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Just some introspection about my gender identity

//Edit// I noticed afterwards I should've put gender in parenthesis as this post didn't turn out to be solely about gender identity but things related to it or the kind of thoughts I got when thinking about my gender identity... But since you can't change headlines, please be understainding ;) //
As you see from my tag I'm still questioning. I've written here a few times before, and I feel like this subreddit is helping me to recognize whether or not my issues arise from gender dysphoria of some sort...
Now I'd just like to share a few notes I've made about my gender identity. I don't necessary have any questions right now. But if my notes give you any kind of thoughts, feel free to comment!
Thanks for reading & have a great week!
//Edit 9th Jan// Some more stuff... These things just keep on coming, sorry x3 I think it's better I list it all in the same post so I don't spam anyone else here too much.
//Edit 17th Jan//
//Edit 21st Jan//
//Edit 1st Feb//
//Edit 5th Feb//
//Edit 11th Feb//
//Edit 19th Feb//
//Edit 20th Feb//
//Edit 22nd Feb//
//Edit 4th Ma/
//Edit 9th Ma/
//Edit 25th Ma/
//Edit 12th April//
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//Edit 2nd May//
//Edit 31st May//
//Edit 25th June//
And last but not least, some "can relate" memes for me to return to ;) When you're ftm and see how flawlessly mtfs are when "being a woman" was a chore to you: When my mother may have figured out I am not as cis as I try to appear but has yet to say anything directly. Me irl When someone points out that trans people are crossdressers before they start dressing as their identified gender. Come to think of it... Meme of the day #currentfeels "How to cis" (AFAB version) When you're out online, but not irl, and so you spend all your time online, instead of just improving your irl situation:
submitted by boyinsidegirl to asktransgender [link] [comments]

Balance and Design AMA with Heroes Developers - May 16, 2018

Balance and Design AMA with Heroes Developers - May 16, 2018

Greetings, Heroes!
As mentioned yesterday, we'd like to set aside our ability tuning knobs and talent pick-rate spreadsheets for a little while to talk with you about balance and design in the Nexus! We’re going to host an AMA right here on /heroesofthestorm on today, May 16! The Heroes devs will join the thread and answer your questions from 10:00 a.m. PDT (7:00 p.m. CEST) until 12:00 p.m. PDT (9:00 p.m. CEST).
You've read their developer comments in the patch notes, now you can pose some questions of your own to the Heroes devs who will be on-hand to answer them during the AMA:
From Valeera in Germany:
Are you considering adding maps that have weather effects which influence the gameplay? E.g. a fog that would reduce vision for everybody or a blizzard that slows everybody’s movement?

Spyrian (:blizz: Blizzard) (Community Manager) (link to comment)

Balance and Design AMA with Heroes Developers - May 16, 2018

Greetings, Heroes!
As mentioned yesterday, we'd like to set aside our ability tuning knobs and talent pick-rate spreadsheets for a little while to talk with you about balance and design in the Nexus! We’re going to host an AMA right here on /heroesofthestorm on today, May 16! The Heroes devs will join the thread and answer your questions from 10:00 a.m. PDT (7:00 p.m. CEST) until 12:00 p.m. PDT (9:00 p.m. CEST).
You've read their developer comments in the patch notes, now you can pose some questions of your own to the Heroes devs who will be on-hand to answer them during the AMA:
From Truphoss in Germany:
Some support heroes like Tyrande and Tassadar are not able to heal solo. But we saw changes to prevent double support lineups. What is the plan for these off-support heroes?

Spyrian (:blizz: Blizzard) (Community Manager) (link to comment)

Balance and Design AMA with Heroes Developers - May 16, 2018

Greetings, Heroes!
As mentioned yesterday, we'd like to set aside our ability tuning knobs and talent pick-rate spreadsheets for a little while to talk with you about balance and design in the Nexus! We’re going to host an AMA right here on /heroesofthestorm on today, May 16! The Heroes devs will join the thread and answer your questions from 10:00 a.m. PDT (7:00 p.m. CEST) until 12:00 p.m. PDT (9:00 p.m. CEST).
You've read their developer comments in the patch notes, now you can pose some questions of your own to the Heroes devs who will be on-hand to answer them during the AMA:
From Janalo and Schunder in Germany:
How concerned are you about mobility creep? Heroes like Genji, Hanzo, Tracer and Chromie either have a lot of mobility or a lot of range. They overshadow other heroes.

Spyrian (:blizz: Blizzard) (Community Manager) (link to comment)

Balance and Design AMA with Heroes Developers - May 16, 2018

Greetings, Heroes!
As mentioned yesterday, we'd like to set aside our ability tuning knobs and talent pick-rate spreadsheets for a little while to talk with you about balance and design in the Nexus! We’re going to host an AMA right here on /heroesofthestorm on today, May 16! The Heroes devs will join the thread and answer your questions from 10:00 a.m. PDT (7:00 p.m. CEST) until 12:00 p.m. PDT (9:00 p.m. CEST).
You've read their developer comments in the patch notes, now you can pose some questions of your own to the Heroes devs who will be on-hand to answer them during the AMA:
From Zeratul in Germany
Melee assassins are rarely viable at the moment. Either ranged heroes just out poke them and are too mobile to be caught, or you’re getting CC’d and you can’t engage. Are there any plans to help melee assassins out, maybe even by giving more Supports Cleanse again, to enable these heroes?

Spyrian (:blizz: Blizzard) (Community Manager) (link to comment)

Balance and Design AMA with Heroes Developers - May 16, 2018

Greetings, Heroes!
As mentioned yesterday, we'd like to set aside our ability tuning knobs and talent pick-rate spreadsheets for a little while to talk with you about balance and design in the Nexus! We’re going to host an AMA right here on /heroesofthestorm on today, May 16! The Heroes devs will join the thread and answer your questions from 10:00 a.m. PDT (7:00 p.m. CEST) until 12:00 p.m. PDT (9:00 p.m. CEST).
You've read their developer comments in the patch notes, now you can pose some questions of your own to the Heroes devs who will be on-hand to answer them during the AMA:
From Zeratul in Germany:
Talents: There are many talents that clearly underperform compared to others in their tier, e.g. Maiev’s Tier 4 talent Pin Down is clearly worse than any of her other talents. Can we expect to see buffs to these underperforming talents with bad win rates?

