PTR Patch Notes: Oct 10 & Samuro Spotlight

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The latest content patch with Blademaster Samuro & the new Heroes Brawl game mode is now live on Public Test Realms and available for playtesting until October 17.

The PTRs are finally up and it's time to test out the new Hero and the Heroes Brawl mode!

How Do I Join?

To participate, navigate to Heroes of the Storm in the app. In the REGION/ACCOUNT dropdown menu, select PTR: Heroes of the Storm and click Install.

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Hallow’s End is Here!

  • 50% XP Bonus!
    • The Nexus is haunted by a 50% XP bonus until Hallow’s End concludes during the week of November 2!
  • Hallow’s End Event Quest
    • Quest: Play 15 games during Hallow’s End in any mode except Custom Games, Training, or Heroes Brawl.
    • Reward: Deputy Valla Portrait
    • Please note: Any progress made toward the Hallow’s End Event Quest on the Public Test Realm will not transfer to the live version of Heroes once the patch is released during the week of October 17.


Samuro, the last remaining blademaster to wear the banner of the Burning Blade, is on a warrior’s pilgrimage in search of vengeance and redemption for this fallen clan. It will be a long journey, but he has sworn an oath to restore his clan’s honor.


  • Advancing Strike
    • Basic Attacks against enemy Heroes increase your Movement Speed by 25% for 2 seconds.

Basic Abilities

  • Mirror Image (Q)
    • Create 2 Mirror Images that deal 30% of your damage and have 50% of your current Health. Images last up to 16 seconds, and only 2 can be active at once.
  • Critical Strike (W)
    • Your next Basic Attack within 8 seconds will be a Critical Strike, dealing 50% increased damage. This also applies to Mirror Images and does not break Wind Walk.
    • Passive: You and your Mirror Images deal a Critical Strike every 4th Basic Attack.
  • Wind Walk (E)
    • Enter Stealth for up to 8 seconds or until you attack, use an Ability, or take damage. While Stealthed, your Movement Speed is increased by 30% and you can pass through other units.
    • Damage taken during the first 1 second will not break Wind Walk.

Heroic Abilities

  • Bladestorm (R)
    • Become an unstoppable whirlwind, dealing moderate damage to nearby enemies every second for 4 seconds.
  • Illusion Master (R)
    • Switch places with the target Mirror Image.
    • Passive: You can control Mirror Images separately or as a group, and they deal an additional 20% of your damage.


Heroes Brawl is an action-packed new game mode that breaks all the rules and offers a fresh take on Heroes of the Storm's gameplay each week. Learn more by visiting the Heroes Brawl website.


The Basics
  • Heroes Brawl offers three distinct match types, with endless possibilities for twisted rulesets and wild mechanics each week:
    • Arenas: Pick one of three randomly selected Heroes, and then duke it out against the enemy team to complete objectives. The first team to complete the objective twice will claim victory.
    • Mutators: Wild rulesets and unique mechanics change the way you play on Battlegrounds you’re already familiar with.
    • Single-Lanes: One-lane Battlegrounds with no objectives, Mercenaries, or Hearthstone to distract you from destroying the enemy Core.
  • Click the Brawl Info button in the lower-left corner of the screen to learn detailed information about the currently active Brawl.

How to Brawl

  • Find Heroes Brawl in-game by heading to the Play screen, click Brawl on the far left side of the navigation bar, then queue up and have a blast!
  • Anyone can dive into the action! Heroes Brawl is not restricted by account level or the number of Heroes owned, and you can queue up alone or in a party of any size.
  • The current weekly Brawl will also be available through Custom Games - though replays, observer mode, and score screens may not function as expected for some of the unique Brawl types.
    • Heroes Brawl custom games will also discard Hero drafts and pre-selections once players enter the match.

Reap the Rewards

  • Participate in three Brawls each week to receive in-game rewards!
  • Hover the cursor over the Weekly Rewards icon in the lower-left corner of the Brawl screen for a breakdown of the available rewards each week.



