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#235 - Into the Nexus: “Passing Wind”

• Garrett • Kyle 

http://dts.podtrac.com/redirect.mp3/feeds.soundcloud.com/stream/502831428-user-60002053-235-into-the-nexus-passing-wind.mp3

Season 3 2018 is coming to a close! Season 4 begins next week, September 24th. To get you ready, Garrett and Kyle host a meaty episode full of Live Balance changes, a Developer AMA and a PTR changes with a Garden of Terror rework alongside a Kerrigan and Brightwing update. All of this punctuated by the discussion surrounding solo lane tanks and solo queue Team League.

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Intro:  Welcome to Into the Nexus! The Heroes of the Storm podcast!

Played a fun game drafting only what https://hotsdraft.com/draft/ told me to.


News

Live Balance Update

https://heroesofthestorm.com/en-us/blog/22484230/heroes-of-the-storm-patch-notes-september-19-2018-2018-9-17/

Hanamura Temple

NOTE: These changes are intended to slightly increase the amount of overall experience available from mercenary camps, but in a more consistent spread.

Buffs

Chromie

5% buff to her Health & Regen. Her trait’s bonus damage is up 12%. Dragon’s Breaths will be coming out one second sooner thanks to a CD reduction. Mounting Sand, Deep Breathing and Mobius Loop all received major buffs as well.

Stats

Abilities

Talents

Falstad

He’s been on a modest rise in the winrates.

Mana costs are down for Hammerang, Lightning Rod, and Barrel Roll. Lightning Rod and Barrel Roll also received CD reductions. The only ding to Falstad is 5 seconds added onto the CD of Flight, bringing it up to a full minute.

Abilities

Nova

Been struggling in the winrates for a long time now. Don’t get too excited though, the buffs here are to underpicked talents: Advanced Cloaking, Perfect Shot, and Explosive Shot. It is worth mentioning though that her movement speed bonus on Advanced Cloaking has been DOUBLED.

Talents

Anub’arak

Been hovering around the 50% WR for a while. 1 second off the CD of Carapace.

Abilities

Arthas

Modest buff to Health & Regen.

Anub’s Carapace. Arthas, ETC, and Tyrael all getting more Health & Regen. Are we still trying to make up for the loss of base armor from 4 months ago. Feels like longer.

Want to make sure and talk about Frostmourne Hungers getting 2 seconds shaved off its CD. More empowered Basic Attacks means more than just increased damage, it means more Mana generation.

Stats

Abilities

ETC

Stats

Tyrael

Received the most minor of buffs to Health & Regen but Righteousness also had CD and Mana cost reduced.

Stats

Abilities


Nerfs

Mephisto

Damage is down on Lightning Nova and Consume Souls’ Slow isn’t nearly as slow (down to 25%).

To try and balance the Heroic scales though they’ve buffed Durance of Hate greatly. The missile now travels 25% further and 25% faster. The root duration gained half a second and the damage went from 160 to 250.

Developer Comment: Mephisto is certainly making an impact on the Nexus. He's been on the higher end of Hero winrates and, judging from how players with a lot of games are performing with him, we expect that he will continue to rise as players gain experience. Our goal with these changes is to bring his overall damage down, balance out a few of the Talent tiers performance, and increase the consistency of Durance of Hate.

Abilities

Talents

Tyrande

We all saw this coming, but not what form it would take. Keep an eye on your Mana because Tyrande’s Q heals for less and costs 50% more. Shadowstalk got a minor ding to its heal as well. And if you’re Starfalling for Q reduction the heal/cost nerf will affect that Heroic’s healing ability as well.

Stats

Talents

Lunar Blaze was running away with the pick rate at Level 4 but Trueshot Aura had a respectable percentage as well. Both have been nerfed. Your Lunar Flares won’t be traveling as far and Aura’s extra damage isn’t as high.

Fenix

Abilities

Genji

Abilities

Raynor

Stats

Sgt. Hammer

Abilities

Talents

Deckard

Talents

Whitemane

Abilities

Talents


Solo Lane Adjustments

In short:

This is a hard problem to fix, some solutions can be

Zergling’s Full Post:

The off lane has evolved through the metas and it has finally reached a point where beefy off laners with wave clear are the predominate pick. Which includes Blaze/Yrel/Dehaka dominating the solo lane.

1) Why doesn't anyone push the lane, why do off laners just stay mounted?

2) But, why do they sometimes clear the lane instead of holding it?

3) Why don't you just trade HP and push the lane as offlane?

4) INFINITE AMMO

These are the reasoning behind the off lane meta and why it is this way. That is why some pros are complaining about the offlane, cause there is no reward to push and you are stuck with fat characters hitting another fat character with a wet noodle. Trading is pointless, pushing is pointless, and the only reason is to kill minions. And if you have a hard winning top lane that allows you to push, they opposing off lane should just hold the minion wave at his wave to win the globes (x2) and minion wave.

This is a hard problem to fix, some solutions can be

Blizz_AZJackson’s Response In Short:

Blizz_AZJackson’s Full post:

We’ve been reading a lot of the discussion on the solo lane, and are still talking with each other internally about what the true causes and solutions are for the current state of the solo lane.

