Damien

Heroes of the Storm Sylvanas

Sign in to follow this  

45 posts in this topic

This thread is for comments about our Sylvanas build guide for Heroes of the Storm.

Share this post


Link to post
Share on other sites

It seems a bit strange that the guide opens up by saying that Sylvanas is an assassin, since she's a specialist and doesn't play like most assassins.

Share this post


Link to post
Share on other sites

It seems a bit strange that the guide opens up by saying that Sylvanas is an assassin, since she's a specialist and doesn't play like most assassins.

 

Played her so much I forgot she was a Specialist haha

Share this post


Link to post
Share on other sites

it\s a great guide, after reading this and practicing more with sylvanas I can carry my entire team.

It's good to have this kind of champion that can do it all and have a high skill cap as well

Edited by Fransoa
  • Like 1

Share this post


Link to post
Share on other sites

On the level 16 talents, Blood for Blood is "situational" on the icons but under the "recommended" section in the explanations. (And its explanation is outdated.)

  • Like 2

Share this post


Link to post
Share on other sites

On the level 16 talents, Blood for Blood is "situational" on the icons but under the "recommended" section in the explanations. (And its explanation is outdated.)

Thanks, will have this fixed!

Share this post


Link to post
Share on other sites

This guide before it came out, I had this near exact build and it is amazing, hell, blowing up a lane of minions with the ultimate+unstable poison combo, especially if an enemy hero is in the middle of it, is just a great execution and awesome to do. That being said, when is a Abathur guide coming out? I've been experimenting with Abathur after buying him and I just cannot seem to stick with any sort of build, Siege, Symbiote, or some mix, I don't know anymore, I would LOVE to see a proper Abathur build at some point, please & thank you!

Share this post


Link to post
Share on other sites

This guide before it came out, I had this near exact build and it is amazing, hell, blowing up a lane of minions with the ultimate+unstable poison combo, especially if an enemy hero is in the middle of it, is just a great execution and awesome to do. That being said, when is a Abathur guide coming out? I've been experimenting with Abathur after buying him and I just cannot seem to stick with any sort of build, Siege, Symbiote, or some mix, I don't know anymore, I would LOVE to see a proper Abathur build at some point, please & thank you!

Hi Xebenatros!

 

I'm actually working on Abathur at this very moment, so expect to see it this week.

 

As for how to build Abathur, the tl;dr will recommend Pressurized Glands, Adrenal Overload, Evolve Monstrosity, Soma Transference, Envenomed Spikes, Hivemind.

 

Hope this helps!

Share this post


Link to post
Share on other sites

This build is overall terrible on Sylv, I think you're wasting the  talents, to do just the same as Shadow Dagger. Barbed shot is the worst talent on tier 1 besides corruption, with the wind provides poke, safety and damage, and lost soul provide more damage, and control on minions and tower.
Envenom may be fun on quickmatch, but she's not an assassin, you're not focusing on her strength, paralysis is the best on this tier, as it just freeze enemy forts and minions 2 seconds.

Unstable poison is a strong laning tool, but if you want to make a teamfight carry clearly, the best option is remorseless as it provides overall more damage. If full laning, unstable, otherwise the go to talent is Remorseless. You can use life drain on map like Dragon because of the sustain it provides.
I agree on evasive fire and Bolt of the storm (lot of survival and poke, must have for split push), of course cold embrace, and Bolt of the storm,  even if on map like Battle of eternity,  splinter shot can kite a lot, depends on playstyle.
 

The 3 first talents have a huge impact, and your build is really non competitve to me, I hope you can see why in all respect

Share this post


Link to post
Share on other sites
 

This build is overall terrible on Sylv, I think you're wasting the  talents, to do just the same as Shadow Dagger. Barbed shot is the worst talent on tier 1 besides corruption, with the wind provides poke, safety and damage, and lost soul provide more damage, and control on minions and tower.
Envenom may be fun on quickmatch, but she's not an assassin, you're not focusing on her strength, paralysis is the best on this tier, as it just freeze enemy forts and minions 2 seconds.

Unstable poison is a strong laning tool, but if you want to make a teamfight carry clearly, the best option is remorseless as it provides overall more damage. If full laning, unstable, otherwise the go to talent is Remorseless. You can use life drain on map like Dragon because of the sustain it provides.
I agree on evasive fire and Bolt of the storm (lot of survival and poke, must have for split push), of course cold embrace, and Bolt of the storm,  even if on map like Battle of eternity,  splinter shot can kite a lot, depends on playstyle.
 

The 3 first talents have a huge impact, and your build is really non competitve to me, I hope you can see why in all respect

For a lot of your points, you don't explain why you think X is better than Y. I'll address the points you bring up. Please keep in mind I go into great detail why I pick and why I don't pick each talent. You can find why here.

 

>Envenom may be fun on quickmatch, but she's not an assassin, you're not focusing on her strength

 

Being an "Assassin" or "Specialist" is arbitrary. Sylvanas' role is to provide damage with good pushing power. 

 

>paralysis is the best on this tier, as it just freeze enemy forts and minions 2 seconds.

 

Why? How is that beneficial? If you are attacking a structure, it's going to be permanently stunned anyway, the 2 seconds is wasted.

 

>if you want to make a teamfight carry clearly, the best option is remorseless as it provides overall more damage.

 

Yes, it provides more damage, but only very little. It gives you 1 additional Basic Attack every several seconds, a relatively meaningless amount. Unstable Poison provides you with more benefits than Remorseless.

 

>You can use life drain on map like Dragon because of the sustain it provides

 

It's better to clear waves than restore a tiny amount of health (which your healer should be doing anyway).

 

>must have for split push

 

You should almost never be split pushing.

 

>splinter shot can kite a lot

 

How does Splint Shot kite at all?

 

>your build is really non competitve to me

 

Are you a competitive player? Almost none of the talents you are suggesting are used competitively. The build I have provided includes 95% of all variance in the competitive scene (for Sylvanas).

 

>I hope you can see why in all respect

 

While I enjoy having my views challenged (helping me to see things differently), I have to completely disagree with every point you have brought up. Again, please reference the talent guide, I've written out detailed explanations for every single one of Sylvanas' talents.

 

If you have anymore questions, please feel free to ask :)

 

Srey

Share this post


Link to post
Share on other sites

 

 

This build is overall terrible on Sylv, I think you're wasting the  talents, to do just the same as Shadow Dagger. Barbed shot is the worst talent on tier 1 besides corruption, with the wind provides poke, safety and damage, and lost soul provide more damage, and control on minions and tower.

Envenom may be fun on quickmatch, but she's not an assassin, you're not focusing on her strength, paralysis is the best on this tier, as it just freeze enemy forts and minions 2 seconds.

Unstable poison is a strong laning tool, but if you want to make a teamfight carry clearly, the best option is remorseless as it provides overall more damage. If full laning, unstable, otherwise the go to talent is Remorseless. You can use life drain on map like Dragon because of the sustain it provides.

I agree on evasive fire and Bolt of the storm (lot of survival and poke, must have for split push), of course cold embrace, and Bolt of the storm,  even if on map like Battle of eternity,  splinter shot can kite a lot, depends on playstyle.

 

The 3 first talents have a huge impact, and your build is really non competitve to me, I hope you can see why in all respect

For a lot of your points, you don't explain why you think X is better than Y. I'll address the points you bring up. Please keep in mind I go into great detail why I pick and why I don't pick each talent. You can find why here.

 

>Envenom may be fun on quickmatch, but she's not an assassin, you're not focusing on her strength

 

Being an "Assassin" or "Specialist" is arbitrary. Sylvanas' role is to provide damage with good pushing power. 

 

>paralysis is the best on this tier, as it just freeze enemy forts and minions 2 seconds.

 

Why? How is that beneficial? If you are attacking a structure, it's going to be permanently stunned anyway, the 2 seconds is wasted.

 

>if you want to make a teamfight carry clearly, the best option is remorseless as it provides overall more damage.

