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Why I Think Blizzard Must Revert the Hero League Party Size Change

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Blizzard has now limited Hero League to solo players and parties of 2. Check out why we think this is a mistake here.

 

On September 2nd 2015, Blizzard announced their plans to limit the party size for Hero League to 2, effectively preventing groups of 3 or 4 players from queueing together (groups of 5 players hadn't been able to queue in Hero League since the August 18th patch). Despite a massive amount of negative feedback from the community to the September 2nd announcement (hundreds of comments to that post stand testament), the change finally went live with the patch introducing Rexxar, on the 8th of September.

 

In this article, I will go over my reasons for thinking that this change is not good for the future of the game, and I will make the case that Blizzard has to revert the change, or at the very least promptly offer new systems for parties of 3 and 4 players.

 

Refuting Blizzard's Arguments

 

In the September 2nd announcement, Blizzard provided 3 reasons for why this change was needed and/or a good idea.

 

  1. Players within a party (of 4 players, according to Blizzard, but presumably also of 2 or 3 players) can have varying skill levels. Blizzard claims that while these partied players are happy playing together despite differences in skill, the solo-queuing player on the team should not be forced to suffer this skill discrepancy.
  2. Parties of 4 (though, again, presumably also of 3) communicate internally and are inclined to exclude solo-queueing players from the strategy discussions, reducing the team's efficiency and causing frustrations for the solo players.
  3. There are far fewer parties of 3 and 4 players in Hero League than there are solo-queueing players or parties of 2. As a result, Blizzard felt comfortable removing the former from Hero League in order to improve Match Quality for the latter.

 

In the comments to Blizzard's announcement, which are brimming with outrage and disappointment, players were quick to point out the flaws in Blizzard's logic. I will limit myself to making the simplest cases against Blizzard's argument.

 

Argument 1

 

Argument 1 is Blizzard's strongest argument, on the face of it. Varying levels of skill within a Hero League team can lead to issues. Players who solo-queue end up being placed into a team with much stronger or much weaker players, who are only there to compensate for the skill levels of others in the party. Similarly, they may face much stronger or much weaker players on the other team for the same reasons.

 

An example of the problem (or a connected problem, anyway) is a Rank 1 Hero League player queueing together with several Rank 50 Hero League players. The opponents that the Matchmaking system finds for them will be stronger than the Rank 50 players, but so much weaker than the Rank 1 player that this player can overwhelm them and single-handedly win the game.

 

While this is indeed a real problem, Blizzard is applying a band-aid fix to it, one which causes a number of players to no longer be able to play the game with their friends (which will likely drive some of them not to play at all).

 

The obvious fix to this issue is for Blizzard to improve their matchmaking system. Dota 2, one of the greatest rivals to Heroes of the Storm, allows groups of 3 players and groups of 5 players to queue together. Their limitation only excludes groups of 4 players, but it is still much better than Blizzard's solution of locking out groups of 3, 4, and 5. Moreover, Dota 2 is a game in which individual players can have a greater impact on the outcome than in Heroes of the Storm (levels are not team-wide, there are no "map objectives" as such, Heroes can grow disproportionately strong through items). In other words, it is much easier for an exceptional player to carry in Dota 2 than in Heroes of the Storm.

 

Dota 2 solves the issue in part by having two separate MMRs for players. One is a solo MMR, and the other is a party MMR (in addition to which there is also a separate team MMR). This allows players to enjoy ranked games both solo and with their friends.

 

Another game with similar problems, albeit in a different genre, is Counter-Strike: Global Offensive. There, players are not limited in the least for how they queue for competitive games (parties of 2, 3, 4, and 5 all work), and somehow Valve have managed to create a working matchmaking system to accommodate such parties. And what is true for Dota 2 is also true for Counter-Strike: individual players have a much greater impact on the outcome of a match than in Heroes of the Storm, meaning that rank discrepancies are even more problematic.

 

How the matchmaking algorithms of these two titles work I do not know, but it is obvious that you can have reasonably balanced games (no one claims, I believe, that the matchmaking in Dota 2 and CS:GO is without problems) without overly long queue times and without blocking entire segments of the playerbase from accessing the game.

 

Argument 2

 

Argument 2 is based on a seed of truth, but its connection with the party size change is tenuous at best. Communication in Heroes of the Storm games (be they Quick Match or Hero League) is not strong. Many games go by with only a few map signals and little or no text chat. This much is true. However, I would argue that a Hero League team comprised of a party of 4 players and a solo player will have much better communication and teamwork, overall, than a party of 5 different solo players, or two parties of 2 players and a solo player. The notion that 5 solo-queuers placed in a game together will suddenly begin communicating and discussing strategy where a party of 3 and two solo-queuers were not is far-fetched.

 

In my personal experience, parties of 2 are often very detrimental to teamwork in general, because they have the ability to lane together and, for the most part, isolate themselves from the rest of the team. On the other hand, parties of 3 and 4 players are forced (with exceptions, of course) to cover different lanes and, as such, be involved in the team's actions over more of the map.

 

Moreover, while a solo-queueing player who is matched with a party of 4 may indeed feel somewhat left out as the 4-player party communicates over Skype or some other voice program, most players would be happy to suffer this loss in socialisation for the added benefit of having 80% of the team working together towards a common goal, therefore greatly increasing the chances of an enjoyable, coordinated game (if not of outright victory).

 

Bonus Tip: What Blizzard could do if they want to alleviate communication issues in the game is make communication easier! One obvious way of doing this is including voice chat in the game. When we asked Dustin Browder about this during our Gamescom interview, he said that it is a feature they are interested in but which they have no timetable for (read: it's not a bad idea but they have no plans to implement it).

 

At the very least, incentives could be given to players who communicate. A system that allows players to commend others for "good communication" and which offers soft rewards for a certain number of commendations (a mount, a player profile) might incentivize communication a lot more.

 

Argument 3

 

Argument 3 is perhaps the most non-sensical. The very idea that there are not many parties of 3 and 4 players in Hero League undermines Blizzard's original point. They claim that since there are few such parties, it is fine to remove them completely from Hero League. However, if there are few such parties to begin with, it means that they show up in few games and therefore also negatively affect the experience of equally few solo-queueing players. What we are left with, then, is the notion that Blizzard were happier removing players from the game completely instead of having a proportional amount of players have a less-than-optimal experience (an assumption which, as we pointed out just above, is very doubtful).

