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

      Ana is the latest Hero to join the Nexus roster. Learn more about the Veteran Sniper in our overview.
      Our latest Hero overview covers Ana, her abilities, talents, and available skins.
      Patch 2.28.0.57547
      The latest PTR patch notes can be found here. The patch will go live on September 26. The easiest way to test Ana and avoid queue times on PTR is by creating a Custom Game. Ana, Veteran Sniper (Hero Spotlight)
      As a founding member of Overwatch and one of the world's best snipers, Ana Amari uses her skills to protect the innocent. Though she went MIA after losing her eye, Ana's sense of duty and responsibility has brought her back to the fight.
      Shrike Ana
      The skins cost 150 Shards each. No altered voicover or animations.
      Recently, Ana has been operating in the Nexus under the alias of "Shrike" and is wanted for espionage, assault, and theft in Luxoria.

      Trait
      Shrike
      Basic Attacks apply a Dose to non-Structure enemies, dealing an additional 44 damage over 5 seconds, and stacking up to 5 times. Abilities
      [Q] - Healing Dart (Mana: 15, Cooldown: 2 seconds)
      Fire a dart which heals the first allied Hero hit for 250 Health.
      [W] - Biotic Grenade (Mana: 50, Cooldown: 16 seconds)
      Toss a Grenade at the target area. Allied Heroes hit are healed for 175 Health and receive 25% increased healing for 4 seconds. Enemies hit take 60 damage and receive 100% less healing for 2 seconds.
      [E] - Sleep Dart (Mana: 50, Cooldown: 14 seconds)
      Fire a dart that puts the first enemy Hero hit to Sleep, rendering them unable to act for 3 seconds. Sleep's effects end instantly if the target takes damage after the first 0.5 seconds. Cannot be used on Vehicles.
      Heroic Abilities
      [R1] - Nano Boost (Mana: 40, Cooldown: 50 seconds)
      Instantly boost an allied Hero, restoring 200 Mana. For the next 8 seconds, they gain 30% Spell Power and their Basic Ability cooldowns recharge 150% faster. Cannot be used on Ana.

      [R2] - Eye of Horus (Mana: 75, Cooldown: 60 seconds)
      Assume a sniping position, gaining the ability to fire up to 8 specialized rounds with unlimited range. Rounds hit the first allied or enemy Hero or enemy Structure in their path. Allies are healed for 300 and enemies are damaged for 175. Deals 50% less damage to Structures. Ana is unable to move while Eye of Horus is active.
      Talents
      Level 1
      Grenade Calibration (W) Quest: Hit enemy Heroes with Biotic Grenade. Reward: After hitting 10 Heroes, Biotic Grenade does 75% more damage per allied and enemy Hero hit. Reward: After hitting 20 Heroes, Biotic Grenade's duration on allies is increased from 4 seconds to 12 seconds, and its healing radius is increased by 100%. Piercing Darts (E) Quest: Hit Heroes with Sleep Dart. Reward: After hitting 10 Heroes, Sleep Dart now hits 2 Heroes and its range is increased by 50%. Reward: After hitting 20 Heroes, Healing Dart now hits 2 Heroes and its range is increased by 50%. Detachable Box Machine (Passive) Quest: Stack 5 Doses on an enemy Hero. Reward: After reaching maximum Dosage 5 times, Doses deal 50% increased damage to enemies with 5 Doses. Reward: After reaching maximum Dosage 15 times, unlock the Active Reload Ability, which can be activated to instantly gain 3 charges of Healing Dart. Level 4
      Air Strike (W) Activate to use Biotic Grenade with a 200% increased range, but Grenades thrown this way take 4 seconds to land. Passive: Reduce Biotic Grenade cooldown by 4 seconds. Overdose (Passive) Hitting enemies with Sleep Dart and Bionic Grenade applies 2 Doses. Aim Down Sights (Trait) Shrike can be activated to increase vision radius by 100% and Basic Attack range by 2 but reduces Movement Speed by 20%. Lasts until canceled. Level 7
      Temporary Blindness (E) After Sleep Dart's effects wear off, targets are Blinded for 2 seconds. Mind-Numbing Agent (Trait) Every Dose a Hero has reduces their Spell Power by 15%. Debilitating Dart (Active, Cooldown: 45 seconds) Activate to fire a dart which reduces the damage dealt by the first enemy Hero it hits by 50% for 4 seconds. Level 10
      See Heroic Abilities above.
      Level 13
      Speed Serum (Q) Healing Dart grants 25% Movement Speed to affected Heroes for 2 seconds. Purifying Darts (Q) Healing Dart removes Roots and Slows from the target, and heals for 20% more when doing so. Smelling Salts (Q) Healing Dart removes Stuns from the target, and grants them 50 Armor for 2 seconds when doing so. Level 16
      Sharpshooter (Q) Healing Dart's healing is increased by 5% each time it heals a Hero, up to 50%. This bonus is reset if Healing Dart fails to hit a Hero. Concentrated Doses (Q) Increase Healing Dart's healing by 10% for each Dose active on enemy Heroes. Contact Healing (W) Biotic Grenade heals for 30% more per allied and enemy Hero hit. Level 20
      Nano Infusion (R1) Allies affected by Nano Boost heal for 50% of Spell Damage dealt. Ballistic Advantage (R2) Eye of Horus rounds explode upon impact, healing nearby allies for 300 and dealing 150 damage to nearby enemy Heroes. Somnolent Doses (Trait) Upon stacking 5 Doses, Heroes are put to Sleep for 2 seconds. Dynamic Shooting (Passive) Basic Attacks increase Attack Speed by 10% for 4 seconds, up to 100%. Custom Optics (Passive) Increase the Aim Down Sights Basic Attack range bonus from 2 to 4.
    • By Stan