  • The following Heroes have received additional facial animation polish:
    • E.T.C.
    • Illidan
    • Valla
  • Diablo has received additional idle animation polish.


  • Core attacks have received update visual effects in order to better visually indicate that they deal splash damage.
  • Cannonballs that fire on the minimap for Blackheart’s Bay have received visual effects polish.
  • Sky Temple has received additional optimization polish.

Heroes, Abilities, and Talents

  • The following Heroes have received custom Hearthstone animations:
    • Diablo
    • E.T.C.
  • The following Heroes, Abilities, and Talents have received updated visual effects:
    • Cleanse (Talent)
    • Gul’dan: Fel Flame (Q), Corruption (E)
    • Illidan: Evasion (E)
    • Lunar Illidan: The Hunt (R)



  • New Bundles
    • Hellblade Samuro Bundle – Available until November 1, 2016
    • The following Bundles will be added to the in-game Shop on October 18:
      • Nexus Challenger Bundle
      • Nexus Conqueror Bundle
  • Removed Bundles
    • The following bundles will be removed from the in-game Shop on October 18:
      • Starter Bundle
      • Triumph Bundle

New Hero 

  • Samuro has been added to the in-game Shop.


  • New Mounts
    • Hellboar
  • Returning Mounts
    • Marshal’s Outrider
  • Removed Mounts
    • Crimson Hare


  • Hellblade Samuro
  • Master Samuro



  • New voiceover lines have been added that will play when a player is promoted into a new League Tier.

Draft Mode

  • Sound effects and voiceover will now play when entering Lost Cavern Draft Mode via Custom Games.



  • A “New Player Chat” channel has been added.
    • New players will automatically join this channel upon logging into Heroes of the Storm until they reach account level 20.

Daily Win Bonus

  • The first game that players win each day will now award 50% bonus XP and Gold for that match.
    • This bonus applies to all game modes except Brawl, Custom Games, and Training.
    • A First Win of the Day icon has been added to the top navigation bar, which will activate whenever a First Win of the Day bonus is available.

XP Bonuses

  • Friend Bonus
    • Playing Heroes with a friend will now award 25% bonus XP.
  • Party Bonus 
    • The XP bonus earned by playing in a party now scales based on the number of party members:
      • 2 Players: +25%
      • 3 Players: +33%
      • 4 Players: +42%
      • 5 Players: +50%
  • Game Mode Bonus
    • Playing ranked games will now award an XP bonus:
      • Hero League: +25% XP
      • Team League: +50% XP
  • XP Bonuses Stack Additively
    • Playing in a party with one friend will still award a total of 50% bonus XP, just as it did before, but playing with additional party members will now award even more XP.
    • Playing Team League in a full party with at least one friend and an active Stimpack will now award a total of 225% bonus XP.
  • The “Available XP Bonuses” icon in the top navigation bar will activate when players are receiving any of the bonuses mentioned above.
    • Hover the cursor over this icon to display a tooltip that offers a full breakdown of all active and inactive XP bonuses.

Play Screen

  • Hovering the cursor over each game mode on the Play Screen navigation bar will now display a tooltip that briefly describes that mode.
  • Versus A.I.
    • Training mode has been moved into Versus AI on the Play screen.
    • A “Versus A.I. Options” interface has been added to the left side of the Versus A.I. screen.
      • Use the buttons to switch between Training, A.I. Teammates, or Co-op modes.
      • Use the Difficulty Slider to select the desired skill level of A.I. allies and opponents in A.I. Teammates and Co-op modes.
        • Training mode A.I. difficulty is set to beginner, and cannot be changed.
  • Suggested Play Mode
    • The Play Screen navigation bar will now suggest a game mode to new players.
      • Level 1 – 10: Versus A.I.
      • Level 11 – 20: Quick Match
      • Level 20+: Heroes Brawl (If the weekly rewards have not yet been earned.)
    • Hover the cursor over the suggested mode icon to display a tooltip that explains why a mode is suggested.