 

Regardless of the number of players affected by this change, the point stands that it is a change in the wrong direction. This is the first time that I can think of that Blizzard is actually pushing players away from playing one of their games. No matter how many parties of 3 and 4 players show up in Hero League, this solution is a poor one.

 

Suggested Alternatives

 

In a recent tweet from Dustin Browder, an Unranked Draft Mode was proposed as a solution. In addition to this, a number of community members have been quick to offer possible solutions. It is my opinion than none of these proposed solutions are viable, and that instead Blizzard must simply revert the party size limitation and improve their Matchmaking system.

 

Unranked Draft Mode

 

An Unranked Draft Mode is a solution put forward by those who think that the appeal of Hero League lies mainly (or exclusively) in the ability to draft Heroes for a known map, and counter-pick the other team. There is a strong probability that this Unranked Draft Mode will make it into the game, as Dustin Browder suggested on Twitter.

 

This would allow players to experience the drafting process without having Ranks to fight over (and for which the MMR system would need to account). It would be, in a way, like a parallel Hero League where there is no stake and no party limitations.

 

I believe that the end-goal of potentially reaching Rank 1 (or at least, a high rank) in Hero League is the main reason people choose to play in that format. The drafting process is a necessary requirement of any competitive match system, but it is not the main reason to play competitive matches.

 

The lack of stake in Unranked Draft Mode leads to a possibly extremely frustrating problem. Imagine that you and two friends queue into Unranked Draft Mode to get as close as possible to a "competitive" game feel. You sit through (and enjoy) the drafting process, you load into the map, and then you realize that your two teammates have either no idea how to play their Heroes or have no real interest in winning the game. Why? Because there is no more incentive to winning this game than there is to winning a Quick Match. Can the same happen in Hero League? Yes, but the incentive of ranks makes it much less likely.

 

Finally, even if Blizzard begin working on an Unranked Draft Mode today, it will still probably take some time to make it into the game. Time during which segments of the player population are left without any viable option for competitive play (and which Unranked Draft Mode does not really solve, anyway).

 

Quick Match and Team League

 

Quick Match is often suggested as an alternative to players who want to play together as parties of 3 or 4. It can be an enjoyable experience, and indeed many players (even those over the level 30 required to access Hero League) only play this format. It is a good learning tool. It allows players to complete their quests or play new Heroes without too much pressure to perform on their shoulders. It allows experienced Heroes of the Storm players to bring their friends into the game without throwing them into a very tough, competitive environment.

 

But Quick Match also has a slew of problems. Because most people use Quick Match to complete quests with Heroes that they do not like to play, or to try out new Heroes, the overall quality of games suffers. Furthermore, since it is impossible to know what Battleground you will queue into or what composition the other team will have, ideas like countering the other team's Heroes or choosing a Hero that is strong on a given map are thrown out the window. These are aspects that add a lot of depth to Heroes of the Storm.

 

Quick Match games also often feature players who are trying out the game for the first time(s), and they have the potential of being mirror matches (which can be boring and, at any rate, reduce the immersion of players).

 

But the biggest problem with Quick Match is that there is nothing to play for. It has no stake. Most people who play Hero League do so not just for the increased level of competitiveness, but also because they want to improve their rank. They want to be able to quantify their improvement and their success. Even if most of them will never reach Hero League Rank 1, it is still a goal to aspire to which motivates players. Quick Match lacks such an end-goal, not to mention that it lacks the ability to pick and counter-pick Heroes based on Battleground and on the other team's Hero picks.

 

Team League is often touted as the go-to alternative for 3 and 4-player parties who cannot engage in Hero League. But this is not a viable solution either.

 

Chances are that groups of 5 or more friends are already playing Team League, provided that they can and want to play Heroes of the Storm together competitively. And if a group has fewer than 5 players, playing in Team League involves a number of things.

 

For one, 1-2 strangers must be found and then brought into the group of friends. Then, a schedule must be devised where all 5 players can now be online at the same time in order to engage in Team League games (and everyone knows how difficult synchronizing the schedules of 5 different people can be). Finally, the aspirations of the new recruit(s) must be appeased (these new players may not be satisfied with losing games, since they joined a team to perform well, and not to play with friends).

 

More than anything else, though, switching from a group of 3 friends to a team of 5 players (including 2 recruits) and using this team of 5 players to play exclusively against other 5-man teams considerably raises the intensity of the competitive level. Long gone are the relaxing 2-3 hour playing sessions after school or work; now you've got "team practice" and you had better not fail!

 

Mixed Hero League

 

This is a suggestion I have not seen thrown around very much, and which I have tentatively named "Mixed Hero League". I propose that this be implemented instead of "Unranked Draft Mode", and that it should essentially be a Hero League that is open to solo-queuers and parties of 2, 3, 4, and 5 players. Any solo-queuing players who do not want to participate here and instead only play against other solo-queuing players would have an option for "Solo queue only", which would instead place them in a sort of "Solo Hero League".

 

This would allow partied players to enjoy the game with their friends in any combination whatsoever, while still giving players the option to participate in a ranked environment where there are no parties. It is possible that not enough players would tick the "Solo queue only" option, of course, resulting in poor matchmaking and long queue times for these games, but this would speak volumes for the popularity of a Solo Hero League.

 

It has been pointed out that it is problematic to have so many parallel matchmaking queues running, but I fail to see how much of a difference there is between two ranked queues (Hero League and Team League) and 3, especially if you consider that both Quick Match and Unranked Draft Mode use MMR, even if this is not reflected in any visible ranks.

 

Reverting the Change

 

In my opinion, Blizzard have no choice but to revert this change and allow parties of 3 and 4 players back into Hero League. I would go so far as to say they should allow parties of 5 players in as well (as Dota 2 does). They must do this or else see a significant loss of interest from a solid chunk of their playerbase.

 

Not everyone who is playing in groups of 3 and 4 will outright quit Heroes of the Storm because of this, but some will. And why wouldn't they, when they can play together with their friends in any number of other online games.

 

I would argue that the proposed benefits of this limitation (improving the experience of solo players and improving team communication) are not worth excluding parties from Hero League, and are also probably not even attainable by excluding these parties from Hero League.

