Heroes of the Storm

D.Va Rework Datamine

Content of the article: "D.Va Rework Datamine"

D.Va being a hero I feel pretty passionate about, I'm going to make this post during PTR, rather than wait till after it in the hopes that people will understand more about the hero, and maybe some of the issues found can be fixed before it hits live.

For this, we'll post each patch note thing that has something relevant to it, and talk about this.

  • Mech Mode
    • Health increased from 2150 to 2250
    • Health Regeneration increased from 4.48 to 4.69.
    • Base damage reduced from 26 to 23.
    • Added functionality: Enemies close to D.Va’s Mech take 50% bonus damage

The old health was actually 2000, and old health regen was 4.168.
Close to D.Va means targets within a 2×2 cube with a -2.25 Y offset in the direction away from D.Va that they are. Otherwise, target are hit in a 3.5625×2 cube with a Y offset of -5. Compare this to the old version, where it was targets in a 2×5.5 cube with a Y offset of -4.

Issue: the "close" search doesn't include targets inside D.Va, so she actually can't hurt targets inside her. Click here for a demonstration of this issue. There's also a bug with the new version where her basic attacks can't hit targets immune to aoe, like Sgt. Hammer's Spider Mines.

  • Pilot Mode – Big Shot
    • Ability now available baseline.
    • Cooldown increased from 4 to 6 seconds.
    • Call Mech cooldown reduction reduced from 8 to 5 seconds.
    • Damage reduced from 200 to 150.
    • Added Functionality: Enemy Heroes hit are slowed by 25% for 1.5 seconds.

This is all pretty straight forward, but something I will point out is that Big Shot still occupies the R key slot, which means while in Pilot Form, D.Va cannot see her current Heroic cooldown without referring to some other source like the scoreboard or top bar.

  • Mechanized Walker

    • New Functionality: D.Va’s Mech can move while attacking. While attacking or channeling an ability, the Mech’s speed is quickly reduced by 25%.

The way this works is every 0.125s, the game either increases or decreases your baseline movespeed, stacking up to 4 times, and each application or removal removing 1 stack. Just as before, this movement speed reduction stacks with other movespeed slows, as it is not a unified move speed modifier.

  • Boosters

    • Cooldown increased from 9 to 10 seconds.
    • Duration decreased from 2 to 1.75 seconds.
    • Speed bonus decreased from 125% to 115%.
    • Area reduced from 1.5 to 1.375.

All of this is exactly as described. The actual movespeed numbers if you want them are 10.3984 for the new and 10.8867 for the old.

  • Defense Matrix

    • Damage reduction reduced from 75% to 50%.
    • Added Functionality: Can now be retargeted while active.

This doesn't include the increased cooldown from 10 seconds to 12, and it should also probably include the 0.5 cooldown on retarget, and the fact that it can be cancelled by pressing the D key, as it seems some people didn't catch that fact.

Additionally, Defense Matrix now features floating combat text after it has expired.

Issue: Note that just as with the old D.Va, the tracking numbers for this only update when Defense Matrix is reapplied to the target, and Defense Matrix lasts 0.3125s after it has applied, so it's pretty consistently wrong to some degree because it won't update after Defense Matrix's channel has ended, even though damage can still be prevented.

  • Self-Destruct/Call Mech

    • Charge earned per 100% maximum life damage taken reduced from 33% to 25%.
    • Maximum damage reduced from 1,200 to 1,100.

Hey, they made the same number change to charge rate as I did with my weekly thing. Too bad they didn't update the search parameters to more reliably get the damage where it should be. That's all I've really got to say there.

Unlike Blizzard's patch notes, I'll instead be listing talents tier-by-tier with what is there on PTR, rather than comparing what was there and where it was all moved, because that was honestly unreadable.

Level 1

  • Expensive Plating

    • Moved to level 1.
    • Renamed to “Full Metal”.
    • No longer increases the cooldown for Call Mech.
    • Bonus Mech Health reduced from 20% to 10%.
    • Added Functionality: Fusion Cannon bonus damage heals for 20% of the damage dealt.

