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Climbing from Bronze 5 to Grand Master with Nostromia!

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Ever wondered how difficult it might be to climb from Bronze 5 to Grand Master in HoTS? This Russian streamer has decided to undertake the task, while only solo queuing the whole way!

The streamer in question is none other than Nostromia, a Russian streamer that normally plays at the Grand Master level. She managed to grab herself a low MMR account and is attempting to show that it's possible to climb from Bronze 5 all the way to Grand Master. 

The Reddit post over on /r/heroesofthestorm which really highlighted her stream has described her progress as follows:

  • She has a nearly 100% win-rate, with a score of 42-1.
  • She is currently in the Silver leagues.
  • Her main heroes played are Falstad and Zagara.
  • While she has a limited grasp of English, she uses simple commands to communicate with other players that are not Russian.

If you're interested in watching her climb, you can always check out her stream at twitch.tv/nostromiagaming.

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Yeah, its possible because she's already a grand master skill level player.  It still isn't possible for a Bronze 5 skill level player to make it to grand master, that's the whole point of the mmr and rankings... 

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24 minutes ago, Estelise said:

Yeah, its possible because she's already a grand master skill level player.  It still isn't possible for a Bronze 5 skill level player to make it to grand master, that's the whole point of the mmr and rankings... 

She's mainly doing it to dispel the myth that like.. "it's impossible to carry in HoTS because that role doesn't exist". These sort of things. It's also going to give us an average number of wins in order to level up through each rank and so on. It will be REALLY useful for collecting data in my opinion, data that will help a lot of players.

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No one said it's impossible to climb from bronze to grand master when you can actually carry your team cause you have the skill, the problem is that a good player with good skills that can see where the team is failing but can't carry them is not able to climb the ladder, because he plays or matched up with players that can't see their fault

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I highly doubt she can do this. However, I hope she does. It will give me hope. I have many Hero's friends that reach a rank and then just go down, down, down. I cheer for them, gain hope, and then lose it. 

 

 

And I have many proofs with words that 'prove' MMR hell. I hope to have doubt about my arguments with some empirical data. 

 

Sincerely, I am smiling and excited about her success. And I have been defending MMR hell vigorously. 

 

 

There may be a point however, after a single player's skill cannot overcome the lack of skill in his/her four teammates. Nonetheless, that record is impressive. 

Edited by greatCraft
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2 hours ago, mnime said:

No one said it's impossible to climb from bronze to grand master when you can actually carry your team cause you have the skill, the problem is that a good player with good skills that can see where the team is failing but can't carry them is not able to climb the ladder, because he plays or matched up with players that can't see their fault

This was actually one of the biggest criticisms of HoTS - it's not possible to carry because a carry doesn't exist, due to a lack of items, such as a heavily farmed ADC in LoL.

Not saying I agree with this, that is.

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54 minutes ago, Blainie said:

This was actually one of the biggest criticisms of HoTS - it's not possible to carry because a carry doesn't exist, due to a lack of items, such as a heavily farmed ADC in LoL.

Not saying I agree with this, that is.

True, scratch that part where I said "no one".

It is possible but don't you think good players with high skill cap should play in high leagues even if they can't carry a team?

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9 minutes ago, mnime said:

True, scratch that part where I said "no one".

It is possible but don't you think good players with high skill cap should play in high leagues even if they can't carry a team?

For sure. I think it's interesting to see her play in the lower leagues too though. Not only from a results point of view (25 games to go from Bronze to Silver, for example), but to see what really separates the players.

When you watch her play Falstad, the Bronze players have no idea what is going on when she jumps over the walls and gusts them straight into her team. You can see that those plays are what allow her to carry, regardless of her having items or not. Those plays can literally create a win for a team.

It's a different kind of entertainment from watching top players I think. It's going to be one-sided for sure. On a normal day, I definitely think GMs should play GMs, Gold should play Gold etc., but I definitely want to see this played out. 

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4 hours ago, greatCraft said:

I highly doubt she can do this. However, I hope she does. It will give me hope. I have many Hero's friends that reach a rank and then just go down, down, down. I cheer for them, gain hope, and then lose it. 

 

 

And I have many proofs with words that 'prove' MMR hell. I hope to have doubt about my arguments with some empirical data. 

 

Sincerely, I am smiling and excited about her success. And I have been defending MMR hell vigorously. 

 

 

There may be a point however, after a single player's skill cannot overcome the lack of skill in his/her four teammates. Nonetheless, that record is impressive. 

I also believe in MMR Hell, 

Because matchmaking greatly depends on "Luck", if you're a lucky guy, you get decent players, if you're unlucky like me, you play your placement, start in D4 and then you go up to D1, but then you keep getting afkers, troll pickers, ragers. The question is why is it just me that gets trolls in my team? and the answer is Luck! I'm unlucky.

