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Heroes of the Storm: Two New Portraits

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In our last Blue tweets article, we forgot to mention a tweet from the official Heroes of the Storm account revealing two new portraits!

 

The first portrait is a reward for reaching level 10 with both Cho and Gall. The second is a Protoss portrait, awarded when reaching level 10 with Artanis, Tassadar and Zeratul. These two portraits are a thank you gift from the team to the community, especially the one at the r/heroesofthestorm subreddit, who had made numerous requests for portraits like these. You can read the whole relevant Reddit thread here.

 

 

We don't know yet when these portraits will be added in the game.

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      While I can't give an exact timeframe - I can say that it will be well worth the wait!
      A question for Oscar: can you please tell us a little bit about the artitstic challenges and the different ideas during the design process for the realm lords?
      HI! YEAH i can! So these were actually first created by Samwise Didier, some of the realm lords were even concepted before the game's launch (like Blackheart) and some others later on. I'd actually say the only design I changed radically, was the Raven Lord. Sam's original concept had him be a lot older, which looked great! But felt a bit off for Orphea's age, so I did a pass to make him younger. But the rest are pretty much just Sam's concepts that I've either drawn in my style or very lightly tweaked!
      Can self shields be considered as "healing" in stats? same as self-healing? (Zarya , Artanis come to mind). And in general, many heroes don't have that stat counted for their healing.
      Hi, fycalichking. Thanks for the great suggestion! I will certainly look into this.
      Does Blizzard plan to ever address Samuro's core design problems and toxic playstyle?
      These are the problems for those who may not know:
      He's entirely dependent on a level 10 heroic to be able to function as a hero (Illusion Master), this both makes him extemely unfun and restrictive before level 10 while killing his viability in that tier and any subsequent tiers that buff said ability (level 20), on par with the other choice being extremely subpar at both level 10 and 20. Said level 10 heroic is broken beyond belief, it takes what is arguably the most useless base hero in the game and turns him into a broken PvE machine that needs to be kept extemely underpowered at PvP, otherwise he breaks the game, as a result Samuro is extremely unrewarding and unfun to play optimally His talent design is honestly horrible and filled with overlapping talents and generic upgrades, i would say he's one of the very few heroes that actually needs a complete talent revamp. Hey Blackstar_9!
      Thanks for taking the time to write Samuro feedback. While we do not always respond, I wanted you to know that I have read your feedback and have read a lot of the Samuro community’s feedback on the hero.
      I am also a very avid Samuro player and have been playing him both internally and at a GM level on Ranked for quite some time. You can even ask the other designers, I basically have a ban on not being allowed to play Samuro because of how much they hate fighting against mine ?
      I totally get where you’re coming from about Illusion Master being a frustrating playstyle that currently defines the hero. To give a little history about how we got to where we are, when Samuro first came out Bladestorm was the way to play and Illusion Master was a niche pick. With his last rework we wanted to keep and improve on the Illusion Master playstyle because Samuro’s fantasy was about switching places and being tricky with his clones, so we made part of it baseline and made his kit more about that aspect of the Hero.
      Today, however, you are correct that Illusion Master defines a lot of what Samuro wants to do, and that it’s not particularly fun to play against. While I disagree about the severity of the commonly held belief that he only wants to split push and that his team-fighting is non-existant, I do agree that his balance of power is too much in that direction.
      Sadly I don’t see a rework for him coming anytime soon. We simply have other priorities right now, and Samuro received a rework relatively recently whereas other Heroes who deserve one haven’t had one for a much longer time (ex. Tassadar).
      That being said, I am totally open to simple suggestions to solve his core issues, and am willing to review them as potential balance patch changes. Please feel free to post suggestions for him below, and I’ll look them over and see what we can do.
      Edit: One limitation that I'd like for you to consider when giving feedback is that I don't think we can get away with the common suggestion of making Illusion Master baseline. The first reason is that it would hugely increase the skill floor of the hero and make him almost impossibly difficult to approach for players who want to try him out since mastering Illusion Master would be required to play Samuro. The second reason is that we would need to create a new Heroic for him, and creating Heroics requires a whole lot of time and effort that would take away from other important places like new heroes or other important reworks.
      Balance side - Who do you feel is/are the strongest heroes according to your stats, weakest heroes, as well as the most underrated (hidden OP) heroes. Stats wise and/or personal opinion wise.
