Damien

Heroes of the Storm Malfurion

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

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I don't agree with the assessment of the talents related to "Innervate", especially since the guide recommends enhancing "Regrowth" at level 1 instead.

"Moonfire" does cost 20 mana to cast, so in order for a net mana return to occur from the level 1 talent, one does need to hit at least 3 targets per cast. It also does only stack to 6, capping the mana return even under the most ideal of circumstances.

"Innervate" does scale up madly with level, while "Moonfire" becomes less and less important (especially concerning the mana return from the level 1 talent).

If you have a lane partner who relies on mana (and most heroes do, even tanks), then "Innervate" is a godsend, and improving it at level 1 can be significant already; it only gets better from there.

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The articles here are all great, the only thing I would add is a clarification that your tips seem to be SPECIFICALLY for team play.

 

The reason I'm saying is I'm currently just learning the game, so I'm just playing AI opponents.  And it's impossible to play Malfurion as a healer:  your AI teammates don't understand what it means to have support.

 

But if you take all the Entangling Roots upgrades, even the ones you very specifically do not recommend, Malfurion can in fact be played like a DPS character.  A single cast of Entangling Roots later in the game (post 7?) will melt an entire wave of attackers.  What isn't caught in the "root ball" will be killed by the Treant.

 

And since people are so unpredictable, I'm sure there's a game somewhere that having a DPS-Malfurion would throw the opposing team off enough to make it viable.  I would agree that would be like 1% of matches, but the fact remains it CAN be done.

 

Keep up the great work!

 

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I like this article because it tells people how to build Mal as a healer, but at the same time, that severely understates his flexibility and usefulness for potential DPS and crowd control.

 

The guide states Twilight Dream as "not recommended" when the description itself proves that it is, at least, a situationally strong tool. Sure, it's hard to position, but blasting 3-4 heroes at the start of a team fight turns the tide very quickly. It is also useful during an attempted gank, and taking out high-damage DPS like Valla, Illidan, Tychus or Falstad by yourself is always a valuable use for Twilight Dream that opposing teams will not expect.

 

In a DPS-build, Mal can easily solo a number of assassins including Falstad, Valla, Jaina, Tychus, and Illidan if played correctly. Combining Full Moonfire with Lunar Shower allows for near endless DPS in the latter half of a match. Complimented by Mal's ability to root and heal, his survivability can be extremely high with a skilled player. Moonfire has the added benefit of having a large cast rage (potentially amplified by Full Moonfire) that allows you to chase a low health hero easily and effectively. However, it is important to let a team know you play Mal this way because, otherwise, they'll be expecting your mediocre heals and Tranquility. Also, do not underestimate the potential for Moonfire to reveal cloaked assassins like Zeratul and Nova.

 

As a healer, Mal should be compared to Lili at all times. Mal's Tranquility heals for less than Lili's Jug of 1,000 Cups and has shorter range; additionally, while Regrowth has the potential to heal for more over an extended period of time, Lili's Healing Brew heals for more health immediately and has 4 seconds less cooldown without any talent upgrades.

 

For these reasons, I strongly believe that if you want a great healer, there is no reason to choose Mal over Lili. If you want flexibility and have good judgment, pick Mal.

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I like this article because it tells people how to build Mal as a healer, but at the same time, that severely understates his flexibility and usefulness for potential DPS and crowd control.

[...]

As a healer, Mal should be compared to Lili at all times.

Malfurion should not be compared to Lili at all (except for the fact that they are both support healers). The mechanics of both heroes are very different; I'd like to add that Malfurion is much stronger, because he does have CC that Lili completely lacks.

I also find it slightly distressing how the guide flip-flops its talent recommendations (Rampant Growth just went from "pick this!" to "avoid! it sucks completely!"). Maybe do the math on the various talents before making recommendations...

Edited by siggboy

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I don't agree with the assessment of the talents related to "Innervate", especially since the guide recommends enhancing "Regrowth" at level 1 instead.

"Moonfire" does cost 20 mana to cast, so in order for a net mana return to occur from the level 1 talent, one does need to hit at least 3 targets per cast. It also does only stack to 6, capping the mana return even under the most ideal of circumstances.