The way this works is that things that are in the "close" search area leech for 20% of the damage dealt, everything else is straightforward. Something worth noting is that the tooltip for the old Expensive Plating talked about how it didn't reduce the charge gained per damage taken, this new tooltip doesn't, but it still functions in much the same way of not reducing charge gained.

  • Pro Moves

    • New Functionality: Each time D.Va’s Mech takes damage, its movement speed is increased by 2% and gains 2 Armor, stacking up to 10 times. A stack of this effect decays every .5 seconds. Basic Attacks in Pilot Mode against enemy Heroes reduce the cooldown of Call Mech by 1 additional second.

This is pretty similar to it's old implementation, but instead of lasting 1.5 seconds, it lasts 0.5 seconds, and reapplying also refreshes the periodic timer.

Issue: The armor only stacks up to 10 times, while the movespeed stacks up to 15 times, so you can get up to 20 armor, but up to 30% movespeed.

  • (New) Liquid Cooling

    • When used in Mech Mode, the cooldown of Healing Fountain is decreased to 50 seconds and it lasts 25% longer. Activate to gain Healing Fountains effects and incur the reduced cooldown. 50 second cooldown.

This is actually a really cool idea for a talent, and I like it a lot.

Issue: Active ability locations are stored on the unit, and because D.Va's mech is a completely new unit when you call it each time, this resets back to its default position. It's also probably worth noting that this ability is technically always on the Mech, even when not taken, but there's no way to execute it, it simply is not shown, and is not usable unless the talent is chosen.

Level 4

  • Rush-Down

    • Moved to level 4.
    • New Functionality: Boosters steals 4% of maximum health from enemy Heroes and deals 100% increased damage to non-heroic enemies

Nothing much to talk about here. It's percent damage that leeches, like Orphea's Bond of Anguish talent.

  • Aggression Matrix

    • Moved to level 4.
    • New Functionality: Basic Attacks against Heroes reduces the cooldown of Defense Matrix by .125 seconds. Enemy Heroes in your Defense Matrix receive 30% less healing.

This reduces the healing and life regen of the enemy heroes afflicted by 30%. It does not feature floating combat text displaying the amount of healing prevented like other healing prevented abilities, likely because it could end up being terribly noisy.

  • Nuclear Option

    • Moved to level 4.
    • New Functionality:
    • Each time Fusion Cannons deals bonus damage to a Hero, gain .25 Self-Destruct Charge.
    • Hitting your self-destructing Mech with Big Shot causes it to self-destruct 40% faster

The way this works is it actually applies a behavior that sets the mech's timescale to 1.4. This is by far the least painful way to make the animations not go all wack, but it has the unfortunate side effect of meaning any displacement(like Garrosh throw), timed effects(like Light Bomb), and basically everything will happen faster on a mech affected by this. Could have some interesting ramifications, as long as the effect you are thinking of uses the timescale of the target.

It's probably worth noting that the damage bonus for hitting heroes in the close area happens after the close damage, which means if that sets you over, it won't deal bonus damage from Fusion Generator at 7 to the target that caused it to be set over, but any future targets in that attack search will take that bonus damage

Level 7

  • (New) Get On The Point!

    • Casting Boosters grants nearby allies 20% movement speed for 2 seconds. After being out of combat for 3 seconds, Boosters’ cooldown refreshes 100% faster.

Unlike most other speed buffs, this one doesn't inherit from StormSprint, the only thing that matters for is it doesn't get removed for being in a special death state(leoric ghost, uther ghost), but it only lasting 2 seconds means that shouldn't matter that much.

Something really worth talking about is the radius that this applies in – 7 from center of mech to edge of Allied Heroes. She can't apply it to herself, before you ask. Blizzard added a radius indicator for this to Boosters which you can see by hovering the ability after taking the talent

  • Hit the Nitrous

    • Moved to level 7.
    • New Functionality: The initial speed bonus of Boosters is increased to 300%, decaying to normal speed over .5 seconds. During this time, Boosters stuns for .5 seconds.

Previously, this would increase movement speed by 1.2087 per token, up to 9.67, and now it's 1.125, up to 9.