      Purely statistically, Rexxar is the strongest Hero in the last month. He's about 3% higher than most others, putting him in a tier of his own at 57.9%. He's played less often, but it's still a significant amount of games. We've always seen him high on the list, which is partially due to him being a niche Hero that's often picked on favorable Battlegrounds. However, when looking at overall Hero win rate information we typically filter out anyone that's below roster level 10 in a Hero to remove learning curve from the equation (so the "only experts play Rexxar" has less impact here, though still somewhat applies).
      The pack is pretty close after that to be honest, there's a very gradual curve of winrates after Rexxar right now.
      On the bottom end, Genji is the lowest winrate Hero at 43.8%. He's still a strong pick in the right situation, but we've found that when he's too strong he pushes out too many other Heroes and limits the metagame. And to be fair, I don't think many people are upset when a Genji is on their team due to his power level. My personal opinion is that a large part of his lower winrate is because doesn't fulfill a lot of the checkboxes that make poorly drafted team comps work in unorganzied play: wave clear, sustained damage, global presence, CC, or self-sustain.
      I don't know that I have a personal sleeper OP Hero, but I do know that some of our less standard Heroes get a bad rap. Murky and Probius for example are actually doing fine in terms of their winrates, but teams often tilt when allies select them due to not understanding how (or sometimes wanting) to play alongside them. Sometimes they're wacky and do weird things, but that doesn't mean it isn't effective or viable. We're still happy to have them as niche picks since playing every game with a wacky Hero gets old pretty quick though.
      Fun fact: Diablo and Garrosh are in the bottom 7 in terms of winrate, even though they're some of the highest banned Heroes. At Platinum and above, Diablo is the second most banned (41% of the time), and Garrosh is the 5th most banned (22% of the time).
      Bonus fun fact: Kael'thas has one of the wildest divergences of ban rates depending on league. He's at an astronomical 55% ban rate in Gold and below, drops to 31% in Platinum and Diamond, and is only banned 3% of the time in Master. The fear of not spreading out from living bomb is real at lower levels of play, even though his winrate is only slightly different (53% in Gold and below, 51% in Platinum and above).
      Unconventional Heroes like Abathur, Murky and the Vikings are what initially drew me into the game, but I remember reading somewhere that another Abathur-like Hero would not be made. Is it because these oddball Heroes are hard to balance? Can we expect to see more of them?
      I wouldn't say that we will never make another unconventional Hero (we love them!). However, these kinds of Heroes do take a lot of extra massaging in order to feel both fun/fair to play with and against.
      Balancing them will always be a bit tricky, but that honestly takes a backseat to the problem I just listed. We have to be very careful with Heroes that tend to warp the game around them, as nine other people in the game will be affected.
      Question for animation team: do you rely on motion capture tools to have a beginning or do you start from scratch?
      We do not rely on motion capture tools! Everything is keyed by hand.
      They are powerful and awesome and doing great things for many games, but they are particularly good for getting realistic character sets with like....THOUSANDS of animations on a single character.
      Our characters have a lot of animations, certainly, but we cap-out around 120, I think -- and with the nature of our pulled-out-top-down camera, we get more out of hand-keyed, really exaggerated motion than we would out of robust, nuanced mocap.
      You said that next ranked season will have something called seasonal questline. What is it?
      Every season, there will be a simple questline, requiring you to win a certain amount of Storm League games. Only players who have completed the questline will be eligible for the end of season rewards.
      Will loss forgiveness be implemented with changes stated in the blog when the season starts as well?
      The Loss Forgiveness is something we’ve been planning for a while, and made some progress with. It won’t, unfortunately, be available next season, but that’s definitely something we want to have up and running as soon as possible, along with some other safety nets against AFKers and leavers in Ranked play.
      As for the MechaStorm II skins, can we show the head of the pilot instead of the mecha on the lower left corner? Just like Fenix and D.Va.
      Those mecha pilots are teeeeeeny tiny -- that means their textures are also teeny tiny. If we were to blow them up to fill out the size of the portrait window, they unfortunately wouldn't be able to support with the right amount of fidelity. It's a cute idea, but in the end, cost of the work required to create two additional models just for the portrait window would have taken a lot of time away from devs doing more impactful things.
      Plus, for me, I'd rather see my badass mech!
      When you introduced Storm league, you said it will include an option to have a forced solo queue matchmaking, where you are put versus other people that solo queued, and the points you earn will count towards the same total as if you queued with other players. I think it's important to have this type of "Hero League'' play, as matches feel not balanced when you face a premade group and you are a random solo team. We should have an option to queue solo, why did the team give up on that?