 

Instead of having these limitations, Blizzard must simply improve the matchmaking system of Heroes of the Storm and provide players with the tools and the incentives to promote communication and teamwork.

 

What is your opinion? Are you happy that solo-queueuing players no longer have to be paired with and against groups of 3, 4, and 5 players? If you are playing in a group of 3 and 4, will you switch to Team League? Quick Match? Unranked Draft Mode? Or will you give up altogether?

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So much truth in this post.

I was so dissapointed with these changes, because I was just about to start playing hero league with my friends, and then this happens. HoTS does have alot of potential, the game is fun and all that, but this is just isn't healthy for the game anymore.

The fact that this game is supposed to be heavily based on team work to accomplish your goals, and instead they're pushing us more to queing solo. Just plain ridiculous.

I pretty much agree with your point of fixing the matchmaking system, it still isn't working as it should. Fixing that would solve most of the problems this game has.

Adding voice chat also seems like a good idea, since stopping to write is mostly too slow. In case you're playing in a group of 4 friends, and the 5th one being solo, you can easily share your strategy with him/her with in-game chat, while using skype etc. With your friends to goof around or something similar :D Of course there should also be the option to toggle it off, in case you don't want to use it.

I'm also one of those that would prefer to get rid of random team comps and add drafting in quick match too (it isn't that quick anymore though :D) Sometimes you'll just get so bad team comps that some matches become unwinnable only because of that. This is just my opinion. It wouldn't be that bad to add un-ranked draft mode in the future, when the most problematic things have been solved.

I won't give up on this game yet, as I said, this game does have alot of potential. Blizzard just has to listen to the feedback they're given, especially when the recent changes have left majority of the fans unsatisfied.

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      Ana Level 10 Eye of Horus No longer reveals in a global line when hitting a Structure. Removed a minor delay when dealing damage to enemy Heroes. Anub'arak Base Scarab Host [Trait] Fixed an issue that caused Beetles created by Ultimate Evolution clones of Anub'arak to not gain Spell Power bonuses. Fixed an issue that caused Anub'arak's Beetles to not have their damage reduced by D.Va's Defense Matrix. Level 7 Leeching Scarabs Fixed an issue that caused the healing done by Leeching Scarabs to not be affected by damage modifiers. Arthas Base Howling Blast [W] Fixed an issue where the visuals of Howling Blast didn't match the area hit. Frostmourne Hungers [D] Fixed an issue where the Slow benefit of Froststrike was provided baseline. Level 10 Army of the Dead Fixed an issue that caused Arthas's Ghouls to not have their damage reduced by D.Va's Defense Matrix. Deathwing Base Cataclysm [R] Deathwing will no longer be teleported to where Cataclysm is targeted if he is killed during Cataclysm. Deckard Level 10 Lorenado Fixed an issue that caused Lorenado to not deal damage to Unstoppable enemies. Hogger Level 20 No Control Fixed an issue that caused No Control to target enemies that are not visible. Jaina Base Frostbolt [Q] Fixed an issue that caused Frostbolt's range indicator and actual range to not match. Fixed an issue that caused Frostbolt cast by Ultimate Evolution clones of Jaina to not gain Spell Power bonuses. Blizzard [W] Fixed an issue that caused Blizzard used by Ultimate Evolution clones of Jaina to not gain Spell Power bonuses. Cone of Cold [E] Fixed an issue that caused Cone of Cold cast by Ultimate Evolution clones of Jaina to not gain Spell Power bonuses. Level 10 Summon Water Elemental Water Elemental's Basic Attacks damage now inherits all damage modifiers placed on Jaina. Level 20 Wintermute Fixed an issue that caused Water Elemental's Wintermute effects to deal more damage than intended to Chilled targets. Wintermute's Blizzard damage now inherits all damage modifiers placed on Jaina. Wintermute's Cone of Cold damage now inherits all damage modifiers placed on Jaina. Wintermute's Cone of Cold now initiates its Cone of Cold cast at the same time Jaina initiates her cast and will be interrupted if it or Jaina is interrupted. Wintermute's Frostbolt damage now inherits all damage modifiers placed on Jaina. Wintermute's Frostbolt now initiates its Frostbolt cast at the same time Jaina initiates her cast and will be interrupted if it or Jaina is interrupted. Kerrigan Level 10 Summon Ultralisk Fixed an issue that caused Kerrigan's Ultralisk to not have its damage reduced by D.Va's Defense Matrix. Leoric Level 16 Royal Focus Now displays the remaining duration around Skeletal Swing's button. Malfurion Level 1 Vengeful Roots Fixed an issue that caused Malfurion's Treant to not have its damage reduced by D.Va's Defense Matrix. Treant's damage will now display as Vengeful Roots in the Death Recap. Medivh Level 4 Raven Familiar Fixed an issue that caused Medivh's Raven Familiar created by Ultimate Evolution clones of Medivh to not gain Spell Power bonuses. Level 20 Guardian of Tirisfal Fixed an issue that caused targets near the edge of Arcane Rift's range with Guardian of Tirisfal to not be hit. Nazeebo Base Voodoo Ritual [Trait] Quest progress indicators will now show around the killed enemy Minion. Quest progress will now be gained in instances where a second Nazeebo damages the target and the target dies within 6 seconds of the first Nazeebo applying Voodoo Ritual. Fixed an issue that caused stacks of Voodoo Ritual gained prior to selecting Thing of the Deep to not be granted to Thing of the Deep. Fixed an issue that caused Vodoo Ritual's tooltip to display the incorrrect total damage value. Fixed an issue that caused Vile Infection's tooltip to display the incorrrect total damage value. Level 1 Thing of the Deep No longer causes Voodoo Ritual to display two Quest indicators. Level 4 Blood Ritual Fixed an issue that caused Blood Ritual to not grant Health or Mana when the target affected by Voodoo Ritual timed out due to their Health passively being reduced. Nova Level 20 Fast Reload Fixed an issue that caused Fast Reload to trigger when a Triple Tap target dies before it hits them. Probius Base Photon Cannon [E] Fixed an issue that caused Probius's Photon Cannons to not have their damage reduced by D.Va's Defense Matrix. Level 1 Gathering Minerals Now also empowers any Photon Cannon already on the battlefield upon Quest completion. Tychus Base Overkill [Q] Fixed an issue that caused Overkill to reveal unintended areas. Xul Base Raise Skeleton [Trait] Fixed an issue that caused Xul's Skeletal Warriors to not have their damage reduced by D.Va's Defense Matrix. Level 10 Skeletal Mages Fixed an issue that caused Xul's Skeletal Mages to not have their damage reduced by D.Va's Defense Matrix. Fixed an issue that caused Xul's Skeletal Mages to not apply their Slow in an aura while Blinded or against Evading Heroes. Fixed an issue that caused Xul's Skeletal Mages to not apply their Slow with their attacks against Heroes with Heroic Attack only Evasion effects. Level 16 Weaken Fixed an issue that caused Xul's Skeletal Warriors to not apply Weaken's damage reduction while Xul is Blinded or against Heroes with Heroic Attack only Evasion effects. Yrel Base Avenging Wrath [E] Fixed an issue that caused Yrel's Avenging Wrath to be interrupted by Roots while being channeled. Zagara Base Infested Drop [E] Fixed an issue that caused Roaches created by Ultimate Evolution clones of Zagara to not gain Spell Power bonuses. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