Spyrian (:blizz: Blizzard) (Community Manager) (link to comment)

Balance and Design AMA with Heroes Developers - May 16, 2018

Greetings, Heroes!
As mentioned yesterday, we'd like to set aside our ability tuning knobs and talent pick-rate spreadsheets for a little while to talk with you about balance and design in the Nexus! We’re going to host an AMA right here on /heroesofthestorm on today, May 16! The Heroes devs will join the thread and answer your questions from 10:00 a.m. PDT (7:00 p.m. CEST) until 12:00 p.m. PDT (9:00 p.m. CEST).
You've read their developer comments in the patch notes, now you can pose some questions of your own to the Heroes devs who will be on-hand to answer them during the AMA:
From Kilma in Spain:
How do you prioritise what heroes to balance first? It gives the impression that heroes are not balanced/reworked based on their real power and role but mostly on their popularity.

Spyrian (:blizz: Blizzard) (Community Manager) (link to comment)

Balance and Design AMA with Heroes Developers - May 16, 2018

Greetings, Heroes!
As mentioned yesterday, we'd like to set aside our ability tuning knobs and talent pick-rate spreadsheets for a little while to talk with you about balance and design in the Nexus! We’re going to host an AMA right here on /heroesofthestorm on today, May 16! The Heroes devs will join the thread and answer your questions from 10:00 a.m. PDT (7:00 p.m. CEST) until 12:00 p.m. PDT (9:00 p.m. CEST).
You've read their developer comments in the patch notes, now you can pose some questions of your own to the Heroes devs who will be on-hand to answer them during the AMA:
From DrumaPVP in Spain:
When are you going to increase the new heroes release pace? Events are cool but there are many heroes that we'd like to see in the Nexus and it feels like they will never be in the game.

Spyrian (:blizz: Blizzard) (Community Manager) (link to comment)

Balance and Design AMA with Heroes Developers - May 16, 2018

Greetings, Heroes!
As mentioned yesterday, we'd like to set aside our ability tuning knobs and talent pick-rate spreadsheets for a little while to talk with you about balance and design in the Nexus! We’re going to host an AMA right here on /heroesofthestorm on today, May 16! The Heroes devs will join the thread and answer your questions from 10:00 a.m. PDT (7:00 p.m. CEST) until 12:00 p.m. PDT (9:00 p.m. CEST).
You've read their developer comments in the patch notes, now you can pose some questions of your own to the Heroes devs who will be on-hand to answer them during the AMA:
From Zethrimon in Spain:
Are there going to be more Valeera skins?

Spyrian (:blizz: Blizzard) (Community Manager) (link to comment)

Balance and Design AMA with Heroes Developers - May 16, 2018

Greetings, Heroes!
As mentioned yesterday, we'd like to set aside our ability tuning knobs and talent pick-rate spreadsheets for a little while to talk with you about balance and design in the Nexus! We’re going to host an AMA right here on /heroesofthestorm on today, May 16! The Heroes devs will join the thread and answer your questions from 10:00 a.m. PDT (7:00 p.m. CEST) until 12:00 p.m. PDT (9:00 p.m. CEST).
You've read their developer comments in the patch notes, now you can pose some questions of your own to the Heroes devs who will be on-hand to answer them during the AMA:
From 오늘은니가 in Korea
Any plans to buff Rexxar?

Spyrian (:blizz: Blizzard) (Community Manager) (link to comment)

Balance and Design AMA with Heroes Developers - May 16, 2018

Greetings, Heroes!
As mentioned yesterday, we'd like to set aside our ability tuning knobs and talent pick-rate spreadsheets for a little while to talk with you about balance and design in the Nexus! We’re going to host an AMA right here on /heroesofthestorm on today, May 16! The Heroes devs will join the thread and answer your questions from 10:00 a.m. PDT (7:00 p.m. CEST) until 12:00 p.m. PDT (9:00 p.m. CEST).
You've read their developer comments in the patch notes, now you can pose some questions of your own to the Heroes devs who will be on-hand to answer them during the AMA:
From recent balance discussions from Heroes Inven:
When balancing the game, do you consider all levels of play and gameplay modes equally or is there any criteria that you put more importance on? If there’s any, could you give us the reasoning behind that?

Spyrian (:blizz: Blizzard) (Community Manager) (link to comment)

Balance and Design AMA with Heroes Developers - May 16, 2018

Greetings, Heroes!
As mentioned yesterday, we'd like to set aside our ability tuning knobs and talent pick-rate spreadsheets for a little while to talk with you about balance and design in the Nexus! We’re going to host an AMA right here on /heroesofthestorm on today, May 16! The Heroes devs will join the thread and answer your questions from 10:00 a.m. PDT (7:00 p.m. CEST) until 12:00 p.m. PDT (9:00 p.m. CEST).
You've read their developer comments in the patch notes, now you can pose some questions of your own to the Heroes devs who will be on-hand to answer them during the AMA:
From 도사펭귄 in Korea:
Now that reworked Diablo can’t ‘instakill’ enemy dealers with Q-E-Q combo, I wonder if the direction is to reduce cases where tankers can instantly burst out and kill damage dealers. For instance, Anub’arak and Muradin can kill most of the dealers if they choose offensive talent options and use Rewind combos, so I’d like to know if you have any plans to replace generic Rewind out of tankers to a personal/hero-specific Rewind with certain conditions, such as Alarak’s Hasty Bargain or Zeratul’s Twilight Falls.

Spyrian (:blizz: Blizzard) (Community Manager) (link to comment)

Balance and Design AMA with Heroes Developers - May 16, 2018

Greetings, Heroes!
As mentioned yesterday, we'd like to set aside our ability tuning knobs and talent pick-rate spreadsheets for a little while to talk with you about balance and design in the Nexus! We’re going to host an AMA right here on /heroesofthestorm on today, May 16! The Heroes devs will join the thread and answer your questions from 10:00 a.m. PDT (7:00 p.m. CEST) until 12:00 p.m. PDT (9:00 p.m. CEST).
You've read their developer comments in the patch notes, now you can pose some questions of your own to the Heroes devs who will be on-hand to answer them during the AMA:
From players in Taiwan:
Do you have any plans to increase the number of multiclass or multi-role heroes?