  • Match History
    • The Match History tab can now be filtered by Heroes Brawl matches using the dropdown menu in the upper-right corner.
  • Profile Summary
    • Heroes Brawl stats have been added to the Profile Summary screen that will track the number of Brawls won and weekly rewards earned.
  • Statistics
    • The Statistics tab can now be filtered by Heroes Brawl stats using the dropdown menu in the upper-right corner.

MVP and Commendations

  • MVP and Commendations can now be skipped using the new Exit button added to the lower-left corner of the screen.
    • The duration of the MVP and Commendations screen now lasts 50 seconds.
    • A timer has been added to the lower-right corner of the screen that will count down the final 10 seconds of the MVP and Commendations screen.
  • Commendations
    • Bulwark will now take the number of deaths into account in order to focus this Commendation on the efficiency of damage soaked, rather than total damage taken.
      • The tooltip for Bulwark will now display the player’s total deaths during the match in addition to damage soaked.
    • Slight adjustments have been made in order to better balance the Dominator and Painbringer Commendations.
    • Abathur was previously a little too likely to receive the MVP award. Slight adjustments have been made to bring him in line with other Heroes.



  • Corrected a number of typos and tooltip errors across several aspects of the game.


  • Medivh: Enemy AI players will now avoid teammates that are under the effects of Medivh’s Polybomb.
  • Lt. Morales: Can now properly detonate Displacement Grenade near enemies.


  • Chen: Keg models that appear when casting Storm, Earth, Fire using any of Chen’s Skins are no longer missing certain visual effects.
  • Illidan: The visual effects for The Hunt will now properly display on the Ability’s target during replays.
  • Greymane: The Worgen model will no longer remain on screen while viewing end-of-game Stats and Talents pages.


  • Braxis Holdout: Neutral Raven Mercenaries will no longer clip into the terrain after being knocked back.
  • Braxis Holdout: Fixed an issue in which Zagara’s Mutalisk could cause a captured Archangel to exhibit pathing issues.
  • Braxis Holdout: Fixed an issue in which a captured Archangel could target enemy Heroes with its Bullet Storm Ability.
  • Garden of Terror: Shielding a Structure will no longer prevent a Garden Terror's bonus siege damage from being applied.
  • Infernal Shrines: Fallen Shaman Mercenaries will now prioritize attacking enemy Structures over Walls.

Heroes, Abilities, and Talents

  • Damage Reduction: When two damage reduction effects, such as Resistant (25%) and Hardened Shield (75%), are simultaneously applied to a Hero, the larger effect will no longer be overridden by the lesser effect.
  • Anub'arak: The Cocoon overlay will now display correctly for enemies affected by Cocoon.
  • Auriel: The Piercing Lash Talent tooltip now correctly states that Detainment Strike will only pierce Heroes, rather than all enemies.
  • Auriel: Enemy Heroes will no longer occasionally be Stunned by Detainment Strike when knocked away from terrain.
  • Auriel: Quest progress for the Repeated Offense Talent will now be correctly tracked in the Stats panel.
  • Azmodan: Globe of Annihilation’s range indicator is now visually consistent with indicators used by other long-range Abilities.
  • Greymane: The Go for the Throat indicator will no longer visually persist above Heroes who have post-death forms, such as Uther or Leoric, after they are killed.
  • Illidan: Fixed an issue that could occasionally cause Illidan to fly back to his death location if he was killed while using Dive.
  • Kharazim: Will no longer automatically resume attacking enemies after using Radiant Dash to dive to an ally. This fix also applies to Illidan’s Friend or Foe and Kerrigan’s Adaptation Talents.
  • Leoric: Minions will no longer path around Leoric when he is in Undying form.
  • Medivh: The damage over time effect from Xul’s Poison Nova will no longer be visually removed from Medivh’s Health bar after traveling through a Portal with the Mage Armor Talent.
  • Rexxar: A delay will no longer occur between repeated Misha, Focus! casts.
  • Sgt. Hammer: Re-casting Orbital BFG just as the first missile re-enters the Battleground will no longer cause the new missile to follow the previous path.
  • Sylvanas: The Death Recap tooltip for Wailing Arrow now correctly displays the Ability’s description.
  • The Butcher: Hamstring will now correctly deal bonus damage to non-Heroic targets after learning the Cheap Shot Talent.
  • Zagara: The Stasis overlay will no longer appear on the screen when Zagara’s Mutalisk enters Zeratul's Void Prison.


