I've got fair skin so I use my shield as an umbrella too. Super fun! Nice work!
Made me laugh. <3
Hey there everyone!
I’d love to get some additional help in trouble shooting this issue!
@Vorphea - Would you mind seeing if switching display modes between Windowed, Windowed (Fullscreen), or Fullscreen causes any change in what you are seeing? Additionally, are there any other in-game UI elements that appear to not be loading fine (e.g. Ranked Screen, Collection, etc).
@Grobster - Would you be able to do us a favor and email us some log files? You can find those files in your Documents at this directory Heroes of the Storm\Support\BlizzardBrowser\logs. You can follow the steps listed in the thread at the top of this forum called BUG ATTACHMENT GUIDELINES
Thanks a lot for your help!
Great summary! Overall it was very solid.
As far as my feedback, I think it was a little long and could be shorter (super common advice, I know). You could spend a little less time going over the line by line changes and instead do a little summary at the end of each hero of what the changes mean to each hero's builds, playstyle, and/or viability. Anyone can read that an ability's cooldown was reduced from 9 to 8 seconds, but the insight and value you provide with these videos is what that means for the character's playstyle or viability.
I would also maybe spend a little less time on heroes who you know you don't play and thus you can't give hugely insightful comments about (for example in this video you don't have a ton of new Chen knowledge). It's fine to admit that you don't know the ramifications of the changes being made to a particular hero and to not be the expert on them, and it leaves you more time to delve into the changes that you really want to talk about and that you have more confidence in your conclusions.
Again great video. I look forward to watching more!
Thanks for the feedback. We'll take a look in the future and see what we can do.
Yep, DisableAbils actually sits on top of everything else as a mass disable, so it doesn't have to worry about if the character has the abilities or not.
In your video, at around 0:43, you can see that BubbleHearth is enabled while you are stunned, which is not intended. This is because it was enabled when you ended your channel, but hadn't been disabled (because you didn't have it) when you started the channel. You basically have an extra enable that is hanging around, letting you use it when you shouldn't be able to.
This interaction is exactly why I decided to pursue the code change to address this problem!
I DID actually address the Seraphim bug with an engine-wide fix -- coming in the next major patch, I believe!
Here is too much information about it:
This bug was very specific to Seraphim because Yrel disables all her abilities during a channel, but manually enables Seraphim. If you don't have it, it can't enable it, so it does nothing.
BUT, when the ability ends it undoes any enables/disables that it enacted (including those that didn't actually work), so Seraphim becomes disabled. Permanently.
I don't know if a pure data solution would have worked here. For instance, I think your fix is how it was originally, and would make Hand of Freedom and Bubble Hearth permanently enabled if you learn them while charging, meaning you can cast them while stunned/slept/charging/whatever. Fun for Yrel, but not ideal for her enemies.
The code change is that abilities can now track their enabled/disabled states even when they don't exist on the unit (because they haven't been learned yet). If you gain that ability, we now transfer the enabled/disabled state to the ability (and back if you unlearn it), so the state is correct even for abilities you don't have.
Our data is super complicated and priorities don't always let us address the problems we might want to, but these sorts of solutions are cool to see from community members -- thanks for taking the time!
Keep up the awesome work!
I do, but unfortunately it can't change the outcome :(
We do our Hero Rotations in large batches many weeks (6+) in advance as it requires a lot of work from multiple disciplines to actually deploy.
My sincere apologies to anyone that had their quest progression slowed down due to the mishap.
Sure - I guess I will oblige, but just because I'm waiting for my lava oatmeal to cool down.
Happy 4th of July all,
We are currently working on all sorts of things and the team is excited and passionate towards getting stuff to you as fast as possible! Here is a quick list of some of things we are currently working on:
New Content (Heroes, Skins, Mounts, Sprays)
Storm League Seasons
Game System Changes
Hero Mastery Identifications
The Heroes team is here with open ears! We love and appreciate all of your feedback, so keep doing what you do best :)
Oh my - definitely not an easy fix. Going to reach out to the most amazing game play engineer: /u/Blizz_JeffB
MY ENTIRE TEAM HAS THE NEXT 2 DAYS OFF AND COOL STUFF FOR THE GAME IS PUSHED BACK BY 48 FUC*ING HOURS!
Oh no - this sucks!
I am currently in charge of creating the rotation. While there are a couple free-to-play OW Heroes this week, they are in the 11th-14th unlocked slots.
This was an oversight for which I apologize. In the future we will try to be more accommodating in the first 10 slots.
You go rogue like this again and you may find yourself implementing 'Gantrithor ults' a full-time job.
If you don't stop going rogue like this, you may just become a straight-shooter with management written all over you.
Tread carefully my friend.
We believe we have identified and helped find a resolution to these issues. While it was not just Heroes specific, the fix will hopefully resolve any additional problems the effected region(s) may have been experiencing during this time.
Please continue to report any additional incidents if you experience them. Also - have a wonderful night!
Internally, we've been joking about a kamikaze Gantrithor ult for at least 5 years now. I'd like to think that this idea inspired Junkrat's Rocket Ride, but I can't say for sure.
I wanted to hit the Hallucination fantasy somewhere in his kit, but a literal translation was too close to Abathur's Ultimate Evolution or Nova/Samuro clones. We're also planning on keeping a slightly altered version of Oracle in his talent tree, which steps on the mechanic of Hallucination being a 'scouting' tool. I did spend a few days building out and experimenting with Hallucination as an active that empowered your basic abilities, but it didn't end up working in-game as well as it did in my head. After activating it, your next basic ability would gain a vector targeted component. When cast, Tass would create a hallucination at the cast position, instantly teleport a short distance in the vector direction, then both him and his clone would finish casting the ability towards the original target point. While super cool looking, it had its fair share of insurmountable problems and ultimately never made it to a play-test.
This is something that one of our UI Engineers is extremely passionate about and hopefully we can get him some time to dig into it in the near future!
We're still not ready to showcase the whole Tassadar rework, but I wanted to pop in and share a little bit of info where it seemed appropriate!
The current plan is that Force Wall becomes a base ability, replacing Dimensional Shift (which becomes its own talent). Being that this ability was a fully viable heroic choice on it own, we think it's appropriate to make a number of adjustments, including its cooldown, duration, mana cost, range and the birth delay to bring it more in-line with a basic ability. There is currently a toned down version of the Force Barrier talent still in his kit, as well as a some new talents.
And now I get to draw attention to the fact that Tass has an empty Heroic option! Let the speculation commence! *muahahaha*