Spyrian (:blizz: Blizzard) (Community Manager) (link to comment)

Balance and Design AMA with Heroes Developers - May 16, 2018

Greetings, Heroes!
As mentioned yesterday, we'd like to set aside our ability tuning knobs and talent pick-rate spreadsheets for a little while to talk with you about balance and design in the Nexus! We’re going to host an AMA right here on /heroesofthestorm on today, May 16! The Heroes devs will join the thread and answer your questions from 10:00 a.m. PDT (7:00 p.m. CEST) until 12:00 p.m. PDT (9:00 p.m. CEST).
You've read their developer comments in the patch notes, now you can pose some questions of your own to the Heroes devs who will be on-hand to answer them during the AMA:
From players in Taiwan:
New players would like to see "attack range" made more apparent, do you have any thoughts on this?

Spyrian (:blizz: Blizzard) (Community Manager) (link to comment)

Balance and Design AMA with Heroes Developers - May 16, 2018

Greetings, Heroes!
As mentioned yesterday, we'd like to set aside our ability tuning knobs and talent pick-rate spreadsheets for a little while to talk with you about balance and design in the Nexus! We’re going to host an AMA right here on /heroesofthestorm on today, May 16! The Heroes devs will join the thread and answer your questions from 10:00 a.m. PDT (7:00 p.m. CEST) until 12:00 p.m. PDT (9:00 p.m. CEST).
You've read their developer comments in the patch notes, now you can pose some questions of your own to the Heroes devs who will be on-hand to answer them during the AMA:
From players in Taiwan:
It seems Overwatch Heroes are always stronger than others, can this be adjusted?

Spyrian (:blizz: Blizzard) (Community Manager) (link to comment)

Balance and Design AMA with Heroes Developers - May 16, 2018

Greetings, Heroes!
As mentioned yesterday, we'd like to set aside our ability tuning knobs and talent pick-rate spreadsheets for a little while to talk with you about balance and design in the Nexus! We’re going to host an AMA right here on /heroesofthestorm on today, May 16! The Heroes devs will join the thread and answer your questions from 10:00 a.m. PDT (7:00 p.m. CEST) until 12:00 p.m. PDT (9:00 p.m. CEST).
You've read their developer comments in the patch notes, now you can pose some questions of your own to the Heroes devs who will be on-hand to answer them during the AMA:
From players in Taiwan:
There are some who feel the Dragon Knight is too weak in the beginning of games on Dragon Shire. Some also feel Shaman camps on Diablo-themed maps are too strong. Can you share more about your approach to adjusting objectives and mercenaries?

Spyrian (:blizz: Blizzard) (Community Manager) (link to comment)

Balance and Design AMA with Heroes Developers - May 16, 2018

Greetings, Heroes!
As mentioned yesterday, we'd like to set aside our ability tuning knobs and talent pick-rate spreadsheets for a little while to talk with you about balance and design in the Nexus! We’re going to host an AMA right here on /heroesofthestorm on today, May 16! The Heroes devs will join the thread and answer your questions from 10:00 a.m. PDT (7:00 p.m. CEST) until 12:00 p.m. PDT (9:00 p.m. CEST).
You've read their developer comments in the patch notes, now you can pose some questions of your own to the Heroes devs who will be on-hand to answer them during the AMA:
From players in Taiwan:
Any plans to adjust Illidan’s talents so he can be more independent? Because right now he needs to be paired with supports.

Spyrian (:blizz: Blizzard) (Community Manager) (link to comment)

Balance and Design AMA with Heroes Developers - May 16, 2018

Greetings, Heroes!
As mentioned yesterday, we'd like to set aside our ability tuning knobs and talent pick-rate spreadsheets for a little while to talk with you about balance and design in the Nexus! We’re going to host an AMA right here on /heroesofthestorm on today, May 16! The Heroes devs will join the thread and answer your questions from 10:00 a.m. PDT (7:00 p.m. CEST) until 12:00 p.m. PDT (9:00 p.m. CEST).
You've read their developer comments in the patch notes, now you can pose some questions of your own to the Heroes devs who will be on-hand to answer them during the AMA:
From players in Taiwan:
Are there any plans to redesign Kerrigan's Ultralisk heroic?

Spyrian (:blizz: Blizzard) (Community Manager) (link to comment)

Very excited to get third ban in the game for HL.
However, the current schedule puts the release somewhere in the 4th to 6th week of HGC and the 1st to 2nd week of HGCopen.
Would it be possible to push the 3rd ban to the tournament draft mode sooner rather than later so it is in effect for the first week of HGCO and HGC.
The sooner teams can begin scrimming with it the better.
Thanks!
So our dev work has 3rd Ban dropping with the release that comes out with the next season roll. We outlined the timing in this recent blog post: https://news.blizzard.com/en-us/heroes-of-the-storm/21771817/ranked-play-enhancements-coming-with-2018-season-3
However, we'll be discussing the exact ban process with HGC teams leading up to that so that they can develop their strategies. We'll also have that patch up on the PTR before it goes live for some testing in the client.

BlizzAlan (:blizz: Blizzard) (Game Director) (link to comment)

PvE Brawls : I loved the PvE style brawls you did in the past. Are there plans to do more of those, perhaps even a game mode that offers some approximation of 'a dungeon run' with boss stages and a chance for loot to drop?
We loved working on those Brawls, so we're glad you guys enjoyed playing them. :)
We don't have anything new to announce in this area, but we always love trying new things with the game.

BlizzAlan (:blizz: Blizzard) (Game Director) (link to comment)

Are there any plans to redistribute the power in Azmodan's kit? It feels like he has too much gated behind Black Pool, and his base kit is useless because so much power is invested in his talents.
We agree, Azmodan's Globe of Annihilation vastly overshadows the rest of his kit. We actually have him slated for a Talent Rework in the coming months to address this, as well as give him more Talents that can actually change the way that he plays. We don't like that the proper way to play the Lord of Sin is to rarely use All Shall Burn or Summon Demon Warrior, and we feel that the base power of the character isn't all that strong (Azmodan is one of the weakest characters in the game without Talents).
A few tidbits from the upcoming update:
  • Taste for Blood is becoming Azmodan's baseline quest.
  • All Azmodan's level 1 Talents are going to alter the baseline quest, allowing you to add an additional bonus or way to get stacks.
  • Summon Demon Warriors are getting a baseline damage aura, similar to Burning Rage.
  • All Shall Burn won't last indefinitely, but instead does more DPS over a shorter period.
Obviously, lots of new Talents to go alongside these changes, and hopefully spice up the way Azmodans play from game to game.