  • Fusion Generator

    • Moved to level 7.
    • Maximum Self-Destruct charge gained per cast increased from 15 to 20.
    • Added Functionality: While at full Self-Destruct charge, Fusion Cannons’ bonus damage is increased to 75%.

This damage bonus is additive, meaning it does indeed go from 50% additive to 75% additive

The baseline charge iterator happens before any damage is dealt, so if that causes you to gain charge, that attack will deal bonus damage.

Level 10

  • Bunny Hop

    • Cooldown reduced from 100 to 80 seconds.
    • Damage reduced from 60 to 52.
    • Radius reduced from 5 to 4.5.
    • New Functionality: Every 4th consecutive hit deals 100% increased damage and stuns for .5 seconds.

This was actually reworked to be two separate behaviors to support the new level 20 upgrade of not decaying while not moving, which has a bug of its own.

  • (New) Micro Missiles

    • After .375 seconds fire a stream of 12 missiles in a target direction. Upon impact, each missile deals a small amount of damage and slows in an area.
    • Missiles deal 35 Damage and apply a 35% slow for 2 seconds. 12 range.
    • Holds 2 Charges. 20 second charge cooldown with a 5 second cooldown between charge uses.

This ability features a 0.0625s CastIntroTime(time during the cast you are essentially disabled), and it actually uses triggers to handle the missile firing.

The way the trigger works is when the effect for the ability fires, it sets an iterator variable to 3, waits 0.3125s and then for as long as the mech has the DVaMicroMissilesCasterBuff behavior, it loops every 0.625s, and if that iterator is at or above 3, then it will fire the left and right missile simultaneously, set the iterator variable back to 0, and then increase it by 1. If the iterator variable is below 3, then it increases it by 1, and the loop starts over. If the mech is affected by time stop at any point during this loop, it gets stuck checking if that's gone every 0.0625s.

Here's that relevant bit of the triggers, for those wanting a peek.

Then there's the two missile effects, the way the left missile fire works is it picks one of three locations to try and fire the missile from(the visuals override this), those locations are x0.75, x-0.25 and x0.5, and a further fixed offset of x0.45(meaning it's between 1.2 and 0.2 offset), and the impact offset is x0.1 and z1.5

The right missiles is the same, but with launch random offsets of 0.25, -0.75 and -0.5, with a further fixed offset of -0.45(meaning an offset range of -0.2 to 1.2) and impact offsets of x-0.1 and z1.5

Those z offsets don't actually matter, for the record. The missiles themselves search for enemies in a 1×1 square(as a missile search effect, so it fills in the gaps between them), and reveal those areas searched for 0.375s, and if a target is hit by them, it searches within 1.25 radius of the missile when it detonated

Here's the actual result of the randomness, for those wanting to see

The DVaMicroMissilesCasterBuff behavior lasts 1.375s, meaning that you'll fire a total of 12 missiles.

Level 13

  • (New) Target Locked

    • Enemy heroes that remain in Defense Matrix for 1.5 seconds have their armor reduced by 15 and are slowed by 25% for 3 seconds.

The way this works is that every time Defense Matrix applies to an enemy, it applies a behavior that can't be applied if it's present that lasts 1.5s, and when that behavior expires, those debuffs are applied.

The negative armor from this is not classified as vulnerable, so it is not removed by stasis.

  • (New) Good To Go

    • Unlock the Torpedo Dash and Concussive Pulse abilities while in Pilot Mode.
  • Torpedo Dash

    • Travel distance decreased from 6.75 to 4.5.
    • Travel speed reduced from 17.5 to 14.
    • Now has a .75 second coolup when exiting Mech Mode.
    • Cooldown reduced from 12 to 10 seconds.
  • Concussive Pulse

    • Cooldown increased from 7 to 10 seconds.
    • Damage reduced from 141 to 120.
    • Knockback distance reduced by 40%.

The Torpedo Dash 0.75 "coolup" actually increases whatever cooldown you have on it(even if it is higher than 0.75s) by 0.75s, it probably should only do it when the cooldown is lower than that.

