{"id":7186,"date":"2016-06-14T09:43:20","date_gmt":"2016-06-14T07:43:20","guid":{"rendered":"http:\/\/psionic-storm.com\/?p=7186"},"modified":"2016-06-17T10:40:33","modified_gmt":"2016-06-17T08:40:33","slug":"matthew-cooper-parle-de-health-sustain","status":"publish","type":"post","link":"https:\/\/psionic-storm.com\/de\/matthew-cooper-parle-de-health-sustain\/","title":{"rendered":"Matthew Cooper nous parle de health sustain"},"content":{"rendered":"<p><a href=\"https:\/\/psionic-storm.com\/les-dessous-du-nexus\/matthew_cooper\/\" rel=\"attachment wp-att-1589\"><img loading=\"lazy\" decoding=\"async\" width=\"896\" height=\"598\" class=\"aligncenter size-large wp-image-1589\" src=\"https:\/\/psionic-storm.com\/wp-content\/uploads\/Matthew_Cooper-896x598.jpg\" alt=\"Matthew Cooper Large\" srcset=\"https:\/\/psionic-storm.com\/wp-content\/uploads\/Matthew_Cooper-896x598.jpg 896w, https:\/\/psionic-storm.com\/wp-content\/uploads\/Matthew_Cooper-600x400.jpg 600w, https:\/\/psionic-storm.com\/wp-content\/uploads\/Matthew_Cooper-768x512.jpg 768w, https:\/\/psionic-storm.com\/wp-content\/uploads\/Matthew_Cooper.jpg 1382w\" sizes=\"(max-width: 896px) 100vw, 896px\" \/><\/a><\/p>\n<p>C&#8217;est dans un long message post\u00e9 sur le forum de Blizzard US, que <strong>Matthew Cooper<\/strong> (Senior Game Designer chez Blizzard) nous parle du <strong>health sustain<\/strong>. Avant de commencer, Matthew indique qu&#8217;il passera de temps en temps sur les forums afin de mettre en avant les discussions que l&#8217;\u00e9quipe de d\u00e9veloppement est en train d&#8217;avoir en interne. Cela nous permet d&#8217;avoir une meilleure visibilit\u00e9 sur les experimentations de Blizzard en interne et c&#8217;est une tr\u00e8s bonne chose !<\/p>\n<p>Qu&#8217;est ce que le <strong>health sustain<\/strong> ?<\/p>\n<p>Pour les anglophobes, rappelons que health veut dire sant\u00e9 et que sustain signifie soutenir\/maintenir\/supporter. Dans Heroes of the Storm, le health sustain repr\u00e9sente la capacit\u00e9 \u00e0 se soigner et ce, gr\u00e2ce \u00e0 toutes les sources disponibles : regen de vie, collecte des globes, utilisation de la fontaine, les talents comme <em>Ma\u00eetre en r\u00e9cup\u00e9ration<\/em> ou <em>Lois de l&#8217;espoir<\/em> ou encore les sorts de soins.<\/p>\n<p>Matthew explique que son \u00e9quipe est en train de surveiller le health sustain et qu&#8217;ils ont d\u00e9j\u00e0 plusieurs id\u00e9es qui pourraient se concretiser prochainement.<\/p>\n<h3>Les globes de regen<\/h3>\n<p>Ils voudraient augmenter les soins\/mana des globes de regen afin de donner une meilleure raison d&#8217;emp\u00eacher vos adversaires de les r\u00e9colter tout en vous donnant une meilleure raison de les r\u00e9colter. Blizzard est en train de tester cela en interne, avec une augmentation par globe de 12% de points de vie et 8% de mana.<\/p>\n<h3>Les fontaines<\/h3>\n<p>Concernant les fontaines, Blizzard teste actuellement l&#8217;augmentation du temps de recharge, il il passerait de 100 \u00e0 120 secondes mais augmenterait la quantit\u00e9 de mana re\u00e7ue de 20% \u00e0 30%. L&#8217;id\u00e9e est de rendre l&#8217;acc\u00e8s \u00e0 la fontaine plus strat\u00e9gique et obliger le joueur \u00e0 prendre des d\u00e9cisions comme le retour \u00e0 la base, ou jouer plus d\u00e9fensif selon les timers de la map.<\/p>\n<h3>Regen de sant\u00e9 passive<\/h3>\n<p>Concernant la regen de sant\u00e9 passive, l&#8217;\u00e9quipe a imagin\u00e9 le retrait des talents donnant des soins comme <em>Ma\u00eetre en r\u00e9cup\u00e9ration<\/em> ou <em>Secourisme<\/em> mais cela rendait trop p\u00e9nalisant certaines situations, comme par exemple le fait de marcher sur un <em>Nid toxique<\/em> d&#8217;Abathur.<\/p>\n<h3>H\u00e9ros Soutiens<\/h3>\n<p>Matthew a volontairement exclu les Soutiens de cette conversation pour \u00e9viter de d\u00e9vier le sujet sur ces h\u00e9ros uniquement.<br \/>\nVoil\u00e0 pour le r\u00e9sum\u00e9, si vous le souhaitez, vous trouverez ci-dessous le post en anglais. En esp\u00e9rant avoir traduit tout cela au mieux, en tout cas, je l&#8217;ai fait avec beaucoup d&#8217;amour !