BlizzNeyman (:blizz: Blizzard) (Game Designer) (link to comment)

Hi I'm very interested in the role rework.
Can you supply us with any details about the new roles and specifically the tags that will be used in the new system and how they complement each other?
Thank you very much for doing this. You guys are great!
Good morning EasyTarget101,
We are hard at work on both systems. I have been tanking a lot of the design work, and here is a bit of a sneak peak into what you can expect (keep in mind that this is still a work in progress and nothing is set in stone):
Roles
  • We are currently looking at six different roles: Tanks, Bruisers, Melee Assassins, Ranged Assassins, Supports, and Healers. This gives us enough bandwidth to classify the vast majority of our Heroes. That said, in Heroes we have several characters who bring something unique to the genre and as a result they don't easily fit within these conventions. Lost Vikings are a good example. We'll need to make some concessions in those cases.
Tags
  • I have personally been working on the tag system and although it is still very much a work in progress, we can share a few things. We want the system to be easy to understand but also robust enough to give quality details about how each Hero plays. We currently have ~15 major tags (things like Wave Clear, Burst Damage, Crowd Control, etc...) that can be attached to a Hero. These should help players understand the focus of each Hero while also allowing them to find similar Heroes that are in their comfort zone or specific things things they might need in a given draft/match.

Blizz_Daybringer (:blizz: Blizzard) (Game Designer) (link to comment)

PBMM : In the past I believe you said that before you implement it in game you might consider showing it to us in the UI before actually making the effect of PBMM go live, perhaps as a sanity check to catch any crazy outliers where the system was not working as intended. Is this, or something like this still the plan?
Yes, this is still the plan!
In a future update (not for a few more patches), we're going to add a tooltip to the end-of-game screen which will let you see how the system thinks you did in the various criteria that it is using to judge your performance. This will help you understand what areas you are doing well in, and what areas you may want to consider focusing on to improve your performance.
We will have the PBMM rank point adjustments turned off for this initial release. We're just going to provide the information that the system would have used. During this "beta" period we'll gather feedback from you guys and monitor how the stats are looking internally. Then we'll turn on the point adjustments in a subsequent season.

BlizzAlan (:blizz: Blizzard) (Game Director) (link to comment)

How do you feel about the lane mechanics patch of December 12, that was supposed to make "early game more meaningful"? Did you collect statistics on what it did to game outcomes?
For example, in 2017 Western Clash, 34% of winning teams had lost a keep (indicating the game was pretty close). But in 2018 Western Clash, only 11% of winners were missing a keep.
I ask because it appears to me like games got more-one sided, especially in terms of structure damage, and the opportunity for the trailing team to stablize after winning one teamfight has been reduced. That's particularly questionable in a game without a surrender button.
Previously, after ~12 minutes of gameplay it was common for both teams to have lost 1-2 forts. But after the change, usually one team will have all forts alive. So even if the leading team screws up and is beaten in a fight, that's usually not enough for the opponent to comeback and achieve an equal position to win.
Hey Senshado, thanks for the question!
We had a few design goals with the gameplay updates that were released in December. One of those goals was to make the laning phase more meaningful. Laning is a great opportunity to showcase a player’s individual skill, especially on 3 lane maps. With the increased time before the first map objective, we also extended this part of the match and kept players laning for a little bit longer.
Snowballs are always a potential concern for us. We tend to look at snowballs from an overall health of the game but also on a map-by-map basis. Braxis Holdout, for example, tends to be one of our more snowbally maps. As a result, we’re looking to explore some changes to the Zerg Wave mechanic on Braxis to address this individual map.
The other side of things is that we want the early game to matter, but there is a balancing act in how much. A team’s decisions and execution at the start of a match should have some impact on the rest of the game, but not to the level where comebacks don’t exist or feel unlikely. This is a tight line we try and walk. I think in the past we’ve treaded on the side of “Early game doesn’t matter at all, both teams will hit 20 and the next team fight decides things.” It’s possible we’re too far the other direction now though.
Thanks for the data on the 2017/2018 Western Clash stuff, we will take a closer look at that. Obviously HGC is very important to us, but it’s also important to remember that this is a very small sample size and a couple of very strong teams could easily sway this data significantly. We want to make sure that our changes are pushing the game in a positive direction for the highest level of play, but also for as many players as possible.

BlizzCooper (:blizz: Blizzard) (Game Designer) (link to comment)

Have you considered using the PBM algorithm to determine the MVP or other recognitions for the victory screen? If not, do you have any other plans for the PBM algorithm, for example to tell players where they compare to bettesimilar players?

Because that would be kinda cool. Also if we could get a complete overview of our stats after a game, and not just random "you did great no matter what buddy, here's a random stat" toast notifications. I want to know how bad I am to hit with skillshots. I want to know how much mana I spent on clearing minions.
I want to improve, I don't want a guaranteed pat on the back no matter what. It feels so dumb, almost patronising.
So I talk a little bit about the information tooltip we are adding in this response: https://www.reddit.com/heroesofthestorm/comments/8jvnmu/balance_and_design_ama_with_heroes_developers_may/dz30qlu/
Regarding using the PBMM algorithm/data in other places like MVP: Yes, this is something we've talked about doing! After we get the system out live, we're going to look at a lot of other places where we can use this algorithm/data to improve the game. MVP is definitely one of those. Catching AFK/feeders/griefers is another area.

BlizzAlan (:blizz: Blizzard) (Game Director) (link to comment)

What is the future of multiclass heroes?
I find it odd that Kharazim can select his trait at the start of the game, going between damage, healing, or inbetween - but he's a support. However Varian selects his ult (and honestly, his traits) at level 4, and is a multiclass hero even though it's just a pick between damage and tankiness.
Thanks for the question crimsonBZD!
Multiclass was really an exploration for us in talent design. How far can we let a player alter the direction of their hero through the talent system?
When we update our new role system, we’re planning to remove multiclass as a category. Varian would likely fit into a couple of the new roles, most likely Tank and Bruiser. There would be a handful of other characters who fit into multiple categories, Kharazim or Zarya are other strong candidates for this.

