Thank you. We appreciate the kind words.
The data says that the tooltip is correct.
Nightmare Fuel increases the duration of the ability, not the sleep it causes to your targets.
Hey there! I'll check this out. Thank you for the report! :)
These are awesome.
I think this is a great idea!
As a developer, passionate, long-form analysis like this is very different from the feedback we usually have the opportunity to see, and any unique vector for feedback is a positive for the development of the game, our understanding of the community, and the caliber of discussions that can take place. Awesome stuff!
Personally, it will improve your writing skills, your game design/analysis skills, your communication skills, and your social/community interaction skills. Most of which are positive for any job or activity you are currently pursuing or would like to pursue in the future.
Thanks! Much appreciated. :)
Working as intended.
We get enough data, even with a massive ban rate. Of course, as more data comes in we’re more confident with where things sit, but we have always had enough data to make educated changes before the first balance patch after a new hero release. After the first balance patch, we always have an even more clear picture of where things stand since we have that much more time for data to come in.
Balance patch is looking good!
For Deathwing, more general nerfs across the board, particularly to Destroyer form. Also some Worldbreaker buffs and talent tuning.
Can’t confirm dates. Confirming dates is the path to the dark side.
I see what you mean now!
I will check out the data and see if there is a problem here. Thanks for the info, wolvos!
Sounds like it could be a bug, I will pass it along!
These effects seem to match their descriptions. Johanna's gives 60 physical armor that lasts for 2.5 seconds. Works just like Yrel's Dauntless.
I believe this used to give block (like E.T.C.'s Block Party talent), which is physical armor, but only for one hit.
Physical damage in Heroes actually just means auto-attacks, so maybe that is where the confusion is coming from?
The only negative armor buff stacking I know of are debuffs that stack themselves multiple times, like the Firebats on SC maps. There is specific data for this type of thing though!
I like to try to give specific information about areas I have knowledge of, as is the case here, but sometimes "We'll look into" it is as specific as we can be, unfortunately. This can be because we can't say too much on a specific topic (secrets!) or don't have the research or information necessary to speak to a subject at that moment (we actually need to look into it). When "looking into it" doesn't result in swift change, it is probably because of design decisions, competing priorities, resource limitations, or technical issues, all of which are just a reality of development.
I think the team tries to interact with the community as much as we can, which hopefully you see as a positive!
Interesting idea and good write-up!
I was the one who implemented the change to armor stacking! (If I remember correctly, Brett, our lead designer, was the driver for this though) We didn't actually remove the cap, it is still 75 across the board. The lack of stacking just prevents you from hitting it in almost all cases.
Garrosh is a bit special case because I believe his trait still uses "base armor" (this is what Johanna had once upon a time), which *does* still stack with other sources of armor. Leaving his trait this way was probably intentional, or most armor buffs would just be useless on him, so he is currently one of the few heroes for whom the cap can apply.
Cool concept and execution!