      Bash 'Em Smash 'Em Robots is a new Heroes brawl slated for release with the Ana patch. We looked at the map and objectives in more detail.
      Map
      The brawl is a one-lane map with two camps. One offers turrets and the other healing.

      Brawl map and Triglov Protector Health Bars
      Destroy Enemy's Core
      The objective is to destroy the enemy's Core to win. Complete three games of Bash 'Em Smash 'Em Robots to earn a Loot Chest. Shuffle Pick
      Choose from one of three randomly selected Heroes. All players start at Level 1 and all talents are available. Protectors
      Both teams start with a Triglav Protector. When both Protectors are destroyed, two new ones spawn. Two players can occupy a Triglav Protector (a Pilot and a Gunner). Both have access to unique abilities and only the Pilot can move the Protector. Triglav Protector
      Pilot Abilities Charge (Q) After .5 seconds, charge to the target unit's current location and deal damage in an area.  Deals double damage to structures and minions. 8 second cooldown Rocket Fist (W) Launch a Rocket Fist that impacts the first Hero or Structure hit.  Roots Heroes for 1 second.  Disables Structures for 2 seconds.  Destroys all minions in its path. 14 second cooldown. Shield Emitter (E) Grants 25 armor to vehicle and grants a Shield to all nearby allies equal to 25% of their maximum health. 16 second cooldown. Gunner Abilities Particle Cannon (Q) Enables the Particle Cannon ability and increases its range over 3 seconds. Reactivate to launch an orb dealing damage in an area. 5 sec cooldown. Gatling Cannon (W) Fires a barrage of cannon fire at the location of your cursor for 4 seconds. 11 second cooldown. Scorching Laser (E) A laser quickly cuts a line across the terrain dealing light damage. A secondary explosion triggers 0.75 seconds later for heavy damage. 10 second cooldown. Screenshots

    • By Stan

      A new patch will be released later this week in order to apply balance changes and a few bug fixes.
      TL;DR
      Chromie's Sand Blast quest is easier to complete and her Time Trap [E] has an increased cast range. Expected Kel'Thuzad nerfs. Butcher's late-game health has been increased. Brighting's Soothing Mist range has been increased and she received tweaks in order to increase parity amongst her talent tiers. Leoric's Entomb cooldown has been reduced. Garrosh's mana costs have been adjusted. Chen's Grounding Brew has been removed and its functionality has been added to Purifying Brew. The cooldown of Purifying Brew has been drastically decreased. Full patch notes:
      Blizzard (Source)
      Assassin
      Cassia

