grant more MMR when they win, subtract less when they lose, and they’ll more quickly arrive at the proper MMR for their skill.
The opposite is also true if they’re not performing up to expectations. The algorithm that determines your performance uses 20 different factors, among them siege damage, hero damage, KDA, EXP soakes, CC time but also many others that are not publicly known. Those factors are used to tell how a particular player in a particular situation is doing. To rate your performance, the system applies context to these stats by looking at the Hero you’re playing, the Battleground you’re on, the game mode, and what region you’re playing in so it can make fair comparisons against other similarly skilled players under the same conditions.
At the end of the process you receive a number between 0 and 1 that rates your performance, 0.5 representing a completely average game that would result in 0 PA points. Depending on what that number is you will now gain or lose a maximum +/- 50 PA points based on your performance. By looking at these stats across the entire player base, the system can see which stats are most important for effective play and create a data-driven model of what the most highly-skilled players are doing in any given situation.
What differentiates a highly skilled player on a given Hero isn’t always obvious, though. For example: • When looking at a Hero like Illidan, it’s pretty straight forward. A good Illidan does a fair amount of damage, soaks a lot of experience, doesn’t die very often, and captures a lot of Mercenary camps. Illidan has a fairly high skill ceiling, though, so we expect there to be a sizeable difference in all of those stats between a highly-skilled Illidan and an average one.
• However, for a hero like Kerrigan, the difference in raw stats like damage and experience between a high skill and average skill player isn’t quite as dramatic.
Instead, the biggest thing that sets apart a highly skilled Kerrigan is how effective they are in landing crowd control effects, so the system would put a larger emphasis on this stat for Kerrigan players. She’s still being evaluated on all the same stats as every other hero, though, so a Kerrigan who spends the game only attempting to land stuns would not necessarily gain the same amount of MMR, as they would need to also contribute to the game in a meaningful way on top of landing lots of CC.
Other Notes • The system doesn’t have any preconceptions about which stats are important. Instead, it is measuring how players are playing in particular situations in order to determine which stats are most important to highly skilled play. • The performance-based aspect of the system will be disabled initially when a new hero launches or after a hero receives a major rework to allow the system to gather the data it needs to make performance comparisons.
During this period, the system will effectively work like it used to with MMR adjustment based on win or loss. • If you're focusing on just 1 stat at the expenses of the other 19 stats, your overall performance will suffer.
The system cannot be fooled to believe that you should be accelerated faster through the ranks when for example, you're trying to collect CC time as Kerrigan or Muradin. • Players need to realize that by not doing anything (sitting at the ) when a game is about to be lost will hurt them even more, because they will lose more points.
• While inside vehicles (Dragon Knight, Garden Terror), your stats will go up really fast, but it's important to mention that the matchmaking compares your game to millions of other games on the same map and again, you sacrifice other stats in favor of the ones you gain in vehicles, so it's the same boucing act that balances itself out over time.
• Game duration does't have any impact on the system, prolonging the game won't have any effect. • Even a full death in the last minutes would really only be a minor modifier overall once diluted against your overall performance in the game.
The biggest factor for MMR adjustment is still whether you won or lost. Your overall performance is secondary to that and any particular moment is just a small part of that overall performance. • For new heroes or major reworks, the performance-based adjustments will basically be disabled until enough data exists. Main article: The main purpose of Quick Match is that you have a guaranteed character selection, and matches that start as soon as possible. Quick Match Matchmaking will do its best to make a good game using a large number of factors but while archetypes may be even, certain hero combinations may end up having an advantage/disadvantage that are partially related to whatever combination you may have done with your group, at what time you are playing or even in what region.
If you are in the mood to win with a "real" composition on a map, or might be better. Regardless of the above, there are some guidelines for the Team and Hero Composition during Matchmaking. See:
best matchmaking heroes of the storm slow motion - Matchmaking broken and unfair
La Parca Lunara and La Pantera Sonya are looking to recruit new tag-team partners for Nexomania, a contest where Heroes battle it out to become the Champions of the Nexus! Choose your partner, train up, and conquer the competition to claim the spoils of victory before Monday, June 11.