 

Yes, it provides more damage, but only very little. It gives you 1 additional Basic Attack every several seconds, a relatively meaningless amount. Unstable Poison provides you with more benefits than Remorseless.

 

>You can use life drain on map like Dragon because of the sustain it provides

 

It's better to clear waves than restore a tiny amount of health (which your healer should be doing anyway).

 

>must have for split push

 

You should almost never be split pushing.

 

>splinter shot can kite a lot

 

How does Splint Shot kite at all?

 

>your build is really non competitve to me

 

Are you a competitive player? Almost none of the talents you are suggesting are used competitively. The build I have provided includes 95% of all variance in the competitive scene (for Sylvanas).

 

>I hope you can see why in all respect

 

While I enjoy having my views challenged (helping me to see things differently), I have to completely disagree with every point you have brought up. Again, please reference the talent guide, I've written out detailed explanations for every single one of Sylvanas' talents.

 

If you have anymore questions, please feel free to ask smile.png

 

Srey

 

Srey, you ripped this poor guys statements to pieces..

Share this post


Link to post
Share on other sites

My big questions are on the level 1 and level 7 talent choices. I feel like unstable poison and barbed shot provide much the same benefit-better waveclear, and so they are largely redundant. Generally, as the overall talent choices are weaker on level 7, I prefer to take unstable there but take with the wind at level 1. The bonus range puts sylvanas in a much safer position, especially considering how squishy she is. At level 7 you should be able to clear waves extremely quickly anyways, even without barbed shot. Other than that, I do really enjoy this build.

Share this post


Link to post
Share on other sites

My big questions are on the level 1 and level 7 talent choices. I feel like unstable poison and barbed shot provide much the same benefit-better waveclear, and so they are largely redundant. Generally, as the overall talent choices are weaker on level 7, I prefer to take unstable there but take with the wind at level 1. The bonus range puts sylvanas in a much safer position, especially considering how squishy she is. At level 7 you should be able to clear waves extremely quickly anyways, even without barbed shot. Other than that, I do really enjoy this build.

You, in my point of view, are seeing this in a simple way, meaning you only see the "damage", see the bg picture, if you can proc the explosion faster you can clear the wave a lot more easier, meaning your wave of minions will push with a lot more health, more ammo is used to take them down, take in mind that im considering presure from the enemy team and you dont have that much of a window to be able to stunlock the towers because of them.

 

Now for the interesting part, if you are able to take down the minion wave WITH a hero inside, its better to do it quick so that they take the damage.

 

This are some points of view, maybe there are a lot more out there

Share this post


Link to post
Share on other sites

My big questions are on the level 1 and level 7 talent choices. I feel like unstable poison and barbed shot provide much the same benefit-better waveclear, and so they are largely redundant. Generally, as the overall talent choices are weaker on level 7, I prefer to take unstable there but take with the wind at level 1. The bonus range puts sylvanas in a much safer position, especially considering how squishy she is. At level 7 you should be able to clear waves extremely quickly anyways, even without barbed shot. Other than that, I do really enjoy this build.

You, in my point of view, are seeing this in a simple way, meaning you only see the "damage", see the bg picture, if you can proc the explosion faster you can clear the wave a lot more easier, meaning your wave of minions will push with a lot more health, more ammo is used to take them down, take in mind that im considering presure from the enemy team and you dont have that much of a window to be able to stunlock the towers because of them.

Now for the interesting part, if you are able to take down the minion wave WITH a hero inside, its better to do it quick so that they take the damage.

This are some points of view, maybe there are a lot more out there

Thanks for the help. I see your reasoning here, I guess I'll have to try it out a bit more.

Share this post


Link to post
Share on other sites

Thank you for the coolest guide ever, are you going to update it considering new heroes and map came to life?

Thanks! Yes, the guide will be continuously updated as things are added.

Share this post


Link to post
Share on other sites

You are on CRACK. Envenom is an AWEFUL talent! Paralysis with overwhelming affliction adds a 25% slow to enemies  for 2 seconds. Unlike withering fire, it's aoe and can be used with ANY of her abilities. Trash sylv noobs depress me. Paralysis also allows for farther travelling of the black arrows to enemies, so if theyre on the other side of a large creep wave chances are your dagger will have time to spread to them

Share this post


Link to post
Share on other sites

I like this build but had three comments that I'd like to make.  First, the 2 sec stun is not that great on towers, sure.  But do you know what it is great on?  Minions waves and camps.  I can easily solo merc camps with that talent because it keeps them all paralyzed longer when i shadow dagger or banshee wave them,  Therefore, I don't get hit as often.  There's where the talent shines, not on towers.

 

2nd, you dismiss the healing of Life Drain, saying that one can just run to the well to heal.  But I can tell you that chucking a dagger at a minions wave, especially on a big one like on Spiders provides tremendous healing, even during a team fight or if I'm just running by.  You assumed I'm only using that in team fights, but the reality is that minion waves are common, and it's free healing, even during a team fight. I have gone from low health to 3/4 by doing this, which saves time not having to run back to a well, which might be on CD anyway.

 

Finally, I do agree that Bolt of the Storm is a great talent, and should be considered every time.  However, I have switched to Fury for a couple reasons.  First off, you already have 30% increased speed from Evasive Fire, and if you took With the Wind, people have a very hard time killing you already, especially with Banshee Wave.  But what Fury gives you is an insane ability to clear even 4 man merc camps in seconds.  It's truly scary how fast she can cap those with this talent.  It also really helps against the spiders, bosses, and anything else that isn't a hero, like forts and cores.  Yes, sylvanas already does this well, but this turns her into super girl and this talent is well worth it.  This one is definitely only a preference, Bolt is a fine choice too.

Share this post


Link to post
Share on other sites

Hey Srey, 

I enjoyed the guide and I managed to try the build in QM. I was playing Sylvanas in a complete different way and I found pretty hard to move to your spec, but I gave it a try and it worked well.

I'd like to ask you a couple of clarifications regarding the choice of a couple of talents. In order to do so I have to explain my usual build and the way I played her first. (I know that a few talents might sounds really bad but they change accoriding to the map.

Build:

1. With the Wind (exceptionally Lost Soul, in TF maps like Eternal Conflict)
4. Ranger's Ambush
7. Life Drain
10. Wailing Arrow
13. Evasive Fire
16. Cold Embrace
20. Bolt of the Storm (exceptionally Fury of the Storm if the fight needs quick bruise camp farming or lane cleaning, more important in late game than early)

Overall, my plays with Sylvanas were focused on half hero damage and damage support for assassins/tanks and half lane presence. Her damage is already high and because she cannot stand stuns I normally increase the range of the arrows to be safer.
Ranger ambush is great for escape (and synergizes with Evasive Fire) as well as for chase and gives you enough damage to finish enemies instantly.
Life drains gives you great sustainability and grants you a lot of time that you can spend in lane without recalling. It's a bit tricky because some maps don't have enough minions, but 5/6 enemies are enough and is a great counter to dots (like Lunara, Xul, Stitches or Nazeebo).


The Unstable Poison combo is pretty amazing when enemy heroes are surrounded by a bunch of minions (maps like Tomb of the Spider Queen are perfect for it), I only had to change my positioning to make that talent work at best. You play around them and I normally pick talents that works around my play style.
Anyway, everything was good but I do not understand the Envenom talent. You said that is 80% more damage than all other talents can grant you, and that's fine. Unfortunately, the CD is 60 seconds. Which is a lot for that amount of damage, while Ranger's Ambush only has an 8/10 seconds CD, the overall damage seems to be pretty increased on that way and you won't have the chance to waste a key because Poison grants enemy enough time to escape, wait for CD, get healed by a friendly champion and so on).

The range of poison is also very short and I found really hard to poison enemies and survive, getting too close with Sylvanas is dangerous.

That's my only point, any suggestion on how to make envenom work at best? 

I know that the way I use it might sounds crazy and I'm definitely moving from Life Drain to Unstable Poison as it grants more damage overall. Just won't be able to learn how to use that 1 key!

Great job anyway, the guide is really accurate.

Cheers!

