Blainie

Climbing from Bronze 5 to Grand Master with Nostromia!

20 posts in this topic

W4XOAVH.jpg

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

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

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

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

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

  • Like 2

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites
24 minutes ago, Estelise said:

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

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

  • Like 1

Share this post


Link to post
Share on other sites

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

  • Like 1

Share this post


Link to post
Share on other sites

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

 

 

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

 

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

 

 

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

Edited by greatCraft
  • Like 1

Share this post


Link to post
Share on other sites
2 hours ago, mnime said:

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

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

Not saying I agree with this, that is.

  • Like 1

Share this post


Link to post
Share on other sites
54 minutes ago, Blainie said:

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

Not saying I agree with this, that is.

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

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

  • Like 1

Share this post


Link to post
Share on other sites
9 minutes ago, mnime said:

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

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

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

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

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

  • Like 1

Share this post


Link to post
Share on other sites
4 hours ago, greatCraft said:

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

 

 

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

 

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

 

 

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

I also believe in MMR Hell, 

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

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

 

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

Edited by mnime

Share this post


Link to post
Share on other sites
7 hours ago, mnime said:

I also believe in MMR Hell, 

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

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

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

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

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

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

  • Like 1

Share this post


Link to post
Share on other sites
3 hours ago, Blainie said:

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

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

Share this post


Link to post
Share on other sites

No doubt, it is possible to climb, but:

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

 

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

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

 

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

Share this post


Link to post
Share on other sites
9 hours ago, ghostdeini said:

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

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

46 minutes ago, Skund said:

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

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

Share this post


Link to post
Share on other sites

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

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

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

 

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

Edited by mnime

Share this post


Link to post
Share on other sites
10 hours ago, mnime said:

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

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

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

 

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

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

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

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

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

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

  • Like 1

Share this post


Link to post
Share on other sites
10 hours ago, Blainie said:

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

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

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

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

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

Very good point. 

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

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

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

Share this post


Link to post
Share on other sites
On 7/31/2016 at 0:43 AM, mnime said:

Very good point. 

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

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

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

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

Share this post


Link to post
Share on other sites
On 30/07/2016 at 1:32 PM, Blainie said:

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

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

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

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

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

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

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

Whereas,

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

Now for some basic maths 

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

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

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

 

Same goes for xp

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

 

You can even go one further to combine these two statistics 

 

Role ÷ deaths + experience ÷ deaths = X 

Then divide x by 2 because you quantified 2 different stats 

 

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

 

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

Share this post


Link to post
Share on other sites
On 12/22/2016 at 2:38 PM, Lakecide said:

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

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

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

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan

      With Alexstrasza out, it's time to look at Hanzo. Kendric got a chance to play the Hero at this year's BlizzCon!
      Oxy also played Hanzo and you can find his hands-on impressions here. In the following video, Kendric sat down with Heroes of the Storm 3D Animator Lana Bachynski and played Hanzo on Volskaya Foundry.
    • By Stan

      Heroes of the Storm Highlights are back with the 95th episode of their WTF Moments series!
      Kel'Thuzad triggers Li-Ming, Dragon Knight scores an epic goal and Stitches uses Hook to wipe out his entire team! Don't forget to submit your own replays for a chance to be featured in the the next episode!
      Previous Episodes
      WTF Moments Episode 94 WTF Moments Episode 93 WTF Moments Episode 92 WTF Moments Episode 91 WTF Moments Episode 90 WTF Moments Episode 89
    • By Stan

      The weekly brawl is Bloodlust Brawl. Minions felt really useless here and Blizzard decided to give them all a permanent bloodlust.
      Complete two matches of the Bloodlust Brawl to get a common quality Loot Chest.
      Blizzard (Source)
      This week’s brawl is the Bloodlust Brawl. Embrace your inner beast and lay waste to your enemies with the powers of the Orcish horde!
      Rules:
      Shuffle Pick Choose from one of three randomly selected Heroes before entering the battle on Dragon Shire. Be quick about it though, you only have 30 seconds to choose! Bloodlust! Every 30 seconds, after the gates open, two players on each team gain the effects of Rehgar’s Bloodlust. There is a 15% chance that all Heroes will receive Bloodlust. After 17:00, all players gain a permanent Bloodlust. The Dragon Knight and all Mercenary camps are permanently under the effects of Bloodlust. NEW ADDITION: All minions now have permanent Bloodlust as well as the Mercenaries and Dragon Knight.  Be the first team to take down the enemy Core to claim victory! Rewards
      Complete two matches of the Bloodlust 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