Each of the four-part quest chains below grant different rewards based on who you side with, and the quests must be completed in order. Choose your partner wisely, because once you’ve picked Lunara or Sonya, your decision cannot be undone!
La Parca Lunara Quest Chain and Rewards • Train Up, La Parca Style: Play 3 Games. • Reward: Máscara de la Parca Portrait. • Show Match, La Parca Style: Achieve 70 Takedowns in winning games. • Reward: The Underworld Grip Spray. • Climb the Ladder, La Parca Style: Win 6 games.
• Reward: Ojos de la Parca Animated Spray. • Cage Match, La Parca Style: Achieve 100 Takedowns in winning games. • Rewards: El Guapo Announcer and La Parca Lunara Portrait. La Pantera Sonya Quest Chain and Rewards • Train Up, La Pantera Style: Play 3 Games. • Reward: Máscara de la Pantera Portrait. • Show Match, La Pantera Style: Achieve 70 Takedowns in winning games. • Reward: The Panther Forearm Spray. • Climb the Ladder, La Pantera Style: Win 6 games.
• Reward: Furia de la Pantera Animated Spray. • Cage Match, La Pantera Style: Achieve 100 Takedowns in winning games. • Rewards: El Guapo Announcer and La Pantera Sonya Portrait. Nexomania Loot Chests Starting the week of May 22, Loot Chests earned through progression (except Hero-specific Chests), Heroes Brawl, or by spending Gems will be Nexomania Loot Chests.
These Loot Chests guarantee at least one item from the Nexomania or Sun’s Out, Guns Out events. Step into the ring and start leveling-up to pin down some loot before the competition concludes on June 11! Please Note: Loot Chests earned prior to the start of this event will not become Nexomania Loot Chests. Art Heroes, Abilities, and Talents • Diablo: Diablo and Archangel Diablo’s Abilities have received updated visual effects to coincide with Ability and Talent changes. • Garrosh: Garrosh’s Abilities have received updated visual effects.
• Malfurion: A new leaf icon and timer will now appear above Regrowth targets’ nameplates to indicate remaining Heal duration. • The icon and timer will change color based on Regrowth’s remaining Heal duration: from green to yellow at 10 seconds remaining, and then to red during the last 5 seconds.
User Inteface MVP Screen • Players can no longer vote for themselves on the end of match awards screen. • This should help encourage players to spread the love by commending others for their epic plays! • The number of votes required to achieve epic and legendary commendations on the end of match awards screen have each been reduced by one vote.
• This has been done to account for the removal of self-voting. Previously, a self-vote could often make the difference for a player who was one vote shy of reaching epic or legendary status.
Movement Speed Visual Effects • Visual effects for Movement Speed bonuses and Slows will now only display on units whose Movement Speeds are being increased or decreased by more than 5%. • Previously, a Hero could display these visual effects even if their Movement Speed hadn’t been significantly altered.
This could occur as a result of multiple stacking Movement Speed bonuses and Slows, or due to a stacking Quest Talent. Battlegrounds Custom Games • Hanamura has been temporarily removed from Custom Games.
Developer Comment: Development on Hanamura is still going smoothly. Unfortunately, it seems all of the noisy construction has irritated the Mega Enforcer who has captured several of our designers and artists. We need to take bring this Battleground offline while we negotiate for their safe release.
Mercenaries • Infernal Shrines • The Khazra at the southernmost Mercenary Camp on Infernal Shrines now move into lane once they are captured, rather than path around the lane to attack opposing structures directly. Heroes Assassin Lunara Talents • Level 1 • New Talent: Sentinel Wisp (E) • When a Wisp is in a bush for 5 seconds, its vision radius is increased by 200% and reveals the surrounding area.
• Photosynthesis • Removed. • Cruel Spores (Q) • Removed. • New Talent: Hippity Hop (Z) • After not Basic Attacking or taking damage for 5 seconds, increase the Movement Speed bonus of Dryad’s Swiftness by 10%.