And this MMR hell affects all of blizzard's games, even in Overwatch I tried solo queue, got placed in rank 61 after placements and now I'm 35... and I swear to God half of my loses are because of leavers and people who keep playing Ana with a bad comp or Genji without any skill, even if you beg them to change, they don't.

 

And the thing that frustrates me more than anything is that, is my skill cap really this low? I can vividly see where the team is failing but my teammates can't, how is it that I'm teamed up with them?

Edited by mnime

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7 hours ago, mnime said:

I also believe in MMR Hell, 

Because matchmaking greatly depends on "Luck", if you're a lucky guy, you get decent players, if you're unlucky like me, you play your placement, start in D4 and then you go up to D1, but then you keep getting afkers, troll pickers, ragers. The question is why is it just me that gets trolls in my team? and the answer is Luck! I'm unlucky.

And this MMR hell affects all of blizzard's games, even in Overwatch I tried solo queue, got placed in rank 61 after placements and now I'm 35... and I swear to God half of my loses are because of leavers and people who keep playing Ana with a bad comp or Genji without any skill, even if you beg them to change, they don't.

And the thing that frustrates me more than anything is that, is my skill cap really this low? I can vividly see where the team is failing but my teammates can't, how is it that I'm teamed up with them?

I feel like MMR hell is often seen in the wrong way. People seem to think MMR hell is like, OMG IF IT WERENT FOR THESE SHIT PLAYERS I'D BE GRAND MASTER EASY.

That's not what we're saying. I'm not saying I'd be a GM, BUT I am saying that I could comfortably pull my weight in a team that is a few ranks above me. I just can't reach that level because I'm not good enough to carry those that can't pull their weight at my current level. 

I agree about OW too. Ana shouldn't have been allowed in this season of comp IMO. 

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3 hours ago, Blainie said:

That's not what we're saying. I'm not saying I'd be a GM, BUT I am saying that I could comfortably pull my weight in a team that is a few ranks above me. I just can't reach that level because I'm not good enough to carry those that can't pull their weight at my current level. 

This, 100%.  It's nice to see someone looking at it this way, because I feel like that is exactly where I am.  I am by no means a GM, but can definitely pull my weight when I play with teams above my hero league rank.  The thing is that when I play HL, yes I can see the mistakes that my teammates are making, but my personal play isn't good enough to completely make up for them.  Just because I play well and don't make those mistakes doesn't mean the other players are the only thing holding me back.  Maybe someday I'll get good enough to carry teams and make amazing play after amazing play, but until that time I'll keep up the grind!

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No doubt, it is possible to climb, but:

1 game with afkler/troller/feeder/etc , trades with another game you won. So 2 matches and about 40-60minutes game time is lost. If it is a uprank or downrank game you lose an additional game you won. 60-80 minutes game time lost and 3 matches wasted.

 

My badest streak was 5 matches with afkler in a row and in addition 2 matches with troll picks.

A week or more of hardwork totally wasted and loosing 2 ranks.

 

Can you carry with a bot/feeder/troller/afkler on silver? I doubt it MMR hell stands for running in circles, the good old "Hell League"

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9 hours ago, ghostdeini said:

This, 100%.  It's nice to see someone looking at it this way, because I feel like that is exactly where I am.  I am by no means a GM, but can definitely pull my weight when I play with teams above my hero league rank.  The thing is that when I play HL, yes I can see the mistakes that my teammates are making, but my personal play isn't good enough to completely make up for them.  Just because I play well and don't make those mistakes doesn't mean the other players are the only thing holding me back.  Maybe someday I'll get good enough to carry teams and make amazing play after amazing play, but until that time I'll keep up the grind!

It's the biggest misconception about MMR hell for sure. It happens in both HoTS and OW, but it seems the only way to fix it is play in a party. It sucks.

46 minutes ago, Skund said:

1 game with afkler/troller/feeder/etc , trades with another game you won.

This is always terrible. I hate it when someone refuses to play properly and just feeds because your team doesn't want them to first pick Nova, or pick a hero into a counter. It's really annoying. 

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I think there is a workaround for this, there is a very good skill rating measurement system in overwatch, and blizzard keeps telling the community that they like the idea and they want to add it to heroes too.

Let's say it happens. It's not that hard to figure out the skill of a player, am I wrong? I mean in Overwatch you're either helping your team by doing damage, blocking damage, healing or taking objective. The same can be done for HotS. In heroes you're either doing damage which involves poking and team fights or pushing lanes, as a tank you're taking damage and also dealing some, as a support you heal, and all can participate in objectives, someone who does very low damage, doesn't help much on objectives, die many times and maybe afk once in a while to type and flame teammates :D MUST be in the lowest MMR among players, this player MUST lose MMR regardless of his team's defeat. because he's just bad and toxic! This way not only you see players of same skill level after a month, but you also know that if someone flaming or trolling he will lose MMR and eventually end up in lower leagues. 