      Adding strict “Solo queue” option would essentially take us back to the pre-Storm League days, matchmaking-wise. That means separating the single ranked player pool into two, and we already know that this ends up in unleasonably longer wait times for the less populated pool of solo-queuers. One compromise solution could be making the queue population separation dynamic, so that people could be automatically moved from solo-preferred pool to more populated party-queuers pool, should they spend too much time in queue. That will increase the matchmaker complexity significantly, and might not be as beneficial as one could expect. Still, we’d love to give players more flexibility around their queuing and matching preferences, so we’re trying new things and running simulations on how to make it happen without sacrificing too much of matchmaking quality and wait times expectation.
      As an exclusive vs AI player, I'm always amazed to see how fast the queues are and how rarely I see the same players, as well as how generally chill they've been. Is there a significant portion of the playerbase that actively plays this mode, and does it ever get any consideration when working on the AI's behavior? Thank you for all of your work!
      Thanks for the question! Aren't insta queues great? VS AI is near and dear to me because I also find it relaxing! Who's your go to hero for VS AI?
      On the subject of the AI system, it is and has been one of our top priorities. In fact, I am currently working closely with our engineering team to make sure that the VS AI experience is improved. Although we don't have anything specific to share, we're actively testing improvements that we hope to get out to the public as soon as possible. Stay tuned!
      Are there heroes that, after visually designing them, you've thought: "We shouldn't have done it like that." because your ultimate design choices made the character more difficult to manage in terms of fine tuning their animations, creating new skins, themed abilities, mount interactions, et cetera?
      Reply #1
      Thanks for the question. Game development is a very iterative process. When we begin working on something new, we start with an idea. That idea evolves and changes over time as people playtest and give feedback. Sometimes this goes smoothly, sometimes we hit hiccups and have to change our initial design or ideas. Because game development is a team sport, it means that any change made will have a cascading effect on any people or departments that need to do work after them. If design changes an ability from a missile to an aoe, the animation needs to change, then the FX have to be update, the sound might have to be altered, the ability will need to be retested etc. etc.
      At the end of the day, we only have so much time to work on assets. Sometimes in order to complete assets on time we have to commit to doing something that might make future updates more difficult. A great example of this is Ragnaros. He is a very FX heavy character that we all want to see with new skins (No really, we do!). But the time involved in doing it properly means we have to adjust our schedules accordingly.
      TLDR: Yeah, we are always learning how to create content and assets better and faster.
      Reply #2
      Dehaka, actually! Not from how he turned out, he is my sweet baby boy, but how we approached creating him.
      When we modeled him, we have him standing very, very upright -- to match the version of Dehaka you'd see in Heart of the Swarm. However, as soon as we started playing around with his model in game, there was fear that he was pushing into Diablo's visual territory. Trev asked me to do some exploration on the posing to really differentiate the silhouette. It worked out really well because the hunched-over dino look made him feel more like the feral zerg that he is, and we all fell in love with the move set.
      Unfortunately, the team didn't have the time or structure in place to go back and reassess the model with the new posing. As such, you can see on screens like the Store or QM Hero Select, the textures on the underside of Dehaka's neck are, to this day, suuuuuper stretched out...because I, ahem, kind of broke him. There isn't enough geometry there to truly support that pose on the base and master skins, but the silhouette differences were important enough that we shipped him like this anyway!
      Now it's something we are aware of, so we compensate for the new posing going forward, but it was an oversight that kind of bit us a bit, in the end.
      Now I am coming up with a probably extremely niche question about Alarak, but I feel like it should be a relevant one nevertheless and I will try to explain why. Alarak is and even more so back then was my most played hero and I play him quite successfully, and there is one issue that keeps nagging on me since a long time.
      In 2017 you significantly reworked Alarak. One change that never got much attention was the removal of his old level 4 talent "Reckless Strike". What the talent did was reducing the delay of his Q ability to 0.25 seconds, making it nearly instant, at the drawback of becoming vulnerable for a short duration after hitting your Q, gaining -25 armor (the other drawback being the opportunity cost of missing out on the Double Cross talent that you decided to make baseline with the rework instead).