"Innervate" does scale up madly with level, while "Moonfire" becomes less and less important (especially concerning the mana return from the level 1 talent).

If you have a lane partner who relies on mana (and most heroes do, even tanks), then "Innervate" is a godsend, and improving it at level 1 can be significant already; it only gets better from there.

 

Unfortunately, Innervate cannot be self-cast; if it could, that would be an entirely different story.

I'd argue that, in general, players should first and foremost focus on their own Mana management, especially since healers are the archetype that are most dependent on their abilities to impact anything. Innervate is already pretty good as is. I think you overestimate how much Innervate scales; the difference of Mana it grants to a level 1 and a level 20 hero is approximately 30 - that's not exactly stellar in terms of scaling

 

I'd like to point out that Harmony can only stack once per Moonfire, irregardless of how many targets it hits. Moonfire is an important aspect of Malfurion's playstyle; the benefits of the talent is at least tangible, if not a bit underwhelming.

 

 

The articles here are all great, the only thing I would add is a clarification that your tips seem to be SPECIFICALLY for team play.

 

The reason I'm saying is I'm currently just learning the game, so I'm just playing AI opponents.  And it's impossible to play Malfurion as a healer:  your AI teammates don't understand what it means to have support.

 

But if you take all the Entangling Roots upgrades, even the ones you very specifically do not recommend, Malfurion can in fact be played like a DPS character.  A single cast of Entangling Roots later in the game (post 7?) will melt an entire wave of attackers.  What isn't caught in the "root ball" will be killed by the Treant.

 

And since people are so unpredictable, I'm sure there's a game somewhere that having a DPS-Malfurion would throw the opposing team off enough to make it viable.  I would agree that would be like 1% of matches, but the fact remains it CAN be done.

 

Keep up the great work!

 

I've had successful games as a damage-dealing Malfurion myself. Those games are extremely rare, however, to the point where I couldn't explain the circumstances that allowed them to be in the first place.

 

The reason we don't typically gear guides around A.I. games is because we deem them to not be the core of Heroes of the Storm's game play. I'd like to go on record here and say that I mean this with the utmost respect to players who do enjoy the stress-free environment of bot games. However, they tend require players to play much less optimally for to be successful; they're there to let you try stuff out without fear of resentment from your fellow players! In general, I feel that most, if not all talents can work in such an environment.

Thank you for the feedback and kind words.

 

 

I like this article because it tells people how to build Mal as a healer, but at the same time, that severely understates his flexibility and usefulness for potential DPS and crowd control.
 
The guide states Twilight Dream as "not recommended" when the description itself proves that it is, at least, a situationally strong tool. Sure, it's hard to position, but blasting 3-4 heroes at the start of a team fight turns the tide very quickly. It is also useful during an attempted gank, and taking out high-damage DPS like Valla, Illidan, Tychus or Falstad by yourself is always a valuable use for Twilight Dream that opposing teams will not expect.
 
In a DPS-build, Mal can easily solo a number of assassins including Falstad, Valla, Jaina, Tychus, and Illidan if played correctly. Combining Full Moonfire with Lunar Shower allows for near endless DPS in the latter half of a match. Complimented by Mal's ability to root and heal, his survivability can be extremely high with a skilled player. Moonfire has the added benefit of having a large cast rage (potentially amplified by Full Moonfire) that allows you to chase a low health hero easily and effectively. However, it is important to let a team know you play Mal this way because, otherwise, they'll be expecting your mediocre heals and Tranquility. Also, do not underestimate the potential for Moonfire to reveal cloaked assassins like Zeratul and Nova.
 
As a healer, Mal should be compared to Lili at all times. Mal's Tranquility heals for less than Lili's Jug of 1,000 Cups and has shorter range; additionally, while Regrowth has the potential to heal for more over an extended period of time, Lili's Healing Brew heals for more health immediately and has 4 seconds less cooldown without any talent upgrades.
 
For these reasons, I strongly believe that if you want a great healer, there is no reason to choose Mal over Lili. If you want flexibility and have good judgment, pick Mal.

