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Heroes of the Storm: Battlegrounds | Summary

This article is being updated as the presentation goes on. Stay tuned!

Core goals

  • Clean design
  • Conflicts
  • Finality

Battleground Gameplay

  • complete objectives
  • get reward

Layout

  • The map focuses on several core rules
  • But also a strong focus on the mechanics

Mercenaries

  • are a secondary objective
  • a clear design: they go out there and damage buildings
  • placed in key locations

New map: Towers of Doom

  • Territory control gameplay
  • There are various towns scattered over the map
  • The towns are the primary weapon mechanism of this map
  • Altars are used to fire this “weapon”
  • there is always a desire to make things unique
  • all maps so far have two or three lanes
  • the first version involved:
    • there were no cores
    • there were five forts
    • destroying the forts made them change side
    • possessing forts gave your team points
  • Current version:
    • three lanes
    • cores are back again
    • features unique mercenaries
      • Sapper Camper
        • joins the wave, but when he gets close to an enemy structure, he charges into it and destroys himself while dealing a lot of damage
      • Headless Horseman
        • after capping him, he launches energy volles at the enemy structures
      • To damage the enemy core, you use the special shrines that are placed at neutral points.

Arena

  • New game mode completely different from Quick Match and Hero League
  • At the beginning your team is offered a random selection of heroes
  • At first it was all random, but they wanted to give the player a degree of control and choice
  • there is a chance to have a 10x Hero mode: everyone playing as the same hero
  • heroes with little damage won’t be aviable in 10x mode
  • players start at level 10 and choose a heroic
  • hero respawn is set to 15 seconds
  • The team continues to add new battle grounds and expand mechanics
 

Heroes of the Storm – Hero Deep Dive | Summary

This article is being updated as the presentation goes on. Stay tuned!

  • Silhouette is important
  • Desire to break the rules of the genre

Phases of hero creation

  • 1st Phase: Paper Design
  • 2nd Phase: Tech Design
  • 3rd Phase: AI Playtests
  • 4th Phase: Design Playtests
  • 5th Phase: Dev Team Playtests

Lunara

  • during WC3, there were a lot of details in the concept art that couldn’t be included
  • Ranged Assassin
  • Skills
    • Z – Passive movement speed bonus of 20%
    • Trait: Nature’s Toxin
      applies a damage over time effect on the target
    • Q – Noxious Blossom
      Casts a pod that applies a AoE Damage
    • W – Crippling Spores
      Slows down enemies affected by her trait
    • E – Wisp
      Sends out a wisp to scout
    • R1 – Thornwood Vine
      Fast moving skillshot with 3 charges
    • R2 – Leaping Strike
      Jump over the target while attacking it, has 2 charges
  • Lunara has talents that reduces magic damage

King Genn Greymane

  • Greymane is a shape shifter, with a human and worgen form
  • during the design there was a challenge to make him recognizable in both forms
  • Ranged/Melee Assassin
  • Wears down the enemy from afar to then turn into his worgen form to finishes him of
  • Skills
    • Q – Gilnean Cocktail/ Razor Swipe
      • Gilnean Cocktail
        Human Greymane hurls a chemical-filled cocktail, dealing minimal damage to first enemy hit and increased damage to all other enemies
      • Razor Swipe
        Wolf Greymane dashes forward a short distance and performs a cleave attack with his claws
    • W – Inner Beast / ???
      • Inner Beast (?)
    • E – Darflight/ Disengage
      • Darkflight
        Human Greyman leaps to his enemy, becoming a wolf and tearing at his enemy with his claws
      • Disengage
        rolls away and shifts back into human form
    • R1 – Marked for the Kill
      Human Greymane fires off a silver bullet toward his opponents; first hero hit becomes vulnerable and takes additional damage
    • R2 – Go for the Throat
      Wolf Greymane leaps a short distance and swipes at them three times, dealing a large amount of damage. If the enemy is killed, Go for the Throat’s cooldown is reset

Cho’gall

  • Cho’Gall’s character model is circa Twilight’s Hammer Cult in Cataclysm
  • Cho’gall breaks the rules, having two players controlling one hero
  • Two heroes in one:
  • Cho controll’s hero movement and auto attack
  • Cho’s Skills
    • Q – Surging Fist
      Wind up for at least 1 second temporarily slowing yourself, then reactivate to charge in a direction. Enemies in your path are knocked aside and take moderate damage.
    • W – Consuming Blaze
      Ignite nearby enemies, dealing heavy damage over 4 seconds. If this hits an enemy, gain a large amount of health over 4 seconds.
    • E – Rune Bomb
      Roll a bomb dealing heavy damage to enemies in its path. Gall can use Runic Blast to detonate it and deal massive area damage.
    • R1 – Hammer of Twilight
      Passively increases Basic Attack damage by 25%. Activate to swing the Hammer and deal massive damage, push enemies away, and stun for 0.75 seconds.
    • R2 – Upheaval
      After 1 second, pull enemies toward you, slowing them by 25% for 3 seconds and dealing moderate damage.
  • Gall’s Skills
    • Q – Shadow Flame
      Deal heavy damage to enemies in the area.
    • W – Dread Orb
      Throw a bomb that will bounce three times, dealing heavy damage to enemies.
    • E – Runic Blast
      Detonate Cho’s Rune Bomb, dealing massive damage around it.
    • R1 – Twisting Nether
      After 1 second, nearby enemies are slowed by 40% while you channel, up to 5 seconds. Activate to deal massive damage.
    • R2 – Shadow Bolt Volley
      Unleash 20 Shadow Bolts over 4 seconds, each dealing heavy damage to the first target hit. The bolts fire towards your mouse pointer.
  • Z: Cho’gall will carry around his mount, instead of riding it

Q&A

  • The team will look into more fitting death effects for heroes like Diablo and Artanis fitting their lore
  • Blackthorne is in the talks, but no details could be disclosed
  • The option of “gender bendered” skins is worked on, but there are technical aspects that need to finished for implementation
  • Gul’dan is right now being worked on by Phill Gonzales
  • If Cho disconnects, the AI takes over and listens strongly to your pings, but the AI keeps control of

 

New Heroes, Skins, and Mounts Coming Soon

It’s this time of the month again when we get a look at the new skins and mounts for Heroes of the Storm.

Check out the upcoming heroes, hierarch Artanis and the medic Lt. Morales.
In case you weren’t lucky during Hallow’s End in World of Warcraft, mount up on the Headless Horseman’s Charger.
And finally you can ride with Raynor in style on a Vulture mount!.

Interested in what the Heroes of the Storm development team has been working on? Well we’ve got a sneak peek at some of the new Heroes, skins, and mounts currently in development, including Lt. Morales, the combat medic; and Artanis, Heirarch of the Daelaam!

These skins and mounts aren’t available yet, but they’ll be warping into the Nexus soon. Until then, check out the video below for a closer look:

  • Lt. Morales
    • Master Lt. Morales
    • Apothecary Morales
  • Artanis
    • Master Artanis
    • Purifier Artanis
  • Marshal Raynor and Themed Abilities
  • Buccaneer Falstad and Themed Abilities
  • Marshal’s Outrider Mount
  • Void Speeder Mount
  • Nexus Battle Beast Mount
  • Headless Horseman’s Charger Mount
  • Vulture Mount

Which of the above skins and mounts were your favorite, and what else would you like to see added to Heroes of the Storm? Let us know in the comments below!

 

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