Share this post


Link to post
Share on other sites

I want to make some comments on the new update. 

 

I'm ok with the Wailing arrow build.  I think its a good general build.

 

Mind control, i think is a bit weird.  Those talents don't necessarily play to mind controls strengths, so you could really pick either heroic using the 'wailing arrow build'.  

 

First (lvl 1) Paralysis, is only useful for pushing buildings and camps.  So its more of a 'pushing talent' while Overflowing quiver is a quick wave clear talent.

 

Next, the synergies with lvl 4 and 16 talents, If you're going with the slow at 16, you really should pick up the extra range on Q at 7 (With the Wind).  It just makes sure you're sticking to your target or getting them away from you. This is only overridden if you pick up the level 7 talent Barbed shot, where Withering Barrage will make more sense (again good wave clear)

 

I don't see a reason to pick unstable poison any more since this nerfed version competes with barbed shot. Unstable poison is only good in lanes, while barbed shot is good on even more things that poison would not be.  With the lvl 1, 4, and 7 talents in the 'wailing arrow build' That is always going to be better overall utility and wave clear than unstable poison. 

 

Back to Withering Barrage vs With the Wind, usually I'll always take Withering Barrage, but on smaller maps that don't need much lane presence, or with team mates soaking lanes better than I can, I will take With the Wind becasue it makes 16 better.

 

Lastly, I can see your reasons for lvl 13 talent choices.. Though I personally still would much rather Will of the Forsaken with mind control to try to stop a potential stun or even outplay an Illidan hunt.

 

 

In conclusion: 
Your Wailing Arrow build work well for both heroics, but I feel the MC build is misleading and doesn't synergies well with other talents.

 

(7)With the Wind works best with (13)Overwhelming Affliction, though it can do well with (13)Evasive Fire

(7)Withering Barrage works best with (13)Evasive Fire and (7)Barbed Shot

 

(1)Paralysis doesn't work well with any other talent, but (1)Overflowing Quiver doesn't do that much either (maybe only with (7)Barbed Shot).  Paralysis should really just be a niche talent for team fighting under structures.

 

(13)Will of the forsaken should possibly be a (?) with Mind Control to stop you from getting stunned out of it.

 

Hope this helps, ask any questions I may not have explained correctly.

Share this post


Link to post
Share on other sites

I want to make some comments on the new update. 

 

 

Mind control, i think is a bit weird.  Those talents don't necessarily play to mind controls strengths, so you could really pick either heroic using the 'wailing arrow build'.  

 

First (lvl 1) Paralysis, is only useful for pushing buildings and camps.  So its more of a 'pushing talent' while Overflowing quiver is a quick wave clear talent.

 

 

 

That is not true. Paralysis works with Overwhelming Affliction, which is the major reason I recommend picking these two talents together. 

 

 

 

 

Next, the synergies with lvl 4 and 16 talents, If you're going with the slow at 16, you really should pick up the extra range on Q at 7 (With the Wind).  It just makes sure you're sticking to your target or getting them away from you. This is only overridden if you pick up the level 7 talent Barbed shot, where Withering Barrage will make more sense (again good wave clear)

 

 

 

Was meant to go for With the Wind indeed. Will correct. 

 

 

 

 

I don't see a reason to pick unstable poison any more since this nerfed version competes with barbed shot. Unstable poison is only good in lanes, while barbed shot is good on even more things that poison would not be.  With the lvl 1, 4, and 7 talents in the 'wailing arrow build' That is always going to be better overall utility and wave clear than unstable poison. 

 

Unstable Poison still clears Minion waves faster than Barbed Shot, which allows you to rotate more quickly. Also, it is more efficient against enormous Minion waves, which becomes particularly important on maps like Tomb of the Spider Queen. 

 

 

 

 

Lastly, I can see your reasons for lvl 13 talent choices.. Though I personally still would much rather Will of the Forsaken with mind control to try to stop a potential stun or even outplay an Illidan hunt.

 

 

 

Will of the Forsaken is terrible in my opinion. A 60-second cooldown on a talent that has virtually no use while out of team fight. Will of the Forsaken is an escape-overkill, as one Haunting Wave should be enough to get you to safety. Furthermore, careful positioning before casting Mind Control makes Will of the Forsaken redundant. 

 

Last but not least, Overwhelming Affliction is fantastic if used with Mind Control. If the mind-controlled survives the duration of Mind Control, you can immediately slow it tremendously while it is still surround by your allies. 

Share this post


Link to post
Share on other sites

You have points on all of them. Especially the one about Paralysis, I didn't take that duration into account for the slow.

Share this post


Link to post
Share on other sites

Your content will need to be approved by a moderator

Guest
You are commenting as a guest. If you have an account, please sign in.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoticons maximum are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan

      The Black Friday promotion is coming to the Nexus tomorrow. For a limited time, you can save big with discounted prices on a number of bundles, skins, heroes, mounts and the 360 Day Stimpack. The Black Friday sale will last until November 27.
      Blizzard (Source)
      360 Day Stimpack
      Our 360 Day Stimpack discount is back during this year's Black Friday Sale! The 360 Day Stimpack will give your Heroes a boost and fill your coffers to the brim with 100% XP and 150% Gold bonuses per game for nearly a year. Starting November 21, you'll be able to pick up a 360 Day Stimpack at a discounted price of 6,000 Gems (33% off)-but move quickly! Stimpack timers begin immediately upon purchasing, and this discount will only be available until our Black Friday Sale comes to an end on November 27.
      Red and Black Friday Bundle
      During this year’s Black Friday Sale, you can pick up a number of Legendary Skins with the limited-time Red and Black Friday Bundle for 3,500 Gems (33% off!).
      Heroes
      Jaina D.va Li-Ming Muradin Diablo Legendary Skins
      Abyssal Dreadlord Jaina D.Va the Destroyer First Ascendant Templar Li-Ming Maraudin' Muradin Nightmare Prime Evil Diablo Mount
      Angry Cloud Back in Black Friday Bundle
      You can also add a variety of skins to your Collection at a 29% discount with the Back in Black Friday Bundle, available for 900 Gems.
      Skins
      Oni Genji Ashen Hellflame Nazeebo Black Grand Marshall Uther Blackrock Garrosh Dark Auriel Skeletal Raven Sylvanas Dark Seraphim Tyrael Deadwalker Warmatron Cassia Dominion Elite Agent Nova Shadow Priestess Tyrande Hero, Skin, and Mount Sales
      Until our Black Friday Sale ends on November 27, we’re also offering 50% off a wide variety of Heroes, Skins, and Mounts!
      Heroes
      Gul'dan Tracer Butcher Greymane Morales Legendary & Epic Skins
      Enraged Butcherlisk Raider Rexxar Sharkmouth Goliath D.Va Neon Spectre Tracer Sakura Auriel Tangerine Mad Martian Gazlowe Rare Skins
      Apothecary Morales Emberlord Zul'jin Gold StormPunk Kael'thas Jasper Frostlord Rexxar Mounts
      Neutron Space Lord's Starbreaker Nimbus Cloud Felsaber
    • By Stan