BlizzCooper (:blizz: Blizzard) (Game Designer) (link to comment)

From Janalo and Schunder in Germany:
How concerned are you about mobility creep? Heroes like Genji, Hanzo, Tracer and Chromie either have a lot of mobility or a lot of range. They overshadow other heroes.
We talk about mobility creep (and power creep in general) a lot as a design team. Here's our take on it:
  • We always want to push the envelope of what our new characters can do. We think we can do that and still make these characters feel balanced and fair.
  • Some Heroes probably pushed this envelope too far. We recently made balance changes to Genji, Hanzo and Tracer to reduce their mobility and force them to be a little more exposed when they try to do their thing. We're still tuning them, but overall we think they're in a much healthier state now than immediately after their respective releases.
  • You can look forward to more Chromie changes in the future. I can't give a date, but we've started to experiment with various ideas, like pulling in her range further but reducing her cast time, and making her W visible to enemies. All of this is still early in development, but the idea is to make her feel more interactive with enemies, and not create such a binary experience for Chromie herself (if enemies reach her, she dies and can't do damage, otherwise she's untouched).
  • We've discussed coming up with creative abilities that can combat mobility, but haven't really found one we liked that met all of our criteria so far. It would have to punish mobile characters without also hurting non-mobile ones, have clear implications of what it would stop and wouldn't stop, and make sense from a fantasy and clarity standpoint.

BlizzNeyman (:blizz: Blizzard) (Game Designer) (link to comment)

submitted by blizztracker to blizztracker_heroes [link] [comments]

Balance and Design AMA with Heroes Developers - May 16, 2018

Balance and Design AMA with Heroes Developers - May 16, 2018

Greetings, Heroes!
As mentioned yesterday, we'd like to set aside our ability tuning knobs and talent pick-rate spreadsheets for a little while to talk with you about balance and design in the Nexus! We’re going to host an AMA right here on /heroesofthestorm on today, May 16! The Heroes devs will join the thread and answer your questions from 10:00 a.m. PDT (7:00 p.m. CEST) until 12:00 p.m. PDT (9:00 p.m. CEST).
You've read their developer comments in the patch notes, now you can pose some questions of your own to the Heroes devs who will be on-hand to answer them during the AMA:
From Valeera in Germany:
Are you considering adding maps that have weather effects which influence the gameplay? E.g. a fog that would reduce vision for everybody or a blizzard that slows everybody’s movement?

Spyrian (:blizz: Blizzard) (Community Manager) (link to comment)

Balance and Design AMA with Heroes Developers - May 16, 2018

Greetings, Heroes!
As mentioned yesterday, we'd like to set aside our ability tuning knobs and talent pick-rate spreadsheets for a little while to talk with you about balance and design in the Nexus! We’re going to host an AMA right here on /heroesofthestorm on today, May 16! The Heroes devs will join the thread and answer your questions from 10:00 a.m. PDT (7:00 p.m. CEST) until 12:00 p.m. PDT (9:00 p.m. CEST).
You've read their developer comments in the patch notes, now you can pose some questions of your own to the Heroes devs who will be on-hand to answer them during the AMA:
From Truphoss in Germany:
Some support heroes like Tyrande and Tassadar are not able to heal solo. But we saw changes to prevent double support lineups. What is the plan for these off-support heroes?

Spyrian (:blizz: Blizzard) (Community Manager) (link to comment)

Balance and Design AMA with Heroes Developers - May 16, 2018

Greetings, Heroes!
As mentioned yesterday, we'd like to set aside our ability tuning knobs and talent pick-rate spreadsheets for a little while to talk with you about balance and design in the Nexus! We’re going to host an AMA right here on /heroesofthestorm on today, May 16! The Heroes devs will join the thread and answer your questions from 10:00 a.m. PDT (7:00 p.m. CEST) until 12:00 p.m. PDT (9:00 p.m. CEST).
You've read their developer comments in the patch notes, now you can pose some questions of your own to the Heroes devs who will be on-hand to answer them during the AMA:
From Janalo and Schunder in Germany:
How concerned are you about mobility creep? Heroes like Genji, Hanzo, Tracer and Chromie either have a lot of mobility or a lot of range. They overshadow other heroes.

Spyrian (:blizz: Blizzard) (Community Manager) (link to comment)

Balance and Design AMA with Heroes Developers - May 16, 2018

Greetings, Heroes!
As mentioned yesterday, we'd like to set aside our ability tuning knobs and talent pick-rate spreadsheets for a little while to talk with you about balance and design in the Nexus! We’re going to host an AMA right here on /heroesofthestorm on today, May 16! The Heroes devs will join the thread and answer your questions from 10:00 a.m. PDT (7:00 p.m. CEST) until 12:00 p.m. PDT (9:00 p.m. CEST).
You've read their developer comments in the patch notes, now you can pose some questions of your own to the Heroes devs who will be on-hand to answer them during the AMA:
From Zeratul in Germany
Melee assassins are rarely viable at the moment. Either ranged heroes just out poke them and are too mobile to be caught, or you’re getting CC’d and you can’t engage. Are there any plans to help melee assassins out, maybe even by giving more Supports Cleanse again, to enable these heroes?

Spyrian (:blizz: Blizzard) (Community Manager) (link to comment)

Balance and Design AMA with Heroes Developers - May 16, 2018

Greetings, Heroes!
As mentioned yesterday, we'd like to set aside our ability tuning knobs and talent pick-rate spreadsheets for a little while to talk with you about balance and design in the Nexus! We’re going to host an AMA right here on /heroesofthestorm on today, May 16! The Heroes devs will join the thread and answer your questions from 10:00 a.m. PDT (7:00 p.m. CEST) until 12:00 p.m. PDT (9:00 p.m. CEST).
You've read their developer comments in the patch notes, now you can pose some questions of your own to the Heroes devs who will be on-hand to answer them during the AMA:
From Zeratul in Germany:
Talents: There are many talents that clearly underperform compared to others in their tier, e.g. Maiev’s Tier 4 talent Pin Down is clearly worse than any of her other talents. Can we expect to see buffs to these underperforming talents with bad win rates?

Spyrian (:blizz: Blizzard) (Community Manager) (link to comment)

Balance and Design AMA with Heroes Developers - May 16, 2018

Greetings, Heroes!
As mentioned yesterday, we'd like to set aside our ability tuning knobs and talent pick-rate spreadsheets for a little while to talk with you about balance and design in the Nexus! We’re going to host an AMA right here on /heroesofthestorm on today, May 16! The Heroes devs will join the thread and answer your questions from 10:00 a.m. PDT (7:00 p.m. CEST) until 12:00 p.m. PDT (9:00 p.m. CEST).
You've read their developer comments in the patch notes, now you can pose some questions of your own to the Heroes devs who will be on-hand to answer them during the AMA:
From Kilma in Spain:
How do you prioritise what heroes to balance first? It gives the impression that heroes are not balanced/reworked based on their real power and role but mostly on their popularity.