      Weekly sales have been updated with new items available for purchase starting November 14.
      Blizzard (Source)
      Hero Sales
      We've placed the Heroes listed below on sale for 50% off their usual Gem prices for a limited time.
      HERO SALE PRICE Varian 375 Gems Sgt. Hammer 312 Gems Featured Items
      We’ve added several Skins and Mounts to this week’s featured item rotation, meaning they’re available for Gem purchase for a limited time*.
      FEATURED SKINS Royal Lionheart Varian Fel Sgt. Doomhammer Kaldir Stukov Burning Blade Samuro Crimson Gryphon Master Falstad Omega Anub'alisk Herald of N'Zoth Alarak Super Monkey King Samuro FEATURED MOUNTS Dominion Cyber Ram Saddled Horse *While these items are only unlockable using Gems for a limited time, you will still be able to forge them using Shards after they leave the featured item rotation.
      Weekly Sale Bundle
      If you’d rather pick up everything at once, we’ve also added a new Weekly Sale Bundle to the Featured tab in your Collection. This limited-time bundle contains all of the items above at a discounted Gem price, but will only be available until next week’s Collection Update takes place.
      Be sure to head to the official Heroes of the Storm website every week, or keep an eye on your Blizzard launcher, to check out our latest Weekly Collection Update.
    • By Stan

      The latest update for the Heroes of the Storm brings the newest Support Hero, Alexstrasza, and the Dragons of the Nexus event quest to the Nexus, as well as a rework for Li Li, new cosmetic items, and more!
      Don't forget to check out our Alexstrasza build guide.
      Blizzard (Source)
      General
      Dragons of the Nexus Event Quest
      A host of new portrait rewards are ready to swoop into your collection as our Dragons of the Nexus event takes flight! The event kicks off Tuesday, November 14, and lasts until December 12, so be sure to login and complete the quests below to start claiming your rewards. Login Reward Quest: Log in to Heroes of the Storm during the Dragons of the Nexus event. Reward: Stained Glass Alexstrasza and Hanzo Portrait 3 Part Quest Chain Play Heroes of the Storm in Versus AI, Quick Match, Ranked, or Unranked to advance quest progress. Only one part will be active at any time, and each quest must be completed in order. Part 1: Play 5 games Reward: Dragonqueen Alexstrasza Portrait Part 2: Play 5 games Reward: Dragonstrike Portrait Part 3: Achieve 90 takedowns in winning games Reward: Stained Glass Dragon Knight Portrait New Hero: Alexstrasza
      Alexstrasza, the queen of dragons, was empowered by the titans to be the guardian of all life on Azeroth. She has aided mortals time and again, even at great personal cost. Now, she soars across the Nexus, protecting life wherever she finds it.
      Trait 
      Dragonqueen After 1.25 seconds, transform into a dragon and gain 500 Health. While Dragonqueen is active, Alexstrasza's Basic Abilities are empowered, her Basic Attacks deal 143 damage and heal allied Heroes for 43 in an arc in front of her, and the duration of incoming Slows, Roots, Blinds, and Stuns is reduced by 50%. Lasts 15 seconds. Basic Abilities
      Gift of Life (Q) Sacrifice 15% of Alexstrasza's current Health, healing an ally for 150% of that amount. Dragonqueen: Breath of Life cooldown greatly reduced and does not cost Health. Abundance (W) Plant a seed of healing that blooms after 3 seconds, healing nearby allied Heroes for 20% of their maximum Health. Dragonqueen: Preservation heal area and amount greatly increased. Flame Buffet (E) Launch a fireball, Burning enemies hit for 75 damage over 5.5 seconds.Hitting enemies that are already Burning deals 125 bonus damage upon impact, Slows them by 40% decaying over 2 seconds, and refunds the Mana cost. Dragonqueen: Wing Buffet damage and Knockback enemies in an arc. Heroic Abilities
      Life-Binder (R) Bind Alexstrasa's life force with an allied Hero. After 2 seconds, the Hero with a lower percentage of Health is set to the same Health percentage as the other Hero.. Cleansing Flame (R) After 1.25 seconds, take to the sky and drop fireballs at the position of your mouse cursor every 1.2 seconds for 6 seconds. Each fireball restores 300 Health to nearby allied Heroes, and deals 150 damage to nearby enemies.2 seconds after dropping all fireballs, Alexstrasza lands at the position of your mouse cursor. AI
      General
      Made improvements to Battleground strategies used by Elite AI Heroes. Several additional Heroes have received tactical AI improvements, including: Greymane Johanna Ragnaros Rehgar Rexxar Valeera Zarya Art
      Heroes, Abilities, and Talents
      Li Li has received updated visual effects to coincide with Talent changes. Sgt. Hammer's Basic Attacks during Siege Mode now better convey area of effect damage. Battlegrounds
      Bloodlust Brawl
      All Minions, Mercs, and the Dragon Knight now have permanent Bloodlust. Ranked Battleground Rotation Update
      Added to Rotation Battlefield of Eternity Infernal Shrines Removed from Rotation Haunted Mines Garden of Terror The 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 Volskaya Foundry User Interface
      In-Game UI
      Capture Points Volskaya Foundry objective UI will now display “Contested” text when members of both teams are actively fighting over a capture point. Core Notifications that indicate when the allied Core is under attack have been made more apparent. Talent Tier Advantage Callouts In-game chat messages will now automatically appear for all players when a team reaches levels 10 and 20 in order to more clearly indicate when one team has a Heroic Ability or Storm Talent tier advantage over the other. A follow-up message will appear when the second team reaches levels 10 and 20 to indicate that Heroic Abilities or Storm Talents are now available to both teams.  
      Heroes
      Support
      Li Li