• Level 4 • Timelost Wisp (E) • Removed. • Skybound Wisp (E) • Removed. • Dividing Wisp (E) • Removed. • Blossom Swell (Q) • Moved from Level 1. • Additional functionality: • Now also increases Noxious Blossom’s range by 25%. • Siphoning Toxin (Trait) • Moved from Level 7 • Heal amount reduced from 18 to 9 Health per second. • Additional functionality: • When an enemy Hero has 3 stacks of Nature’s Toxin, this Healing increases to 28 per second.
• Nature’s Culling (Trait) • Moved from Level 7. • Level 7 • Choking Pollen (Q) • Moved from Level 16. • Bonus damage reduced from 125% to 50%. • Additional functionality: • This damage bonus increases by an additional 50% against enemies who have 3 stacks of Nature’s Toxin.
• Level 13 • Pestering Blossom • Removed. • New Talent: Endless Spores (W) • Casting Crippling Spores while at least 2 enemy Heroes are afflicted with Nature’s Toxin reduces its cooldown by 3 seconds. • Let Them Wither (W) • Moved from Level 16 • Adjusted functionality: • No longer increases Crippling Spores’ Slow amount.
Instead, increases Crippling Spores’ Slow duration by 1 second and causes it to no longer decay. • Giant Killer • Removed. • Abolish Magic (Active) • Moved from Level 20. • Level 16 • New Talent: Accelerated Contamination (Q) • While at least 2 enemy Heroes are afflicted with Nature's Toxin, Noxious Blossom's cooldown recharges 100% faster. • Invigorating Spores (W) • Attack Speed bonus reduced from 50% to 30%.
• Additional functionality: • Basic Attacks against enemy Heroes with 3 stacks of Nature’s Toxin deal damage equal to 1.5% of their maximum Health. • Unfair Advantage (Trait) • Moved from Level 13. • Bonus damage increased from 50% to 60%. • Now also deals this bonus damage to Rooted and Stunned Heroes. • Level 20 • Forest’s Wrath (R) • No longer increases Thornwood Vine’s speed.
• Additional functionality: • Thornwood Vine now applies 2 stacks of Nature’s Toxin. • Boundless Stride (R) • Additional functionality: • Now also decreases the Leaping Strike’s cooldown by 5 seconds. • New Talent: Intensifying Toxin (Trait) • Nature’s Toxin deals 40% more damage to enemies afflicted with 3 stacks. LEVEL (TIER) Lunara Talents 1 (1) Sentinel Wisp (E) Natural Perspective (Trait) Hippity Hop (Z) — 4 (2) Blossom Swell (Q) Siphoning Toxin (Trait) Nature’s Culling (Trait) — 7 (3) Splintered Spear (Q) Choking Pollen (Q) Wild Vigor (W) — 10 (4) Thornwood Vine (R) Leaping Strike (R) — — 13 (5) Endless Spores (W) Let Them Wither (W) Greater Spell Shield (Passive) Abolish Magic (Active) 16 (6) Accelerated Contamination (Q) Star Wood Spear (W) Invigorating Spores (W) Unfair Advantage (Passive) 20 (7) Forest’s Wrath (R) Boundless Stride (R) Intensifying Toxin (Trait) Galloping Gait (Z) • (!) indicates a Questing Talent.
• Italic text indicates a NEW Talent. • Underlined text indicates a MOVED Talent. Developer Comment: Our goals for Lunara’s rework are twofold: first, we want to add some gameplay to Wisp and consolidate its related talents into something more interesting. We also want to give Lunara more potential playstyles, which we’re doing by adding some new powerful talents into her tree. Because we added so much more power into her talents, we had to reduce her baseline power by a marginal amount to compensate.
We’ve had a blast with Lunara in our internal playtests, and we’re excited to release her new and improved version into the wild! Warrior Diablo Abilities • Shadow Charge (Q) • Range increased from 7 to 8.5. • Mana cost increased from 60 to 70. • Damage reduced from 75 to 40. • Terrain collision damage reduced from 150 to 120. • No longer grants Armor. • Now also increases Movement Speed by 15% for 2 seconds.