This way you know if you wanna rank up, you need to stop feeding (which makes players play more safe, is awesome!) you need to help objectives at all times unless you're helping your team more than that by pushing lanes (Like Abathur, although every time I play abathur I always hide in a bush near minions to get the xp for team, locusts push passively and I help objective with symbiotic, I hate Murky players who ignore objectives completely!!) , you need to deal enough damage, heals to help your team (You can say doing huge amounts of damage is way easy with Nazeebo compared to Murky, but the system can give more value to that amount of damage you deal when the enemy dies within 5 seconds. Or landing a very good CC can be a big score too.)  Just like in Overwatch when you see a D.Va with a perfect ult which kills 4 and wins the match for her team and gets the play of the match, This can happen in Heroes, the engine sucks but they can work on it.

 

TL:DR - We need a system that can rate your skill after each game based on your damage dealt, healing done, damage taken and objective time. And this system's score should affect your MMR directly. If you Troll you lose MMR regardless of the outcome of the match.

Edited by mnime

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10 hours ago, mnime said:

I think there is a workaround for this, there is a very good skill rating measurement system in overwatch, and blizzard keeps telling the community that they like the idea and they want to add it to heroes too.

Let's say it happens. It's not that hard to figure out the skill of a player, am I wrong? I mean in Overwatch you're either helping your team by doing damage, blocking damage, healing or taking objective. The same can be done for HotS. In heroes you're either doing damage which involves poking and team fights or pushing lanes, as a tank you're taking damage and also dealing some, as a support you heal, and all can participate in objectives, someone who does very low damage, doesn't help much on objectives, die many times and maybe afk once in a while to type and flame teammates :D MUST be in the lowest MMR among players, this player MUST lose MMR regardless of his team's defeat. because he's just bad and toxic! This way not only you see players of same skill level after a month, but you also know that if someone flaming or trolling he will lose MMR and eventually end up in lower leagues. 

This way you know if you wanna rank up, you need to stop feeding (which makes players play more safe, is awesome!) you need to help objectives at all times unless you're helping your team more than that by pushing lanes (Like Abathur, although every time I play abathur I always hide in a bush near minions to get the xp for team, locusts push passively and I help objective with symbiotic, I hate Murky players who ignore objectives completely!!) , you need to deal enough damage, heals to help your team (You can say doing huge amounts of damage is way easy with Nazeebo compared to Murky, but the system can give more value to that amount of damage you deal when the enemy dies within 5 seconds. Or landing a very good CC can be a big score too.)  Just like in Overwatch when you see a D.Va with a perfect ult which kills 4 and wins the match for her team and gets the play of the match, This can happen in Heroes, the engine sucks but they can work on it.

 

TL:DR - We need a system that can rate your skill after each game based on your damage dealt, healing done, damage taken and objective time. And this system's score should affect your MMR directly. If you Troll you lose MMR regardless of the outcome of the match.

Problem is, these things aren't always useful. Let's take two scenarios, both in the same game.

  1. Bastion is on defense and does nothing but fire straight into Mei's Ice Wall and Reinhardt's shield. He kills nobody, but has 5 times more damage than anyone else on his team. 
  2. Tracer is on attack, she barely kills anyone, but she manages to keep overtime going continuously, but dies very quickly on the point. It's enough to let her team get back onto the point and fight though.

By damage done, the Bastion is doing loads. In reality, he never touches the point and pads his damage constantly. Tracer will be shown by medals and numbers to be doing less, but she is way more useful to her team. 

I think it's a lot more difficult to make it work than we think. In HoTS, a warrior could sit there, suicide 15 times and take loads of damage. So by the warrior stat, he's doing well, but he's not contributing. What about a warrior that takes less damage, but doesn't die? Is he better or worse? What if the 15 deaths are instead incredibly important, allowing his team to win the team fight?

I really think it's insanely hard to calibrate these systems properly to discern between good and bad players, especially when the metrics measure a good and bad player in the same way. Loads of deaths could be a terrible player feeding or a good player sacrificing themselves to let their team win.

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10 hours ago, Blainie said:

Problem is, these things aren't always useful. Let's take two scenarios, both in the same game.

  1. Bastion is on defense and does nothing but fire straight into Mei's Ice Wall and Reinhardt's shield. He kills nobody, but has 5 times more damage than anyone else on his team. 
  2. Tracer is on attack, she barely kills anyone, but she manages to keep overtime going continuously, but dies very quickly on the point. It's enough to let her team get back onto the point and fight though.

By damage done, the Bastion is doing loads. In reality, he never touches the point and pads his damage constantly. Tracer will be shown by medals and numbers to be doing less, but she is way more useful to her team. 