  • Illidan: Voiceover that plays while casting The Hunt is now only audible for Illidan and his target.
  • Illidan: High pitched ambient sounds that play while casting The Hunt are no longer audible for the target’s allies. Lower-pitched ambient sounds will still play for all players and observers.

User Interface

  • Death Recap: Fixed an issue in which a Heal effect could occasionally appear to be the killing blow in Death Recap notifications.
  • Replay: Selecting a Hero during a Replay will no longer prevent the Hero Portrait and Status Bars from switching correctly when attempting to view a different Hero’s perspective using hotkeys.
  • Observer: Warhead counters will now update properly in the Observer interface on Warhead Junction.


Samuro Spotlight

The official spotlight for Samuro is now up.

The patch will be released during the week of October 17.

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      Level 1 Deep Breathing (W) Stacks increased from 12 to 25 Bonus reduced from 5 to 2 per stack Bonus at maximum stacks reduced from 140 to 50 New Talent – Once Again the First Time (Q) Quest: Hit an enemy Hero with Sand Blast 40 times Reward: Sand Blast’s maximum Sand Echoes increased from 1 to 2 Mounting Sand (Q) Removed Level 2 Andorhal Anomaly (E) Moved from Level 18 No longer causes all three charges to refresh at once Additional functionality: Reduces the cooldown of Time Trap by 5 seconds All Time Traps are detonated at the same time New Talent – Chronic Conditions (E) After Time Stop ends, enemies affected by Time Trap are Slowed by 25% for 3 seconds and allies gain 25% Movement Speed for 3 seconds New Talent – Time Troubles (E) After Time Stop ends, enemies affected by Time Trap lose 20 Armor for 3 seconds and allies gain 20 Armor for 3 seconds Enveloping Assault (W) Removed Timely Surprise (E) Removed Level 5 Mobius Loop (W) Cooldown reduction reduced from 3 to 1.5 seconds per enemy Hero hit Mana return reduced from 100 to 40 per enemy Hero hit Bronze Talons (Q) Has been redesigned When Chromie hits an enemy Hero with Sand Blast, she deals 30% additional Basic Attack damage for 5 seconds New Talent – A Proper Greeting Passive: When Chromie damages a Slowed, Rooted, or Stunned enemy Hero, she deals 25% additional damage for 5 seconds Dragon's Eye (W) Removed Chrono Sickness (E) Removed Level 8 Slowing Sands (R1) Redesigned: Slow now increases the longer an enemy is in the affected area Now Slows by 5% every 0.25 seconds, up to a maximum of 70% Temporal Loop (R2) Range reduced from 11 to 8 Now also increases the recharge rate of Chromie’s Basic Abilities by 500% for 3 seconds Level 11 Here and There (Active) Now has a range of 9 Now teleports Chromie to a targeted location near a Sand Echo, and teleports the Sand Echo back to her old location New Talent – Gnome Speed Ahead! (Q) After casting Sand Blast, Chromie gains 200% increased Health and Mana Regeneration and 20% Movement Speed for 3 seconds Bye Bye! (B) Removed Level 18 New Talent – Unravelling (R1) Every 0.25 seconds, enemy Heroes Slowed by Slowing Sands have their Spell Armor reduced by 2, up to 30 Stuck in a Loop (R2) Now also increases the duration of Temporal Loop’s cooldown reduction buff by 3 seconds New Talent – Blessing of the Bronze Passive: While Chromie is alive, she and all her allies gain 10% Movement Speed and their Basic Abilities recharge 30% faster Pocket of Time (R1) Removed Developer Comment: Our goal with this Chromie update is to create various degrees of success that Chromie can enjoy, so that she doesn’t feel like quite the same all-or-nothing mage that she’s historically been. Traditionally, Chromie has often required a hard counter to keep her in check or completely wrecked an opposing team, creating polarizing experiences.
      We’re instituting a lot of changes that allow Chromie to get partial success with her Abilities (multiple Sand Blasts baseline, 3 blasts of Dragon's Breath), while also widening her toolkit (friendly Stasis, Basic Attack damage, PvE damage). While we’re diversifying her kit, we also want to make sure that Chromie feels special, and we think that her Sand Echoes and predictive gameplay with Dragon's Breath are still unique parts of her that embody the feeling of artillery mage while still having moments of counter play for opponents.

