Heroes needs to be balanced

actually, that was a copy paste of our last patch. It was so big that the web page had to load when I posted it and when I went to edit the post : p

Someone had an idea a while back that I quite liked. You could have the game track each heroes ARAM win rate and then offer the heroes with very high win rates less often. Something else that might work is to take a lot of those super safe poke heroes that are powerful in ARAM and only have them show up in games with healers.
Those are some things you could also do with out straight up balance changes.

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IF your team even picks one. For your idea to work then the draft mode need to be removed first and force random heroes on everyone.

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I don’t play ARAM, that’s why I asked about the appeal of that game mode to the OP.

I don’t gonna lie, I feel some symphaty in this cases, enjoying a part of the game that isn’t the main mode and expecting nice tuning around it (WoW pvp for example), but tbh I can’t figure out the popularity of ARAM to begin with.

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I once again want to point out, that disabling Talents and Heroes from Aram is not equal with balancing around Aram.

Yeah, the current incarnation of HotS’ ARAM is more similar to DotA’s Single Draft where you get 1 pick from 3 heroes.

Could you explain what you mean?

This is true. I probably should have mentioned it here again but I think we should be able to trade our picks in aram to. So it would be more likely that someone picks the healer and that the healer goes to someone who actually likes healing.

I also want to say that restricting these poke heroes to healer games would also make melee heroes without big gap closers in non healer games feel better to play as they would be less likely to match in to heroes who they cant deal with.
Stuff like malthael, malganis, yrel, valeera and to a lesser extent heros like khara, sam, rag, and xul. All these guys are either just bad in aram or can randomly struggle to do anything to the extent that its just not fun at all.

Somebody says there’s a watch that is slightly off underwater and needs tweaking to work properly there. I remove the watch entirely. Did I fix it for underwater usage?

No offence, but I think I understand your position even less D:

I guess, I’d balancing is simply when you change the way the game is played at its mechanical level usualy with the end goal of making the game more fair but you can also balance things for fun.

Heres the dev quote from the balance patch where they removed raynors level 20.

“We have decided to remove Execute Orders from ARAMs, as we think even a less powerful version is still not healthy for the game mode.”

Source: Heroes of the Storm Balance Patch Notes - June 15, 2021 — Heroes of the Storm — Blizzard News

Here they outright say they do this in the name of fun. They also imply that making a less powerful version was an option and a thing they are able to do.

I will say that outright removing things is a clumsy way to way to do it and a bit of a kill joy so id prefer other balancing methods are used in the future.

Aram did receive balance changes over the years (invulnerable fountains, certain Heroes removed, etc). But the Heroes themselves never got changes due to Aram. All their stats, gimmicks, mechanics, talents remained the same. The most that happened that they were either removed, or their talents (mostly Heroic ones) got removed which effects basically a single lane, as that’s too strong on singlelaned maps. But disabling (removing) something (like a watch), does not fixes, nor even changes that thing.

I think im starting to understand now. Its true that removing execute orders did not change execute orders but i think your zoomed to far in beacuse the removal of execute orders did change raynor.

It might effect how one can play Raynor, but Raynor itself was not changed, nor that Talent.

Currently two Heroics (Lava Wave and Sandstorm), and 2 Stormtalents (lvl 20s: Yrel’s Bubble HS and Raynor’s Execute Order) are the only Talents removed from the game.
These can be abused or they remove Aram’s purpose or core features, so they’re disabled. But none of these, or other Heroes’ and their Talents recieved balance changes.

Since ppl already have a really hard time learning up to 90 Heroes and their many Talents even at a surface level, creating separate iterations of Heroes (one that is balanced for Aram and one for the rest) is unrealistic. And since this is a 2-3 laned map in every mode except Aram (which isn’t even the most played one), balancing Heroes around their power on a “third a map” map would leave them unbalanced.

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Is this not balancing as i have defined it? D:

That feels like a pessimistic way to look at it. If people like the game, they will be willing to learn it.
It’s also completely realistic. Other (far more complicated) mobas have done this with great success.

Plus

Noone would have to learn how these systems work to play the game.

Apologies for my misunderstanding. Believe it or not, I too feel sympathy for those who don’t enjoy mirror games, as for the most part, I don’t like them either. The problem, though, is being very much overstated, as I average about 1 mirror game to every 50 ARAM games I play.

As MM are now so rare, I don’t find them to be an issue and most people just play them through without going AFK, despite the exaggerations such as “nine players left the MM and I had to play with bots!”

Yeah, I had a Gul’dan mirror a few days ago, the first MM in a rather long time, and no one left or afk’d. Even though we lost, no one rage quit before the last of the HP drained from our core.

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My last ARAM with all Raynor had no leavers aswell. All played it through. Most of the time its just the loud minority that makes it sound like its a huge problem. Or maybe its just US server that is filled with more quitters then we have on EU server.

I see most complains on this forum mostly comes from US accounts.

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Hum, actually I am thinking that this kind of balancing may be worse than not balancing at all. I am talking about the rate of appearance of a hero depending on its win rate in ARAM. In this case, when one of the team has, let’s say Azmodan, the other team may have less chance to have someone let’s say Chromie. Well, I am not sure…

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Having different sets of stats just muddles up the game’s sense of fidelity. The game is already incredibly complex, and to add on top of that for people to learn different versions of the game for different modes would just be needlessly confusing even if there was a team that could support it.

Does X do Y in ARAM or was that in QM? Now multiply that for every conceivable granular stat change.

What I find hilarious is how Naz is like top in ARAM and drops dramatically in other modes. Just shows you how many terrible Naz players that probably lose way more than they should who just farm minions all day when he can actually be decent in team fights.

I mean honestly, I’m not in love with baseline quests in general which I think is part of the problem. I’d love to see a lot of them reworked where their baseline is higher but not having ridiculous power spikes. ZJ’s in particular is just so much when that really should be part of your talents so the balance is at least offset by choice.

And Mephisto could see a small nerf regardless of mode. Zag could also see some changes to roach build that makes it more skill based so that the popularity isn’t so high. Giving roaches a larger radius AND a quest with that power bump seems like way too easy a choice for low skilled players. I remember when way back in the day when Tyrande had larger radius on her stun. I loved it, but it made landing stuns way too easy. The baseline AA range buff also makes her way too safe which she never needed since all her abilities can attack from range. They can buff her in other ways if she is weak.

Nerf Mephisto’s 16 and he will be ok, Q16 is extremely over bloated and it shouldn’t deal this amount of damage. And I really mean it because that crap has better damage rating than his other 2 talents on that tier, its so stupid.

4% on their Wind Walk?