Spyrian (:blizz: Blizzard) (Community Manager) (link to comment)

Balance and Design AMA with Heroes Developers - May 16, 2018

Greetings, Heroes!
As mentioned yesterday, we'd like to set aside our ability tuning knobs and talent pick-rate spreadsheets for a little while to talk with you about balance and design in the Nexus! We’re going to host an AMA right here on /heroesofthestorm on today, May 16! The Heroes devs will join the thread and answer your questions from 10:00 a.m. PDT (7:00 p.m. CEST) until 12:00 p.m. PDT (9:00 p.m. CEST).
You've read their developer comments in the patch notes, now you can pose some questions of your own to the Heroes devs who will be on-hand to answer them during the AMA:
From DrumaPVP in Spain:
When are you going to increase the new heroes release pace? Events are cool but there are many heroes that we'd like to see in the Nexus and it feels like they will never be in the game.

Spyrian (:blizz: Blizzard) (Community Manager) (link to comment)

Balance and Design AMA with Heroes Developers - May 16, 2018

Greetings, Heroes!
As mentioned yesterday, we'd like to set aside our ability tuning knobs and talent pick-rate spreadsheets for a little while to talk with you about balance and design in the Nexus! We’re going to host an AMA right here on /heroesofthestorm on today, May 16! The Heroes devs will join the thread and answer your questions from 10:00 a.m. PDT (7:00 p.m. CEST) until 12:00 p.m. PDT (9:00 p.m. CEST).
You've read their developer comments in the patch notes, now you can pose some questions of your own to the Heroes devs who will be on-hand to answer them during the AMA:
From Zethrimon in Spain:
Are there going to be more Valeera skins?

Spyrian (:blizz: Blizzard) (Community Manager) (link to comment)

Balance and Design AMA with Heroes Developers - May 16, 2018

Greetings, Heroes!
As mentioned yesterday, we'd like to set aside our ability tuning knobs and talent pick-rate spreadsheets for a little while to talk with you about balance and design in the Nexus! We’re going to host an AMA right here on /heroesofthestorm on today, May 16! The Heroes devs will join the thread and answer your questions from 10:00 a.m. PDT (7:00 p.m. CEST) until 12:00 p.m. PDT (9:00 p.m. CEST).
You've read their developer comments in the patch notes, now you can pose some questions of your own to the Heroes devs who will be on-hand to answer them during the AMA:
From 오늘은니가 in Korea
Any plans to buff Rexxar?

Spyrian (:blizz: Blizzard) (Community Manager) (link to comment)

Balance and Design AMA with Heroes Developers - May 16, 2018

Greetings, Heroes!
As mentioned yesterday, we'd like to set aside our ability tuning knobs and talent pick-rate spreadsheets for a little while to talk with you about balance and design in the Nexus! We’re going to host an AMA right here on /heroesofthestorm on today, May 16! The Heroes devs will join the thread and answer your questions from 10:00 a.m. PDT (7:00 p.m. CEST) until 12:00 p.m. PDT (9:00 p.m. CEST).
You've read their developer comments in the patch notes, now you can pose some questions of your own to the Heroes devs who will be on-hand to answer them during the AMA:
From recent balance discussions from Heroes Inven:
When balancing the game, do you consider all levels of play and gameplay modes equally or is there any criteria that you put more importance on? If there’s any, could you give us the reasoning behind that?

Spyrian (:blizz: Blizzard) (Community Manager) (link to comment)

Balance and Design AMA with Heroes Developers - May 16, 2018

Greetings, Heroes!
As mentioned yesterday, we'd like to set aside our ability tuning knobs and talent pick-rate spreadsheets for a little while to talk with you about balance and design in the Nexus! We’re going to host an AMA right here on /heroesofthestorm on today, May 16! The Heroes devs will join the thread and answer your questions from 10:00 a.m. PDT (7:00 p.m. CEST) until 12:00 p.m. PDT (9:00 p.m. CEST).
You've read their developer comments in the patch notes, now you can pose some questions of your own to the Heroes devs who will be on-hand to answer them during the AMA:
From 도사펭귄 in Korea:
Now that reworked Diablo can’t ‘instakill’ enemy dealers with Q-E-Q combo, I wonder if the direction is to reduce cases where tankers can instantly burst out and kill damage dealers. For instance, Anub’arak and Muradin can kill most of the dealers if they choose offensive talent options and use Rewind combos, so I’d like to know if you have any plans to replace generic Rewind out of tankers to a personal/hero-specific Rewind with certain conditions, such as Alarak’s Hasty Bargain or Zeratul’s Twilight Falls.

Spyrian (:blizz: Blizzard) (Community Manager) (link to comment)

Balance and Design AMA with Heroes Developers - May 16, 2018

Greetings, Heroes!
As mentioned yesterday, we'd like to set aside our ability tuning knobs and talent pick-rate spreadsheets for a little while to talk with you about balance and design in the Nexus! We’re going to host an AMA right here on /heroesofthestorm on today, May 16! The Heroes devs will join the thread and answer your questions from 10:00 a.m. PDT (7:00 p.m. CEST) until 12:00 p.m. PDT (9:00 p.m. CEST).
You've read their developer comments in the patch notes, now you can pose some questions of your own to the Heroes devs who will be on-hand to answer them during the AMA:
From players in Taiwan:
Do you have any plans to increase the number of multiclass or multi-role heroes?

Spyrian (:blizz: Blizzard) (Community Manager) (link to comment)

Balance and Design AMA with Heroes Developers - May 16, 2018

Greetings, Heroes!
As mentioned yesterday, we'd like to set aside our ability tuning knobs and talent pick-rate spreadsheets for a little while to talk with you about balance and design in the Nexus! We’re going to host an AMA right here on /heroesofthestorm on today, May 16! The Heroes devs will join the thread and answer your questions from 10:00 a.m. PDT (7:00 p.m. CEST) until 12:00 p.m. PDT (9:00 p.m. CEST).
You've read their developer comments in the patch notes, now you can pose some questions of your own to the Heroes devs who will be on-hand to answer them during the AMA:
From players in Taiwan:
New players would like to see "attack range" made more apparent, do you have any thoughts on this?

Spyrian (:blizz: Blizzard) (Community Manager) (link to comment)

Balance and Design AMA with Heroes Developers - May 16, 2018

Greetings, Heroes!
As mentioned yesterday, we'd like to set aside our ability tuning knobs and talent pick-rate spreadsheets for a little while to talk with you about balance and design in the Nexus! We’re going to host an AMA right here on /heroesofthestorm on today, May 16! The Heroes devs will join the thread and answer your questions from 10:00 a.m. PDT (7:00 p.m. CEST) until 12:00 p.m. PDT (9:00 p.m. CEST).
You've read their developer comments in the patch notes, now you can pose some questions of your own to the Heroes devs who will be on-hand to answer them during the AMA:
From players in Taiwan:
It seems Overwatch Heroes are always stronger than others, can this be adjusted?