      Abilities
      Fast Feet (Trait) Added Functionality: Basic Ability Cooldowns recharge 50% faster while Fast Feet is active.  Healing Brew (Q) Cooldown increased from 3 to 4 seconds Range reduced from 7 to 6 Mana Cost reduced from 30 to 25 Cloud Serpent (W) Mana Cost increased from 30 to 40 Cooldown increased from 10 to 12 seconds. Attack Speed increased from .75 to 1 attacks per second Damage increased from 25 to 27  Added Functionality: Each time a Cloud Serpent attacks, the hero it is attached to is healed for a small amount. Blinding Wind (E) Cooldown increased from 9 to 12 seconds Duration reduced from 2 to 1.5 seconds Mana Cost decreased from 35 to 30 Jug of 1,000 Cups (R) Cooldown reduced from 70 seconds to 20 seconds Jug of 1,000 Cups can now be cancelled early Added Functionality: Each time an ally is healed by Jug of 1,000 Cups, its cooldown is increased by 2 seconds, to a maximum of 50 additional seconds. Talents
      Level 1 Conjurer’s Pursuit (Passive) Removed Pro Toss (Q) Removed Timeless Creature (W) Removed Gale Force (E) Moved to Level 13 New Functionality Increases the duration of Blinding Wind from 2 to 3 seconds. Lili’s Basic Attacks against Blinded Heroes deal 50% more damage. (New Talent) Free Drinks (Q) If Healing Brew heals a target under 50% health, its Cooldown is reduced by 1 second and its mana cost is refunded. (New Talent) Wind Serpent (W) Cloud Serpent’s Cooldown is reduced by 3 seconds each time you hit a Hero with Blinding Wind. (New Talent) Eager Adventurer (Trait) Increases the duration of Fast Feet by 50% and Mana Regeneration is increased by 150% while Fast Feet is active.  Level 4 Healing Ward (Active) Removed Mending Serpent (W) Removed Mass Vortex (E) Moved to Level 13 New functionality: Blinding Wind hits an additional target. If all targets hit are Heroes, they take 75% increased damage from Blinding Wind. Lingering Blind (E) Removed  Level 7 Pitch Perfect (Q) Removed The Good Stuff (Q) New functionality: Healing Brew heals for an additional amount over 3 seconds. While Fast Feet is active, this amount is increased by 100%. Lightning Serpent (W) New functionality: Cloud Serpent attacks bounce to 2 nearby Heroes for 50% damage. Cleanse (Active) Removed (New Talent) Let's Go! Activate to heal allied Hero for a small amount and make them unstoppable for 1 second. 40 second cooldown. The cooldown of this ability is affected by Fast Feet.  Level 13 Elusive Feet (Trait) Removed Hindering Winds (E) Moved to Level 4 Slow amount increased to 30%. Surging Winds (E) New functionality: If at least two targets of Blinding Wind are Heroes, gain 10 Spellpower for 10 seconds and reduce the cooldown of Blinding Wind by 3 seconds.  Shrink Ray (Active) Removed  Level 16 Shake It Off (Trait) Moved to Level 20 New functionality: While Fast Feet is active, gain 8 Armor per second, to a maximum of 30 armor. Safety Sprint (Active) Moved to Level 4 New functionality: Activate to gain Fast Feet and increase its movement speed bonus to 30% for 2 seconds. 30 second cooldown. Serpent Sidekick (W) Moved to Level 4 New functionality: Each time a Cloud Serpent attacks a Hero, its duration is increased by .5 seconds. (New Talent) Pick Me Up (Q) Healing Brew heals for 33% more if the target is under 50% life. (New Talent) Blessings of Yu'lon (W) Cloud Serpent attacks heal its bearer for an additional 1.5% of their maximum life.  