Still waitng for general QoL changes to MMR and Ranked. All balance changes are irrelevant till the game is fun to play
This Thread is about the positive changes in HotS!
Complaining about âHypermobileâ Heroes and OW in particular is completely off topic.
The best changes for me were:
- Adding the sewers to WHJ sped up the boring and dull Gameplay on this vast map
- Removing tower ammunition
- Adding a consistent nomenclature for the talents that can get shared within the game and outside
Mate, im replying to the previous post, and I have said what I liked in hots changelogs.
Someone said something, I replied, alot of threads go âoff topicâ and have tangent conversations within a thread.
Get your passive agressive BS outta here
Not being able to do Q and E at the same time? Godswaps werenât always in the game you know.
I like the changes to Warhead that they made. The tunnels really opened the map up for me. Core changes were awesome. Keep targeting feels good too.
Most of the other big changes that have been made over the years, I canât really comment on, as I hadnât played too much then.
It is hard to say how many Artanis deaths are due to godswapping. ![]()
Oh yes, the role changes were really nice!
The objective just became less tedious but the map style is almost similarly played to Haunted Mines, just push while they are trying to push the payload, thatâs not a good sign at all because the payload itself doesnât provide enough value to be worth it.
Only changes I have liked are the exp globes and the fountain immunity. The rest have been pointless or wasted effort.
That is a tuning issue more than an actual map design issue. At least with Hanamura it is easy enough to rotate to deal with a push or Genji camp, as you lose nothing by ignoring the objective for a minute or two. In addition, unlike Haunted Mines, the design of Hanamura doesnât cater as heavily to specific siege heroes (Hammer/Sylvanas).
Mind you, I do think Hanamura needs additional work, but this design feels much more engaging to play than the original version, and I feel it can be brought into balance with some more adjustments. I do miss the central boss though. That was fun in a very silly way.
The camera change was HUGE.
I also liked how towers/forts/keeps target enemy Heroes if they attack you or an ally
Hero.
I like the few patches ago, they started tuning heroes to be more stronger with creative unique spells. Yes people whine, but itâs usually a big hit such as that major spike with the new Tass rework. Rehgar and Jo despite being strong, are still a hit.
Before people whine and complain how OP works, go play DOTA, where certain heroes late game become impossible to beat, and thatâs excluding the items and the single 3-5 second stuns lol.
Being OP is kinda what makes certain heroes stand out and addicting. The original formula for HOTS was that thereâd be no hard Carrieâs and were going for a football team mentality where roles and teamwork was important.
In theorem of pythogaras, That could work, but on average, you need to have a consistent teammates. Akin to how teams in footballs train with each other so it should be that you need a consistent team to train or play with. Playing with random noobs or players is the counter-balance to the team method that HOTS formula had.
I never got why they did that.
All those times my team mates tried to tank with Chen Artanis or Sonya⌠![]()
So youâd actually want tanks and bruisers back in the same group?
Or worse, I pick Dehaka on Sky Temple or Artanis on BoE, and my team immediately goes, âCool, we have a tank!â and promptly drafts 3 mages.
Again its quickmatch. Its not ment to be balanced. The name inplies it all. Its a low que time game mode. If you want better matches, you go to ranked or unranked or make a bot game.
You want some positive comments? Fine.
Auriel rework. She became popular over other healers for some time. Still was happy.
Stukov release. Played SC BW and wanted him to come.
Fenix release. Same.
Most 3D main screens.
Reghar rework.
TLV rework (or buffs)
Alterac Pass/Hanamura/Volskaya releases.
Removal of Mines.
Adding draft to ARAM from 3 heroes.
Valla nerfs.
Ming nerfs.
Gladiator medallion addition (Kekw Melke)
Adding tunnels to WHJ.
Carbot avatars addition.
Who said anything about quickmatch? This affected all game modes.
Just ignore the negative comments, some people are determined to try to turn this fun topic into yet another complaint post.
Mâlady, we try to stay COVID positive 
Hm. It's off here, but the way you said it, it resonated.
Yes, Blizzard designed their games for multiplayer. Fostering communities, if you like.
Same with guilds in WoW, whether itâs smaller dungeon groups or full on raids.
It is very noble up until the point it is like football or a board game. But most people canât dedicate several evenings a week. It also brands the person as onlinesocial and weakens their tangible support system (friends).
Not to mention how varying skill levels are handled in these games / teams.
Mandatory positive finish: Iâm happy as long as quick match is functional.
It wasnât a change in HotSâ lifetime but compared to DotA et al, it is a change.