      Improvements are planned for matchmaking in Heroes of the Storm later this year. Blizzard teased performance-based matchmaking at BlizzCon 2017 and the patch is now live on PTR. Learn more about how the new system fares with the old one!
      Last week, Lead Systems Designer Travis McGeathy answered some questions about the upcoming matchmaking system and now Blizzard posted a new announcement with more details and FAQ. Performance-based matchmaking as part of the 2018 gameplay update should go live during the week of December 12.
      Blizzard (Source)
      As mentioned in the BlizzCon 2017 opening ceremony, and during our “What’s Next” panel, we will soon be introducing performance-based matchmaking to Heroes of the Storm. With this change, your matchmaking rating (MMR) adjustments will be influenced based on your individual performance in the match instead of being purely based on whether you won or lost. We’ve broken down some details of the new system below, along with a short FAQ. Read on for details:
      What’s Changing and Why:
      In our current system, an individual player’s Matchmaking Rating (MMR) is primarily determined by the amount of games that player wins versus how many the player loses. When you win a game, your MMR goes up, while the opposite is true for when you lose. In addition to that basic rule, your MMR will go up more, or less, based on the comparative skill of both yours and the opposite team. If the enemy team has a higher MMR than your team, you’ll gain more points for defeating them and lose less if they win. The opposite applies to enemy teams that have a lower MMR.  However, the team-focused nature of Heroes presents challenges when using this system to determine an individual player’s matchmaking rating, since any single player is only 1 part of the 5-man team that won or lost the match. The system works since, all things being equal, a player will win more games than they lose over the long run if their skill is higher than other players at the same rank. However, unless the difference is significant, it can take a significant number of games before the difference in wins vs losses adjusts the player’s MMR enough to match their true skill level.
      With performance-based matchmaking, we’re looking to change that. Let’s take a look at how we’re planning to make matchmaking more accurate and better able to recognize individual skill in a team-based game:
      How it Works:
      Once we introduce performance-based matchmaking in the near future, our system will look at how well the individuals in a match are performing and use this to aid in calculating their MMR adjustments for the match. The system will apply context to these stats by looking at the Hero you’re playing, the Battleground you’re on, the game mode, and what region you’re playing in so it can make fair comparisons against other similarly skilled players under the same conditions. Our goal with this system is not to define a specific playstyle for each hero, since we are never manually setting which stats are considered important, but rather to let our machine-learning driven system define importance and weighting for stats based on millions of games of data. By looking at these stats across the entire player base, the system can see which stats are most important for effective play and create a data-driven model of what the most highly-skilled players are doing in any given situation.
      What differentiates a highly skilled player on a given Hero isn’t always obvious, though. For example:
      When looking at a Hero like Illidan, it’s pretty straight forward. A good Illidan does a fair amount of damage, soaks a lot of experience, doesn’t die very often, and captures a lot of Mercenary camps. Illidan has a fairly high skill ceiling, though, so we expect there to be a sizeable difference in all of those stats between a highly-skilled Illidan and an average one. However, for a hero like Kerrigan, the difference in raw stats like damage and experience between a high skill and average skill player isn’t quite as dramatic. Instead, the biggest thing that sets apart a highly skilled Kerrigan is how effective they are in landing crowd control effects, so the system would put a larger emphasis on this stat for Kerrigan players. She’s still being evaluated on all the same stats as every other hero, though, so a Kerrigan who spends the game only attempting to land stuns would not necessarily gain the same amount of MMR, as they would need to also contribute to the game in a meaningful way on top of landing lots of CC.  The system can then use an individual player’s performance to adjust how much MMR the player gains, or loses, for a game. If they’re performing beyond expectations for their current MMR, the system will grant more MMR when they win, subtract less when they lose, and they’ll more quickly arrive at the proper MMR for their skill. The opposite is also true if they’re not performing up to expectations.
      FAQ
      What is MMR? MMR stands for Matchmaking Rating. In order for the matchmaker to place similarly skilled players together, it assigns everyone a matchmaking rating that indicates how skilled the system thinks the player is. MMR is a behind-the-scenes stat that is only used for matchmaking. What if a Hero is updated and the “right” way to play them changes? The system is fully dynamic and continually updating itself, so it automatically adjusts as balance changes, the meta shifts, and players find creative, new ways to use a hero. If I perform really well, can I gain MMR while losing the game with this new system? No. Winning or losing is still the primary factor in whether you gain or lose MMR so you still only gain MMR on a win and lose it on a loss. The performance-based adjustments just affect how much MMR you gain or lose. Couldn’t you abuse the system by ignoring everything except those few crucial weighted stats? While some stats are weighted higher than others to reflect their importance in that situation, every stat is evaluated as part of the performance calculation. If you’re focusing entirely on a few stats at the expense of others, your overall performance metric is likely to be lower. Also, you still need to win the game to gain MMR. If you’re maintaining all stats at their normal levels for your level of play, excelling at a few key stats, and winning the game, that means you’re actually doing what’s required to be the most efficient, effective version of your current hero. Good job! If I’m losing a game, my stats are usually lower already. How does the system avoid double penalizing me for both losing and having lower stats? The comparisons to determine how well you performed are different for winning games versus losing games. Will this cause players to intentionally make games take longer so they can pad their stats? All stat comparisons take game time into account so there’s no advantage for a game that goes long and no disadvantage for one that wraps up quickly. Who determines which stats are important for any particular situation? The community does by playing the game. The system doesn’t have any preconceptions about which stats are important. Instead, it is measuring how players are playing in particular situations in order to determine which stats are most important to highly skilled play. How does the system work for a new hero or after a hero is reworked? The performance-based aspect of the system will be disabled initially when a new hero launches or after a hero receives a major rework to allow the system to gather the data it needs to make performance comparisons. During this period, the system will effectively work like it used to with MMR adjustment based on win or loss. This system is affecting my MMR, but how will this translate into my rank in Hero League or Team League? We’ll be introducing a Performance Adjustment to the amount of rank points you win or lose after a game which mirrors the performance adjustment that was applied to your MMR. This will eventually replace the current Personal Rank Adjustment. Will this help with smurfing? We believe this system will go a long way to curbing the issues associated with smurfing since a player who creates a new account to intentionally best players of a lower skill will more quickly find themselves facing players of similar skill. When is this coming to the game? Our current plan is to implement performance-based matchmaking in December alongside our next season roll, but we will be sure to update you if anything changes. Awesome. Anything else I should know? The system has also shown promising potential to help detect griefing in games since it can more easily determine when someone is intentionally playing poorly. We’ve already used it to confirm reports of players who are doing things like intentionally feeding and hope to be able to automate that detection in the future so problematic players can be dealt with more quickly. We hope you enjoy all of the changes we have planned for our 2018 Gameplay Updates, and we’ll see you in the Nexus!
    • By Stan