      Level 4 Blossom Swell (Q) Movement Speed bonus reduced from 15% to 12% This Movement Speed bonus now stacks with other Movement Speed bonuses Developer Comment: Due to Lunara’s unique Movement Speed mechanics, our recent update to Blossom Swell was not as beneficial to Lunara as we had hoped. To address this, we are slightly reducing its bonus but allowing it to stack with other Movement Speed bonuses, including Lunara’s trait, which should dramatically increase the total Movement Speed that she gets from this talent.
      Bug Fixes
      Fixed an issue where the healing nameplate UI would be hidden when the total equals 0. Fixed an issue where broadcasts would sometimes appear twice when sent Revamped Hero roles, further reworks, and a merged Hero & Team League are coming soon!
    • By Stan
      Chromie and Lucio were revamped in the latest patch and here's a look at their updated abilities and talents.
      Chromie has traveled to the future, and as such, will learn her Talents 2 levels earlier than her teammates! Detonate Time Trap Detonates active Time Traps. Basic Abilities
      Sand Blast [Q] (Mana: 20, Cooldown: 3 seconds)
      After 0.5 seconds, fire a missile that deals 280 damage to the first enemy hit. Deals 50% damage to Structures. Casting Sand Blast leaves an Echo behind that mimics Chromie's Sand Blast and Basic Attack, dealing 50% damage. Maximum of 1 Echo active at a time. Dragon's Breath [W] (Mana: 75, Cooldown: 15 seconds)
      Vector Targeting Launch 3 blasts into the air that land every 0.75 seconds towards the targeted direction, dealing 195 damage each. Time Trap [E] (Mana: 30, Cooldown: 15 seconds)
      Place a Time Trap that arms and Stealths after 2 seconds. Chromie's Trait can be activated to detonate the trap, placing all nearby allied or enemy Heroes in Time Stop for 2 seconds. Maximum of 1 trap active at a time. Heroic Abilities
      Slowing Sands [R1] (Mana: 4 per second, Cooldown: 5 seconds)
      Summon a sand vortex that Slows enemies by 5% every 0.25 seconds, up to 70%. Temporal Loop [R2] (Mana: 60, Cooldown: 50 seconds)
      Choose an enemy Hero. After 3 seconds, they are telported back to the location where Temporal Loop was cast on them. Basic Abilities recharge 500% faster for 3 seconds after casting Temporal Loop. Talents
      Level 1
      Once Again the First Time [Q]
      Quest: Hit 40 Heroes with Sand Blast. Reward: Increase the maximum number of active Echoes to 2. Deep Breathing [W]
      Quest: Every time Dragon's Breath hits a Hero increase its damage by 2, up to 50. Reward: After hitting 25 Heroes, increase its damage by an additional 50 and also increase Chromie's vision radius by 100%. Timewalker's Pursuit [Active, Cooldown: 25 seconds]
      Quest: Gather 15 Regeneration Globes. Reward: After gathering 15 Globes, Chromie gains 5% Spell Power and her Mana Regeneration is increased by 1. Level 2
      Chronic Conditions [E]
      After its Time Stop ends, enemies affected by Time Trap are Slowed by 25% or 3 seconds and allies gain 25% Movement Speed for 3 seconds. Time Troubles [E]
      After its Time Stop ends, enemies affected by Time Trap lose 20 Armor for 3 seconds and allies gain 20 Armor for 3 seconds. Andorhal Anomaly [E]
      Increases the charges and maximum active Time Traps to 3, and reduce its cooldown by 5 seconds. Level 5
      Bronze Talons [Q]
      Hitting a Hero with Sand Blast grants 30% additional Basic Attack damage for 5 seconds. Mobius Loop [W]