      Now Reckless Strike was not a popular talent at all, and most people didn't consider it a useful talent, but I myself really liked that talent, had success with it and I think it also always had the higher winrate on hotslogs than Double Cross. Not only did Reckless Strike enable Alarak to counter very mobile heroes with escape abilities like Tracer, Genji, Tassadar much easier, it also generally enabled a very fluid playstyle that was very cool and made Alarak more flexible, because it also made your Q much easier to hit without pushing people with Telekinesis towards you for the standard combo, allowing you to use your Telekinesis a bit more freely instead, for example to just push yourself towards opponents and still be reliably able to hit your Q afterwards or use Telekinesis to peel or enable allied combos more often (an idea you seem to like, because you recently gave Alarak a new level 1 talent that reduces the Telekinesis cooldown so we can use Telekinesis more freely).
      On the other hand the drawback made it so you had to be smart with your Q timing so that it does not bite you in the back, but could be also again mitigated by Alaraks Counter-Strike ultimate ability, both negating the risk and maybe even punishing the opponent by baiting out a counter-attack on Alarak just to again counter it with your own Counter-Strike ?
      So maybe I could make a convincing argument for this talent and end it with the question: Could you imagine bringing back this talent or functionality in some kind of fashion to Alarak again at some point? ?
      There were two reasons why we got rid of Reckless Strike on Alarak. The first was, as you pointed out, it was very hard to get people to want to pick the talent. It had a pretty abysmal pick and win rate compared to other talents on the tier. I believe we could have buffed the talent with tuning to get people to pick it, but I don’t believe we could have done it in a healthy way for Alarak or the game.
      The second reason why we got rid of the talent was that it was a skill-lowering talent that made Alarak significantly easier to play (which is why it had the Armor reduction drawback). As a general philosophy, we try to steer away from talents that lower the skill of a hero too much (Li-Ming’s Ess of Johan also fell into this category). The primary reason why is that tuning these kinds of talents usually becomes incredibly difficult over time, as they flip between being too strong and too weak very quickly, and tuning them properly usually results in creating weird gameplay that eventually becomes unhealthy for the hero.
      To give you an example with Reckless Strike, let’s do an exercise where we want to “solve” the talent with just tuning.
      Let’s say the talent is currently too strong and we need to nerf it. The negative Armor cap is -25 Armor so we can’t make it even lower without creating a special exception which we’re not going to do (if we did it would open up a huge can of worms that we’d rather stay away from), so we’re stuck with nerfing the delay bonus that Alarak gets on his Q, or increasing the window of his vulnerability. The bonus is already very small, so changing it from .25 seconds to .2 or .15 seconds has a very low chance of changing people’s perception on the talent, and it makes the talent feel worse to pick since that’s the cool bonus that it’s giving. Let’s say that we try that and unsurprisingly it doesn’t work. Now we have a less fun talent that’s still too strong. After that we’re stuck with increasing the Armor reduction window, which we could do and it might work, but now you have this weird talent that tells you to use Discord Strike more often because it’s more accurate, but players will constantly be scared to use the ability because the window where it can backfire and kill themselves is so high. There’s also a duration threshold where the talent likely hugely backfires if the Armor reduction duration is longer than Discord Strike’s Silence duration, since the target can turn around and blow up Alarak after being Silenced.
      If the talent is too weak, which was the case, then we can reduce the delay of Discord Strike even further, but that takes away even more from the heart of the ability at a base level and makes the talent even more transformative. Discord Strike has always been intended to be a hard-hitting ability that is very punishing when Alarak hits an enemy Hero with it. This could result in us needing to balance/nerf base Discord Strike due to its interactions with this talent, which could hurt the hero overall and further pidgeon-hole players into having to pick Reckless Strike to be effective. We could also reduce the Armor debuff and window of time that Alarak is hit with which would likely get some traction, but there would absolutely be a cutoff point where the curse of taking the talent is no longer meaningful, and people immediately flock to the talent and tout that it’s the only way to play Alarak because he can’t reliably land his Discord Strike without it, which would likely result in the playerbase clamoring for us to just make the reduced delay baseline since Alarak “can’t be played” without it.
      A lot of these are hypothetical scenarios and don’t even cover all the potential cases, but they have absolutely played out on other heroes, and rather than try to manage the headache on a talent that wasn’t popular and had a low chance of being successful, we decided to cut it in favor of talents like Chaos Reigns, which we felt were much more reliably fun and powerful.
      There were absolutely some cool things about the talent, but I believe it was the right call to remove it in favor of what Alarak currently has.
      I wanted to thank you guys for the current Mecha event. I really like the idea of involving a little bit of story to it and I hope we will see a bit more of that for the upcoming events. I don't expect you guys to put a ton of story in them but having a little bit to read certainly feels good to me.