I think it's a lot more difficult to make it work than we think. In HoTS, a warrior could sit there, suicide 15 times and take loads of damage. So by the warrior stat, he's doing well, but he's not contributing. What about a warrior that takes less damage, but doesn't die? Is he better or worse? What if the 15 deaths are instead incredibly important, allowing his team to win the team fight?

I really think it's insanely hard to calibrate these systems properly to discern between good and bad players, especially when the metrics measure a good and bad player in the same way. Loads of deaths could be a terrible player feeding or a good player sacrificing themselves to let their team win.

Very good point. 

Giving more value to the damage heroes deal within 5 seconds of a kill or assist is a good idea for the first scenario IMO. Nazeebo's poke, Bastion's wall/shield damage are not completely wasted but an assist is way more valuable and could get a multiplier.

Dying in HotS more than a few times just hurts your team no matter what. I remember someone suggested for tanks that if the death was within a few seconds of team fight (atleast 4 members of team are dealing damage to heroes) or objective battle (atleast 4 members of the team presence near the objective), it means he died for a reason. This way tanks who just jump in and engage 1v5 and die without waiting for their teammates or their healer to help them are considered feeders.

It would be a really complicated code. But since I remember, any game that had a matchmaking system suffered from this exact problem. The code needs to be smart and there are a lot of workarounds, I think Blizzard developers are smart enough to write it, don't you think?

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On 7/31/2016 at 0:43 AM, mnime said:

Very good point. 

Giving more value to the damage heroes deal within 5 seconds of a kill or assist is a good idea for the first scenario IMO. Nazeebo's poke, Bastion's wall/shield damage are not completely wasted but an assist is way more valuable and could get a multiplier.

Dying in HotS more than a few times just hurts your team no matter what. I remember someone suggested for tanks that if the death was within a few seconds of team fight (atleast 4 members of team are dealing damage to heroes) or objective battle (atleast 4 members of the team presence near the objective), it means he died for a reason. This way tanks who just jump in and engage 1v5 and die without waiting for their teammates or their healer to help them are considered feeders.

It would be a really complicated code. But since I remember, any game that had a matchmaking system suffered from this exact problem. The code needs to be smart and there are a lot of workarounds, I think Blizzard developers are smart enough to write it, don't you think?

If anyone can do it, I hope Blizzard can :P It would make me so happy when playing both OW and HoTS

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On 30/07/2016 at 1:32 PM, Blainie said:

Problem is, these things aren't always useful. Let's take two scenarios, both in the same game.

  1. Bastion is on defense and does nothing but fire straight into Mei's Ice Wall and Reinhardt's shield. He kills nobody, but has 5 times more damage than anyone else on his team. 
  2. Tracer is on attack, she barely kills anyone, but she manages to keep overtime going continuously, but dies very quickly on the point. It's enough to let her team get back onto the point and fight though.

By damage done, the Bastion is doing loads. In reality, he never touches the point and pads his damage constantly. Tracer will be shown by medals and numbers to be doing less, but she is way more useful to her team. 

I think it's a lot more difficult to make it work than we think. In HoTS, a warrior could sit there, suicide 15 times and take loads of damage. So by the warrior stat, he's doing well, but he's not contributing. What about a warrior that takes less damage, but doesn't die? Is he better or worse? What if the 15 deaths are instead incredibly important, allowing his team to win the team fight?

I really think it's insanely hard to calibrate these systems properly to discern between good and bad players, especially when the metrics measure a good and bad player in the same way. Loads of deaths could be a terrible player feeding or a good player sacrificing themselves to let their team win.

I think the way around this in terms of coding and understanding would be to perhaps divide role stat by death, to assess true value of a player.  For example:

Player 1. Dying 10 times and doing 100, 000 damage might be made to look like a great player cos of the high damage but like you say,  those 10 deaths could mean that to get that 100, 000 damage,  the team have suffered missing objectives and such and lost the game

Whereas,

Player 2. Someone who did 70, 000 who died 3 times technically did less damage would be possibly judged as the inferior player 

Now for some basic maths 

1. 100, 000 divided by 10 is 10, 000

2. 70, 000 divided by 3 is 23, 333

With this we can now see that player 2 performed a lot better even though the role was less.  This is incredibly simplified however I think it's a starting point for a new approach. 

 

Same goes for xp

Take the xp and divide by deaths and you can find an effectiveness statistic

 

You can even go one further to combine these two statistics 

 

Role ÷ deaths + experience ÷ deaths = X 

Then divide x by 2 because you quantified 2 different stats 

 

With enough thought you could find out so much about the value of a player from this method alone

 

Ultimately its a team game that's won or lost on decisions but we already have systems in place (MVP),  we could just make them more sophisticated 

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On 12/22/2016 at 2:38 PM, Lakecide said:

With enough thought you could find out so much about the value of a player from this method alone

The issue is, as soon as deaths become important as a stat, people will play differently. It's why they currently aren't ranked for medals.