 

 

Although I'm a fan myself of always experimenting with as many builds as possible, I tend to write guides from a meta-gaming-reflective perspective; in other words, what people expect from you. In the overwhelming majority of the time, when a player sees a Malfurion pick in a ranked game (or otherwise), they expect to be healed. If you're running with 4 of your friends, and wish to try different things (which I do all the time, at the dismay of said friends), that is not our domain. I often misquote that consistency usually trumps potential.

 

 

 

I also find it slightly distressing how the guide flip-flops its talent recommendations (Rampant Growth just went from "pick this!" to "avoid! it sucks completely!"). Maybe do the math on the various talents before making recommendations...

 

 

We regularly update our talent choices to reflect meta-gaming trends and personal experiences. I'd look like quite the fool if I tried to convince you or anyone else that I'm right 100% of the time when, in reality, it's more like 98-99%.

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Hey, nice guide.

You mentioned that Rampant Growth is the weakest talent atm., but you also mentioned that Malfurion is the hero who really lacks in the department of instant healing and that his abilities already have a decent range. Picking the range talent is beneficial against default teams.

 

But I think that makes the Rampant Growth a situational talent against enemy team compositions with more healers.

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Hey, nice guide.

You mentioned that Rampant Growth is the weakest talent atm., but you also mentioned that Malfurion is the hero who really lacks in the department of instant healing and that his abilities already have a decent range. Picking the range talent is beneficial against default teams.

 

But I think that makes the Rampant Growth a situational talent against enemy team compositions with more healers.

Hi Psojed,

Rampant Growth is really, really weak, only adding between 45 and 150 healing to Regrowth (at level 4 and 20, respectively). That's less than one basic attack for most heroes, to put things into perspective. Even if Malf' does lack instant healing, landing a good Entangling Root, thanks to Elune's Grace, will outperform any extra healing done by Regrowth tenfold.

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Just thought it would be worth mentioning. I paired up with Cho'Gall quite a bit tonight, and he seems to do really well with Malfurion. Has a huge health pool that can really take advantage of Malf's hots.

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Just thought it would be worth mentioning. I paired up with Cho'Gall quite a bit tonight, and he seems to do really well with Malfurion. Has a huge health pool that can really take advantage of Malf's hots.

 

Yep, I came to the same conclusion as well. I think our Cho'gall pre-guide has such a mention.

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Just thought that I would mention that you are missing (because this was written before it) a Towers of Doom specific advice page. Hope this helped. smile.png

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Just thought that I would mention that you are missing (because this was written before it) a Towers of Doom specific advice page. Hope this helped. smile.png

 

It's... it's coming... :(

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I'm not speaking from experience, but wouldn't Hindering Moonfire combo really well with heroes with Executioner, which benefits from slowed enemies? And even without Executioner, applying a reliable 2 sec slow every 3 seconds seems like a good alternative to a missable 2 sec root, no?

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8 hours ago, Guest ProPlayerKim said:

I'm not speaking from experience, but wouldn't Hindering Moonfire combo really well with heroes with Executioner, which benefits from slowed enemies? And even without Executioner, applying a reliable 2 sec slow every 3 seconds seems like a good alternative to a missable 2 sec root, no?

Certainly an interesting thought. The idea behind Tenacious Roots, however, is that it makes Entangling Roots that much easier to land; remember that rooting effects also trigger Executioner, and that, as such, Tenacious Roots also fulfils the triggering purpose, albeit less frequently. I'm still of the opinion that Entangling Roots is what truly defines a good Malf player, so I'm a big fan of that talent. I'll think it through and find specific examples of when to use Hindering Moonfire.

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it should be noted that the drone for T1 is OPAF against stealthies! 

 

This is actually a weak build for him even for a 5m team! 

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9 hours ago, Guest Shiboo said:

it should be noted that the drone for T1 is OPAF against stealthies! 

You can spam MoonfireMoonfire to reveal stealthed heroes. Besides, Scouting Drone Icon Scouting Drone can be seen and destroyed by enemy heroes, which significantly reduces its usefulness.

9 hours ago, Guest Shiboo said:

This is actually a weak build for him even for a 5m team! 

Could you please specify why?