       
    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Map Updates Balance Update Bug Fixes General
      Players can now party with unplaced players in Storm League. Haunted Mines has been added to Ranked. Return to Top
      Map Updates
      Hanamura Additional brush has been added in several locations. Warhead Junction Warhead's channel penalty on interrupt reduced from 10 to 5 seconds. Return to Top
      Balance Update
      Heroes
      Abathur
      Base
      Spawn Locust [D] Health reduced from 350 to 225. Locusts now heal for 20% of the damage they deal, and heal for 20% of their maximum Health when a nearby Minion dies. Talents
      Level 1 Envenomed Nests Armor reduction increased from 10 to 15. Locust Brood Moved from Level 16 to Level 1. Cooldown increased from 45 to 75 seconds. Level 4 (New) Slapathur Abathur's Basic Attacks now Stun non-Heroes and deal 500% additional damage. Level 10 Evolve Monstrosity Now displays as a Quest. Abathur now has a Monstrosity unit frame, for tracking Health and stacks of the unit. Level 16 Survival Intincts Moved from Level 1 to Level 16. Health bonus increased from 100% to 200%. Alexstrasza
      Base
      Dragonqueen [D] Cooldown now starts after Dragonqueen has expired. Cooldown reduced from 150 to 130 seconds. Talents that affect Gift of Life also apply to Breath of Life. Talents that affect Abundance also apply to Preservation. Breath of Life [Dragonqueen Q] Healing reduced from 20% to 15%. Preservation [Dragonqueen W] Healing reduced from 30% to 25%. Talents
      Level 1 Live and Let Live Now also provides 25% recharge rate for Breath of Life. Flames of Fury NEW MYTHIC REWARD: Hit an additional 40 Heroes without dying to cause Dragonqueen's duration to be refreshed when damaging an enemy Hero. Level 7 Life Blossom Now makes Breath of Life remove Slows and Roots. Transforming into Dragonqueen will no longer remove the collected Lifeblossom. Level 16 Draconic Dicipline No longer affect's Dragonqueen's duration. For each allied Hero healed with Dragonqueen's Basic Attacks, reduce the cooldown of Preservation by 1.25 seconds. Level 20 On Ruby Wings Rework: If at least 3 Heroes are in an area hit by a Fireball, that Fireball charge is not consumed. Ancient Flame Does not provide Quest stacks while active. Blaze
      Talents
      Level 1 Adrenaline Stim Active Attack Speed bonus reduced from 100% to 85%. Level 10 Bunker Drop Cooldown increased from 80 to 85 seconds. Cho
      Talents
      Level 1 Calloused Hide Health threshold required to trigger reduced from 60% to 40%. Level 7 Firestarter Cooldown reduction per Basic Attack increased from 1 to 1.5 seconds. Gall
      Talents
      Level 4 Rising Dread Bonus per bounce reduced from 25% to 20%. Bomb's Away No longer has a cap on stacks. Damage bonus per stack lowered from 5 to 4. Level 7 Double Trouble Shadowflame's cooldown reduction from Quest Reward increased from 0.5 to 1 second. Level 16 Leaden Orb Stun duration reduced from 0.75 seconds to 0.6 seconds. Chromie
      Base
      Dragon's Breath [W] Now shows a radius preview to enemies. Time Trap [E] Health reduced from 400 to 250. Talents
      Level 1 Once Again The First Time Quest requirement reduced from 40 to 20 stacks. Quest must now be completed without dying. Deep Breathing Damage per stack reduced from 1% to 0.5%. No longer has a cap on stacks. Level 4 Chronic Conditions Now also causes Time Trap to activate automatically upon touching an enemy Hero. Slow reduced from 30% to 20%. Movement Speed bonus reduced from 30% to 20%. Level 13 Here and There Range increased from 20 to 40. Snap targetting is now used. The Echo nearest the player's target position will be used. Diablo
      Base
      Shadow Charge Damage increased from 40 plus 130 with a collision, to 45 plus 140 with a collision. Fire Stomp Damage decreased from 12 on expansion and 36 on return to 11 on expansion and 34 on return. Overpower Damage increased from 73 to 80. Talents
      Level 7 Diabolical Momentum Cooldown reduction per Basic Attack increased from 1.5 to 2 seconds. Level 20 Dying Breath Cooldown reduction per Hero hit increased from 25 to 30 seconds. Lord of Terror Health stolen increased from 10% to 12% maximum Health. Genji
      Talents
      Level 1 Swift as the Wind Movement Speed bonus increased from 30% to 40%. Level 4 Strike at the Heart Damage increased from 134 to 142. Level 7 Perfect Defense Cooldown reduction per hit increased from 2 to 2.5 seconds. Level 13 Flow Like Water Cooldown reduction per hit increased from 3 to 4 seconds. Level 16 Final Cut Damage reduced from 125 to 115. Johanna
      Base
      Shield Glare [E] Cooldown increased from 12 to 13 seconds. Talents
      Level 10 Blessed Shield Cooldown increased from 60 to 65 seconds. Mal'Ganis
      Talents
      Level 1 Will of Tichondrius Stun's duration increase reduced from 0.5 to 0.25 seconds. Level 16 Blind as a Bat There is now a 0.2 second reactivation delay upon finishing 3 swipes of Fel Claws. This matches the time between other swipes. Qhira
      Base
      Blood Rage [W] NEW BASELINE QUEST: Deal damage to enemy Heroes with Blood Rage's bleed to permanently increase its damage by 0.5% per stack. Blood Rage's bleed damage reduced from 11 to 8. Revolving Sweep [E] Once attached, Revolving Sweep can no longer be detached by the target becoming Unstoppable. Talents
      Level 1 Fatal Wounds Damage bonus against low Health targets increased from 30% to 50%. Quest removed. Ragnaros
      Base
      Blast Wave [E] Damage increased from 104 to 120. Molten Core [D] Cooldown increased from 120 to 180 seconds. Health increased from 3996 to 5000. Duration increased from 18 to 23 seconds. Ragnaros is now Stunned for 1 second upon exiting. Meteor Swing [Molten Core Q] Damage increased from 161 to 250. No longer deals increased damage to Minions. Cooldown increased from 6 seconds to 9 seconds. Now also knocks enemies back. Meteor Shower [Molten Core W] Damage increased from 151 to 200. Cooldown increased from 2.5 to 6 seconds. Area of effect increased by 66%. Delay between hits significantly increased. No longer deals increased damage to Minions. Slow increased from 25% to 35%. Range reduced from 35 to 20, but now it extends up to 35 over time. Now deals 75% reduced damage to Structures. Explosive Rune [Molten Core E] Cooldown decreased from 4 to 2.5 seconds. Now applies a DOT that deals 88 damage per second for 5 seconds to impacted targets. No longer deals instant damage. Range reduced from 35 to 20, but now it extends up to 35 over time. No longer deals increased damage to Minions. Now deals 75% reduced damage to Structures. Talents
      Level 1 Engulfing Flame Damage bonus reduced from 75% to 50%. Level 10 Sulfuras Smash NEW MYTHIC QUEST: Hit 8 enemy Heroes with the center of Sulfuras Smash. Mythic Reward: Sulfuras Smash gains an extra charge. Level 20 Lava Surge No longer reduces the cooldown of Lava Wave by 30 seconds. Now also gives +200% Movement Speed to allied Minions and Mercenaries in its path. Heroic Difficulty NEW FUNCTIONALITY: Decrease the cooldown of Molten Core by 110 seconds when used on a dead Fort or Keep. In addition, the starting range of abilities in Molten Core are increased by 100% and will continue to grow. Whitemane
      Base
      Searing Lash [E] NEW QUEST: Hit Heroes with Searing Lash to increase Whitemane's maximum Health by 3 and Mana by 2. Talents