<\/p>\n<div class=\"blizzard\">\n<h6>Discussion on Health Sustain<\/h6>\n<p>Hey all,<\/p>\n<p>My name is Matt and I am a member of the balance team for HOTS.<\/p>\n<p>I\u2019ll be coming to the forums occasionally to highlight different areas of the game that we are currently examining. With this, I\u2019ll be looking to get your feedback, but also provide the community with additional insight into why we are investigating something and what the goals we are trying to accomplish are.<\/p>\n<p>While I won\u2019t be able to respond to every question or comment, please know that our team is listening to your feedback!<\/p>\n<p>So, without further ado, the first topic: <strong>Health sustain.<\/strong><\/p>\n<p>This includes all sources of healing available including passive Health Regeneration, collection of Regeneration Globes, using a Healing Fountain, and a wide range of sustain talents such as Regeneration Master or Laws of Hope. Of course let\u2019s not forget those pesky Support characters who can quickly top you off, or even returning to your Hall of Storms for a full heal.<\/p>\n<p>Why are we looking at sustain, and what are we trying to accomplish?<\/p>\n<p><em>Well, here are a few things: <\/em><\/p>\n<p>\u2022 Poke heroes such as Chromie or Lunara can have much of their damage output invalidated by the constant uptick of health. This is partially why Chromie\u2019s damage is tuned so insanely high, she essentially sits in burst territory.<br \/>\n\u2022 High sustain limits the reward of outplaying an opponent in a small skirmish fight. Your skillshots and those \u2018small wins\u2019 you get don\u2019t ultimately matter that much unless you can get a kill.<br \/>\n\u2022 With the exception of a major lane bully like Zagara, it can be very difficult to decisively win a lane and force an opponent out. The reward for denying Regeneration Globes in lane also doesn\u2019t end up meaning much.<br \/>\n\u2022 In team fights, high sustain can create somewhat passive skirmishes. Unless you have the burst damage to immediately destroy an enemy, most of your damage isn\u2019t meaningful. This is partially why Burst Damage &amp; CC are so prominent.<\/p>\n<p>While the above is an oversimplification of a large system in the game, hopefully this provides some food for thought for your discussion.<\/p>\n<p>Ultimately, we\u2019ve experimented and discussed this internally a lot. There often isn\u2019t a \u2018Silver Bullet\u2019 in design, and this area is no exception. There isn\u2019t even necessarily a consensus amongst the design group of if this is even a problem or what the right solve may be.<\/p>\n<p><em>With that all in mind, here is where we are currently leaning:<\/em><\/p>\n<p>\u2022 <strong>Regeneration Globes:<\/strong> We\u2019re actually looking to tune these up, while also cleaning up the math on these a bit. The hope is that denying opponents access to Regeneration Globes while securing your own ends up being a more meaningful event. The math on these in the live game is awkward right now, but it works out to be roughly 6.2% of your max health and 32 mana. We\u2019ve been playtesting with a change that increases this to 12% of your max health and 8% of your max mana.<br \/>\n\u2022 <strong>Healing Fountains:<\/strong> We wanted to make using your Healing Fountain a bigger moment. A crazy first idea we had was to increase the CD on these from 100s -&gt; 300s (and buffed accordingly). With such a long CD, it would become a huge moment and extremely deliberate of when to use a Healing Fountain. After much testing we are leaning towards a smaller change though. We\u2019ve been playing with increasing CD from 100 -&gt; 120s which feels meaningful but familiar. There are additional moments where that added 20s is enough to force you back to the Hall of Storms. We\u2019ve also increased the mana provided from 20% -&gt; 30% but kept the health the same. This ends up being an overall reduction in the HPS that these can provide.