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On 05/03/2017 at 9:45 AM, positiv2 said:

You can spam MoonfireMoonfire to reveal stealthed heroes. Besides, Scouting Drone Icon Scouting Drone can be seen and destroyed by enemy heroes, which significantly reduces its usefulness.

Could you please specify why?

In the heat of the battle, you wouldn't be able to constantly moonfire stealth units. Scouting Drone is amazing when put in the backline to protect Jaina/Kael/Valla etc.. It is an amazing zone denial tool at all levels if you place it smartly. The fact that stealth units cannot destroy the drones themselves (if they did, you know they are there) means that it will save your team countless deaths. Spamming moonfire is detrimental to Malfurion's already bad mana problems. Scouting drone cost 0 mana. My recommendations for tier 1 talent is:

1. Shando Clarity - if they have no stealth and you have a mana intensive damage dealer (li ming)

2. Scouting Drone - if they have at least one stealth. This takes priority.

3. Moonburn - if 1 and 2 doesn't apply (or if your team severely lacks wave/merc clears)

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2 hours ago, Guest Malfurion said:

In the heat of the battle, you wouldn't be able to constantly moonfire stealth units. Scouting Drone is amazing when put in the backline to protect Jaina/Kael/Valla etc.. It is an amazing zone denial tool at all levels if you place it smartly. The fact that stealth units cannot destroy the drones themselves (if they did, you know they are there) means that it will save your team countless deaths. Spamming moonfire is detrimental to Malfurion's already bad mana problems. Scouting drone cost 0 mana. My recommendations for tier 1 talent is:

1. Shando Clarity - if they have no stealth and you have a mana intensive damage dealer (li ming)

2. Scouting Drone - if they have at least one stealth. This takes priority.

3. Moonburn - if 1 and 2 doesn't apply (or if your team severely lacks wave/merc clears)

It still can be destroyed by ranged heroes, such as Gul'dan, to allow the cloaked teammate to kill your teammates. 

Since teamfight don't usually take too long, having to spend a little bit of mana a few times doesn't hurt that much. If you expect teamfights take much longer, Scouting DroneScouting Drone gets relatively better indeed.

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Ah, the guide has been updated with the new talents I see. 

It's a shame to see that most of my initial concerns about the changes haven't been alleviated , mostly regarding the early Entangling Roots talents. 

I like that Moonfire Spam, one of my favourite existing builds, is still a thing with the rework, however, I see myself picking up Malfurion less in Season 2 as a solo Support for sure, which was perhaps the intent of the changes overall? I particularly like the choices the player has to make for the different situational talents for the ability, on top of having to make a choice of taking Full Moonfire over Elune's Grace (could see a lot of use for the former on Braxis Holdout), but I will miss the way that Full Moonfire gave Malfurion one of the best ranged poke in the whole game as well as a significant vision tool in it's own right.

It's also strange to see generic talents such as Scouting Drone, Ice Block and Rewind in his kit, without any flavour rework, and Rewind in particular not having many uses with the way Malfurion's kit is. I suppose you could have the level 4 Root talent, with Revitalise at 16 and Rewind at 20 for a whole broccoli farm, but waiting a whole game for such a weird one trick pony is an unreliable way to play any hero, and of course, you can't root someone who is already rooted, which makes level 7's talent, Strangling Vines, a brand new contender for the most useless talent in the entire game. Yay! 

Anti-healing talents can be powerful - one of my most tense games this season was against a Wound Poison Valeera with Dehaka - but skipping the far more situational useful Moonfire talents on the tier for a talent that doesn't even have the added bonus damage anymore simply isn't worth it.

Let's have some breakdown to show why these Entangling Roots talents at 4 and 7 are meh at best; Roots is on a 14 second cooldown. It is Malfurion's most mana intensive basic ability on top of this long cd, so why would you want to pick talents that encourage an unhealthy playstyle with his increased mana thirst that give so little value for their limited uptime? Like I suspected from reading the PTR notes, the healing debuff lasts as long as 1.25 seconds instead of the duration of the spell (3 seconds)... a whole 2 seconds at level 16 with Tenacious. This is can only happen once per hero per root cast if they get caught by the effect of the root itself, and if I did go for an Entangling Roots build (if you could call it that, I'd only take the Treant talent), I would focus on having the spell off cooldown as much as possible while making up for the increased mana cost of the ability, so Revitalise would be the way to go for me over Tenacious, because that would be the only way to get serious value out of the ability if you went for both 4 and 7 talents, and I would probably take Hindering Moonfire over Strangling so the roots would be easier to land and the treant would get more value. You're honestly better off just using it as you've always done, and focusing on the other available talents.