      Level 1 Pity the Frail Cooldown reduction per hit reduced from 1.5 to 1 second. Inquisitor's Prayer REWORK: For each Hero hit by Searing Lash, restore 25 Mana. Passive: Zeal's duration is increased by 2 seconds. Level 7 Intercession Cooldown increased 45 to 60 seconds. Level 13 Scarlet Wrath Mana restore increased from 0.5% to 1%. Level 20 Guiding Light Now also increases the Spell Power gained from Zeal's activation by 15%. Yrel
      Base
      Righteous Hammer [Q] Heal increased from 320 to 370. Damage increased from 140 to 160. Righteous Hammer [W] Stun duration increased from 0.75 1 second. Damage increased from 125 to 140. Avenging Wrath [E] Slow increased from 50% to 60%. Damage increased from 225 to 260. Divine Purpose [D] Cooldown increased to from 8 to 16 seconds. Cooldown is now reduced by 8 seconds whenever Yrel's Basic Abilities are interrupted. Talents
      Level 4 Hand of Freedom Cooldown increased from 30 to 40 seconds. Movement Speed bonus reduced from 30% to 25%. Level 20 Seraphim Cooldown increased from 10 to 20 seconds. Return to Top
      Bug Fixes
      General
      Attack beams from Forts, Keeps, and the Core will now be more visible when attacking Heroes. Maps
      Haunted Mines Fixed an issue where the player would not auto-mount when using the Hearthstone from inside the mines. Warhead Junction Fixed an issue that caused Heroes to not be revealed while launching a Warhead. Fixed an issue that caused the Warhead's channel beam to persist when interrupted. Heroes
      Ana Level 10 Eye of Horus No longer reveals in a global line when hitting a Structure. Removed a minor delay when dealing damage to enemy Heroes. Anub'arak Base Scarab Host [Trait] Fixed an issue that caused Beetles created by Ultimate Evolution clones of Anub'arak to not gain Spell Power bonuses. Fixed an issue that caused Anub'arak's Beetles to not have their damage reduced by D.Va's Defense Matrix. Level 7 Leeching Scarabs Fixed an issue that caused the healing done by Leeching Scarabs to not be affected by damage modifiers. Arthas Base Howling Blast [W] Fixed an issue where the visuals of Howling Blast didn't match the area hit. Level 10 Army of the Dead Fixed an issue that caused Arthas's Ghouls to not have their damage reduced by D.Va's Defense Matrix. Deathwing Base Cataclysm [R] Deathwing will no longer be teleported to where Cataclysm is targeted if he is killed during Cataclysm. Deckard Level 10 Lorenado Fixed an issue that caused Lorenado to not deal damage to Unstoppable enemies. Hogger Level 20 No Control Fixed an issue that caused No Control to target enemies that are not visible. Jaina Base Frostbolt [Q] Fixed an issue that caused Frostbolt's range indicator and actual range to not match. Fixed an issue that caused Frostbolt used by Ultimate Evolution clones of Jaina to not gain Spell Power bonuses. Blizzard [W] Fixed an issue that caused Blizzard used by Ultimate Evolution clones of Jaina to not gain Spell Power bonuses. Cone of Cold [E] Fixed an issue that caused Cone of Cold used by Ultimate Evolution clones of Jaina to not gain Spell Power bonuses. Level 10 Summon Water Elemental Water Elemental's Basic Attacks damage now inherits all damage modifiers placed on Jaina. Level 20 Wintermute Fixed an issue that caused Water Elemental's Wintermute effects to deal more damage than intended to Chilled targets. Wintermute's Blizzard damage now inherits all damage modifiers placed on Jaina. Wintermute's Cone of Cold damage now inherits all damage modifiers placed on Jaina. Wintermute's Cone of Cold now initiates its Cone of Cold cast at the same time Jaina initiates her cast and will be interrupted if it or Jaina is interrupted. Wintermute's Frostbolt damage now inherits all damage modifiers placed on Jaina. Wintermute's Frostbolt now initiates its Frostbolt cast at the same time Jaina initiates her cast and will be interrupted if it or Jaina is interrupted. Kerrigan Level 10 Summon Ultralisk Fixed an issue that caused Kerrigan's Ultralisk to not have its damage reduced by D.Va's Defense Matrix. Leoric Level 16 Royal Focus Now displays the remaining duration around the Skeletal Swing's button. Malfurion Level 1 Vengeful Roots Fixed an issue that caused Malfurion's Treant to not have its damage reduced by D.Va's Defense Matrix. Treant's damage will now display as Vengeful Roots in the Death Recap. Medivh Level 4 Raven Familiar Fixed an issue that caused Medivh's Raven Familiar created by Ultimate Evolution clones of Medivh to not gain Spell Power bonuses. Level 20 Guardian of Tirisfal Fixed an issue that caused targets near the edge of Arcane Rift's range with Guardian of Tirisfal to not be hit. Nazeebo Base Voodoo Ritual [Trait] Quest progress indicators will now show around the killed enemy Minion. Quest progress will now be gained in instances where a second Nazeebo damages the target and the target dies within 6 seconds of the first Nazeebo applying Voodoo Ritual. Fixed an issue that caused stacks of Voodoo Ritual gained prior to selecting Thing of the Deep to not be granted to Thing of the Deep. Fixed an issue that caused Vodoo Ritual's tooltip to display the incorrrect total damage value. Fixed an issue that caused Vile Infection's tooltip to display the incorrrect total damage value. Level 1 Thing of the Deep No longer causes Voodoo Ritual to display two Quest indicators. Level 4 Blood Ritual Fixed an issue that caused Blood Ritual to not grant Health or Mana when the target affected by Voodoo Ritual timed out due to their Health passively being reduced. Nova Level 20 Fast Reload Fixed an issue that caused Fast Reload to trigger when a Triple Tap target dies before it hits them. Probius Base Photon Cannon [E] Fixed an issue that caused Probius's Photon Cannons to not have their damage reduced by D.Va's Defense Matrix. Level 1 Gathering Minerals Now also empowers any Photon Cannon already on the battlefield upon Quest completion. Tychus Base Overkill [Q] Fixed an issue that caused Overkill to reveal unintended areas. Xul Base Raise Skeleton [Trait] Fixed an issue that caused Xul's Skeletal Warriors to not have their damage reduced by D.Va's Defense Matrix. Level 10 Skeletal Mages Fixed an issue that caused Xul's Skeletal Mages to not have their damage reduced by D.Va's Defense Matrix. Fixed an issue that caused Xul's Skeletal Mages to not apply their Slow in an aura while Blinded or against Evading Heroes. Fixed an issue that caused Xul's Skeletal Mages to not apply their Slow with their attacks against Heroes with Heroic Attack only Evasion effects. Level 16 Weaken Fixed an issue that caused Xul's Skeletal Warriors to not apply Weaken's damage reduction while Xul is Blinded or against Heroes with Heroic Attack only Evasion effects. Zagara Base Infested Drop [E] Fixed an issue that caused Roaches created by Ultimate Evolution clones of Zagara to not gain Spell Power bonuses. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      We’ve just released a patch to the live servers in order to apply some balance and bug fixes.
      Quick Navigation:
      Map Updates Balance Update Bug Fixes Map Updates
      Haunted Mines Skull scaling increased from 5% to 7%. Golem scaling before 5 minutes decreased. Golem scaling later in the game significantly increased. Balance Update
      Heroes
       