There are times when I would rather have someone swap to Tracer and suicide 5 times, but reset the Overtime timer 5 times, as opposed to a Widowmaker that gets 2 kills, but watches as we lose due to not resetting the timer. 

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      Talents
      Level 16 Mutalisk Mutalisk's Health decay reduced from 42 to 10 per second. Mutalisk duration effectively increased from 10 to 42 seconds. Bug Fixes
      Fixed an issue causing Doubloon Camps on Blackheart's Bay to be impossible to capture under certain conditions. Fixed an issue causing Anub'arak's Beetles to still have a duration, in addition to losing their Health over time. Fixed an issue causing the Health decay for Azmodan's Demon Warriors to not scale with levels.  Fixed an issue causing Deathwing's Baseline Quest to reset when using Dragonflight. Fixed an issue causing Deathwing's Lava Burst to deal damage after an additional 0.25 seconds. Fixed an issue causing Gazlowe's Rock-It! Turrets to not lose their Health over time. Fixed an issue causing the tooltip for Jaina's Ice Cold to not show correctly. Fixed an issue causing Muradin's Storm Bolt to deal 1 more damage for each stack. Fixed an issue causing the range splat for Muradin's Dwarf Toss to not be visible. Fixed an issue causing Muradin's Skullcraker to Stun before Muradin's post-damage effects happened. Fixed an issue causing the Health Regeneration of Murky's Egg to not scale with levels. Fixed an issue causing Tyrande's Sentinel to not be correctly affected by cooldown reduction effects.
    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Map Updates Balance Update Known Issues & Bug Fixes General
      All Quests that can lose stacks will never cause the player to fall below milestone thresholds. Pinnacle Rewards are now named Mythic Rewards to give a more Blizzard feel. So Mythic-y! The following Summoned Units now lose health each second: Demon Lieutenants, Demon Warriors, Gargantuan, Hydralisks, Roaches, Rock-It Turrets, Rush Zombies, Scarabs, Treants, Tumors, and Water Elementals. Total Health and Duration of these Summoned Units have been adjusted to compensate for this. Structures now prioritize Summoned Units when there are no remaining minions. Summoned Units no longer take half damage from Structures. XP Globe pickup sound is now also played when killing a minion that instantly yields XP. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General Watch Towers will now reset to neutral after 45 seconds of not being occupied. Volskaya Foundry Triglav Protector bonus Damage and cooldown speed increased from 25% to 40% when 2 players are inside. Warhead Junction The burn duration is now displayed on structures affected by a Warhead. Return to Top
      Balance Update
      Heroes
      Azmodan
      Base
      Globe of Annihilation [Q] Now deals 50% damage to non-Heroes. Upon reaching 225 Annihilation, Globe of Annihilation no longer deals reduced damage to non-Heroes. Window to kill minions for Annihilation increased to 3s (from 1.5s). Summon Demon Warrior [W] Demon Warriors damage increased from 32 to 83. Now deals half damage to Heroes. Demon Warriors no longer have a duration, but lose 26 Health every second. Demon Warriors no longer have Immolation. Now has 2 charges. Talents
      Level 1 Wrath REWORK: Now provides 1 stack for every 2 Basic Attacks hit against a Structure or Hero. Level 7 Art of Chaos Extra Annihilation amount reduced from 4 to 2. Bombardment Amount of time Bombardment lasts reduced from 4 seconds to 3 seconds. Master of Destruction Amount of Annihilation granted reduced from 2 to 1. Level 13 Brutish Vanguard Now slows the attacked target by 30%. Level 16 Hell Rift Damage bonus reduced from 75% to 35%. Level 20 Inescapable Annihilation NEW: Globe of Annihilation has unlimited range. Pride Moved to baseline. Now requires 450 stacks. Deathwing
      Base
      Attack Damage decreased from 155 to 110. Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. Cataclysm [R] NEW QUEST: Damage Heroes with Molten Flame to gain 1 stack. Gain 50 stacks for killing a Hero. Mythic Reward: Upon reaching 2,000 stacks, Cataclysm now deals 2,500% damage to Structures and Minions. "I AM THE CATACLYSM". Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% Molten Flame [Q] Base Damage per Second reduced from 21 to 19. Incinerate [W] Cooldown increased from 4 seconds to 6 seconds. Energy cost increased from 20 to 30. Damage increased to 100 (from 65). Lava Burst [W] Cast time reduced from 1 second to .75 seconds. Cooldown increased from 6 seconds to 9 seconds. Energy cost increased from 15 to 25. Explosion Damage increased from 30 to 35. Explosion Damage over Time increased from 6 to 7. Slow increased from 35% to 45%. Dragonflight [Z] Cooldown delay after dealing or taking damage increased from 4 seconds to 6 seconds. Cooldown reduced from 45 seconds to 15 seconds. Talents
      Level 1 Dragon Soul Healing increased from 75%, 150% to 100%, 200%. Level 4 Heat Wave Damage over Time increased from 6 to 9. Damage over Time stacks reduced from 4 to 3. Initial damage bonus increased from 125% to 150%. Level 7 Firestorm Damage increased from 70 to 77. No longer reduces cooldown of Dragonflight. Level 13 Fire and Fury Damage bonus increased from 30% to 40%. Falstad
      Base
      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Frostbitten Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis. Talents
      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Damage over Time is dealt over 4 seconds (from 5s). Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Known Issues & Bug Fixes
      Known Issues
      Jaina Ice Cold's tooltip is incorrect. Resetting Jaina's talents after finishing her quest causes issues. Zul'jin Resetting Zul'jin's talents does not reset cap. Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