      Why does the new Valla Skin cost 2,4k shards and the Yrel one 1,8k? Is it because the Valla model was a bit more difficult to make or did you add "better" VFX effects to it? I don't mind the price difference but I am curious to why.
      And I do have a wish for the next events; could we please see all the quest rewards while selecting the quest/quest chain? Currently if you pick for example the body armor quest line, we don't get to see the portait we are able to earn.
      When it comes to skin pricing there's a lot of factors that go into it. Hopefully it's not a case of "better VFX" as we try to put the best quality into everything we make. But certainly some skins are chosen to receive more visual updates than others. In this case the Mecha Valla skin has significantly more asset changes compared to the Mecha Yrel Skin. Including an updated model, animations, FX and sounds. Those new wings on Yrel are pretty sweet though!
      Any plans on improving the "looking for other player" feature? Right now it's only possbile to look for other players, but it would be nice if i could look for other players and let them now what mode i want to play (ranked, vs AI, QM, brawl).
      Sounds like a very good idea. Heroes is a very cooperative-focused game; having more tools to build better parties is something we’d love to focus on. No promises right now though.
      Do you have any plans for Whitemane? I personally feel she is in a pretty good spot, maybe on the weaker side, but she tends to rely on her W talent at 4 a lot. Just curious if she is being looked at. I think she is easily the most fun support to play in the game right now and I love managing her mana.
      Maybe if she got some healing baseline from her abilities without zeal she would spend less mana and benefit her aggressive playstyle.
      Whitemane's core design was built around having players manage her Mana consumption. When you look at her talent tree (specifically her level 4 talents), they each offer ways for people to 'cheat' this design. This makes it fairly difficult to balance, as whichever talent allows her to cheat the most ends up dictating her build path.
      We have been playing around with some significant changes to her talent tree internally and I would expect that you guys will get your hands on them sooner or later ?
      Art-wise - I have heard Blizzard primarily uses 3Ds Max/Zbrush for their games, is this true for HotS? and what would you suggest the best way of getting into the HotS art team would be?
      (Yes I know you can use any program and it is more about the concepts of proper mesh flow/polygon managment/workflow/ ECT, but knowing what programs you all use for animation/concept design/3d modeling/rigging you all use?)
      (Also yes I know you shouldn't focus on getting into any one specific company/specific game because you will learn great things everywhere, but still best sugestions would be apreciated)
      We use 3Ds Max as well as Maya. For High poly models we use mostly Zbrush. I prefer using Modo for low poly polygon and hard surface modeling and UVs. Getting comfortable with the big two (3DsMax and Maya) is a good place to be. Mainly you're looking for a program that makes the most sense to you. Focus on creating a good result.
      Once you do that the concepts that you use modeling will transfer between software later. Every studio is going to have proprietary tools as well which you won't be able to prepare for but that's expected. These programs are just tools. Learn keyboard shortcuts to speed up workflow. A lot of tools have similar shortcuts in multiple programs. If they don't you can change them to something that makes sense to you. I like to keep my most used hotkeys closer to my left hand as my right hand is usually on my Cintiq.
      What we look for in a candidate is someone who can produce a good result as well as someone who meshes well with the team. Interfacing with people is important and if you're hard to work with you're probably not going to get the job. Hope this helps!
      How many people usually work on hero reworks? I want to be a game designer one day, and I'm curious on how the process of creating a new hero (or altering an existing one) works, could you give me some input on that?
      The rework process actually happens pretty organically. A single designer will normally take 'point' on a rework. They start by creating a list of goals for the rework, and then paper-designing changes to help achieve them.
      Once they are happy with the changes, they will send this 'pitch' out to the rest of the design team, at which point they all jump in to share individual feedback, suggestions, and concerns. The design owner will then address all of it and send out a second version. This process will repeat indefinitely until the team, as a whole, is happy with moving forward.
      At this point, the owner will begin implementing the changes. Once in, we begin playtesting (normally unearthing a bunch of fun bugs) the changes. After a session of testing, we will always find a few things that looked great/fun/exciting on paper but did not pan out to be as good in action. We will address these issues and begin work on 'iteration 2' of the rework. Again this process gets repeated as many times as necessary - and often differs from designer to designer (for instance, I am known to start pretty extreme and go through a lot of iterations before finding the right magic, while some of the other designers favor a more subtle approach and can find it much quicker).