Spyrian (:blizz: Blizzard) (Community Manager) (link to comment)

Balance and Design AMA with Heroes Developers - May 16, 2018

Greetings, Heroes!
As mentioned yesterday, we'd like to set aside our ability tuning knobs and talent pick-rate spreadsheets for a little while to talk with you about balance and design in the Nexus! We’re going to host an AMA right here on /heroesofthestorm on today, May 16! The Heroes devs will join the thread and answer your questions from 10:00 a.m. PDT (7:00 p.m. CEST) until 12:00 p.m. PDT (9:00 p.m. CEST).
You've read their developer comments in the patch notes, now you can pose some questions of your own to the Heroes devs who will be on-hand to answer them during the AMA:
From players in Taiwan:
There are some who feel the Dragon Knight is too weak in the beginning of games on Dragon Shire. Some also feel Shaman camps on Diablo-themed maps are too strong. Can you share more about your approach to adjusting objectives and mercenaries?

Spyrian (:blizz: Blizzard) (Community Manager) (link to comment)

Balance and Design AMA with Heroes Developers - May 16, 2018

Greetings, Heroes!
As mentioned yesterday, we'd like to set aside our ability tuning knobs and talent pick-rate spreadsheets for a little while to talk with you about balance and design in the Nexus! We’re going to host an AMA right here on /heroesofthestorm on today, May 16! The Heroes devs will join the thread and answer your questions from 10:00 a.m. PDT (7:00 p.m. CEST) until 12:00 p.m. PDT (9:00 p.m. CEST).
You've read their developer comments in the patch notes, now you can pose some questions of your own to the Heroes devs who will be on-hand to answer them during the AMA:
From players in Taiwan:
Any plans to adjust Illidan’s talents so he can be more independent? Because right now he needs to be paired with supports.

Spyrian (:blizz: Blizzard) (Community Manager) (link to comment)

Balance and Design AMA with Heroes Developers - May 16, 2018

Greetings, Heroes!
As mentioned yesterday, we'd like to set aside our ability tuning knobs and talent pick-rate spreadsheets for a little while to talk with you about balance and design in the Nexus! We’re going to host an AMA right here on /heroesofthestorm on today, May 16! The Heroes devs will join the thread and answer your questions from 10:00 a.m. PDT (7:00 p.m. CEST) until 12:00 p.m. PDT (9:00 p.m. CEST).
You've read their developer comments in the patch notes, now you can pose some questions of your own to the Heroes devs who will be on-hand to answer them during the AMA:
From players in Taiwan:
Are there any plans to redesign Kerrigan's Ultralisk heroic?

Spyrian (:blizz: Blizzard) (Community Manager) (link to comment)

Very excited to get third ban in the game for HL.
However, the current schedule puts the release somewhere in the 4th to 6th week of HGC and the 1st to 2nd week of HGCopen.
Would it be possible to push the 3rd ban to the tournament draft mode sooner rather than later so it is in effect for the first week of HGCO and HGC.
The sooner teams can begin scrimming with it the better.
Thanks!
So our dev work has 3rd Ban dropping with the release that comes out with the next season roll. We outlined the timing in this recent blog post: https://news.blizzard.com/en-us/heroes-of-the-storm/21771817/ranked-play-enhancements-coming-with-2018-season-3
However, we'll be discussing the exact ban process with HGC teams leading up to that so that they can develop their strategies. We'll also have that patch up on the PTR before it goes live for some testing in the client.

BlizzAlan (:blizz: Blizzard) (Game Director) (link to comment)

PvE Brawls : I loved the PvE style brawls you did in the past. Are there plans to do more of those, perhaps even a game mode that offers some approximation of 'a dungeon run' with boss stages and a chance for loot to drop?
We loved working on those Brawls, so we're glad you guys enjoyed playing them. :)
We don't have anything new to announce in this area, but we always love trying new things with the game.

BlizzAlan (:blizz: Blizzard) (Game Director) (link to comment)

Are there any plans to redistribute the power in Azmodan's kit? It feels like he has too much gated behind Black Pool, and his base kit is useless because so much power is invested in his talents.
We agree, Azmodan's Globe of Annihilation vastly overshadows the rest of his kit. We actually have him slated for a Talent Rework in the coming months to address this, as well as give him more Talents that can actually change the way that he plays. We don't like that the proper way to play the Lord of Sin is to rarely use All Shall Burn or Summon Demon Warrior, and we feel that the base power of the character isn't all that strong (Azmodan is one of the weakest characters in the game without Talents).
A few tidbits from the upcoming update:
  • Taste for Blood is becoming Azmodan's baseline quest.
  • All Azmodan's level 1 Talents are going to alter the baseline quest, allowing you to add an additional bonus or way to get stacks.
  • Summon Demon Warriors are getting a baseline damage aura, similar to Burning Rage.
  • All Shall Burn won't last indefinitely, but instead does more DPS over a shorter period.
Obviously, lots of new Talents to go alongside these changes, and hopefully spice up the way Azmodans play from game to game.

BlizzNeyman (:blizz: Blizzard) (Game Designer) (link to comment)

Hi I'm very interested in the role rework.
Can you supply us with any details about the new roles and specifically the tags that will be used in the new system and how they complement each other?
Thank you very much for doing this. You guys are great!
Good morning EasyTarget101,
We are hard at work on both systems. I have been tanking a lot of the design work, and here is a bit of a sneak peak into what you can expect (keep in mind that this is still a work in progress and nothing is set in stone):
Roles
  • We are currently looking at six different roles: Tanks, Bruisers, Melee Assassins, Ranged Assassins, Supports, and Healers. This gives us enough bandwidth to classify the vast majority of our Heroes. That said, in Heroes we have several characters who bring something unique to the genre and as a result they don't easily fit within these conventions. Lost Vikings are a good example. We'll need to make some concessions in those cases.
Tags
  • I have personally been working on the tag system and although it is still very much a work in progress, we can share a few things. We want the system to be easy to understand but also robust enough to give quality details about how each Hero plays. We currently have ~15 major tags (things like Wave Clear, Burst Damage, Crowd Control, etc...) that can be attached to a Hero. These should help players understand the focus of each Hero while also allowing them to find similar Heroes that are in their comfort zone or specific things things they might need in a given draft/match.

