“Everything [is] on the table” for the Heroes of the Storm Hanamura rework

Heroes of the Storm’s final dance with Overwatch concerned making an attempt to make payloads work in a MOBA, ensuing within the addition of the Hanamura map. Simply put, it didn’t work, and the map was faraway from all severe play after a couple of months. That work is ongoing, and it feels like there are not any limits on what Blizzard are prepared to do to repair it.

Overwatch gained’t lack illustration in Heroes of the Storm – Volskaya is on the way in which.

“We’re going through, taking a look at that battleground, basically looking at the whole experience,” John DeShazer says, lead battleground designer. “We’re actually putting everything on the table about what we want to do to address the concerns from the players. We took a lot of feedback while it was live, so we’re trying to go through as much as possible.”

Concerns ranged from video games being very quick, to groups not wanting to complete video games and easily farming their opponents to extend match time and get bonus development XP. The payloads themselves didn’t pressure fights, resulting in some very passive video games, and making it unclear to much less skilled gamers what they need to be doing. Even customary Heroes of the Storm mechanics, like taking down the second enemy fort, that are at the least alleged to be frequent between maps, have been left on the wayside. Not an excellent map, then.

As mentioned, work is ongoing, which means no agency information to report but. “Unfortunately I don’t have any specific details of what we’re going to be changing,” DeShazer explains, “because all of that is still under development. We’re iterating on it very quickly, but I also don’t have any timeframe of when we’re going to release it just yet. I will let you know we are in the middle of developing it again and trying to make sure we listen to the players about what their concerns were and why they didn’t find it as enjoyable an experience.”

“Everything [is] on the table” for the Heroes of the Storm Hanamura rework

However, this isn’t placing paid to the thought of non-direct battlegrounds – one the place you may’t straight assault the enemy core along with your hero. DeShazer calls Towers of Doom a “very successful” model of that type of battleground, with the chance for comebacks and “dynamic moments.” The builders additionally realized so much within the variations between Towers of Doom’s success and Hanamura’s failure. Why did one work whereas the opposite didn’t? Time.

“I would never say that it was off the table doing it again in the future, we’re definitely going to, but I also think we spent a lot of time and development on Towers of Doom. Hanamura was a shorter dev cycle – I think that ended up costing us a little bit in the long run. We definitely want to make sure that if we’re going to do something like that we plan for it accordingly. Give ourselves a lot of time because they’re definitely a trickier map to develop.”

 
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