• Fire Stomp (W) • Now unleashes fire waves in a large cone in the chosen direction, rather than a 360° area around Diablo. • Number of fire waves reduced from 8 to 5. • Multiple fire waves can now hit the same target. • Cooldown increased from 6 to 8 seconds. • Mana cost reduced from 40 to 30. • Outgoing fire wave damage reduced from 54 to 12. • Returning fire wave damage reduced from 81 to 36. • Damage dealt by returning fire waves now counts as critical damage. • Now Heals Diablo for 125% of the damage dealt to Heroes.
• Overpower (E) • Mana cost reduced from 60 to 40. • Lightning Breath (R) • Range increased from 10.5 to 12. • Each tick of Lightning Breath damage now also Slows enemies hit by 5% for 2 seconds, up to a maximum of 50%. Talents • Level 1 • New Talent: Feast on Fear (Passive) • Stunning an enemy Hero with Shadow Charge or Overpower Heals Diablo for 15% of his maximum Health over 4 seconds.
• Soul Shield (Active) • Moved from Level 7. • New functionality: • Activate to gain Spell Armor equal to 25 plus 50% of Diablo's current Souls for 4 seconds. 60 second cooldown. • Every time Diablo damages an enemy Hero, reduce this cooldown by 1 second.
• Bulwark (Q) • Removed. • Level 4 • New Talent: Sacrificial Soul (Q) • Stunning an enemy Hero with Shadow Charge grants 5 Souls and 15 Armor for 4 seconds. While at 100 Souls, increase this Armor to 30. • New Talent: Souls to the Flame (W) • Fire Stomp grants 1 Soul every 3 times it damages an enemy Hero and Heals for an additional 1.25% of its damage dealt per Soul.
• Life Leech (Passive) • Moved from Level 1. • New functionality: • Diablo gains 1 Soul and Heals for 1.5% of his maximum Health for every Basic Attack against an enemy Hero. While at 100 Souls, increase this Healing to 3% of his maximum Health. • From the Shadows (Q) • Removed.
• Speed Demon (Passive) • Removed. • Demonic Strength (E) • Removed. • Level 7 • New Talent: Eternal Flames (W) • When Diablo Stuns an enemy Hero with Overpower or Shadow Charge, Fire Stomp’s cooldown is reset. • Malevolence (Passive) • Using Basic Abilities causes Diablo’s next Basic Attack within 6 seconds to deal an additional 100 Spell Damage.
Stores up to 2 charges. • Soul Feast (Trait) • Removed. • Diabolical Momentum (Passive) • Basic Attacks now also reduce Fire Stomp’s cooldown. • Cooldown reduction granted per Basic Attack decreased from 1.5 to 0.75 seconds. • Level 13 • Devastating Charge (Q) • Adjusted functionality: • Now increases Shadow Charge’s terrain collision damage by 100%, rather than a percentage of the target’s maximum Health. • Quest: Each time an enemy Hero takes terrain collision damage, increase this bonus by 15%, to a maximum of 75%.
• New Talent: Cruelty (Passive) • Stunning an enemy Hero with Shadow Charge or Overpower increases Diablo's Attack Speed by 50% for 5 seconds, up to 100%. • Hellfire (W) • New functionality: • Each enemy Hero hit by Fire Stomp grants 2% Spell Power for 10 seconds, up to 30%. • Fire Devil (W) • Removed. • Level 16 • Debilitating Flames (W) • New functionality: • Enemy Heroes hit by Fire Stomp are Slowed by 5% for 4 seconds, up to 50%.
Heroes Slowed 25% or more by Debilitating Flames deal 50% less damage. • New Talent: Overpowering Nightmare (E) • Gain 2 additional charges of Overpower, with a 2 second cooldown between uses. • Fearful Presence (Active) • Removed. • Level 20 • Dying Breath (R) • Now reduces Apocalypse’s cooldown by 20 seconds per enemy Hero hit (to a minimum total cooldown of 5 seconds), rather than reducing its cooldown by a static amount.
• Hellstorm (R) • No longer increases Lightning Breath’s range. • Bonus duration increased from 50% to 200%. • Lord of Terror (Active) • Now also grants 5 Souls per enemy Hero hit.