       
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      16 December 2025: This patch went live again, with some undocumented bug fixes.
      12 December 2025: This patch was reverted due to a game-breaking bug on Sylvanas.
      (Source)
      Balance Updates
      Kerrigan
      Base
      Ravage [Q] Baseline quest now provides 7 stacks per kill, up from 5. Baseline quest requirements increased to 85/150, up from 75/125. Talents
      Level 7 Bladed Momentum Cooldown reduction increased to .75 seconds, up from .6 seconds. Thrall
      Talents
      Level 1 Maelstrom Weapon Completion requirements increased to 25/55/100, up from 20/40/100. Falstad
      Base
      Lightning Rod [W] Now strikes every .8 seconds, down from 1 second. Total number of strikes stay the same. Range increased by 1. Talents
      Level 1 Frequent Flyer Cooldown increased to 60 seconds, up from 45 seconds. Quest requirements increased to 60/150/300, up from 50/125/300. Sylvanas
      Talents
      Level 4 Possession Now has a 1 second cooldown between uses, down from 2 seconds. Level 4 Unstable Poison Damage increased to 150, up from 130. Level 4 Haunting Arrows No longer affects Mercs. Gul'dan
      Talents
      Level 1 Echoed Corruption Pinnacle Reward healing increased to 100%, up from 50%. Pinnacle Reward requirement reduced to 85, down from 100. Level 16 Ruinous Affliction Damage reduced by 10%. Map Updates
      Alterac Pass Objective capture time is now capped at 55 seconds. Blackheart's Bay Cannon damage increased to 2,875, up from 2,815. Volskaya Foundry Late game health scaling of Protector increased. Warhead Junction Attacking a burning building now stops the duration of burn for 3 seconds. Click here to discuss this post with other players
      in the official Heroes of the Storm forums.