Level 20 Kung Fu Hustle (Trait) Removed Storm Shield (Active) Removed (New Talent) Mistweaver (Active) Activate to heal all nearby Allies. 30 second cooldown. The cooldown of this ability is reduced by 1 second each time you or your cloud serpent attacks. LEVEL (TIER) LI LI TALENTS 1 (1) Free Drinks (Q) Wind Serpent (W) Eager Adventurer (Trait)   4 (2) Serpent Sidekick (W) Hindering Winds (E) Safety Sprint (Trait)   7 (3) The Good Stuff (Q) Lightning Serpent (W) Let's Go! (Active)   10 (4) Jug of 1,000 Cups Water Dragon — — 13 (5) Gale Force (E) Surging Winds (E) Mass Vortex (E)   16 (6) Two for One (Q) Pick Me Up (Q) Blessings of Yu'lon (W)   20 (7) Jug of 1,000,000 Cups (R) Double Dragon (R) Mistweaver (Active) Shake It Off (Trait) (!) indicates a Questing Talent. Italic text indicates a NEW Talent. Underlined text indicates a MOVED Talent.   Collection
      Hero Price Reduction
      Li-Ming’s 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!
      Alexstrasza Heroic Bundle Heroes of Luxoria Bundle Superheroes of the Storm Bundle Team Spirit Bundle New Announcers
      Alarak Alexstrasza New Skins
      Alexstrasza Ascendant Alexstrasza Jade Alexstrasza Saronite Alexstrasza Snowfall Alexstrasza Dark Queen Alexstrasza Divine Queen Alexstrasza Ice Queen Alexstrasza Iridescent Queen Alexstrasza Molten Queen Alexstrasza Dragon Aspect Alexstrasza Death Aspect Alexstrasza Kaldorei Aspect Alexstrasza Timeless Aspect Alexstrasza Wild Aspect Alexstrasza Azmodan Three-peat Azmodunk Cho’gall Fel Warlord Cho'gall Highmaul Cho'gall Chromie Elegant Dream Genie Chromie Verdant Dream Genie Chromie Violet Fel Queen Chromie Greymane Blackwald Hunter Greymane Kael'thas Spectre Cyberhawk Kael’thas Kharazim Sanguine Tiger Kharazim Wildstone Tiger Kharazim Medivh Arcane Medivh Emerald Knight Owl Medivh Samuro Midnight Monkey King Samuro Varian  Obsidian Lionheart Varian Bug Fixes
      General
      Fixed a number of typo and tooltip errors across several aspects of the game. AI
      Ana: AI Ana will no longer attempt to Heal allied Garden Terrors, Dragon Knights, or Triglav Protectors. Haunted Mines: Fixed an issue in which AI Heroes would “B-Step” after the neutral Grave Golem was killed, rather than completing their Hearthstone casts. Melee Lane Units: Melee Minions, Mercenaries, and Braxis Holdout’s melee Zerg units will no longer ignore an enemy Ragnaros in Molten Core form. Art
      Malthael: Movement Speed bonus visual effects will now correctly appear if Malthael learns On a Pale Horse while mounted. Mounts: Visual effects that appear around the Golden Nexus Charger will now correctly animate while using Low graphic settings. Varian: Will once again leap toward his Colossus Smash target. Battlegrounds
      Cursed Hollow: Sgt. Hammer’s Spider Mines will now correctly attack enemy Structures affected by the Raven Lord’s Curse. Dragon Shire: Removed two targeting indicators for Dehaka’s Brushstalker that appeared in locations where no Brush was present. Try Mode: Kel’Thuzad’s Master of the Cold Dark Trait Quest will now correctly apply its cooldown reduction bonus after using the Complete Quests button. Heroes, Abilities, and Talents