LEVEL (TIER) Diablo Talents 1 (1) Feast on Fear (Passive) Devil’s Due (Trait) Soul Shield (Trait) — 4 (2) Sacrificial Soul (Q) Souls to the Flame (W) Life Leech (Passive) — 7 (3) Eternal Flames (W) Malevolence (Passive) Diabolical Momentum (Passive) — 10 (4) Apocalypse (R) Lightning Breath (R) — — 13 (5) Devastating Charge (Q) Cruelty (Passive) Hellfire (W) — 16 (6) Domination (E) Debilitating Flames (W) Overpowering Nightmare (E) — 20 (7) Dying Breath (R) Hellstorm (R) Lord of Terror (Active) Hellgate (Active) • (!) indicates a Questing Talent.
• Italic text indicates a NEW Talent. • Underlined text indicates a MOVED Talent. Developer Comment: Diablo's update aims to give the Lord of Terror more control over his kit and add fun new gameplay without compromising his core identity in the Nexus.
We're putting the power in the hands of Diablo players by allowing them to target their Fire Stomps and allowing multiple fire waves to hit the same Hero to help execute the perfect combo. We're adding self-healing to Fire Stomp so that Diablo has a way to maintain his health beyond relying on a Support to heal him. Shadow Charge now grants increased Movement Speed to reduce situations where enemies are just beyond Overpower’s reach after charging in.
Diablo’s level 4 Talents all allow him to collect souls in new ways, so he can still get the most out of his Trait during low takedown games. There is also a spiderweb of fun synergies and interactions between the Talents in his tree, so we're excited to see what creative combinations players will latch onto.
Collection New Bundles • Sun’s Out, Guns Out event items have returned for the duration of the Nexomania event! Add them to your collection by opening Nexomania Loot Chests or purchasing the Sun’s Out 2017 Bundle.
• The following new bundles are available until Monday, June 11: • Hell’s Screamers Bundle • Match of the Century Bundle • Sun’s Out 2017 Bundle New Skins • Diablo • El Chamuco Diablo • Underworld Chamuco Diablo • Hell’s Screamer Diablo • E.T.C.
• El Mariachi E.T.C. • Underworld Mariachi E.T.C. • Festival Mariachi E.T.C. • Garrosh • El Jefe Garrosh • El Fuego Garrosh • Underworld Jefe Garrosh • Kharazim • Dropkick Kharazim • Champion Dropkick Kharazim • Dropdead Kharazim • Lunara • La Parca Lunara • La Catrina Lunara • Los Muertos Lunara • Sonya • La Pantera Sonya • La Pantera Dorada Sonya • Underworld Pantera Sonya A.I.
• General: After casting Hearthstone, A.I. Heroes will now wait in the Hall of Storms to restore most of their Health and Mana before leaving. • D.Va: Fixed an issue that prevented A.I. D.Va from casting Boosters. • Deckard: Learning Bottomless Flask no longer causes Allied A.I. Heroes to remain near a Healing Potion’s location indefinitely. • Sgt. Hammer: A.I. Sgt. Hammer will no longer become stuck in a Vent behind the opposing bottom-lane Fort on Battlefield of Eternity.
• The Butcher: Fixed an issue in which A.I. Butcher would repeatedly cast and then cancel Ruthless Onslaught. • The Butcher: Fixed an issue that prevented A.I. Butcher from casting Butcher’s Brand. Heroes, Abilities, and Talents • Artanis: The Target Purified Talent no longer causes Purifier Beam to acquire Invulnerable targets after its initial target dies. • Chromie: Time Traps revealed by Abilities like Tassadar’s Oracle can now be correctly auto-acquired as Basic Attack targets.
• Fenix: The Talent tooltips for Singularity Charge and Mobile Offense now correctly append to the Ability tooltip for Weapon Mode: Phase Bomb. • Garrosh: Casting Into the Fray on Abathur now correctly interrupts Symbiote Channeling. • Genji: A damage over time preview now correctly appears in Genji’s Health bar when affected by Lunara’s Nature’s Toxin. • Johanna: Can no longer escape Zagara’s Devouring Maw early if Iron Skin expires while inside the Maw.