       
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Map Updates Balance Update Bug Fixes General
      New Skin: Bonny Butcher
      New Skin: Warthog Gear Head Thrall
      Players will now receive an announcement when a quest milestone is reached. This will only announce to the player who achieved the milestone. Ranges of abilities on numerous Heroes have been updated to be more consistent. This may cause certain abilities ranges to reduce or increase. Brawl Starting January 2026, Brawls will only be open the first 5 days of every month. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General A new Fallback Tower has been added to the longer lanes on each of the following battleground maps. This new tower will die when its corresponding Fort dies: Alterac Pass, Battlefield of Eternity, Blackheart's Bay, Braxis Holdout, Cursed Hollow, Dragon Shire, Garden of Terror, Hanamura Temple, Infernal Shrines, Sky Temple, Tomb of the Spider Queen, Volskaya Foundry, and Warhead Junction. Attacks from the Core, Keeps, Forts, Fallback Towers, and Towers near Keeps will now reduce Hero armor, and the reduction has been increased from -10/-20 Armor to -20/-40 Armor. Fallback Towers have the same HP and Attack Damage as Keep Towers. Forts, Keeps, and the Core will no longer grant Allied Heroes that take damage in their radius 35 Armor for 4 seconds. The comeback system has been slightly magnified, particularly at wide level gaps. Alterac Pass Objective capture timer reduced by 5 seconds in each phase. The first phase only spawns a single defending unit. Cavalry now gain more health in the later stages of the game. Cavalry now take 60% damage from structures (up from 50%). Braxis Holdout Early objectives have lowered in health by 15%, but scaling has been increased significantly after 15 minutes. Garden of Terror Garden Terror health scaling increased. Garden Terror structure disabling plant bulb now damages itself at 10% per second (up from 6%). Infernal Shrines Early objectives have lowered in health by 15%, but scaling has been increased significantly after 15 minutes. Warhead Junction Nuke damage has been changed to flat, scaling damage. Scaling is updated when a Warhead is picked up. Nukes now deal double damage versus Forts, Keeps, and the Core. Return to Top
      Balance Update
      General
      Pinnacle Rewards have been added to mutiple Heroes. These will be hard to obtain but provide powerful rewards. Heroes
      Falstad
      Base
      Lightning Rod [W] Cooldown reduced from 13 seconds to 12 seconds. Talents
      Level 1 Dishonorable Discharge REWORK: No longer reduces CD. Bonuses are now provided at 20/45/75 hits. At 20 hits, gain 30% damage. At 45 hits, gain an additional 75% damage and reduce the cooldown by 2 seconds. Pinnacle Reward: At 75 hits, Lightning Rod provides 2 additional strikes and Stuns for 1.25s on its last strike. Frequent Flyer REWORK: Reduced attack speed bonus from 40% to 25%. Now provides 1 stack per minion and 5 stacks per Hero. At 50 stacks, gain 20 Attack Damage. At 125 stacks, gain an additional 50 Attack Damage. Pinnacle Reward: At 300 stacks, gain an additional 125 Attack Damage. Gathering Storm REWORK: Bonuses are now provided at 30/80/150 stacks, rather than incremental gains. At 30 stacks, gain 30% damage. At 80 stacks, gain an additional 50% damage. Pinnacle Reward: At 150 stacks, gain an additional 70% damage. REWORK: Lose 8 stacks on death, but can not lose milestones that have already been completed. Level 7 Charged Up Moved to be a Level 13 Talent. No longer provides additional hits, but instead provides cooldown refresh on Hero takedowns. Level 13 Thunderstrikes Moved to be a Level 7 Talent. Guldan
      Base
      Corruption [E] Mana cost increased from 80 to 90. Talents
      Level 1 Echoed Corruption Increased stack requirement to 60. Pinnacle Reward: At 100 stacks, Corruption now heals for 50% of the damage dealt. Pursuit of Flame Increased radius from 10% to 15%. Reworded to say "Fel Flame's area is increased by 33%". Progress is now reset upon death and can not lose progress upon completion. Johanna
      Base
      Punish [Q] Slow on enemies reduced from 60% to 50%. Talents
      Level 4 Subdue Slow on enemies reduced from 80% to 70%. Kael'thas
      Talents
      Level 1 Convection REWORK: Every 20th Hero hit permanently increases Flamestrike damage by 150 and Kael'thas's maximum Health by 50. Kerrigan
      Base
      Primal Grasp [E] Cooldown reduced from 10 to 8. Delayed damage reduced from 195 to 165. Initial damage increased from 25 to 40. Ravage [Q] Damage reduced from 130 to 115. Now includes a baseline quest: Kill enemies within 1.5 seconds of hitting them with Ravage. Minions grant 1 progress and Heroes grant 5. At 75 stacks, Ravage gains 125 damage. Pinnacle Reward: At 125 stacks, Ravage gains 200 additional damage. Impaling Blades [W] Cooldown reduced from 12 seconds to 9 seconds. Damage reduced from 165 to 140. Radius increased from 1.5 to 1.65. Stun duration reduced from 1 second to .75 seconds. Assimilation [D] Increased the amount of shield gained from Basic Attacks from 10% to 20% of damage dealt. Talents
      Level 1 Fury of the Swarm No longer increases shields gained from Basic Attacks. Level 4 Sharpened Blades Talent has been removed. Ravaging Ferocity NEW: Gain 25% attack speed for 3 seconds after using Ravage. Level 7 Boundless Fury Cooldown increased from 10 seconds to 12 seconds. Queen of Blades Cooldown reduction increased from 3 seconds to 4 seconds. Level 10 Summon Ultralisk Damage reduced from 250 to 225. Level 13 Chrysalis HP lowered from 750 to 650. Reduced the amount of health regenerated from 5% max health per second to 4%. Level 16 Painful Spikes Damage reduced from 70 to 60. Level 20 Omegastorm Increased extended duration from .25 seconds per hit to .4 seconds per hit. Sylvanas