      Stats
      Basic Attack damage increased from 125 to 130 Abilities
      Blinding Light (W) Passive damage bonus to blinded targets increased from 15 to 20% Talents
      Level 1 Thunderstroke (Q) First quest reward damage bonus increased from 75 to 100 True Sight (W) Removed Seraph’s Hymn (W) Moved from Level 13 Cooldown reduction per basic attack against Blinded Heroes reduced from 3 to 2 seconds Chromie

      Abilities
      Sand Blast (Q) Reduced the number of Sand Blast hits required to unlock the Sand Blast echo from 80 to 60 Talents
      Level 2 Timely Surprise (E) Now also increases the cast range of Time Trap by 33% Kel'Thuzad

      Abilities
      Frost Nova (W) Mana cost increased from 45 to 50 Chains of Kel’Thuzad (E) Mana cost increased from 45 to 50 Frost Blast (R) Cooldown reduced from 100 to 80 seconds Shadow Fissure (R) Damage reduced from 440 to 400 Cooldown increased from 15 to 20 seconds Mana cost increased from 50 to 60 Talents
      Level 4 Phylactery of Kel’Thuzad (Active) Quest requirement increased from 10 to 12 Regen Globes Level 7 Accelerated Decay (Q) Bonus damage increased from 20 to 25% Glacial Spike (Active) Damage reduced from 220 to 60 Delay before the spike spawns increased from .5 to 1 seconds Level 13 Chains of Ice (E) Slow duration reduced from 1.25 to 1 second Slow amount decreased from 70 to 60% Level 16 Hungering Cold (W) Bonus damage reduced from 60 to 55 The Butcher

      Stats
      Basic Attack damage increased from 125 to 130 Health scaling per level increased from 4 to 4.5% Health Regeneration scaling per level increased from 4 to 4.5% Thrall

      Stats
      Base Maximum Health increased from 1787 to 1876 Base Health Regeneration increased from 3.7 to 3.9 Support
      Brightwing

      Abilities
      Soothing Mist (Trait) Healing aura range increased from 6 to 7 Blink Heal (R) Cooldown reduced from 10 to 9 seconds Talents
      Level 1 Dream Shot (Q) New functionality: Increases the range of Arcane Flare by 50% Hitting an enemy Hero in the center portion of Arcane Flare reduces the cooldown of Arcane Flare to 1 second Hyper Shift (Z) Cooldown reduction per Hero healed increased from 2 to 3 seconds Unfurling Spray (Trait) Removed Level 4 Arcane Barrage (Q) Removed Peekaboo (Z) Revealed area radius reduced from 20 to 15 Added functionality: Pixie Dust is now applied to the target of Phase Shift Level 7 Phase Shield (Z) Added functionality: Now applies Shield to Brightwing and her target Lt. Morales

      Stats
      Base Maximum Health increased from 1528 to 1605 Base Life Regen increased from 3.18 to 3.34 Abilities
      Healing Beam (Q) Energy Regeneration cooldown reduced from 3 to 2 seconds You can no longer redirect Healing Beam to a target that is already being healed by your Healing Beam Talents
      Level 1 Caduceus Feedback (Passive) Now increases Basic Attack Range by 1.1 and only generates Energy from Basic Attacks against Heroic targets. Stukov

      Talents
      Level 1 Spine Launcher (Passive) Basic Attack damage reduction decreased from 50 to 30% Tyrande

      Talents
      Level 7 Huntress’ Fury (D) Added functionality: Now also increases the range of Hunter’s Mark by 50% Level 13 Empower (W) Base cooldown reduction decreased from 4 to 2 seconds Warriors
      Chen

      Talents
      Level 1 Grounding Brew (D) Removed Level 7 Purifying Brew (D) Cooldown reduced from 45 to 15 seconds Added functionality: Chen now gains 30 Spell Armor while channeling Fortifying Brew
      Dehaka

      Stats
      Basic Attack damage reduced from 105 to 100 Abilities
      Dark Swarm (W) Damage per tick reduced from 50 to 47
      Garrosh

      Abilities
      Groundbreaker (Q) Mana cost increased from 30 to 35 Wrecking Ball (E) Mana cost increased from 60 to 70 Decimate (R) Mana cost decreased from 30 to 25 Talents
      Level 1 Body Check (Active) Cooldown decreased from 20 to 16 seconds Level 7 Into the Fray (Active) Cooldown increased from 30 to 40 seconds
      Leoric