Hopefully they revise Malfurion's talents again in the future, as he is often fun to play, even if he is over represented, but being fun shouldn't be mutually exclusive to being useful to your team regardless of which talents you take! 

I guess it should be worth noting that with Life Seed and Revitalise, Malfurion can have a heal over time ticking on 5 targets, if my thinking is correct? 

 

Edited by Plergoth
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15 minutes ago, Farbas said:

Do you recommend taking Lunar Shower if we don't take Moonburn? Is this DPS worth it against heroes?

Lunar ShowerLunar Shower is strong even without MoonburnMoonburn synergy. However, if you need to pick Scouting DroneScouting Drone/Shan'do's ClarityShan'do's Clarity, you will often be better off with the General build which uses Hindering MoonfireHindering Moonfire.

So, I recommend picking Hindering MoonfireHindering Moonfire, but picking Lunar ShowerLunar Shower is fine as well.

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I noticed that Serenity hasn't been changed at all and still only gives 50 mana over 10 seconds, even if the 25% increased healing is nice. 

On top of that, I am starting to feel that the cooldowns on Tranquillity and Ancestral Healing are a touch too long for the current meta; at 100 seconds each, they are amongst the longest cds any Support has for a healing ult, tied only with Tassadar's non-healing Archon, and only Auriel's Resurrect ahead of them at 120 seconds, an ult which is picked a fraction of the time Crystal Aegis is at all levels of the game.

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Hey fellows. I have been experimenting with a Hybrid build that gives surprising waveclear and even sieging that combines Moonfire and Entangling Roots talents, as well improving his Rejuvenation. With this build my Malfurion is very versatile in battle. But it requires a solid frontilne to peel him, since I don't pick Ice Block.

However, I'm surprised of how much damage he can deal with Vengeful RootsVengeful Roots, a talent that I absolutely despised before the rework. I was in this one game where we had a Butcher in our team, and I'd coordinate his Ruthless OnslaughtRuthless Onslaught with Entangling RootsEntangling Roots, and slowly gained stacks of Vengeful Roots, to the point the Treant was dealing over 400 damage per second. That is huge, and since most players tend to ignore the Treant, my lil tree scored some few hilarious kills in my instead. Also, I managed to get it to save my ass from a Stitches that tried to Hook me, and ended up pulling the Treant instead. In addition, spawning a Treant this strong at forts allows Malfurion to even push the lanes more efficiently.

What do you guys think?

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6 hours ago, Valhalen said:

Hey fellows. I have been experimenting with a Hybrid build that gives surprising waveclear and even sieging that combines Moonfire and Entangling Roots talents, as well improving his Rejuvenation. With this build my Malfurion is very versatile in battle. But it requires a solid frontilne to peel him, since I don't pick Ice Block.

However, I'm surprised of how much damage he can deal with Vengeful RootsVengeful Roots, a talent that I absolutely despised before the rework. I was in this one game where we had a Butcher in our team, and I'd coordinate his Ruthless OnslaughtRuthless Onslaught with Entangling RootsEntangling Roots, and slowly gained stacks of Vengeful Roots, to the point the Treant was dealing over 400 damage per second. That is huge, and since most players tend to ignore the Treant, my lil tree scored some few hilarious kills in my instead. Also, I managed to get it to save my ass from a Stitches that tried to Hook me, and ended up pulling the Treant instead. In addition, spawning a Treant this strong at forts allows Malfurion to even push the lanes more efficiently.

What do you guys think?

Broccoli's health pool is too low to be effective most of the time, and its damage relies upon other heroes' stuns and roots, because broccoli is too slow. If you can get the right composition, then sure, but you would get steamrolled over by a team that has a more reliable core.

It's probably good enough for pre-made QM, but I would advise against running it in higher ranked leagues, even though it is a nice combo.

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      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)