      Base
      Black Arrows [D] Black Arrows now refers to what was previously called "Banshee's Curse". New Baseline Quest: Deal damage to Heroes or Structures with 3 stacks of black arrows. At 250 stacks, increased the damage bonus of Black Arrows to 50%. Pinnacle Reward: At 400 stacks, heal for 25% of damage dealt against enemies with 3 stacks of Black Arrows, doubled against Heroes. Reduced base damage bonus of Black Arrows to 15%. Activatable portion of Black Arrows has been removed. Talents
      Level 1 Unfurling Shadows Talent has been removed. Unrelenting Torment NEW: Increases the damage of Shadow Dagger by 20% and increase its duration by 1 second. Level 4 Haunting Arrows NEW: You can now activate Black Arrows to cause all damage dealt to stun non-heroes. 90 second cooldown, reduced by 3 seconds when attacking a structure. Possession Now a Baseline ability. 25 seconds to restore each charge, 2 seconds cooldown. Max 4 charges. Level 7 Barbed Shot Bonus damage increased from 350% to 400%. Lost Soul REWORK: Reduces the cooldown of Shadow Dagger when attacking non-minions with 3 stacks of Black Arrows by .75 seconds, doubled against Heroes. Level 13 Windrunner Recast window reduced from 5 seconds to 4 seconds. Thrall
      Talents
      Level 1 Crash Lightning REWORK: Bonuses are now provided at 15 and 30 stacks. At each milestone, Chain Lightning gains 270 damage. Lose 6 stacks on death, but can not lose milestones that have already been completed. Echo of the Elements REWORK: Bonuses are now provided at 20/40/100 stacks. At 20 stacks, reduce mana cost of Chain Lightning by 20. At 40 stacks, Chain Lightning gains an extra charge and will bounce one additional time. Pinnacle Reward: At 100 stacks, Chain Lightning will fork to an additional target each time it bounces. Rolling Thunder Moved to be a Level 7 Talent. No longer increases Chain Lightning bounces by 1. Level 7 Maelstrom Weapon Moved to be a Level 1 Talent. REWORK: Bonuses are now provided at 20/40/100 stacks, rather than incremental gains. At 20 stacks, gain 20 damage and increase the movespeed bonus to 40%. At 40 stacks, gain an additional 40 damage and Thrall permanently gains 15% increased movement speed. Pinnacle Reward: At 100 stacks, Frostwolf Resilience now provides +200% Healing. Level 16 Tempest Fury No longer provides additional quest stacks. Thunderstorm Increased damage bonus provided at max stacks from 25% to 30%. Level 20 Wind Rush Cooldown increased from 80 seconds to 90 seconds. Tyrael
      Talents
      Level 1 Ardent Restoration Maximum healing stacks reduced from 10 to 8. Level 4 Reciprocate Damage reduced from 190 to 170. Level 7 Burning Halo Damge per second reduced from 15 to 12. Level 10 Sanctification Cooldown reduced from 90 seconds to 85 seconds. Mana cost reduced from 75 to 70. Level 20 Aspect of Justice Cast time reduced from 1.5 seconds to 1.25 seconds. Cooldown reduction per enemy Hero hit increased from 10% to 15%. Zul'jin
      Base
      Basic Attack Damage decreased from 96 to 94. You Want Axe? [D] No longer has a cap on stacks. Now causes Zul'jin to lose 3 stacks (15 hits) on death. Talents
      Level 1 Headhunter Increased damage bonus per hero kill from 2% to 2.5%. Return to Top
      Bug Fixes
      Map
      Blackheart's Bay Fixed an issue that caused the Battleground Objective to not start if a particular chest is the last destroyed chest. Fixed an issue that caused the help text for attacking the Treasure Chest to not disappear if a particular chest is attacked. Warhead Junction Fixed Warhead Junction Nuke Damage Dealt tracking. Heroes
      Cho'gall Base Eye of Kilrogg [Skill 1] Fixed an issue that caused the Eye of Kilrogg's cast range indicator to be slightly larger than the ability range. Level 1 We See You! Fixed an issue that caused We See You's range increase tooltip value to display incorrectly after being selected. D.Va Fixed an issue that caused D.Va's Mech to not respawn with the correct amount of Blackheart's Bay Doubloons. Base Defense Matrix [W] Fixed missing icon in D.Va's Quick Cast setting for Retarget Defense Matrix. Gazlowe Level 16 Firin' Mah Lazors Fixed an issue that caused Firin' Mah Lazorz's warning to not display correctly. Fixed an issue that caused Big Top Gazlowe's Firin' Mah Lazorz to create permanent visuals. Kael'thas Base Living Bomb [W] Living Bomb will not activate its effects on a target that becomes immune to Living Bomb. Living Bomb will now apply its effects if the target dies with Living Bomb. Raynor Base Adrenaline Rush [E] Fixed an issue that caused Adrenaline Rush to not display the base duration in its tooltip after selecting Give Me More. Stukov Level 1 Reactive Ballistospores Fixed Reactive Ballistospores tooltip. Tychus Base Overkill [Q] Overkill retarget can now also be targeted in a direction. When clicking near or on a target, it will attach to that target, but if no targets are nearby, Overkill will start firing in that direction. If Overkill hits a target while firing in a direction, that target will become Overkill's primary target. If Overkill is active when there are no possible targets, Overkill will no longer be cancelled, and instead will start firing in the direction of the last primary target. Fixed an issue that caused mounting to not interrupt Overkill. Valla Base Hatred [D] Fixed Hatred Tooltip. Level 20 Storm of Vengeance Fixed an issue that caused Storm of Vengeance to not grant 2% Attack Speed per Hatred stack. Zagara Level 1 Infest Fixed Infest active current bonus tooltip. Level 16 Mutalisk Fixed Mutalisk tooltip. Return to Top
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