      Abilities
      Entomb (R) Cooldown reduced from 75 to 60 seconds Bug Fixes
      General
      Fixed a number of tooltip issues across the game. Heroes, Abilities, and Talents
      Alarak: Casting Counter-Strike will now display a silver healthbar to indicate Protected status.  Chromie: The Deep Breathing talent’s completed damage bonus will now match the tooltip located below her unit frame.  Jaina: The Frost Armor talent will no longer cause Jaina’s damage to ignore armor.  Leoric: Fixed an issue that could cause Leoric to become invisible after exiting Zagara’s Devouring Maw.  Lt. Morales: Fixed an issue that caused Lt. Morale’s Displacement Grenade to reduce healing dealt after learning the System Shock talent.  Uther: Fixed an issue causing Uther to gain extra damage and healing on consecutive casts of Wave of Light. Uther: Uther's Hammer of Justice will no longer apply a 30% slow after the Stun effect fades. Sound
      Valla: Fixed an issue causing the Creed of the Hunter talent to not play quest sound effects when progress was earned.  User Interface
      Lt. Morales: The Cellular Reactor talent will now display an incoming heal indicator on the nameplate healthbar. 
    • By Stan

      The latest patch is now available for testing on PTR. A few balance tweaks were applied in this build. Blizzard added a sandbox version of Volskaya Foundry to Custom Games (similar to Cursed Hollow) and updated the map rotation in Ranked.
      This patch also contains changes that will be deployed to live realms later this week. You can find those notes here.
      Ranked Map Rotation
      After the patch goes live (week of September 25), Ranked map rotation will be as follows:
      Battlefield of Eternity Cursed Hollow Dragon Shire Haunted Mines Infernal Shrines Tomb of the Spider Queen Towers of Doom Volskaya Foundry Warhead Junction Many Heroes received tactical AI improvements. Full patch notes can be found below.
      Blizzard (Source)
      General
      New Special Event: Pachimari Mania
      Open Loot Boxes and be the first team to find the Golden Pachimari! At the beginning of a match, Loot Boxes will spawn around your starting area. Open as many as you can, and try to find the legendary Golden Pachimari! Opening a Loot Box will grant you a movement speed boost, enabling you to open even more boxes. The player to open the most Loot Boxes on each team will be announced when the event ends, so be sure to always try your best! The first team to find the Golden Pachimari will win the event and earn credit toward their Pachimari Mania quest progress! Quests and Rewards Pachimari Mania is a four-part quest chain. All quests must be completed in order, and only one quest will be active at a time. Part 1: Find 2 Golden Pachimaris to earn a set of Pachimari in-game Emojis Part 2: Find 5 Golden Pachimaris to earn a Pachimari-themed Banner Part 3: Finding 8 Golden Pachimaris will unlock the Golden Pachimari spray Part 4: Finding 10 Golden Pachimaris will unlock the Pachimari Portrait PTR Note: While elements of this event may be visible on the Public Test Realm, any progress or rewards earned during PTR testing will not transfer to the live version of the game when this patch is officially released next week. New Hero: Ana
      As a founding member of Overwatch and one of the world's best snipers, Ana Amari uses her skills to protect the innocent. Though she went MIA after losing her eye, Ana's sense of duty and responsibility has brought her back to the fight.
      Trait
      Shrike Basic Attacks apply a Dose to non-Structure enemies, dealing an additional 44 damage over 5 seconds, stacking up to 5 times. Basic Abilities
      Healing Dart (Q) Fire a dart which heals the first allied Hero hit for 250 Health. Biotic Grenade (W) Toss a Grenade at the target area. Allied Heroes hit are healed for 175 Health and receive 25% increased healing for 3 seconds. Enemies hit take 60 damage and receive 100% less healing for 2 seconds. Sleep Dart (E) Fire a dart that Sleeps the first enemy Hero hit, rendering them unable to act for 3 seconds. Sleep’s effects end instantly if the target takes damage after the first 0.5 seconds. Cannot be used on Vehicles. Heroic Abilities
      Nano Boost (R) Instantly boost an allied Hero, restoring 200 Mana. For the next 8 seconds, they gain 30% Spell Power and their Basic Ability cooldowns recharge 150% faster. Cannot be used on Ana. Eye of Horus (R) Assume a sniping position, gaining the ability to fire up to 8 specialized rounds with unlimited range. Rounds hit the first allied or enemy Hero or enemy Structure in their path. Allies are healed for 300 and enemies are damaged for 175. Deals 50% damage to Structures. Ana is unable to move while Eye of Horus is active. Battlegrounds