      Arthas
       
      Base
      Base Stats Health increased from 2625 to 2750. Death Coil [Q] Healing increased from 262 to 275. Frostmourne Hungers [D] Attack damage per quest stack reduced from 1 to 0.75. Damage bonus on charged attacks increased from 1 to 3. Talents
      Level 1 Frost Presence Upon unlocking the line Damage, targets can now be hit by both the line AND the final area. Death Coil Slow benefit duration increased from .75 seconds to 1.25 seconds. Level 7 Icebound Fortitude Now removes Slows and Roots upon activation. Level 20 Path of Frost Now increases minimum Movement Speed to 140%, rather than providing +40% Movement Speed.  
      Chen
       
      Base
      Flying Kick [Q] Damage increased from 120 to 130. Fortifying Brew [D] Delay before being able to interrupt decreased slightly. Shields provided per tick increased from 90 to 95. Talents
      Level 1 Accumulating Flame Initial hit now provides a quest stack. Stack requirements increased from 20/75 to 25/80.  
      Deathwing
       
      Base
      Molten Flame Damage per tick increased from 19 to 20. Talents
      Level 20 Destroyers Rampage Duration reduced from 6 seconds to 4 seconds.  
      Gazlowe
       
      Base
      Rock-it Turret Damage increased from 37 to 43. Talents
      Level 1 One Man Wrecking Crew Damage bonus increased from 60% to 75%. Mal'Ganis
      Talents
      Level 1 Will of Tichondrius Damage bonus per stack reduced from 0.5 to 0.25. Required damage to unlock quest reward decreased from 40 to 20. Winged Guard Stack generation reduced from once every 6 seconds to once every 5 seconds. Level 13 Deep Sleep Movespeed bonus increased from 10% to 15%. Level 20 Wrath of Nathreza Transferred damage increased from 75% to 85%.  
      Murky
       
      Talents
      Level 20 March of Murlocs Cooldown reduced from 100 seconds to 90 seconds. Bug Fixes
      Map
      Volskaya Foundry Fixed an issue that caused the Triglav Protector's Particle Cannon charge to cause other players' cursors to highlight in an area. Heroes
      Arthas Level 1 Rime Fixed an issue that caused Rime's Healing to not be displayed correctly in the Death Recap. Level 16 Remorseless Winter Fixed an issue that caused Remorseless Winter's Healing to not be displayed correctly in the Death Recap. Chen Base Breath of Fire [W] Fixed an issue that caused Breath of Fire to not deal impact damage. Muradin Base Storm Bolt [Q] Fixed an issue that caused Storm Bolt's quest progression indicator to show around the target that killed the Hero. Level 7 Perfect Storm Fixed an issue that caused Perfect Storm's Mana refund to not be granted. Fixed an issue that caused Perfect Storm's Mana refund to increase Muradin's Self Healing score. Fixed an issue that caused Perfect Storm to be able to go on cooldown when already on cooldown. Rexxar General Fixed an issue that caused Misha to not respawn when her Respawn Timer expires. Tyrande Base Lunar Flare [E] Fixed an issue that caused Lunar Blaze to not grant quest progress when the targeted Hero dies and they have a non-standard death state. Fixed an issue that caused Lunar Blaze to not grant quest progress when the targeted Hero is killed by a non-Hero. Fixed an issue that caused Lunar Blaze's quest progression indicator to show around the target that killed the Hero. Zagara Level 1 Infest Infest now displays as a Quest Bonus. Click here to discuss this post with other players in the official Heroes of the Storm forums.

