So you removed perma-armor...
Good morning Reddit family,
I wanted to pop-in and clarify a few things regarding the removal of baseline Armor, as there was more to it than the lack of a clear UI. From a game-play standpoint, our philosophies on the matter have shifted over time. When we originally added it, we were in the mindset of trying to diversify our Warriors in order to gain specialization during certain draft situations. At the time, we were also doing something very similar to Supports (via burst vs. sustain healing). While good in theory (and effective in a lot of ways), it had some downsides as well; one of which being the rise and dominance of the double-support meta. As the game has grown and matured, we have felt it better to back-off a bit from both permanent armor and segregated healing. While we want each Hero to bring certain strengths and carry certain weaknesses, we felt like we may have gone a bit too far and would much prefer to keep these buffs mechanic-driven.
While Armor UI was (and is) still a very real concern, it was not the totality of the reason we removed it. I think Adam's developer comment did a pretty good job summing it up:
- We have experimented with baseline Armor on some of our Heroes for some time, but we've decided to remove this functionality for now. The problem with it that we've found over time is that baseline Armor was difficult to communicate visually. It therefore ended up being a largely hidden power that didn't have any major changes on gameplay. Going forward, we'll prefer to make Armor—and other mechanics that are effective against Heroes and damage types—more interesting when they are tied to game mechanics. To clarify, while we are removing baseline Armor from Heroes, we still like Armor that is tied to a window of time or has an obvious display on the Hero when it is active. Some examples include Greymane in Worgen form and Cho'gall's Ogre hide.
Great response, thank you! But is there a plan to add UI that clearly shows temporary armor buffs?
We are actively looking into it! (
u/Blizz_Daybringer)
Why was Leoric's death timer removed?
We originally had decided to remove numerical timer because we felt that the occasionally skipping of numbers felt strange and imprecise during play. We agree though that the bar doesn't provide enough information for players, particularly as death timers continue to scale up over the course of the match.
We plan to add the numerical timer back into the UI in a future update.
Thanks for your feedback! (
u/Blizz_Joe)