      New Battleground: Volskaya Foundry
      Objective Control Points Throughout the match a Control Point will activate at one of three locations, beginning in a neutral capture state. Once a player stands on the control point without any enemies, they gain control progress for their team at a steady rate. If an enemy enters the point, the point becomes contested and will not gain or lose control progress. When a team's control progress hits 100, they gain control of the point. As long as a team has control of the point, they gain victory progress at a steady rate. Victory progress does not decay for any reason. Overtime: When a point is at 99% victory progress about to tick over to 100%, it will stay at 99% and enter the overtime state if there are any enemy heroes on the point or the point just flipped from the enemy's control. When a team's victory progress hits 100%, they win the event. The control point deactivates and a two-person Triglav Protector spawns on the point for the winning team after a short delay. Triglav Protector Pilot Abilities Charge (Q) After .5 seconds, charge to the target unit's current location and deal damage in an area.  Deals double damage to structures and minions. 8 second cooldown Rocket Fist (W) Launch a Rocket Fist that impacts the first Hero or Structure hit.  Roots Heroes for 1 second.  Disables Structures for 2 seconds.  Destroys all minions in its path. 14 second cooldown. Shield Emitter (E) Grants 25 armor to vehicle and grants a Shield to all nearby allies equal to 25% of their maximum health. 16 second cooldown. Gunner Abilities Particle Cannon (Q) Enables the Particle Cannon ability and increases its range over 3 seconds. Reactivate to launch an orb dealing damage in an area. 5 sec cooldown. Gatling Cannon (W) Fires a barrage of cannon fire at the location of your cursor for 4 seconds. 11 second cooldown. Scorching Laser (E) A laser quickly cuts a line across the terrain dealing light damage. A secondary explosion triggers 0.75 seconds later for heavy damage. 10 second cooldown. New Sandbox Custom Game: Volskaya Foundry
      A sandbox version of Volskaya Foundry has been added to Custom Games. Much like Sandbox version of Cursed Hollow, this Battleground allows up to 10 players at once to use a variety of “cheats” to test the limits of their Heroes, and the Battleground. Sandbox Volskaya Foundry also features a “Triglav Protector” button, which allows a player to immediately spawn a Protector at their Hero’s location. Vehicles
      All vehicles, including the Dragon Knight, Garden Terror, and Triglav Protector are now Unstoppable. Ranked Battleground Rotation Update
      Added to Rotation Volskaya Foundry Haunted Mines Towers of Doom Removed from Rotation Blackheart’s Bay Braxis Holdout Sky Temple The full Ranked Battleground Rotation is now as follows: Battlefield of Eternity Cursed Hollow Dragon Shire Haunted Mines Infernal Shrines Tomb of the Spider Queen Towers of Doom Volskaya Foundry Warhead Junction AI
      General
      AI Heroes will now perform more dynamic strategies. Many Heroes have received tactical AI improvements, including: Anubarak Arthas Azmodan Brightwing The Butcher Falstad Illidan Kael’Thas Kerrigan E.T.C. Li Li The Lost Vikings Malfurion Muradin Nazeebo Raynor Stitches Sylvanas Thrall Uther Valla Xul Zul’jin Read our recent blog, “Under the Hood: AI” for an in-depth look at these and upcoming AI improvements. Sound
      Voice Lines
      Voice lines that have been selected for use in players’ Loadouts have had their volume increased in-game. Now have a larger 3D falloff, increased sound exclusivity, and can interrupt other voice lines. User Interface
      In-Game UI
      Banners Banners that are placed after completing an objective, capturing Mercenaries, etc., will now display the name of the player who owns that Banner. Healing Indicators Increased and Decreased Healing indicators have been added and will now appear next to Heroes’ healthbars when they are affected by healing modifier effects, such as Ana’s Biotic Grenade. Minimap Hero icons on the Minimap now indicate which direction that Hero is facing. Daily Quests
      A new “Play 2 Games as an Overwatch Hero” Daily Quest has been added. Social
      Players under level 5 can no longer whisper non-friends using chat channel player lists. However, players under level 5 who receive a whisper from a non-friend can whisper that player back. Collection
      It should now be easier to differentiate between Owned and Unowned Items in your Collection. Additionally, item prices are now always displayed on unowned items. Item backgrounds and borders have received visual improvements and rarity coloring to help players more easily distinguish between items of different rarities. Heroes
      Assassin
      Chromie