      Once we are happy with the design, we will list out any art/fx/ui/sound needs and hand it off to the rest of the team. When all of this is costed out, we align to a good release date and use the remaining time to really hammer-down on balance testing in our playtests.
      I am sure I have missed a few things, but I hope this gives a bit of insight into our rework scheduling! I will leave you with one last fun piece of information: at this exact moment we are currently working on eight different reworks, all of them differing in size and scope ?
      How much is the average time for each team (concept, mechanic, programming, design, movement, sound...) to finish a hero? How do you manage to sync while working on multiple heroes at the same time?
      Time for each team varies pretty drastically based on which hero we’re working on. Some heroes might be super heavy on FX (Ragnaros) or animation, while others are simple on the art side but require some complex engineering or design work (Deckard) to make them happen. When we start a new hero we get together with all the teams involved and estimate the difficulty for each one, and sort out our timelines from there. We have frequent meetings and daily status syncs to make sure everyone’s on the right track with everything. Producers like myself make sure everyone’s on schedule with things so the other developers can focus on getting their tasks done!
      Is there any intention of giving Ragnaros a new skin?
      There is a lot of intention! There's so much intention. The thing with Ragnaros and some other heroes is this concept of cost. It takes about as much time as it would take us to do 2 or 3 skins to do 1 Ragnaros skin. So we have to weigh in a lot of these things when considering who is or isn't getting a skin. In a perfect world, everyone would get skins all the time!
      Regarding the upcoming changes to Storm League and finally implementing things that the community had asked for a long time, Why now? Why not during 2.0? Why not when PBMMR failed? Why are these changes ok now but not before? What has changed?
      Hello Fabbubot,
      Nothing has honestly changed - we have always been listening to the community and worked towards bringing the most meaningful changes possible to the ranked play experience. As for everything coming with the inaugural Storm League season, we honestly just felt like this was the right time.
      A huge thanks to our features-team that have been working extremely hard to make all this happen!
      I think right now some heroes are not really smooth in their gameplay. Let me explain, i think a hero like Mephisto is really clunky. I think i know why, you feared he will destroy everything. But now, i think he should has improvements like Artanis had previously about his combo. The fact you can't control the return on the shadow like a wormhole is really frustrating and low the skill of the hero.
      I have this feeling for Mephisto, DVA, Xul, Butcher, Hammer (the rework has made her monobuild and mono gameplay). Do you have plans about reworks ou just changes for them ?
      We do have some changes planned for a couple of the Heroes you mentioned but I wanted to mention that sometimes that 'clunky' feeling you have when playing a Hero was intentionally created by the designer. While the design team often wants to make a Hero feel as good as possible, sometimes the 'design pillars' of the Hero are in direct conflict with doing so. For example, we have actually playtested a version of Mephisto where he had control of his shade return and we ended up not shipping it. A lot of the time, predictability in Hero abilities is extremely important and makes playing against them feel more fair.
    • By Stan
      Industrial District has been chosen as this week's brawl. The single-lane Overwatch-themed battleground comes with standard play and shuffle pick. The main goal is to destroy the enemy Core and playing three games rewards a Mecha Chest, with a guaranteed chance to contain the new MechaStorm II event items.
      Blizzard (Source)
      This week’s Heroes Brawl is Industrial District! Slide around and slug it out in the heart of Volskaya in this Overwatch-themed, single-lane Battleground featuring lots of conveyor belts and tons of action.
      Rules:
      Shuffle pick - Choose from one of three Heroes before entering the battle. Standard play - no talent or level restrictions. The first team to destroy the enemy Core wins! Rewards:
      Complete three matches of the Industrial District Brawl to earn a Loot Chest! Find out more about the Heroes Brawl game mode on our Heroes Brawl site; and as always, you can find more information on this week’s Brawl by clicking the Brawl Info button at the bottom of the play screen when preparing to queue for the Brawl game mode.
    • By Stan
      This week, Cassia, Garrosh, and Chen are on sale along with new skins and mounts!
      Click here to check out this week's Free-to-Play Hero rotation!
      Hero Sales
      Heroes Old Price New Price Cassia 750 Gems 375 Gems Chen 500 Gems 250 Gems Garrosh 750 Gems 375 Gems Skins
      Galactic Xenotech Abathur -- 1,125 Gems // 2,400 Shards Hunter Mecha Dehaka -- 900 Gems // 1,800 Shards
      Mounts
      Fel Razorgrin and Great Razorgrin mounts can be purchased for 10K Gold. The Seraph Wing Bundle can be purchased for 1,260 Gems.
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