      The 2018 gameplay update is now live on PTR along with Hanzo, balance changes, a new map rotation for Ranked Play and various bug fixes.
      The latest Heroes of the Storm patch will be available for playtesting until December 11. The 2018 update was revealed at this year's BlizzCon. Stealth shader has been updated and many Heroes with Stealth received reworks, Artanis is down to 7,000 Gold and more.
      Blizzard (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting until December 11. During this time, we kindly request your assistance in trying out the new content before we officially release the patch. As always, if you encounter any bugs or other issues during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      General
      Performance-Based Matchmaking
      The matchmaking system has been updated to include a performance-based data-driven system, which takes individual player performance into account when determining MMR gains and losses. Under this new system, players will now reach their intended Matchmaking Rating quicker and more accurately. Read our recent blog about Performance-Based Matchmaking to learn more. Game Camera Height
      In-game Camera height has been significantly increased in order to provide more visibility of the battlefield. New Hero: Hanzo
      Once heir to the Shimada clan's criminal empire, Hanzo abandoned his birthright after he almost killed his younger brother. He now strives to perfect his skills as a warrior, and sees the Nexus and its endless conflict as the ideal training ground.
      PTR Note: In order to focus playtesting and feedback on the 2018 Gameplay Update and Stealth changes found in this patch, Hanzo will not be available for play on the Public Test Realm until the week of November 27.  Trait 
      Natural Agility (D) Target unpathable terrain or a Structure to jump to the other side of it. Basic Abilities
      Storm Bow (Q) Activate to charge an arrow that deals 270 damage to the first enemy hit. Storm Bow's range increases the longer it is Channeled. Reactivate to fire. Scatter Arrow (W) Fire an arrow that deals 85 to the first enemy Hero hit. Scatter Arrow can collide with terrain and Structures, splitting into 5 arrows that travel extra distance, ricochet up to 4 additional times, and deal 85 damage each to the first enemy hit. Sonic Arrow (E) Fire an arrow that grants vision in a large area 8 seconds. Enemies inside are revealed for 1 second. If Sonic Arrow lands directly on an enemy, it deals 150 damage to them and follows them as they move. Heroic Abilities
      Dragonstrike (R) After 1.5 seconds, summon a pair of Spirit Dragons which travel forward, dealing 52 damage every 0.25 seconds to enemy Heroes in its area. Enemies in the center take 150% damage. Dragon’s Arrow (R) Fire a missile that travels across the battleground. Explodes upon hitting an enemy Hero, dealing 100 damage to all nearby enemies and Stunning them for 0.5 seconds. After traveling a medium distance, the damage is increased to 200 and the Stun duration to 1.25 seconds. After traveling a long distance, the damage is increased to 350 and the Stun duration to 2 seconds. 2018 Gameplay Update
      Battleground Objectives
      The first Battleground objective event will now activate 90 seconds into the match, following a 30-second warning, for the following Battlegrounds: Blackheart’s Bay Doubloon Chests will now consistently spawn 3 minutes after the final Chest during a the previous event has been captured. Braxis Holdout Beacon events after the first will now consistently spawn 2 minutes and 10 seconds after a previous Zerg wave has been defeated. Dragon Shire Shrines will now consistently spawn 2 minutes after a Dragon Knight has been killed. The first Battleground objective event will now activate 3 minutes into the match, following a 30-second warning, for the following Battlegrounds: Battlefield of Eternity Cursed Hollow Garden of Terror Haunted Mines Infernal Shrines Sky Temple Towers of Doom Warhead Junction The following Battleground objective timers are unchanged: Tomb of the Spider Queen Volskaya Foundry The Minimap will now indicate the next objective spawn location for the following Battlegrounds: Cursed Hollow The first Shrine indicator will appear on the Minimap 30 seconds after the game begins, and subsequent indicators will appear 15 seconds after the previous Tribute has been captured. Infernal Shrines The first Tribute indicator will appear on the Minimap 30 seconds after the game begins, and subsequent indicators will appear 30 seconds after a Punisher is defeated. Hover the cursor over a Shrine indicator on the Minimap to display whether it will be a Mortar, Frost, or Arcane Shrine. Sky Temple The first Temple indicators will appear on the Minimap 30 seconds after the game begins, as well as 30 seconds after all Temples in the same event have been depleted. Towers of Doom The first Altar indicators will appear on the Minimap 30 seconds after the game begins, as well as 30 seconds after the final Altars in an event has been captured. Warhead Junction The first Warhead indicators will appear on the Minimap 30 seconds after the game begins, as well as 30 seconds after the final Warhead in an event has been collected. Regeneration Globes
      Regeneration Globes will now become neutral (claimable by both teams) if not claimed within 3 seconds. Time before Regeneration Globes expire has been reduced to 6 seconds. Structures
      All attacking structures no longer have ammunition. Walls will now be destroyed if their connected Towers and Gate are also destroyed. Walls can still be attacked normally. Tower vision range has been increased by 25% Tower damage to minions has been reduced by 25% Structures now have a warmup period of .5 seconds before firing and must face their targets completely Structure attack warning responsiveness has been significantly improved Standalone Towers (found next to Forts and Keeps) have been removed. The Health, granted Experience, and Damage of Standalone Towers has been redistributed into their surrounding gate Towers, Forts, and Keeps. Forts and Keeps now have True Sight, meaning they will reveal and attack Stealthed Heroes. True Sight is disabled while the Structure is disabled by effects such as the Raven Lord’s Curse or Sylvanas’ Black Arrow Trait. Minions
      Minion base damage has been increased by roughly 10% The 5 second delay before Minions spawn after the game begins has been removed. Mercenaries 
      Respawn Timers Mercenary Camps will now spawn 60 seconds after the game begins Siege Giant Camp Siege Defenders Defending Siege Giant attacks are now telegraphed on the terrain and can be dodged. Siege Laners Attack telegraphing and missile trajectory has been significantly improved. Hellbat Camp Respawn times have been doubled Hellbats will now prioritize structures Defender Hellbat Stats Base health increased by 125%, Health scaling increased by 200% Damage increased by 125% Damage scaling reduced by 50% Laner Hellbat Stats Base health increased by roughly 25% Health scaling increased by 43% Base damage increased by 50% Damage scaling decreased by 66% Damage taken from structures reduced by 50% Attacks now apply a 3-second stacking -5 Armor debuff to all targets, stacking up to 20 times (structures included) Knight Camp Wizard Knight Laner Wizard Knight Laner has a Spell Armor Aura Grants all nearby Allies (Minions, Mercenaries, and Heroes) 30 Spell Armor Spell Armor is immediately removed upon leaving the aura area. This Aura is destroyed when the Wizard is killed Wizard Knight Defender Grants nearby Knight Defenders a 15 Spell Armor aura This Aura is destroyed when the Wizard is killed Sapper Camp Sapper Defenders Now fire their attacks at target areas, instead of directly at Heroes. This behaves like the laning Sappers Sapper Explosion damage now scales over time Health scaling increased by 33% Respawn timer across all maps increased from 105 to 120 seconds Laning Sappers now have 100 Armor vs Structures while charging and Towers will ignore charging Sappers Art
      Heroes, Abilities, and Talents
      Zeratul has received updated art to coincide with Talent changes. Minimap
      Minimap art has been updated across all Battlegrounds. Stealth
      Added an overlay to indicate when a Stealthed character goes Invisible Added a new Stealth visual effect. Enemy Stealthed Heroes should now be easier to spot. Battlegrounds
      Sandbox Custom Game Improvements
      The following new cheats have been added to Sandbox Custom Games: Spawn Camps Respawn all Mercenary Camps. Spawn Dummy Creates a dialog allowing players to choose a type of dummy to spawn. Player can then click in the game world to create a dummy of the selected dummy type at mouse cursor position. One player cannot spawn more than 20 dummies. When a player deals damage or heals a target dummy the Target Dummy Panel will pop up displaying the damage or healing dealt. If player deals damage to multiple dummies with an AOE ability, the number will be the combination of damage done to all dummies. If the team hasn't dealt damage or healing to any of the dummies for 8 seconds, the Target Dummy Panel will disappear for that team. If a player hasn't dealt damage or healing to any of the dummies for 8 seconds, their damage and DPS will be reset to 0. Clear Dummies If the "Share Cheat" checkbox is unchecked, remove all the dummies created by all players. If the "Share Cheat" checkbox is checked, remove all the dummies created by that player. Toggle Fog of War Disabling Fog of War for a team will remove Fog of War, revealing the whole map for that team. Reset HP/MP If the "Share Cheat" checkbox is unchecked, reset all players' Health and Mana to full. If the "Share Cheat" checkbox is checked, reset the player's Health and Mana to full. Complete Quests If the "Share Cheat" checkbox is unchecked, complete all talent quests for all player. If the "Share Cheat" checkbox is checked, complete all talent quests for that player. Instant Respawn If the "Share Cheat" checkbox is unchecked, instantly respawn all dead Heroes. If the "Share Cheat" checkbox is checked, instantly respawn the player's Hero. Haunted Mines
      Issuing a Move command within the Mines while on the Battleground’s upper level, or vice versa, will now cause the Hero to use the Mine Entrance or Exit that is the shortest distance from the issued order. Summoned Grave Golem Fort and Keep attacks no longer reduce attack speed Will no longer interrupt its attacks mid-swing to use an Ability Now passes through player-created walls rather than stopping to destroy them Ranked Battleground Rotation Update
      Added to Rotation Warhead Junction Removed from Rotation Volskaya Foundry Garden of TerrorThe full Ranked Battleground Rotation is now as follows: Battlefield of Eternity Braxis Holdout Cursed Hollow Dragon Shire Infernal Shrines Sky Temple Tomb of the Spider Queen Towers of Doom Warhead Junction Design
      Stealth
      Stealth players will now become “Invisible” after remaining still for 1.5 seconds. Invisible Heroes will not display the Stealth visual effect and can still be removed from Stealth by taking damage. This includes Heroes under the effects of temporary Stealth effects such as Samuro’s Windwalk or Tyrande’s Shadowstalk. Additionally, Heroes cannot become Invisible while occupying a capture point, such as Braxis Holdout or Mercenary Camp Beacons. Instead, they will retain normal Stealth visual effects. User Interface
      In-Game UI
      General Hero portraits will now be displayed when heroes are inside the following Vehicles, Battleground objectives, or Hero Abilities: Dragon Knight Garden Terror Triglav Protector Anub'arak - Cocoon Lt. Morales – Medivac Dropship Stitches - Gorge Zagara - Devouring Maw Manual Talent Tier and Hero Status Callouts Players can now press ALT + left-click Hero portraits and the Team Level UI at the top of the screen to generate notifications for the following situations: Press ALT + left-click an ally’s Hero portrait to inform teammates when that ally needs assistance. ALT + left-clicking a dead Hero’s portrait will generate a chat message indicating that Hero’s remaining respawn time. ALT + left-clicking an enemy Hero portrait will ping that Hero’s location on the Minimap if they are within allied vision. If that enemy is outside of allied vision, a chat message will inform allies that the Hero is missing. Press ALT + right-click the Team Level UI to indicate when both teams are on even Talent tiers, or when one team has a Talent tier advantage over the other.  
      Heroes
      Assassin