      Abilities
      Time Trap (E) Now has a unique minimap icon. Falstad

      Miscellaneous
      Flight (Z) will now go on a 10 second cooldown when interrupted by enemy or allied abilities, including self-cancelling. Flight (Z) now has an allied chat announcement upon activation. 
      Nova

      Abilities
      Holo Decoy (E) Sight range increased from 6 to 12 (now matches Heroes) Talents
      Level 4 Remote Delivery (E) Removed Holo Stability (E) New functionality: Increases the cast range, sight range, and duration of Holo Decoy by 100% Level 7 Anti-Armor Shells (Passive) Added functionality: Basic Attacks also decrease the physical Armor of your target by 10 for 3 seconds Level 13 Psionic Efficiency (Q) Range increase from 10 to 15% Specialist
      Abathur

      Miscellaneous
      Deep Tunnel (Z) will now go on a 10 second cooldown when interrupted by enemy or allied abilities, including self-cancelling. Deep Tunnel (Z) now has an allied chat announcement upon activation.  Support
      Brightwing

      Miscellaneous
      Phase Shift (Z) will now go on a 10 second cooldown when interrupted by enemy or allied abilities. Phase Shift (Z) now has an allied chat announcement upon activation.  Kharazim

      Abilities
      Breath of Heaven (W) Cooldown increased from 8 to 10 seconds Mana cost increased from 60 to 65 Talents
      Level 1 Transcendence (Passive) Healing increased from 73 to 96 per 3 Basic Attacks Insight (Passive) Cooldown reduction increased from 1 to 1.5 seconds per 3 Basic Attacks Level 16 Dash of Light (Q + W) Increased bonus healing from 50% to 75% for dashing to an ally Rehgar

      Abilities 
      Chain Heal (Q) Cast range reduced from 8 to 6 Bounce range reduced from 8 to 7 Primary target healing reduced from 334 to 250 Secondary bounce healing increased from 167 to 250 Warrior
      Dehaka

      Miscellaneous
      Brushstalker (Z) will now go on a 10 second cooldown when interrupted by enemy or allied abilities.
      Johanna