       
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Map Updates Balance Update Bug Fixes General
      New Mount: Scrapper Mad Axe Mono Wheel
      Unranked Mode has been removed. Respawn timers have been reduced in the mid-to-late game. By level 22, respawn timers are back at 65 seconds. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      Garden of Terror Classic The original Garden of Terror has returned to Custom Games! The name has been changed to Garden of Terror Classic to differentiate from the current Garden of Terror. Haunted Mines Haunted mines has returned to Quick Match! The Mine Golem now drops an additional 10 Skulls over the course of its lifetime. Map objective is now complete when one team collects 55 Skulls, rather than when all 100 Skulls have been collected. Hero vision is reduced while in the mines. Warhead Junction Cast time for Nuke increased from 2.5 seconds to 3 seconds. Cast time for Nuke now breaks upon taking damage. DoT damage from Nuke increased by 100%. Damage to Forts and Keeps from Nuke increased from 100% to 125%. Return to Top
      Balance Update
      Heroes
      Arthas
      Arthas has been fully reworked! All abilities and talents will be listed below. Base
      Death Coil [Q] Mana: 40. Cooldown: 9 seconds. Deals 164 damage to target enemy. Can be self-cast to heal for 262 Health. Howling Blast [W] Mana: 50. Cooldown: 10 seconds. Root enemies within the target area for 1.25 seconds and deals 68 damage. Frozen Tempest [E] Mana: 13 per second. Cooldown: 1 second. Deals 36 damage per second to nearby enemies and Slow their Movement Speed by 10% per second, stacking up to 40%. Heroes hit also have their Attack Speed Slowed by 10% per second, stacking up to 40%. Frozen Tempest's effects last for 1.5 seconds. Army of the Dead [R] Charge Cooldown: 18 seconds. Consume all charges to summon an equal number of Ghouls that last 15 seconds and attack for 20 damage. Ghouls can be sacrificed to heal Arthas for 240 Health. Stores up to 6 charges. Every time an enemy minion dies nearby, reduce the charge cooldown of this ability by 1 second. Takedowns reduce the charge cooldown of this ability by 6 seconds. Summon Sindragosa [R] Mana: 100. Cooldown: 100 seconds. Deals 230 damage and Slows enemies by 60% for 4 seconds. Also disables Minions, Mercenaries, Monsters, and Structures for 20 seconds. Frostmourne Hungers [D] Cooldown: 12 seconds. Activate to make Arthas' next Basic Attack strike immediately and deal 71 bonus damage. Dealing damage restores 40 Mana. QUEST: Killing a Minion or hitting a Hero with Frostmourne Hungers permanently increases its bonus damage and Arthas' Basic Attack damage by 1. Talents
      Level 1 Frost Presence Increase the area of Howling Blast by 20%. QUEST: Root enemy Heroes with Howling Blast. REWARD: After Rooting 15 Heroes, Howling Blast's range is increased by 20% and it hits enemies in its path. REWARD: After Rooting 30 Heroes, Death Coil Slows Heroes hit by 50% for 0.75 seconds. Borean Winds After Frozen Tempest has been active for 2 seconds, Arthas gains 10% Movement Speed. PASSIVE: Frozen Tempest's Slowing effects last an additional 0.5 seconds and its Mana cost is reduced by 4 per second. Rime Every 5 seconds, gain 75 Physical Armor against the next enemy Hero Basic Attack, reducing the damage taken by 75%. Stores up to 3 charges. PASSIVE: While Arthas is Slowed, Rooted, or Stunned he heals 24 Health a second. Level 4 Shattered Armor Enemy Heroes hit by Howling Blast have their Armor reduced by 15 for 4 seconds. Icy Talons Gain 3% Attack Speed for 2 seconds every time a Hero is damaged by Frozen Tempest, to a maximum of 60%. Frost Strike Frostmourne Hungers deals an additional 115 Ability damage in an area and Slows Heroes hit by 20% for 2 seconds. Level 7 Immortal Coil Gain the healing effect of Death Coil even when used on enemies. If Death Coil is used on Arthas, it heals for an additional 75% bonus healing and its cooldown is reduced by 3 seconds. Rune Tap Every 3rd Basic Attack heals Arthas for 5% of his max Health. PASSIVE: Each stack of Frostmourne Hungers increases Arthas' Maximum Health by 10. Icebound Fortitude Cooldown: 35 seconds. Activate to gain 25 Armor and reduce the duration of Stuns, Slows, and Roots against Arthas by 75% for 3 seconds. Each Hero Rooted by Howling Blast reduces the cooldown of this ability by 2 seconds. Level 13 Deathlord If Death Coil is used on an enemy Hero, launch an additional Death Coil at a nearby enemy Hero. PASSIVE: Death Coil deals more damage the lower Arthas' current Health is, to a maximum of 50% bonus damage. Deathchill Howling Blast's damage is increased by 2 for each stack of Frostmourne Hungers. Howling Blast deals 100% additional damage and Roots for an additional 0.25 seconds against Heroes under 50% Health. Biting Cold Each second an enemy is damaged by Frozen Tempest, it deals 15% bonus damage, up to 75% bonus damage. Level 16 Remorseless Winter Enemy Heroes that remain within Frozen Tempest for 2.5 seconds are Rooted for 1.25 seconds and heal Arthas for 3% of his maximum Health. This effect has an 8 second cooldown per target. Frostmourne Feeds Reduce the cooldown of Frostmourne Hungers by 6 seconds. Arthas heals for 75% of the Basic Attack damage dealt by Frostmourne Hungers. Anti-Magic Shell Cooldown 60 seconds. Activate to make Arthas immune to Spell Damage for 4 seconds and heal Arthas for 25% of the damage prevented. Level 20 Legion of Northrend Reduce Army of the Dead's charge cooldown by 5 seconds. Each charge consumed spawns an additional Ghoul to attack nearby enemies. These Ghouls cannot be sacrificed. Absolute Zero Sindragosa flies twice as far. Enemy Heroes are Rooted for 2.5 seconds, and then Slowed by 60% for 4 seconds. Death Pact Instantly double your stacks of Frostmourne Hungers, but it no longer gains stacks from hitting Heroes or killing Minions. PASSIVE: Takedowns grant 2 stacks of Frostmourne Hungers. Path of Frost Activate to instantly Mount with 10% additional Movement Speed. Taking damage does not dismount Arthas from this mount. Lasts up to 5 seconds. When Arthas dismounts, Slow all nearby enemies by 30% for 2 seconds and deal 66 damage. Chen