      Nova

      Abilities
      Snipe (Q) Damage reduced from 310 to 255. Baseline quest added: Hitting an enemy Hero increases the damage of Snipe by 5% stacking 5 times. When at max stacks (5) it gains an additional 25% damage. If Snipe fails to hit a target, all stacks are lost. Pinning Shot (W) Damage from 110 to 105 Holo Decoy (E) Added functionality: Decoys now deal 10% of Nova’s damage Permanent Cloak (Trait) Added functionality: Gain 15% movement speed while Stealthed Triple Tap (R) Damage per shot from 338 to 372 (New) Ghost Protocol (1) Activate to instantly cloak, leave a Holo Decoy at your feet, and become unrevealable for .5 seconds. Talents
      Level 1 Advanced Cloaking (Trait) New functionality: Increase your Stealth movement speed by 5%. While Stealthed, gain 2 additional mana regeneration per second. Level 7 Snipe Master (Q) Removed Perfect Shot (Q) Moved from Level 16 Cooldown reduction on Hero hit reduced from 3 to 2 seconds Level 13 Psionic Efficiency (Q) Bonus range increased from 10 to 15% (New Talent) Ionic Force Field (Trait) Gain 25 Armor for 2 seconds after losing stealth Level 16 Lethal Decoy (E) Damage bonus from clones increased from 40 to 50% Level 20 (New Talent) Apollo Suit (Trait) Reduce the cooldown of Permanent Cloak from 3 to 1 second
      Samuro

      Stats
      Basic Attack damage increased from 88 to 110 Abilities
      Mirror Image (Q) Samuro will now appear in the direction of the player’s Mouse Cursor when Mirror Image is cast. Mirror Image damage is no longer a fraction of Samuro’s Attack Damage. Mirror Image base damage has been greatly reduced to 9. Mirror Images are no longer instantly destroyed by Structures Critical Strike (W) Cooldown increased from 8 to 10 seconds Illusion Master (R) New functionality: Reduce the cooldown of Advancing Strikes to 8 seconds Now increases the attack damage of Mirror Images by 100% Now also increases Samuro’s Basic Attack damage by 10% Image Transmission (Trait) Additional functionality: Activate to switch places with the target Mirror Image, removing most negative effects from Samuro and the target Mirror Image. 25-second cooldown. Talents
      Tooltips for various talents have been updated to reflect whether Samuro or his Mirror Images benefit from their effects Level 1 Way of the Wind (E) New Functionality: Gain 40% Movement Speed for 3 seconds upon entering or exiting Stealth by using Wind Walk Way of the Blade (W) No longer grants bonus Critical Strike damage Way of Illusion (Q) Mirror Images no longer benefit from this talent Level 4 One with the Wind (E) Armor gain now also lasts for 3 seconds after being revealed Mirror Images now also gain Armor Armor amount reduced from 60 to 30 Level 7 Phantom Pain (W) Mirror Images no longer benefit from this talent Crushing Blows (W) Mirror Images no longer benefit from this talent Bonus Critical Strike damage has been removed Additional functionality: Samuro’s Basic Attacks against enemy Heroes reduce the cooldown of Critical Strike by 1.5 seconds Level 13 Kawarimi (E) Reduced the time between Samuro issuing a new order after using Wind Walk and the image following it. It should now be harder for the new Image to follow Samuro’s new movements after using Wind Walk. Level 16 Press the Attack (Trait) Attack Speed bonus reduced from 15% to 10% per stack. Maximum bonus decreased from 60% to 40% Harsh Winds (E) Mirror Images no longer benefit from this talent Merciless Strikes (W) Mirror Images no longer benefit from this talent
      Valeera

      Abilities
      Vanish (D) Movement Speed increased from 10% to 20% Ambush (Q) If Valeera is Vanished for 3 seconds, this ability has 5 range and teleports Valeera behind her target. Damage reduced from 180 to 130 Now also reduces enemy Armor by 10 for 4 seconds Cheap Shot (W) Stun duration reduced from 1.25 to .75 seconds Now Blinds the target for 2 seconds after the stun effect ends If Valeera is Vanished for 3 seconds, this ability has 5 range and teleports Valeera behind her target Garrote (E) Silence duration increased from 2.25 to 2.75 seconds If Valeera is Vanished for 3 seconds, this ability has 5 range and teleports Valeera behind her target Talents
      Level 1 Subtlety (D) Adjusted functionality: Now triggers when Valeera teleports to her target with Ambush, Cheap Shot, and Garrote. Energy return reduced from 10 to 8 per second. Crippling Poison (Active) Slow duration reduced from 5 to 4 seconds. Valeera’s poison is no longer removed after the first damaging Ability, but instead is applied by all Valeera's Abilities for 4 seconds. This duration does not start until Valeera damages her first enemy. Level 4 Wound Poison (Active) Healing reduction duration decreased from 5 to 4 seconds Valeera’s poison is no longer removed after the first damaging Ability, but instead is applied by all Valeera's Abilities for 4 seconds. This duration does not start until Valeera damages her first enemy Level 7 Slice and Dice (E) Valeera's Basic Attacks now restore 2 Energy. Level 13 Death from Above (Q) New functionality: Ambush reduces the cooldown of Vanish by 4 seconds. Blind (W) Now increases the duration of Cheap Shot’s Blind from 2 to 4 seconds. Strangle (E) Spell Power reduction increased from 25% to 40% Duration reduced from 7 to 6 seconds Level 16 Assassinate (Q) Bonus damage reduced from 100% to 50% Now also increases the Armor reduction of Ambush by 10 when the target is isolated. Moved from level 7 Expose Armor (E) Removed. Level 20 Nightslayer (D) Removed. Rupture (D) Damage bonus now stacks immediately to 100%, instead of stacking up to 30%. Moved from level 16 Elusiveness (D) Moved from Level 13 Movement Speed bonus increased from 10% to 20% LEVEL (TIER) VALEERA TALENTS 1 (1) (!) Vigor (Passive) Subtlety (D) Combat Readiness (Passive) Crippling Poison (Active) 4 (2) Relentless Strikes (Q) Hemorrhage (E) Initiative (D) Wound Poison (Active) 7 (3) Mutilate (Q) (!) Fatal Finesse (W) Slice and Dice (E)   10 (4) Smoke Bomb (R) Cloak of Shadows (R) — — 13 (5) Death from Above (Q) Blind (W) Strangle (E)   16 (6) Seal Fate (Q) Assassinate (Q) Thistle Tea (Active)   20 (7) Adrenaline Rush (R) Enveloping Shadows (R) Rupture (E) Elusiveness (D) (!) indicates a Questing Talent. Italic text indicates a NEW Talent. Underlined text indicates a MOVED Talent.
      Valla

      Abilities
      Level 1 Monster Hunter (Q) Now tracks stacks instead of damage on the quest tracker
      Zeratul