      Abathur: Casting Ultimate Evolution on Jaina will no longer cause Abathur’s Calldown: MULE Talent icon to permanently switch to the icon for Improved Ice Block. Abathur: Attempting to cast Toxic Next in an area that is already densely populated by existing Nests will no longer consume a charge without placing a new Toxic Nest. Alarak: Learning Counter-Strike or Deadly Charge at level 20 will now correctly append that Ability’s description to the Sadism Trait tooltip. Azmodan: All Shall Burn’s tooltip has been updated to clarify that its bonus Structure damage is a flat amount, rather than percentage-based. Ana: A targeting indicator will now correctly appear when using Healing Dart charges granted by Active Reload. Chromie: Fixed an issue in which certain Abilities, like Artanis’ Blade Dash, could prevent Temporal Loop from returning the target to its original location. Brightwing: Arcane Flare’s targeting indicator will no longer visually persist on the terrain if cast outside the Gate during the pre-game countdown. Garrosh: Stukov’s Weighted Pustule will no longer be removed from targets hit by Wrecking Ball or Into the Fray. Gazlowe: Fixed an issue preventing Deth Lazor from being cast with less than 60 Mana after learning Hyperfocus Coils Johanna: Blessed Hammer can no longer be activated during Falling Sword. Junkrat: Fixed an issue in which certain Abilities, like Genji’s Dragonblade and Stitches’ Hook, could hit Junkrat during Rocket Ride just before he makes impact. Kel’Thuzad: Glacial Spike will now correctly deal bonus damage granted by Ability Power gains. Kel’Thuzad: The Hungering Cold Talent will now correctly deal its bonus damage to non-Heroic enemies rooted by Frost Nova. Lt. Morales: Fixed an issue in which Lt. Morales could become immune to certain Stasis effects like Void Prison and Devouring Maw until death. Lt. Morales: Casting Reinforcements in the allied Hall of Storms will no longer permanently remove Heroes inside the Medivac within from the Battleground’s playable area. Lúcio: Learning Can’t Stop, Won’t Stop and then walking over Junkrat’s Steel Trap will no longer cause that trap to visually persist on Lúcio’s model. Stukov: Nazeebo will now correctly be pushed if he is hit by Massive Shove while channeling Ravenous Spirit. Tassadar: The Prismatic Link Talent will no longer cause Tassadar’s Basic Attack to chain to Kharazim during Seven-Sided Strike. Tassadar: The Templar’s Will Talent’s second reward will no longer increase Basic Attack range in Archon form. Uther: After learning Divine Protection, Devotion Armor will now stack correctly when Healing an allied Hero using Flash of Light during Eternal Vanguard. Uther: Will no longer be teleported back to the allied Hall of Storms if Redemption’s cooldown completes while in Eternal Vanguard form. Valla: Manticore will no longer deal its bonus damage to Valla’s Basic Attack target while Valla is Blind or the target is Evading. Zagara: Nydus Network can no longer prevent Heroes from walking out of their Hall of Storms.  User Interface
      Death Recap: The Ability icon and description for Gazlowe’s Rock-It! Turret will now correctly appear on the Death Recap screen. Hotkeys: The Move command’s Quick Cast hotkey is no longer customizable.