      Base
      Keg Smash [W] Breath of Fire initial decreased from 85 to 40. Breath of Fire duration increased from 3 seconds to 6 seconds. Breath of Fire no longer costs Energy. Keg Smash energy cost increased to 35 40 from 30. Fortifying Brew [D] Drinking now stops additional commands for a fraction of a second. Talents
      Level 1 Accumulating Flames Moved from Level 4 to Level 1. REWORK: Quest: Gain stacks from hitting Heroes with DoT damage from Breath of Fire. Each stack provides 0.25 damage. At 20 damage, Keg Smash becomes ranged. Mythic Reward: At 75 damage, Breath of Fire redcues enemy Armor by 20 and is refreshed from Chen's Basic Attacks. Level 4 Eye of the Tiger Moved from Level 1 to Level 4. Level 7 Elusive Brawler Movement Speed reduced from 30% to 20%. Level 10 Wandering Keg Cooldown increased from 50 seconds to 60 seconds. Level 13 Pressure Point Slow duration increased from 1 second to 1.5 seconds. Deathwing
      Base
      Onslaught [E] Cooldown increased from 5 seconds to 6 seconds. Dragonflight [Z] Cooldown increased from 15 seconds to 20 seconds. Talents
      Level 16 Gaze onto Destruction Duration reduced from 5 seconds to 3.5 seconds. Falstad
      Talents
      Level 1 Frequent Flyer Range to receive kill credit reduced from 14 to 8.5. Garrosh
      Base
      Wrecking Ball [E] Range reduced from 6.5 to 6. Search range reduced from 2.5 to 2.25. Talents
      Level 1 Unrivaled Strength Ranged bonus reduced from 20% to 15%. Gazlowe
      Base
      Rock-It! Turret [Q] Turret Health increased from 510 to 600. Health decays over 20 seconds (from 17). Talents
      Level 10 Robo-goblin Damage per second increased from 90 to 100. Mal'Ganis
      Base
      Necrotic Embrace [W] Now benefits double the amount from Vampiric Touch. No longer provides 25 Armor for 3 seconds. Now provides 15 Spell Armor for 3 seconds. Damage increased from 110 to 121. Talents
      Level 1 Will of Tichondrius Moved from Level 7 to Level 1. REWORK: Hit Heroes with Fel Claws to gain 0.5 damage. Hit 4 Heroes in the first two swipes to cause the last wipe to provide 2 additional damage. Upon reaching 40 stacks, Fel Claws now steals 4% health from opponents and Stuns for an additional 0.5 seconds. Level 4 Vampiric Aura Moved from Level 1 to Level 4. Self healing increased from 30% to 40% and healing of nearby Allies increased from 15% to 20%. Might of Sargeras Now provides 35 Armor for 3 seconds when using Necrotic Embrace. Level 7 Fueled by Torment Moved from Level 4 to Level 7. Now causes Necrotic Embrace to Slow by 25% for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement Speed bonus increased from 50% to 75% 100%. Raven's Intellect Bonus increased from 75% to 125% 200%. Level 4 Raven Familiar Slow reduced from 30% to 20%. Level 7 Force of Magic Spell Power increased from 30% to 35%. Level 13 Circle of Protection No longer increases the cooldown of Force of Will. Level 20 Guardian of Tirisfal Now also increases the range of Arcane Rift by 50%. Muradin
      Base
      It's Hammer Time! [Q] Muradin gains 5 stacks if a target dies within 3 seconds of being hit by Storm Bolt. Stack requirement for pierce increased from 40 to 45. Talents
      Level 16 Dwarf Launch Cooldown reduction decreased from 2 seconds to 1 second. Level 20 Mountain King Dwarf Toss cooldown increased by 2 seconds. Thunder Clap cooldown increased by 2 seconds. Sgt. Hammer
      Talents
      Level 1 Maelstrom Rounds Damage bonus increased from 30% to 40%. Level 13 Hyper-Cooling Engines Cooldown reduction no longer triggers off of Splash damage, but now triggers off of Structures. Level 20 Advanced Lava Strike Damage bonus increased from 50% to 65%. Ultra-Capacitors Cooldown reduction no longer triggers off of Splash damage, but now triggers off of Structures. Thrall
      Talents
      Level 1 Crash Lightning Amount stacks lost on death reduced from 6 to 4. Echo of the Elements Damage done by the chain lightning bounces rewarded from obtaining the Mythic Reward reduced from 85 to 70. Kill window increased from 1.5 seconds to 2 seconds. Stack requirements increased from 20/40/100 to 20/50/125. Second reward no longer provides an extra bounce. Level 7 Rolling Thunder Now also provides an extra bounce of Chain Lightning. Tyrande
      Base
      Lunar Flare [E] Tyrande gains 1 stack if the target dies within 3 seconds of being hit. Mythic Reward now also increases Attack Range by 1. Lunar flare damage from hitting a Hero reduced from 4% to 3.5% 3%. Talents
      Level 16 Quickening Blessing Movement bonus increased from 20% to 25%. Level 20 Commander of Sentinels Cooldown of Sentinel increased by 3 seconds. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
      General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Infernal Shrines Fixed an issue that prevented Minions from pathing near the Arcane Punisher's beams. Heroes
      D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule to be removed when an effect that removes Slows is applied. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. Return to Top
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