      Abilities
      Shadow Assault (R) Removed (New Talent) Might of the Nerazim (R) Passive: After using an Ability, Zeratul’s next Basic Attack within 6 seconds deals 40% more damage Activate to duplicate the last ability cast. Damaging abilities deal 50% less damage. This ability does not benefit from talents. 20-Second Cooldown  Talents
      Level 1 Vorpal Blade (1) Added as a baseline ability. Default Hotkey: 1 (New Talent) Move Unseen (Passive) Gain 25% bonus Movement Speed while Stealthed Shadow Hunter (E) Regen Globe required for quest completion reduced from 20 to 15 Mana cost reduction of Blink increased from 2 to 3 Level 4 Combo Slash (Passive) Removed Grim Task (Passive) Removed (New Talent) Psionic Strength (Passive) Damaging an enemy Hero with Basic Attacks or Abilities increases Zeratul's damage by 6% for 3 seconds, stacking up to 5 times. (New Talent) Darkness Descends (Active) Passive: Increase Zeratul’s attack speed by 10%. Activated ability – Zeratul gains 40% bonus attack speed for 5 seconds. 30-second cooldown Level 7 Wormhole (E) Duration increased from 2 to 3 seconds Slip into Shadow (E) Removed (New Talent) Warp Skirmisher (1) Vorpal Blade now has 2 charges. Casting Vorpal Blade also causes Zeratul's next Basic Attack within 6 seconds to deal 30% bonus damage Level 16 Sentenced to Death (W) Bonus damage reduced from 40 to 30% Level 20 Rewind (Active) Removed Nerazim Fury (R) Removed (New Talent) Twilight Falls (R) Activating Might of the Nerazim resets the cooldown of all of Zeratul’s Basic Abilities (New Talent) Shadow Mending (Passive) Zeratul heals himself for 75% of Ability Damage Dealt to enemy Heroes LEVEL (TIER) ZERATUL TALENTS 1 (1) PH PH PH PH 4 (2) PH PH PH PH 7 (3) PH PH PH PH 10 (4) PH PH — — 13 (5) PH PH PH PH 16 (6) PH PH PH PH 20 (7) PH PH PH PH (!) indicates a Questing Talent. Italic text indicates a NEW Talent. Underlined text indicates a MOVED Talent. Specialist

      Abathur

      Abilities
      Spawn Locust (Trait) Health increased from 288 to 316  Talents
      Level 1 Survival Instincts (Trait) Bonus Health decreased from 50% to 40% Level 7 Calldown: MULE (Active) No longer refills Structure ammo
      The Lost Vikings

      Talents
      Level 4 It’s a Sabotage! (Passive) No longer removes Structure ammo Damage increased from 27 to 35 Warrior

      Muradin

      Talents
      Level 4 Sledgehammer (Q) No longer removes Ammo from structures Collection
      Hero Price Reduction
      Artanis’ prices have been reduced to 7,000 Gold and 625 Gems. New Bundles – The following new Bundles and Skin Packs are available for a limited time!
      Hanzo Heroic Bundle Winter Veil 2017 Bundle Winter Veil Classic Bundle New Announcers
      Hanzo New Skins
      Hanzo Kinoko Honzo Sora Hanzo Dragon Hanzo Demon Hanzo Farstrider Hanzo Icebound Farstrider Hanzo Iron Farstrider Hanzo Holy Farstrider Hanzo Scarlet Farstrider Hanzo Genji Storm Oni Genji Golden Genji Nihon Genji Leoric Immortal Space Lord Leoric Lúcio Azure Soundblast Lúcio Lunara Harvest Champion Lunara Zarya Citrine Thunderguard Zarya Industrial Zarya New Mounts
      The following Mounts have been awarded to players who reached Platinum in Hero League or Bronze in Team League during 2017 Ranked Season 3: Titanium Cybersteed Carbon Cybersteed Master Cybersteed The following Mounts have been awarded to players who reached Master or higher in Hero League or Team League during 2017 Ranked Season 3: Epic Titanium Cybersteed Epic Carbon Cybersteed Epic Master Cybersteed Bug Fixes
      General
      Fixed a number of typo and tooltip errors across several aspects of the game. Art
      Kharazim: Kharazim's arms and upper body now animated correctly during his dizzy animation. Leoric: The Shroud of the Dead King Talent will now correctly play an animation and a sound when activated. Samuro: Monkey King Samuro’s model will no longer exhibit flickering during Hero Select while running Medium or High graphic settings. The Lost Vikings: Fixed an issue causing Baelog to cast superfluous shadows on the terrain. Battlegrounds
      Sky Temple: Fixed an issue that could prevent Temple lasers from appearing correctly on the Minimap. Structures: Auriel's Blinding Flash and Artanis' Suppression Pulse can no longer Blind Structures. Towers of Doom: The Headless Horseman Boss is no longer incorrectly categorized as a Monster. Volskaya Foundry: Fixed an issue in which Heroes on the outer edge of the Hall of Storms would not receive Healing or protection. Heroes, Abilities, and Talents
      Alexstrasza: Life-Binder is no longer interrupted when entering or exiting Dragonqueen. Diablo: Fixed an issue that could cause Shadow Charge to deal its collision damage multiple times under certain circumstances. Garrosh: Casting Wrecking Ball on Mercenaries will no longer cause them to leash while in combat. Gul'dan: Movement caused by a conveyor belt will no longer cancel Rain of Destruction channeling. Kel'thuzad: The Power of Icecrown Talent will now correctly grant bonus Spell Power for enemy Heroes Slowed by Chains of Kel’Thuzad with the Chains of Ice Talent. Li-Ming: Zei's Vengeance and Arcane Orb tooltips have been updated to clarify bonus damage functionality. Damage amounts have not been changed. Lt. Morales: The Second Opinion Talent will now correctly grant cooldown reduction when one of the Heroes struck by Displacement Grenade is piloting a Vehicle, like the Garden Terror. Lunara: Fixed an inconsistency that allowed Lunara to cast Leaping Strike over some, but not all, allied units after learning Boundless Stride. Medivh: Creating a Portal entrance after learning Portal Mastery and then entering the Triglav Protector will no longer prevent him from using the Protector’s abilities. Muradin: Learning Reverberation no longer incorrectly updates the Attack Speed Slow amount in Thunder Clap’s tooltip. Murky: Spawn Egg with the Egg Hunt Talent can now be cast correctly on Volskaya Foundry’s conveyor belts. User Interface
      Death Recap: Fortification Camp Turret attacks now display a Turret icon in the Death Recap screen.
    • By Stan

      The free Hero rotation has been updated for the week of November 21 and Junkrat's available for the first time!
      Free-to-Play Hero Rotation: November 21, 2017
      Li Li ETC Zagara Butcher Kael'thas Artanis Rehgar Tyrael Azmodan Garrosh Alarak (Slot unlocked at Player Level 5) Tracer (Slot unlocked at Player Level 10) Valeera (Slot unlocked at Player Level 15) Junkrat (Slot unlocked at Player Level 20) (Source)
    • By Oxygen