<br \/>\n\u2022 <strong>Passive Health Regeneration:<\/strong> While we\u2019ve tested quite a few variations here, one interesting test we did was simply turning off Passive Health Regeneration and not allowing players to pick any sustain talents like Regeneration Master or First Aid. This change meant that taking damage from an Abathur Mine or a Tyrande Owl was now \u2018permanent\u2019. You had to take some sort of action to remove this lost health instead of getting it back for \u2018free\u2019 over time. This change was pretty heavily contested internally so it\u2019s not something we\u2019re currently planning on shipping but it\u2019s potentially something we will explore more in the future. I\u2019m really curious what you guys think about this idea.<br \/>\n\u2022 <strong>Support Characters:<\/strong> While I think we can all agree that Support heroes are a huge part of sustain, I wanted to exclude them from this initial conversation as I feel that this will overpower the discussion. Know that we are looking at Supports though, and hopefully that can be a future thread.<\/p>\n<p>Please share any thoughts you have on the content above! I look forward to reading your discussions! \ud83d\ude42<\/p>\n<\/div>\n<p class=\"last-updated\">Mise \u00e0 jour du 17 juin 2016<\/p>\n<p>La discussion sur les forums a suscit\u00e9 beaucoup d&#8217;int\u00e9r\u00eat de la part des joueurs et Matthew Cooper revient donc vers nous avec plusieurs d\u00e9tails concernant l&#8217;avancement :<\/p>\n<h3>Les globes de regen<\/h3>\n<p>L&#8217;id\u00e9e des globes semble convaincre la majorit\u00e9 des joueurs. En interne, les tests sont satisfaisant avec une augmentation par globe de 12% de points de vie et 8% de mana mais ils sont d\u00e9sormais en train d&#8217;experimenter un spawn des globes plus court. Ils esp\u00e8rent pouvoir finaliser ces tests afin de pouvoir les ajouter dans un prochain patch.<\/p>\n<p>Ils sont aussi en train de discuter de plusieurs autres id\u00e9es associ\u00e9es aux globes comme par exemple donner de l&#8217;experience, des stats ou autre.<\/p>\n<h3>Les fontaines<\/h3>\n<p>La plupart des joueurs semblent d&#8217;accord sur le fait que les fontaines fonctionnent plut\u00f4t bien, mais un petit changement pourrait faire du bien. Ils vont continuer \u00e0 tester leur changement concernant l&#8217;augmentation du temps de recharge et de mana.<\/p>\n<h3>Regen de sant\u00e9 passive<\/h3>\n<p>Ils ne vont faire AUCUN changement concernant la regen passive ou les talents de regen. Ils ont re\u00e7u \u00e9norm\u00e9ment de feedbacks et ils sont d&#8217;accord dans l&#8217;ensemble.<\/p>\n<h3>H\u00e9ros Soutiens<\/h3>\n<p>ils sont conscients sur le fait qu&#8217;une discussion enti\u00e8rement d\u00e9di\u00e9e aux h\u00e9ros de soutiens devra avoir lieu \u00e0 un moment. Matthew va en discuter avec l&#8217;\u00e9quipe de design et nous faire un retour prochainement.<\/p>\n<h3>Partie rapide<\/h3>\n<p>Concernant le mode partie rapide, ils sont d&#8217;accord sur le fait de devoir penser \u00e0 ce mode puisqu&#8217;il n&#8217;est pas rare d&#8217;avoir une ou deux \u00e9quipes sans soutiens mais ils pensent que leur modification sur les globes de regen devrait aider un peu lors de la capture d&#8217;objectifs (comme les Immortels par exemple)<\/p>\n<p>&nbsp;<br \/>\n&nbsp;<br \/>\nVoici la r\u00e9ponse en anglais de Matthew Cooper :<\/p>\n<div class=\"blizzard\">\n<h6>Discussion on Health Sustain &#8211; <a href=\"http:\/\/us.battle.net\/heroes\/en\/forum\/topic\/20745285499?page=12#224\">Message #224<\/a> <\/h6>\n<p>Thank you all very much for all the feedback.<\/p>\n<p>There has been a ton of debate and theory crafting about our proposed changes, but also a ton of unique, fun and interesting suggestions and counterpoints. While I encourage you all to continue posting about this topic, I think we\u2019ve got what we we\u2019re looking for with this thread. We\u2019ll continue to keep an eye out for more feedback.<\/p>\n<p>Here is a rough summary of where the design team is at, after accounting all the feedback:<\/p>\n<p><strong>Regeneration Globes: <\/strong><\/p>\n<ul>\n<li>The majority of players liked the suggestion of making these more meaningful. Internally we have been enjoying our 12\/8 testing on these and have just started experimenting with making these globes time out quicker. We\u2019ll continue testing this but we hope to push out something in the future for you guys to play with.