      Abilities
      Falling Sword (R) Mana cost reduced from 100 to 90 Damage reduced from 365 to 183 Added functionality: Now applies a 50% slow for 2.5 seconds after enemies are knocked into the air. Talents
      Level 1 Laws of Hope (Active) Moved from Level 4 Health Regeneration reduced from 10 > 1.5 Heal increased from 20% > 30% Maximum Health Cooldown reduced from 60 > 40 seconds Regeneration Master (Passive) Removed Righteous Smash (Q) Removed Hold Your Ground (D) Moved from Level 13 No longer requires Iron Skin’s shield to be broken for the 4-second cooldown reduction Level 4 Conviction (W) Moved from Level 7 Sins Exposed (E) Moved from Level 7 Damage increased from 68 > 90 Eternal Retaliation (W) Cooldown reduction decreased from .75 seconds to .5 seconds  Level 7 The Crusade Marches On (D) Removed (New Talent) Zealous Glare (E) Increases the Blind duration of Shield Glare by .5 seconds. Your auto-attacks against Blinded heroes increases their Blind duration by 1 second, up to a maximum of 3 seconds  Subdue (Q) Moved from Level 13 New functionality: Hitting 2 enemy Heroes with Punish causes the slow to be increased to 80% and no longer decay. !Quest: Hit 4 enemy Heroes with a single cast of Punish. !Reward: Punish now always slows enemies by 80% and no longer decays. Level 13 Roar (Q) Moved from Level 4 Damage bonus reduced from 50% > 25% Additional Functionality: Punish deals 125% increased damage if it hits 2 or more enemy Heroes Burning Rage (Passive) Removed Blessed Hammer (Active) Moved from Level 16 New Functionality: Activate to create 2 hammers that spiral around Johanna. Hitting enemy Heroes with Shield Glare reduces the cooldown of this ability by 8 seconds. 30-second cooldown Damage increased from 41 to 80 (New Talent) Holy Fury (W) Deal damage to enemies around you. Each enemy Hero hit by Condemn increases the damage by 40% for 5 seconds Level 16 Fanaticism (D) Additional Functionality: Now also increases the duration of Iron Skin by 2 seconds Level 20 Heaven’s Fury (R) Cooldown reduction increased from 2 to 3 seconds Indestructible (Passive) Duration reduced from 5 to 4 seconds Storm Shield (Active) Removed (New Talent) Blinded by the Light (Active) Activate to grant nearby allies a shield equal to 25% of their maximum Health for 3 seconds. Hitting enemy Heroes with Shield Glare reduces this cooldown by 8 seconds. 60-second cooldown Collection
      Collection Adjustments
      Loot Chests Loot Chests purchased via the Loot tab will now only grant Rare Loot Chests, rather than Normal Loot Chests. Please note: This only applies to Loot Chests purchased after this patch is applied to the live version of the game in each region. Normal Loot Chests the player already owns will not convert to Rare Loot Chests. Rewards The Celestial Steed Mount has been removed and replaced by the Celestial Raptor as a reward for purchasing Loot Chests. The 1,000 Gem reward for reaching level 5 has been removed. Please note: Veteran players who have not logged in following the release of Heroes 2.0 earlier this year will no longer be able to claim this reward once this patch is applied to the live version of the game in each region. Bundles The Welcome Bundle has been removed from the Collection. New Skins
      Ana Midnight Ana Burnished Ana Sunset Ana Twilight Ana Medic Ana Shrike Agent Shrike Aquamarine Shrike Rescue Shrike Stealth Shrike Varian Commandant Varian Grand Commandant Varian Recon Commandant Varian Stealth Commandant Varian Tundra Commandant Varian Anub’arak Deatholme Underking Anub’arak Auriel Kuroi Sakura Auriel Sora Sakura Auriel Azmodan Lucky Azmodunk Cassia Aranoch Warmatron Cassia Askari Warmatron Cassia Dehaka D.Haka D.Va Camo D.Va Global Pro D.Va Perfect Pro D.Va X-Treme D.Va Lúcio Prime Ribbit Lúcio Rosa Ribbit Lúcio Nova Moonlight Widowmaker Nova Tracer Hot Rod Turbo Tracer Valeera Emerald Bloodfang Valeera Moonstone Bloodfang Valeera Zarya Golden Cyberdemon Zarya Restored Cyberdemon Zarya Mounts
      Illidan’s Nightmare Wretched Illidan’s Nightmare Crimson Illidan’s Nightmare Invisible Horse Celestial Raptor – As mentioned above, this Mount is awarded upon purchasing Loot Chests with Gems. Bug Fixes
      General
      Fixed a number of typo and tooltip errors across several aspects of the game. Art
      Zeratul: Zeratul’s mask will no longer stretch and bend oddly during Hero Select or in the Collection on low graphic settings. Battlegrounds
      Blackheart’s Bay: Fixed an issue that could allow Medivh and Falstad to enter and stand in certain areas inside the enemy Hall of Storms. Haunted Mines: The right-side team’s top Keep can no longer hit enemy Heroes who path into the Gate. Try Mode: The You Want Axe? Talent will now correctly grant bonus Basic Attack range after using the Complete Quest button. Try Mode: Garrosh will no longer continue to benefit from the Warbreaker Talent after clicking Reset Talents. Try Mode: Toggling off Minion spawns will no longer cause AI Heroes to wait at their Fort Gates indefinitely. Heroes, Abilities, and Talents
