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Heroes8 years agoGosu "GosuGamers" Gamers

Grubby explains how the subtle scaling change is actually huge.

Scaling, Death Timers, early game action- all explained in Grubby's latest bit of Heroes wisdom regarding the next patch and it's hero scaling changes.

It's easy to overlook some of the more subtle changes in the upcoming patch; that tends to happen when a giant, two player controlled ogre is among the newest announcements. Yes, Cho'gall is the most exciting thing that we will see this Tuesday, but what about the scaling changes?

If you were to just read the patch notes, this is what you will know about scaling:
 

  • Health and damage scaling for all Heroes, Battleground Events, Minions, and Mercenaries has been changed from flat, additive values to values that are multiplicative by percentage.
  • A large portion of Heroes’ total scaling amounts, which were previously gained over the course of a game, have been added to their base values.
  • Respawn timers have been increased for levels 1 – 10.


Not too exciting- these are the details you gloss over when trying to figure out the heroics on the new hero. But every ones favorite streamer, caster, and Heroes fan, Manuel "Grubby" Schenkhuizen has written a detailed explanation of how this subtle will change essentially everything we know about competitive heroes. For example, Grubby explains how these changes might change early game pacing:

"Ganks on enemy squishies in the early game will be far easier. The increased death timers also makes it more rewarding. The presumed goal is to enhance early game action, add more meaning to early kills particularly in how they deny enemy experience soak, and make all Heroes feel more powerful and characteristic at level 1 already."

That sounds a lot more interesting. You can read the full article here to learn more about how these scaling changes might affect the game.

Follow us on twitter @GosuGamersHoTS for more Heroes of the Storm esports news.

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