The 40% knockback distance reduction on Concussive Pulse was made by making it only knock you back 3 times, rather than 5 times, which also reduces the duration of that daze.

  • Pew! Pew! Pew!

    • Moved to Level 13.
    • Damage per shot increased from 50% to 75%.

The damage bonus also went from being multiplicative to being additive, which is important when you factor in Headshot! at level 20, which is also additive.

Level 16

  • (New) In For The Kill

    Casting Boosters grants a shield equal to 10% maximum health for 2.5 seconds. Each enemy Hero hit by Boosters increases your Basic Attack damage by 10% for 5 seconds, stacking up to 5 times.

This is a pretty straight forward talent. Since I saw someone confused, this bonus basic attack damage only applies to Mech basics.

  • Diverting Power

    • Moved to level 16.
    • New Functionality: Drastically increases Defense Matrix’s area and each time it reduces damage D.Va’s mech is healed for 35.

Otherwise known as <> on steroids. This means all damage that is prevented, so you prevent a Deathwing from clearing a minion wave with his Molten Flame, which deals damage every 0.125s will heal you for 35 every 0.125s for each minion that that damage is prevented to. This is a bonkers talent, and I love it.

Remember that Defense Matrix reduces damage by 50%, so if something would deal 70 damage(Deathwing's Molten Flame deals 21 damage to minions, +100% against heroes, to give an idea of how much that is), that would effectively be nullified as it gets reduced to 35. You get some armor from Pro Moves or something, and that damage is reduced further.

  • Emergency Shielding

    • Moved to level 16.
    • Cooldown increased from 15 to 30 seconds.
    • Shield increased from 210 to 280.
    • Duration reduced from 6 to 4 seconds.

Pretty straight forward. From a balance perspective I don't see this competing with Diverting Power.

Level 20

  • Stop And Pop

    • New functionality: While D.Va is stationary, Bunny Hop’s duration is paused.

This is neat!

The bug with it isn't. If D.Va clicks directly on an enemy, that isn't a move command, and that's how this checks if you are moving – that the current command isn't move.

  • (New) Timing Attack

    • Micro Missiles gains an additional charge. Each time Micro Missiles deals damage to a Hero, reduce its cooldown by .5 seconds and its charge cooldown by .25 seconds.

This is pretty straight forward.

  • (New) Headshot!

    • Big Shot’s damage is increased by 75% and its cooldown is reduced by 2 seconds.

Again, straight forward. This damage bonus is additive, as mentioned before.

  • Ablative Armor

    • Moved to level 20.
    • New Functionality: 45% of Ability damage taken by D.Va’s Mech is returned as Health over 4 seconds.

I didn't think it was possible to come up with something as unique to the game as Ablative Armor's old version, and this is pretty similarly unique, with the closest comparison probably being Dehaka's Adaption.

The way this works from an implementation perspective is when the mech takes non-fatal ability damage and isn't exploding, and also has the ablative armor talent, it adds 45% of that damage taken to a token, and either applies a behavior that heals the mech periodically, or refreshes that behavior if it is already present, and sets a variable to 4.

That behavior heals the mech every second for 25% of the total tokens(since this happens over 4 seconds, this adds up to being 100% of the tokens), and for removing the tokens granted by that damage, we have to look back at that trigger.

1 second after applying that behavior(or extending it) on the mech, and if the mech is alive, isn't self destructing, and that aforementioned variable is greater than 0, then it iterates that variable down by 1, and waits another second before looping back around. Once it has fallen below 0, or mech is deaddestructing, it then removes all of the tokens gained by that instance of damage, as they'd have now healed 4 times at 25% value of the 45% of damage taken.

Here's the triggers, for those wanting to see it

See if you can spot the error here, think back to a generic state that the Micro Missiles looks out for. It's time stop.

If you get stopped, the heal doesn't happen, but that trigger doesn't care, and keeps on trucking along, leading to a scenario like this happening

The fix is rather simple, and that is to get stuck in it's own loop if Time Stop happens, but the problem there is that it could get very expensive on resources to have multiple of these triggers going at once, iterating every 0.0625s, rather than every second.