      Our thirteenth Heroes of the Storm Meta Tier list for the Alexstrasza patch of November is here!
      We present our thirteenth Heroes of the Storm Meta Tier List for the Alexstrasza patch of November 2017.
      Welcome to Icy Veins's Meta Tier List for the Alexstrasza patch. The goal if of this list is to try and detail game's current metagame state. The prime goal of such lists is to inform players regarding popular and trending team composition drafting strategies (i.e. the drafting metagame). Although tier listings are generally the product of balance, many factors come into play when discussing the relative perceived strengths of heroes, including player regions, maps, play style, skill level, and, of course, personal perception. As such, any tier list—including this very one—should never be interpreted as gospel, but rather, as a guide to better grasp what to expect with regards to typical drafting experiences. One useful application of such lists is to allow you know which heroes to look out for in terms of practice and counterplay, ultimately improving your knowledge of the game.
      Using the list
      As stated above, tier lists are easy to mistake for gospel. As new strategies are discovered and experimented with, so changes the perception of the relative strengths of each hero. Tier lists still prove to be useful as a snapshot of player expectations in terms of drafting. Although it is generally considered preferable to focus on high tier heroes (Prime and Core tiers), it is important to note that Heroes of the Storm's wild character and map designs make it so that any given hero's tier position is prone to fluctuate depending on the situation at hand.
      One classic example of such is that of Kerrigan on the Infernal Shrines map. Although we currently judge her to be a low-to-mid-tier hero, her drafting priority shoots up to first-pick or first-ban material on this specific map due to the nature of its objective. Certain heroes also synergise so well with each other that the sole fact of having the opportunity of drafting them together is generally enough to increase their potential. Tassadar and Tracer, for instance, are generally nightmarish to deal with for many. There are too many examples of these interactions to reasonably produce here, but we invite you to consult our guides to know exactly where and when each hero shines. The guides have been linked in the lists below for your convenience - just click any of the hero names to access them.
      A ↑ next to a hero's name means its tier list position has increased since the previous month whereas a ↓ means just the opposite. Additionally, a + or - sign indicates short-to-medium term predictions (which is to say, about a month) for tier increase(s) or decrease(s), respectively. These are often updated after significant balance patches and/or when clear trends are emerging.
      If you're newer to the game, also consider visiting our glossary for a comprehensive list of discrete Heroes of the Storm terms.
      Current map rotation
       
      Prime Tier
      Warrior Assassin Support Specialist Arthas Genji - - E.T.C. Greymane     Garrosh Malthael     Prime tier heroes are considered to be extremely strong in all situations, and show no obvious weakness. They are very often banned or picked right away, as they generally dictate the pace of most matches.
       
       
      Core Tier
      Warrior Assassin Support Specialist Anub'arak↓ Falstad Brightwing Azmodan Dehaka Kerrigan↑ Lúcio+ Nazeebo↓ Diablo Li-Ming Rehgar↑ Sylvanas- Sonya+ Valla Tassadar↓-   Stitches Zeratul     Varian (Tank) Zul'jin↑     Core tier heroes are strong in a wide variety of situations and have few counter-picking possibility. They should form the core of your team, and be picked after Prime Tier heroes have been distributed.
       
      Viable Tier
      Warrior Assassin Support Specialist Artanis Alarak Ana Abathur D.Va Cassia Auriel Murky Johanna Chromie Kharazim Probius Leoric Gul'dan Li Li Zagara Muradin+ Illidan Lt. Morales↓ Xul↓- Zarya Kael'thas Malfurion↓     Kel'Thuzad Stukov↓     Jaina↓ Tyrande     Lunara Uther↓     Ragnaros       Samuro↑       The Butcher       Tracer     Viable tier heroes are generally well-rounded that have either fallen out of favour, or, inversely, are on the rise in popularity, due to the current Prime tier contenders.
       
      Niche Tier
      Warrior Assassin Support Specialist Chen Cho'gall Alexstrasza (new)- Gazlowe Cho'gall Junkrat   Medivh Rexxar Nova   Sgt. Hammer Tyrael Raynor       Thrall       Tychus       Valeera       Varian (Damage)     Niche tier heroes have niche application on certain maps or for certain team compositions. They are generally picked to "round out" your team composition when your team composition is missing out on key components, such as a "jungler" (mercenary camps), a solo laner, or solid waveclear.
       
      Bottom Tier
      The Lost Vikings Bottom tier Heroes are deemed to be either considerably weaker than the majority of other Heroes, or much more challenging to play properly. Although they may situationally shine, these Heroes are generally avoided by most players.
       
      Metagame assessment
      Alexstrasza. She didn't feel great at all back at BlizzCon, and the following PTR saw no changes to her. I expected poor performance, but nothing quite as low as 41%. Where do I even begin? Dragonqueen is obviously powerful, but is gated behind a ridiculously long cooldown. Outside of Dragonqueen, she's just... really weak. I don't quite understand the concept behind Gift of Life, but it screams double healer to me, which is unfortunate for multiple reasons I won't elaborate on. Abundance heals for too little for how difficult it is to use, on top of putting a big obvious marks on where to shoot. I'm putting her as Niche(-) for now because I suspect most players don't play her all too well, but she's in dire need of buffs, and that was quite obvious 2 weeks ago.
      Anub'arak is losing some of his former popularity, though no nerfs were had for a few months. Although I can't explain exactly why, I suspect that tanks with more raw survivability and a bit more sustained damage potential are currently being prioritized. He's still not bad at all, especially with Cocoon to counter Genji's Dragonblade and Malthael's Tormented Souls. Give Locust Swarm a try if there are no valuable heroic abilities for you to lock down.
      Kerrigan has emerged as this month (and last month's) sleeper for ripping hero league wins away, and I suspect my shedding some light over her success may frustrate those whom have been exploiting her relative unpopularity to . Why is she doing so well, though? Assimilation's design makes it particularly difficult for double support teams to take her out. In essence, this trait gains more value the longer Kerrigan survives, which then translates into more damage, which then translates into more survivability... and so on.
      Zul'jin's most recent rework was certainly one of the most successful reworks to date. Although he wasn't bad to begin with, most of the changes ended up being buffs, contrary to what some players were claiming. To add to this, the meta is quite favourable to him; stacking up on Berserker (and keeping its effect active for the damage bonus) is pretty safe with more than one healer around. His trait also tends to favour longer fights, due to the stacking mechanic, allowing him to snowball. Guillotine is even starting to see more play, with Taz'dingo! feeling less and less necessary to deal with burst.
      Rehgar's changes, which I had mistakenly labeled as nerfs, ended up being positive. Turns out, area of effect healing is trendy. Now, why might Rehgar be doing so well? Simply put, versatility. With healers becoming more and more (over)specialized, this is certainly a respectable thing to have. He brings bits of waveclear, mercenary clearing, dueling, and of course, healing to the table. Lightning Bond is great for single-target damage as well, making Rehgar particularly strong on Battlefield of Eternity, and just as a general single-target damage dealer.
      Tassadar is also falling off quite dramatically. I think I may have overestimated just how unpopular he was in last month's list, but today's values are quite clear. As with Anub'arak, I'm not quite sure what happened, but most of the common Tassadar tag teams (besides Tracer, but she's a strange case) are below 50% winrate. Since the viability of such edge support heroes depend on the strength of what they support, I suppose we shouldn't be all that surprised for this. Force Wall could probably surprise quite a few opponents, as it is strangely unpopular nowadays.
      Nazeebo's October nerfs have struck home, although the current metagame state isn't helping either; chip damage isn't all that effective when it simply gets healed off. He still remains strong if you plan on taking it to the late game, but is nowhere near to being first-pick worthy.
      Samuro has always been in a strange place. Though the upcoming stealth changes are going to be extremely positive for him (BlizzCon spoilers!), I feel like his ability to split push, deal with mercenary camps extremely quickly, and single-out healers (or, anyone isolated, really) make him a sleeper. He's at his worse when Mirror Image get taken out quickly, but none of the top tier contenders are particularly heavy on area of effect damage. His winrate is currently the highest of the entire cast, yet his popularity is in the bottom 20. I suppose he requires quite a bit of decision making skills to make good use of. He's not all that flashy either, which may be contributing to his lack of popularity. Give him a try.
      Jaina is doing well, though feels a bit out of meta right now, as with most other casters. I suspect that nerfs to any of the Prime tier heroes will see her surge right back up. Generally seen as a 4th or 5th pick.
      Lt. Morales, Malfurion, Stukov, and Uther all feel extremely balanced right now, each hovering between healthy 49 and 50% winrates. They all have their niches (Morales on Braxis, for instance), and are generally picked as second healers when the Core tier contenders have been distributed.
      Xul, whom I may have overhyped recently, lost Blackheart's Bay and Garden of Terror, some of his favourite maps. To add to this, the tanks who tend to punish him the most are right at the top of the food chain. This is on top of August's pretty heavy-handed nerfs. Just to add insult to injury, he's just not all that great against double support either. Xul is now part of the bottom 10 and will probably stay there for a while.