      Hitting a Hero with Dragon's Breath reduces its cooldown by 1.5 seconds and restores 40 Mana. A Proper Greeting [Passive]
      Damaging a Stunned, Rooted or Slowed enemy Hero grants 25% additional damage for 5 seconds. Level 8
      Slowing Sands [R1] (Mana: 4 per second, Cooldown: 5 seconds)
      Summon a sand vortex that Slows enemies by 5% every 0.25 seconds, up to 70%. Temporal Loop [R2] (Mana: 60, Cooldown: 50 seconds)
      Choose an enemy Hero. After 3 seconds, they are telported back to the location where Temporal Loop was cast on them. Basic Abilities recharge 500% faster for 3 seconds after casting Temporal Loop. Level 11
      Gnome Speed Ahead! [Q]
      After casting Sand Blast, Chromie gains 20% Movement Speed and 200% inreased Health and Mana Regeneration for 3 seconds. Here and There [Active, Cooldown: 30 seconds]
      Activate to teleport to an area near an Echo, swapping it with Chromie's previous location. Time Out [Active]
      Activate to place Chromie in Stasis and gain Invulnerability for up to 5 seconds. Can be reactivated to end the effect early. Level 14
      Shifting Sands [Q]
      Hitting an enemy Hero with Sand Blast grants 8% Spell Power for 10 seconds, up to a maximum of 40%. The duration is refreshed whenever an enemy is damaged by the primary Sand Blast. Fast Forward [Q]
      If Sand Blast travels at least 70% of its base distance and hits a Hero, its cooldown is reduced to 0.75 seconds. Quantum Overdrive [Active, Cooldown: 30 seconds]
      Activate to increase Spell Power by 25% for 10 seconds. Level 18
      Unraveling [R1]
      Every 0.25 seconds, enemy Heroes Slowed by Slowing Sands have their Spell Armor reduced by 2 up to 30. Stuck in a Loop [R2]
      Temporal Loop teleports the target a second time after the first, and Basic Abilities continue recharging for an additional 3 seconds Piercing Sands [Q]
      Sand Blast now pierces all enemies hit. Blessing of the Bronze [Passive]
      While Chromie is alive, her all allied Heroes gain 10% Movement Speed and their Basic Abilities recharge 30% faster. Lucio
      Push Off [D]
      While moving alongside terrain, activate to slide towards a targeted location. Enemies hit take 100 damage and are Slowed by 75% for 1 second. Basic Abilities
      Soundwave [Q] (Mana: 30, Cooldown: 7 seconds)
      Deal 105 damage to enemies in an area and knock them back. Crossfade [W]
      Play one of two music tracks for Lucio and his allies. Crossfade - Healing Boost: Passively heal Lucio and nearby allied Heroes for 15 health per second. Crossfade - Speed Boost: Increase the Movement Speed of Lucio and nearby allied Heroes by 10%. Amp It Up [E] (Mana: 90, Cooldown: 13 seconds)
      Raise Lucios Crossfade track volume for 3 seconds, amping Healing Boost to 112 health per second and Speed Boost to 30% increased Movement Speed. Heroic Abilities
      Sound Barrier [R1] (Mana: 100, Cooldown: 80 seconds)
      After 1 secnd, Lucio and nearby Allied Heroes gain a 1296 point Shield that rapidly decays over 6 seconds. High Five [R2] (Mana 50, Cooldown: 15 seconds per ally)
      Quickly skate to an allied Hero. Upon arrival, the ally is granted Unstoppable for 1 second and is healed for 250. Talents
      Level 1
      Party Mix [W]
      Quest: Play Lucio's Crossfade tracks to nearby allies for a total of 8 minutes. Multiple allies provide additional time. Reward: Permanently increase Crossfade's range by 20%. Accelerando [Z]
      Wall Ride's Movement Speed bonus gradually increases to 40% over 4 seconds while Lucio maintains its effect. Smooth Moves [Z]