      Alarak: Rite of Rak’shir will no longer be placed on a dead target if it was cast just as that target took fatal damage. Diablo: Fixed an issue that could prevent Diablo from traveling with his Shadow Charge target if another Hero stood between Diablo and his target. D.Va: Using Boosters to smash destructible barrels on Blackheart’s Bay will no longer place the Ability on full cooldown. D.Va: Fixed an issue that could cause D.Va to inconsistently activate Healing Wells while using Boosters. D.Va: Dying while casting Call Mech will no longer create an untargetable Mech that persists until D.Va respawns. D.Va: Mech deaths that occur while no enemy Heroes are nearby will now correctly grant XP and update D.Va’s death count on the in-game score screen. D.Va: A Nuke’s area of effect indicator will no longer disappear if D.Va finishes channeling Nuke in the same moment that her Mech is destroyed. Garrosh: Wrecking Ball will no longer end Rehgar’s Ghost Wolf. Garrosh: Using Body Check with the Brute Force Talent on a Boss no longer causes the Healing debuff icon to appear next its Health bar. Garrosh: Bloodthirst will no longer cause Garrosh to automatically retarget his Basic Attacks to the closest enemy. Garrosh: Into the Fray will no longer place targeting indicators on attacking Hydralisks on Braxis Holdout. Genji: Fixed an issue that could prevent Fort attacks from Slowing Genji if he has Dodge charges remaining, and there is another Genji on the opposing team. Genji: Fixed an issue that could cause Dodge to behave inconsistently against Sylvanas’ and Lunara’s Basic Attacks. Illidan: Abilities that can interrupt Dive, like Li-Ming’s Wave of Force, will no longer cause Illidan to become briefly unresponsive. Jaina: Fixed an issue that prevented Jaina from casting Water Elemental if unpathable terrain existed between Jaina and the desired casting location. Jaina: Fixed a typo in the Icy Veins tooltip which incorrectly stated that the Talent provided a 300% cooldown recharge rate , rather than 200%. This only affected the tooltip, and the Talent's functionality has not changed. Johanna: Abilities that block pathing, such as Sonya’s Arreat Crater and Tassadar’s Force Wall, will no longer block Johanna’s movement during Falling Sword. Leoric: Fixed an issue that could prevent the Mithril Mace Talent from granting bonus Attack Speed for Minion and Hero kills. Leoric: Percentage damage dealt by the Spectral Leech Talent will now properly count as Ability damage rather than Basic Attack damage. Probius: Floating Combat Text will now indicate the amount of Shields granted to Probius by a Pylon after learning Shield Battery, rather than displaying zero for each tick. Stukov: Abilities that move Heroes, like Alarak’s Telekinesis and Stiches’ Hook, no longer remove Weighted Pustule from the affected Hero. Sylvanas: Withering Fire can no longer target destructible barrels on Blackheart’s Bay. The Lost Vikings: Can no longer clip into Gates on Braxis Holdout during the pre-game countdown. The Lost Vikings: Casting Longboat Raid immediately after one of the Vikings is killed will no longer prevent the player from using Mortar during the Heroic Ability’s duration. Tychus: The That’s the Stuff! Talent’s Heal indicator will no longer disappear if Tychus stops attacking before Minigun expires. Tyrande: Sentinel can no longer leave the starting zone during the pre-game countdown. Valla: Enemy Heroes who were broken out of Stealth by Hungering Arrow can now correctly be hit by subsequent Hungering Arrow strikes. Valla: Caltrops dropped by the Vault Talent will no longer display Health bars, and are no longer selectable. Zagara: Creep Tumors no longer exhibit a short delay before granting vision of the area affected by Creep. Sound
      Li-Ming: Templar Li-Ming will now correctly play death sounds when killed. Valeera: Enemy Heroes will no longer hear when Valeera primes her activated Talents, like Crippling Poison, when she is Stealthed. User Interface
      Hotkeys: The Dragon Knight and Garden Terror will now correctly follow Force Move commands.
    • By Stan

      Chromie's Sand Blast quest takes too long to finish in its current state and next week's balance tweaks should make it easier to complete.
      Ana and Volskaya Foundry will be hitting PTR tomorrow. Stay tuned for the official patch notes.
      Blizzard (Source)
      Chromie's Sand Blast quest will be getting some balance tweaks next week to make it a little easier to complete.

      During our testing, we were seeing a lot of Chromie's finishing the quest around 10 to 15 minutes. Every once in a while, they weren't finishing it. Which we actually think is okay, because in order for a quest completion to feel meaningful it probably needs to not be completed every once in a while (looking at Medivh).

      We ended up being a little conservative with the numbers on Chromie's quest, but I think that's probably better than making the little artillery gnome oppressive for a few weeks. Our Balance team usually spends about 15 hours a week playtesting new content internally, and Chromie was no different, but even with that amount of testing there's a little margin of error.