Blizz_Daybringer (:blizz: Blizzard) (Game Designer) (link to comment)

PBMM : In the past I believe you said that before you implement it in game you might consider showing it to us in the UI before actually making the effect of PBMM go live, perhaps as a sanity check to catch any crazy outliers where the system was not working as intended. Is this, or something like this still the plan?
Yes, this is still the plan!
In a future update (not for a few more patches), we're going to add a tooltip to the end-of-game screen which will let you see how the system thinks you did in the various criteria that it is using to judge your performance. This will help you understand what areas you are doing well in, and what areas you may want to consider focusing on to improve your performance.
We will have the PBMM rank point adjustments turned off for this initial release. We're just going to provide the information that the system would have used. During this "beta" period we'll gather feedback from you guys and monitor how the stats are looking internally. Then we'll turn on the point adjustments in a subsequent season.

BlizzAlan (:blizz: Blizzard) (Game Director) (link to comment)

How do you feel about the lane mechanics patch of December 12, that was supposed to make "early game more meaningful"? Did you collect statistics on what it did to game outcomes?
For example, in 2017 Western Clash, 34% of winning teams had lost a keep (indicating the game was pretty close). But in 2018 Western Clash, only 11% of winners were missing a keep.
I ask because it appears to me like games got more-one sided, especially in terms of structure damage, and the opportunity for the trailing team to stablize after winning one teamfight has been reduced. That's particularly questionable in a game without a surrender button.
Previously, after ~12 minutes of gameplay it was common for both teams to have lost 1-2 forts. But after the change, usually one team will have all forts alive. So even if the leading team screws up and is beaten in a fight, that's usually not enough for the opponent to comeback and achieve an equal position to win.
Hey Senshado, thanks for the question!
We had a few design goals with the gameplay updates that were released in December. One of those goals was to make the laning phase more meaningful. Laning is a great opportunity to showcase a player’s individual skill, especially on 3 lane maps. With the increased time before the first map objective, we also extended this part of the match and kept players laning for a little bit longer.
Snowballs are always a potential concern for us. We tend to look at snowballs from an overall health of the game but also on a map-by-map basis. Braxis Holdout, for example, tends to be one of our more snowbally maps. As a result, we’re looking to explore some changes to the Zerg Wave mechanic on Braxis to address this individual map.
The other side of things is that we want the early game to matter, but there is a balancing act in how much. A team’s decisions and execution at the start of a match should have some impact on the rest of the game, but not to the level where comebacks don’t exist or feel unlikely. This is a tight line we try and walk. I think in the past we’ve treaded on the side of “Early game doesn’t matter at all, both teams will hit 20 and the next team fight decides things.” It’s possible we’re too far the other direction now though.
Thanks for the data on the 2017/2018 Western Clash stuff, we will take a closer look at that. Obviously HGC is very important to us, but it’s also important to remember that this is a very small sample size and a couple of very strong teams could easily sway this data significantly. We want to make sure that our changes are pushing the game in a positive direction for the highest level of play, but also for as many players as possible.

BlizzCooper (:blizz: Blizzard) (Game Designer) (link to comment)

Have you considered using the PBM algorithm to determine the MVP or other recognitions for the victory screen? If not, do you have any other plans for the PBM algorithm, for example to tell players where they compare to bettesimilar players?

Because that would be kinda cool. Also if we could get a complete overview of our stats after a game, and not just random "you did great no matter what buddy, here's a random stat" toast notifications. I want to know how bad I am to hit with skillshots. I want to know how much mana I spent on clearing minions.
I want to improve, I don't want a guaranteed pat on the back no matter what. It feels so dumb, almost patronising.
So I talk a little bit about the information tooltip we are adding in this response: https://www.reddit.com/heroesofthestorm/comments/8jvnmu/balance_and_design_ama_with_heroes_developers_may/dz30qlu/
Regarding using the PBMM algorithm/data in other places like MVP: Yes, this is something we've talked about doing! After we get the system out live, we're going to look at a lot of other places where we can use this algorithm/data to improve the game. MVP is definitely one of those. Catching AFK/feeders/griefers is another area.

BlizzAlan (:blizz: Blizzard) (Game Director) (link to comment)

What is the future of multiclass heroes?
I find it odd that Kharazim can select his trait at the start of the game, going between damage, healing, or inbetween - but he's a support. However Varian selects his ult (and honestly, his traits) at level 4, and is a multiclass hero even though it's just a pick between damage and tankiness.
Thanks for the question crimsonBZD!
Multiclass was really an exploration for us in talent design. How far can we let a player alter the direction of their hero through the talent system?
When we update our new role system, we’re planning to remove multiclass as a category. Varian would likely fit into a couple of the new roles, most likely Tank and Bruiser. There would be a handful of other characters who fit into multiple categories, Kharazim or Zarya are other strong candidates for this.

BlizzCooper (:blizz: Blizzard) (Game Designer) (link to comment)

From Janalo and Schunder in Germany:
How concerned are you about mobility creep? Heroes like Genji, Hanzo, Tracer and Chromie either have a lot of mobility or a lot of range. They overshadow other heroes.
We talk about mobility creep (and power creep in general) a lot as a design team. Here's our take on it:
  • We always want to push the envelope of what our new characters can do. We think we can do that and still make these characters feel balanced and fair.
  • Some Heroes probably pushed this envelope too far. We recently made balance changes to Genji, Hanzo and Tracer to reduce their mobility and force them to be a little more exposed when they try to do their thing. We're still tuning them, but overall we think they're in a much healthier state now than immediately after their respective releases.
  • You can look forward to more Chromie changes in the future. I can't give a date, but we've started to experiment with various ideas, like pulling in her range further but reducing her cast time, and making her W visible to enemies. All of this is still early in development, but the idea is to make her feel more interactive with enemies, and not create such a binary experience for Chromie herself (if enemies reach her, she dies and can't do damage, otherwise she's untouched).
  • We've discussed coming up with creative abilities that can combat mobility, but haven't really found one we liked that met all of our criteria so far. It would have to punish mobile characters without also hurting non-mobile ones, have clear implications of what it would stop and wouldn't stop, and make sense from a fantasy and clarity standpoint.

BlizzNeyman (:blizz: Blizzard) (Game Designer) (link to comment)

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