• Junkrat: Can now move himself while he is Unstoppable by detonating a nearby Concussion Mine. • Malfurion: Reduced Healing applied by Strangling Vines now correctly lasts for its full 3 second duration, even if Entangling Roots expires or its Root effect is removed. • Medivh: Dying while attempting to redirect Ley Line Seal after learning Medivh Cheats!
no longer causes its targeting indicator to visually persist on the terrain. • Nova: Fixed an issue that could cause Holo Decoys to stop attacking nearby targets. • Nova: Fixed an issue in which Holo Decoys would not Basic Attack enemy Heroes if Nova did not have enough Mana to cast any of her Abilities. • Nova: Armor reductions granted by Anti-Armor Shells and Crippling Shot now stack correctly when applied to the same target.
• Sonya: Battle Rage no longer grants bonus damage versus Monsters. • Tassadar: Plasma Shield Healing done after completing the Khaydarin Resonance quest is now correctly tracked on the in-game stats screen (TAB). • Tassadar: The Talent tooltip for Khala’s Light now correctly states that only Heroes will gain Armor when Plasma Shield expires or breaks. This was only a tooltip correction; functionality has not been changed. • Thrall: Invulnerable Heroes who are within bounce range after casting Chain Lightning on a nearby target will no longer grant Crash Lightning quest progress.
• The Lost Vikings: Casting Spin to Win! no longer causes offscreen Vikings to play false “under attack” voice lines. • Zul’jin: Using Guillotine with the Buzzsaw Talent to kill Nova’s Holo Decoys or Samuro’s Mirror Images no longer grants Healing.
User Interface • Loadouts: The Hero’s name at the top of the Loadout pane will now update correctly when switching among Heroes during Hero Select. • Collection: Fenix now correctly appears when using the terms “Protoss” and “Dragoon” to filter the Hero roster. Head to the official Heroes of the Storm forums to discuss this post with other players.
Blizzard released a blog post yesterday detailing how the matchmaking works in Heroes of the Storm. Matchmaking has been a big topic lately as players didn’t really know how it was working and what criteria it looks for when finding players for a match. Turns out that HotS uses a very similar matchmaking system to Starcraft II which should really come as no surprise. But since SCII is largely balanced around 1v1 play, the matchmaking needs to be a little different in HotS.
You can check out the down below! Over the past few weeks, we’ve seen several conversations pop up within the Heroes community in which some players seemed a little mystified by how the matchmaker is intended to work, and how it interacts with the regional game servers around the world. We’d like to shed a bit more light on matchmaking in Heroes of the Storm, and hopefully clear up some of the questions you may have. Skill-Based Matchmaking Our primary goal with Heroes of the Storm matchmaking is very similar to the one we had with StarCraft II: To provide skill-based matchmaking that offers very even games in which players win around 50% of the time.
We learned a lot while we continued to build and develop the StarCraft II matchmaker, and we’ve been pretty happy with that system’s ability to provide very even matches overall throughout the years. Unlike StarCraft II, which is largely focused on 1v1 play, Heroes of the Storm is a team-based game. Having to account for 5v5 play, as well as the variety of roles a player can fill in Heroes posed a whole new set of challenges for us in terms of matchmaking.
We’ve taken the lessons we learned from StarCraft II and are improving upon our work there so that we can bring that same level of quality in matchmaking to Heroes.
We aren’t finished, though, and throughout each testing phase we’ll continue to improve on the work we’ve already done in order to bring you the best matchmaking experience possible in Heroes of the Storm. Team Compositions It’s no fun when your favorite Hero gets snatched up by someone else in a game lobby before you have a chance to make a selection yourself, which is why we allow you to select your Hero before you even enter unranked matchmaking queues.
Once you’ve made your selection and entered the queue, the matchmaker will then create a balanced team for you by finding other players of similar skill who have selected Heroes in complementing roles. In addition to this, we’ve also added a number of rules to the matchmaker in order to help further encourage the creation of well-rounded team compositions. • No more than 3 Warriors.
• No more than 4 Assassins. • No more than 2 Support. • No more than 2 Specialists. • No more than 3 Melee heroes. However, there are also a number of ways you can override these restrictions.
