We didn't have time to hook them up. In a future patch they should be usable. :)
This is placeholder but for some reason it got in the live build. Will fix.
I think we have a pretty good track record of responding to criticism and game feedback pretty often, so I take a bit of issue with the idea that we don't engage with the community or have hard conversations.
Just a couple of very recent examples:
These kinds of posts take a lot of time to write and edit, and this comes with the balancing act of using the time to make posts like these vs. a whole lot of other things that I need to do to actually make changes and improvements to the game.
As far as why we don't respond to everything right away, there are a multitude of reasons. A few of which are:
I hope this gives you some understanding as to some of the reasons why you don't see dev responses as quickly or as often as you may like. The fact is that we are here, we are connected to the community, and we are committed to continually improving the game.
There's a pretty big difference between making a new hero vs making a skin.
With a skin we have a framework with the base hero and their animations along with their ability models and FX. These things are already established and coming up with new was to approach these things are fun for us and seem to be fun to our players.
Making a Hero doesn't have this framework. Design is involved. They have to come up with a kit. We test the kit. It doesn't work. We go back and change it or scrap it and redo it. We test it... It doesn't work. We go back and change it or scrap it and redo it. We test it. Then we have to do talents.... similar process. Then on the art side we ask questions like "What is the ideal version of this Hero for our game?" "What do we need to do to make this Hero work for a tech, animation and art?". We make a plan. We try something and if it doesn't work we redo it. Lets not forget everyone who comes after. Voice over, Localization, our Video and PR teams as well as the tireless efforts of our QA peoples for the new content.
Eventually we get a Hero out of this. Making a Hero is less straight forward than a skin and takes much more time and effort from multiple departments across the team.
One last thing, just because we made Widowmaker Nova doesn't mean that Widowmaker is off the table. We had a Medic Uther skin before we put out Lt Morales. We had an AzGul'Dan skin before Gul'Dan. Just because we want to scratch an itch with a cool skin for a Hero doesn't mean we can't do that Hero. On a long enough timeline we'll get to all of them.
Stay safe out there.
I really like this. Well done!
Where are you seeing this? Would you be able to provide a screenshot or some additional information regarding where you are encountering them?
I’m not quite sure what you are trying to show in that screenshot. By Chains do you mean the ability, the effect, or the chains that wrap around Kel’thuzad?
If you are referring to the ones that are around the Hero, would you mind forwarding a replay along so I can see what happened to you when you completed the quest, as that is most likely the cause for them not showing normally.
You can do that by following the Bug Attachment Guidelines pinned post
If/when taken to an extreme, definitely.
For our latest wrestling-themed event, we’re taking Heroes of the Storm to the Intermultiversal Nexoweight Championship, where there are no rules and no mercy, just nonstop bicep-busting carnage. Gird your girdles for new Skins, Mounts, the bellowing Announcer MC Tombstone, special Quests, and more.
Firstly, I hear you and we went back a bit on his Health nerf due to feedback, though I am a little scared of him being too strong overall with the talent survivability gains that he's receiving, but data will make the picture much more clear once we get some so i'm not overly concerned for his long term competitiveness.
In general though you are correct in that we have been moving in the direction of having more impactful talents at the sacrifice of some base kit stats. This isn't true all the time and i'm not saying we're going to do this for everyone, but as a general statement the game is more interesting and fun when hero talents are more powerful. The different build paths and playstyles that taking different talents can create is a large part of what makes Heroes so fun to play and interesting to theorycraft about, so leaning into powerful talents makes sense to us.
Armed with her self-designed Endothermic Blaster and joined by her trusty weather-alterering sidekick Snowball, Mei is stepping into the Nexus to put her opponents on ice!
Our next Heroes of the Storm patch is live and brings a new Hero - Mei, the Nexomania II event, a new Nexus Anomaly - Climate Phenomena, along with a Mal'Ganis rework and more! Read on for more information.
So very cool!
We always notice.
The tendrils of Big Refrigeration run deep. Follow the money.