Here are some of my thoughts on the current state of the solo lane:

  1. I agree that there is an issue with there not being enough interaction between some heroes in the solo lane, and that at the highest levels it’s not great that the optimal play is to kill minions and largely ignore the enemy Hero.
  1. As a side note here, a constant struggle we have as developers is that we want to create a game where offensive play is generally the optimal strategy. It’s important that, most of the time, offensive play is optimal so that the game has exciting moments and is driven towards its inevitable conclusion. However, at the extreme top end of play, pros are actually encouraged to find any situation where the optimal play is to be safe so that they have a better chance to consistently win more often, as offensive play is generally also more risky, and therefore less desirable.
  1. I believe it’s a complicated problem. There are a lot of factors going on, and saying that the cause is purely something like infinite tower ammo is a bit scary to me as we could easily make a mistake and create system-level changes that don’t actually resolve the true issues, which could, at best, do nothing to solve the problem, and at worst create more issues with the flow of the game as a whole.
  2. From my perspective, we didn’t really see these issues so much after Tower Ammo specifically came out, and we saw it a lot more with the release of Blaze and Yrel, who are both heroes with incredibly high sustain, good waveclear, and who are difficult to gank. Because of this, we targeted the sustain of both of these heroes in our balance patch which is coming out today. I don’t think this will completely solve what’s going on, but it’s a step that we wanted to take in the short term and see how that works.
  1. I admit that this could be an incorrect observation, as it could have just taken this long to have other root issues of the solo lane experience come to light.
  1. We had many reasons for tower ammo being infinite, and we would like to explore other ways to make laning interactive outside of reverting that change. We’re totally open to feedback and suggestions here, and will be having discussions going forward about how to make this more interactive. One cool suggestion that I thought was neat was ChaosOS’s post about the mage minion having Sapper-like qualities to it.
  2. In regards to my view on the specific problems and where I’d like to see the solo-lane go, the two things I’d like to see are:        
  1. More management of Health, Mana, and getting value in trades against the enemy hero. When heroes have too much sustain (ex. Blaze and Yrel), it’s a heavy de-motivator to interact with the opponent since that damage will quickly be undone.
  2. More reward for winning the lane. Right now I believe that the risk/reward for shoving the opposing hero out and pushing with the lane is not enough in favor of the player who is outplaying their opponent in the lane.

What they did to help combat this in yesterday’s patch :

Blaze

Developer Comment: Blaze is performing very well in professional play but is currently our lowest winning Warrior in the game. To balance his effectiveness in the pro scene, we’re increasing the cooldown and lowering the effectiveness of Bunker Drop. His laning phase is also not as interactive as we’d like it to be, so we’re increasing the Mana costs of his abilities to reduce his perpetual wave clear and sustain in the early phases of the game. In exchange for these nerfs, we’re giving him some base survivability buffs, reducing the cooldown of Jet Propulsion, and improving some of his talents.

Abilities

Talents

Yrel

Abilities


Patreon Mention: Patreon.com/ITN

Thanks to our Patreon producers Declan H, CheezyBob, and Pythagos.

Patron Thanks Doc for keeping track


PTR - Team League

Developer Comment: Heroes of the Storm is primarily a team-based experience and, with this change, we’re hoping to make it easier to have that experience without putting restrictions on party size. In our current system, competitive solo players do not have many opportunities to find groups of players to play with in a ranked queue. To give these players more options for their competitive experience, we have removed all party size queue restrictions from Team League. Our hope is that this leads to a more robust Team League experience and that solo players find more regular groups to play with.


PTR - Garden of Terror First Impressions


PTR - Kerrigan Rework

Heavily edited down

Developer Comment: Kerrigan is receiving an update to increase the tactical depth of using her abilities and increase the impact that her Talents have on her playstyle. We've reduced the range on Ravage but added a second charge so that smart Kerrigan players can use it to maneuver on the battlefield, as well as utilize a lot of her Talents to get the most out of the ability. We've added a secondary explosion to Primal Grasp so that Kerrigan will want to continue to worry about her positioning after her initial engagement occurs, as well as provide the opportunity for new Talent interactions. We've also added a skillshot component to Ultralisk so that the Heroic can feel like it has a big moment when it is first unleashed. Overall, Kerrigan should play mostly the same, but have increased room for mastery and playstyle specific builds.

Interesting Talents:

Level 4 : Kinetic Fulmination (W)

Level 7 :  Boundless Fury (Q)

Level 13 : Volatile Power (Trait)

Level 13 : New Talent - Chrysalis (Active)

Level 16 : Mounting Potency (Q)

Level 16 : Painful Spikes (W)

Level 16 : New Talent - Unbridled Energy ®

Level 20 : Omegastorm ®


Brightwing Rework

Heavily edited down

Developer Comment: Late last year we decided that we wanted to add a fun mini-game to Brightwing utilizing her Arcane Flare as the focal point. As it often happens, while making the initial changes we started diving in deeper and deeper. Nearly a year later, we are excited to showcase a fully updated talent tree alongside some fundamental game-play changes to our resident Faerie Dragon. With a baseline AoE cleanse-type effect and added healing potential to her Arcane Flare, Brightwing should bring some new major play-making abilities to her team.

Abilities

Interesting Talents :

Level 1 -

Level 4

Level 13

Level 16

Level 20


AMA Tidbits

Master/Grandmaster Queue times :

Heroes Comments :

Maps :

Blackheart’s Bay will receive a light update, nothing as big as Garden of Terror

Links


Outro

Patreon Shout Out

ITN is supported by our badass Patrons. You can become a ITN Patron by going to Patreon.com/itn.

Thanks to our Patreon producers Declan H, CheezyBob, and Pythagos. ITN shirt at shirts.amove.tv. Coffee mugs and glasses are over at etched.amove.tv.

Catch the live show Thursday at 5pm Eastern / 2pm Pacific on Twitch.tv/Amovetv. Mobile live stream provided by Alpha Geek Radio.

Follow the show on Twitter @ITNcast and ITNpodcast.reddit.com.

Thanks to Gorath for our intro music and briangriffithmusic.com (@briangriffith) for our outro..

Personal Stuff

Garrett

Follow Garrett @GarrettArt

NOMOONart.com for Garrett’s stream designs.

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Kyle

Kylefergusson.com