• If you’re in a full party, the rules no longer apply to your team and you can use any composition you like. • If you’re in a partial party, you can still create team compositions that fall outside of the matchmaking rules. • For example: A three person party that enters the queue as three Support Heroes is allowed. The matchmaker will do its best to round out your team, but your party will not be grouped with any more Supports. • Getting into a game quickly can often times be more important than waiting a long time for the perfect composition.
So, if a party has spent six minutes or more in the matchmaking queue, the rules may be broken in order to find a match. We’ll be keeping an eye on this rule to get a feel for how it impacts matchmaking, and may make adjustments to it in the future. We’ll keep improving on this aspect of the Heroes matchmaker so that you’ll continue to receive well-balanced team compositions as often as possible whenever you queue for unranked matchmaking.
Arranged Team vs. Random Team Arranged teams, or a group of players who enter matchmaking as a full party, are often able to better coordinate, communicate, and execute strategies than opposing random teams, which are teams made up of individual players grouped together via matchmaking.
Though random teams can and do win against arranged teams, our win percentage data shows that arranged teams generally have a slight advantage over their random counterparts. We feel that better games generally come from matching arranged teams with one another, and random teams with other random teams, and the Heroes matchmaker actually prefers to create games this way. Due to the relatively low Tech Alpha population, however, we’ve configured the matchmaker in such a way that it currently allows arranged and random teams to play against one another if an opposing team with a similar-sized party could not be found.
We’ve done this in order to get you into games faster, rather than making you wait when a more suitable matchup isn’t readily available. As the pool of invited Heroes testers is increased, these situations will occur less often. Eventually, the matchmaker will be able to consistently match arranged teams against other arranged teams and random teams against other random teams.
Whether a team is made up of individual players, a group of five friends playing together, or any combination in between, you can rest assured that the matchmaker will always take the team’s overall skill into account in order to find even matchups. Finding the Best Game Server for You We want all of our players have the most epic Heroes experience possible, and we’ve begun adding game servers located in regions around the world to help make that possible.
Our end goal for you as a player is that you’ll never need to worry about what server to connect to for unranked play, and we’ve implemented tech which allows the matchmaker to find the best game server for you automatically. In order to make this process as seamless as possible, the Heroes client first determines your round-trip latency (a.k.a.
“ping”) to all of the servers connected to the region you log into. Next, your ping information is used in combination with your individual skill rating to find and match you with other players of similar skill who also connect to your server. Making server selection automatic in this way allows us to easily add new game servers in the future, which will continue to improve responsiveness for players around the globe.
This system is already in place for unranked play, but due to the limited pool of Tech Alpha players and ongoing development work, you may occasionally find yourself in a game that’s not quite as responsive as others. Keep in mind, though, that those situations should become less frequent as we continue to make improvements and invite additional testers from each region to play Heroes.
Additionally, as we continue to design and develop ranked play, we’ll likely consider other server selection options which make more sense for that aspect of the game. We’ll always strive to find a great match for you both in terms of player skill level, as well as game responsiveness.
Future Improvements We’re constantly evaluating how our matchmaker is performing, and we’re always on the lookout for new ways to improve the quality of the games it finds for you.
Stepping ahead just a bit, we’d like to give you a brief preview for some of the ideas we’re considering for Heroes matchmaking in the future. • We’re currently exploring ways to assess individual player performance with finer granularity than wins vs. losses, and adjust your skill rating accordingly. • We’re also thinking about how we’d like to find matches for players who frequently abandon in-progress games, and are considering matching so-called “leavers” with others who exhibit similar behaviors.
• Finally, we’d like you to feel comfortable playing with all of your favorite heroes, even if you’re trying a hero out for the first time.
We’re looking into ways in which we can potentially adjust your individual skill rating by allowing the matchmaker to take into account how much you’ve played using your selected hero thus far, and find even matches accordingly. © 2013-2016 BlizzPro All rights Reserved.
World of WarCraft, StarCraft, Diablo, Hearthstone and Heroes of the Storm content and materials are trademarks and copyrights of Blizzard Entertainment or its licensors. All rights reserved. This site is a part of the BlizzPro.com network of websites and is not directly affiliated with Blizzard Entertainment.
HotS Most UNIQUE Heroes - Heroes of the Storm Top 3 Most Unique, cool. and Creative Heroes