<\/li>\n<li>We\u2019re still discussing the numerous other ideas associated with Globes such as giving them an XP component, granting stats, or something else.<\/li>\n<\/ul>\n<p><strong>Healing Fountains:<\/strong><\/p>\n<ul>\n<li>It seems the general consensus is that these are working pretty well as is, but a small change here might be good. We will keep exploring our slight change that has increased the CD and mana return slightly. Overall, we\u2019re pretty happy with this change, and we agree we don\u2019t need to do anything too drastic here.<\/li>\n<\/ul>\n<p><strong>Passive Regeneration &amp; Sustain Talents:<\/strong><\/p>\n<ul>\n<li>We will NOT be making changes to passive regeneration or regeneration talents as a whole. There was a ton of feedback here and overall we agree. This was mostly an experiment on our part, but it was great to see all of your reasons for and against these changes (mostly against).<\/li>\n<\/ul>\n<p><strong>Support Characters:<\/strong><\/p>\n<ul>\n<li>Agree there needs to be a discussion focused on Support characters at some point. I will sync up with the rest of the design team to gather our thoughts and see where we stand on supports. Expect a new thread about this in the future.<\/li>\n<\/ul>\n<p><strong>Quick Match:<\/strong><\/p>\n<ul>\n<li>Agree that we need to be conscious of how QM games play with these changes, especially those without supports. The 12\/8 globes may help here though, as completing a map event (i.e. Immortals) will replenish some additional resources now.<\/li>\n<\/ul>\n<p>Thank you for the responses! It\u2019s great to see such passionate, well thought out, discussions from the community.<br \/>\n&nbsp;<\/p>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p><a href=\"https:\/\/psionic-storm.com\/les-dessous-du-nexus\/matthew_cooper\/\" rel=\"attachment wp-att-1589\"><\/a><\/p>\n<p>C&#8217;est dans un long message post\u00e9 sur le forum de Blizzard US, que <strong>Matthew Cooper<\/strong> (Senior Game Designer chez Blizzard) nous parle du <strong>health sustain<\/strong>. Avant de commencer, Matthew indique qu&#8217;il passera de temps en temps sur les forums afin de mettre en avant les discussions que l&#8217;\u00e9quipe de d\u00e9veloppement est en train d&#8217;avoir en interne. Cela nous permet d&#8217;avoir une meilleure visibilit\u00e9 sur les experimentations de Blizzard en interne et c&#8217;est une tr\u00e8s bonne chose !<\/p>\n<p> <a class=\"more-link\" href=\"https:\/\/psionic-storm.com\/de\/matthew-cooper-parle-de-health-sustain\/\">Lies mehr&nbsp;&raquo;<\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[3,947],"tags":[1034,1033,1032,294,1035,1036],"class_list":["post-7186","post","type-post","status-publish","format-standard","hentry","category-news","category-misc","tag-fontaines","tag-globes-de-regen","tag-health-sustain","tag-matthew-cooper","tag-regen-de-sante","tag-soutiens"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v26.9 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Matthew Cooper nous parle de health sustain - (English) Psionic Storm - Heroes of the Storm overwhelming!<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/psionic-storm.com\/de\/matthew-cooper-parle-de-health-sustain\/\" \/>\n<meta property=\"og:locale\" content=\"de_DE\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Matthew Cooper nous parle de health sustain - (English) Psionic Storm - Heroes of the Storm overwhelming!\" \/>\n<meta property=\"og:description\" content=\"C&#8217;est dans un long message post\u00e9 sur le forum de Blizzard US, que Matthew Cooper (Senior Game Designer chez Blizzard) nous parle du health sustain. Avant de commencer, Matthew indique qu&#8217;il passera de temps en temps sur les forums afin de mettre en avant les discussions que l&#8217;\u00e9quipe de d\u00e9veloppement est en train d&#8217;avoir en interne. Cela nous permet d&#8217;avoir une meilleure visibilit\u00e9 sur les experimentations de Blizzard en interne et c&#8217;est une tr\u00e8s bonne chose ! 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