Additionally, this heal cannot be reduced or increased through any methods other than killing or abandoning the mech.

I love the uniqueness of this ability, and I'd hate to see it get reworked to function like Adaption, but that might have to be a cost to make it function properly with time stop.

Scrapped parts of the rework

As I'm sure most reworks have, there are some remnants of scrapped concepts here. Most of these don't go into actual detail of how they'd work, but I'll list what I've found:

Nano Cola talent that grants Pilot movespeed after ejecting from mech

Aggression Matrix firing Micro Missiles. Interestingly, this version didn't have the RNG, and has its own damage entries and more stuff. It's actually kind of fleshed out.

Aggression Matrix having some sort of switch effect that relies on a behavior that lasts 0.875s happening, and if that behavior was present, reduce its duration by 0.0625s. No idea beyond that. Might be related to that micro missiles iteration, might not be.

Get On The Point at some point slowed enemies for 0.5 seconds for 20%. No idea under what circumstances, but the behavior exists.

Rush-Down was going to be reworked to be Crash Course, but with only 0.5s cooldown reduction per hero hit.

Rush-Down also had some iteration that used Micro Missiles, as there's a behavior that every 0.1875s tries to fire the DVaMicroMissilesRushDownTalentLaunchPersistent effect, which doesn't exist, but going off of the name, would involve Micro Missiles. This might even somehow be related to the Crash Course looking thing, as all it does it apply a behavior when a hero is hit that when removed(which would have been when not boosting), reduce the cooldown of boosters by 0.5 seconds

Diverting Power was at one point going to apply some sort of healing over time buff when it prevented damage, rather than a bulk upfront heal, and it'd only apply from heroes damage is prevented to, and would stack up to 100 times

Nuclear Option was going to be a toggle, presumably with the old functionality, but can't really say for certain

Micro Missiles being part of Pew Pew Pew

Another form of Micro Missiles without RNG(there's a lot of scrap stuff here, this might even be part of that Aggression Matrix Micro Missiles)

Micro Missiles applying a different slow to an enemy affected by Coming Through(it'd leave a marker on the target, probably not the same Coming Through we know from old D.Va, dunno)

Micro Missiles featuring a coolup that needed to have less than 4 stacks to work(yeah, not sure the deal here)

Something that reduces the cooldown of Concussive Pulse by 0.25s


For the sake of not missing anything, I'll list bugs from live that aren't fixed. There are very likely more than this, like there's that sliding Self-Destruct thing, which I'm not sure is fixed or not.

Defense Matrix multiplies the Self-Destruct charge gained from Percent Damage effects that originate from enemies affected by Defense Matrix(this exists on live)
Defense Matrix tracker stops updating on enemies that it doesn't get reapplied to(this exists on live)
Mech Basic Attack can look like you are attacking, but not actually attacking by being placed at the distance between valid attack range and the validator checking for valid attack range(this exists on live)
Mech Basic Attacks miss targets that are small enough to fit inside her own circle
Mech Basic Attacks do not hit targets immune to AOE, like Sgt. Hammer's Spider Mines
Pro Moves Armor stacks up to 10 times, Movespeed up to 15
Micro Missiles don't have a proper attach point for Destroyer D.Va
GGWP's 50% bonus damage applies to Pilot Basics
Stop and Pop does not validate properly that you are not moving
Ablative Armor behaves unexpectedly with Time Stop

Things I'd like to see

Damage prevented with Defense Matrix to Heroes as Healing score
ALT-Click Self-Destruct to call out charge value
See mech cooldowns in Pilot(made worse with rework since you can't see heroic cooldowns in pilot)
Saved 1-6 button locations between Mechs
Micro Missiles swap between the missiles, rather than fire both at once
A smoother transition for Defense Matrix redirect, Micro Missiles

At last, I think that's everything. A lot of this could probably be trimmed down and better formatted. Now I just need to play a game of the rework. I gave up after waiting 1.5 hours on PTR, and AI games are about as meaningful as Try Mode is.

Source: reddit.com

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