      While Wall Ride is active, Basic Attacks heal for 30% of the damage dealt and restore 0.5 Mana. Passive: Increase Wall Ride duration by 1 second. Level 4
      Subwoofer [Q]
      Enemies within the first half of Soundwave's range are knocked back 75% further. Quest: Hit 3 enemy Heroes with a single Soundwave. Reward: Increase Soundwave's arc by 50% and its range by 20%. Off the Wall [Q]
      Hitting an enemy with Soundwave while Wall Ride is active reduces its cooldown by 3 seconds. Supersonic [D]
      While Wall Ride is active, Push Off's cooldown recharges 100% faster. Level 7
      Good Vibrations [Q]
      Hitting an enemy with Soundwave grants Lucio a 35 Shield for 7 seconds. Hitting enemy Heroes grants 3 times this amount. Reverse Amp [W]
      Blast Lucio's active Crossfade track at enemy Heroes. While Amp It Up is active, Healing Boost deals 50 damage per second and Speed Boost Slows by 20%. This ability is unaffected by Crossfade talents Boombox [Active, Cooldown: 20 seconds)
      Place a boombox that plays Lucio's active Crossfade track for 30 seconds. Its volume adjusts with Amp It Up. Crossfade tracks do not stack. Level 10
      Sound Barrier [R1] (Mana: 100, Cooldown: 80 seconds)
      After 1 secnd, Lucio and nearby Allied Heroes gain a 1296 point Shield that rapidly decays over 6 seconds. High Five [R2] (Mana 50, Cooldown: 15 seconds per ally)
      Quickly skate to an allied Hero. Upon arrival, the ally is granted Unstoppable for 1 second and is healed for 250. Level 13
      All Together [W]
      For each ally affected by Crossfade, Lucio gains 5% Movement Speed that stacks with other bonuses. Heavy Casters [D]
      Push Off no longer Slows enemies, and instead Stuns them for 0.5 seconds. Slip [Z]
      While Wall Ride is active, passing near an enemy Hero increases its Movement Speed bonus to 40% for 1 second. Passive: Wall Ride grants 20 Armor. Level 16
      Rejuvenescencia [E]
      While Amp It Up is active, Crossfade's Healing Boost heals for an additional 2.5% of the target's maximum Health each second.
      Up the Frequency [E]
      Hitting enemy Heroes with Basic Attacks reduces the cooldown of Amp It Up by 0.45 seconds. Passive: Wall Ride increases Basic Attack range by 2.2. Up To Eleven [Active, Cooldown: 60 seconds]
      Activate to extend the duration of Amp It Up by 2 seconds. Level 20
      Boss Nova [R1]
      Reduce the cooldown of Sound Barrier to 30 seconds, but the Shield now decays over 4 seconds. Mixing Fire [R2]
      High Five can now be cast on enemy Heroes, dealing 225 damage and reducing all healing received by 50% for 3 seconds. Passive: Increase the duration of Amp It Up by 1 second. House Party [W]
      For each ally affected by Crossfade, Lucio gains 10% increased healing. Summer Anthem [Active, Cooldown: 75 seconds]
      Activate for all other allies affected by Crossfade to become Unkillable for 1.5 seconds.
    • By Stan
      The Heroes team recently talked about Loss Forgiveness, Storm League seeding, and solo queue in a series of blue posts on Reddit.
      Loss Forgiveness Clarifications
      Loss Forgiveness was discussed during the Ranked & Balance & Matchmaking AMA of March 6. The new feature is there to help soften the impact of a team with a player missing a significant portion of a match which contributes to a potentional loss. We learned that it has undergone significant development and the team still plans to implement it to the game. Yesterday, however, the Heroes team informed us that there are still some edge cases that impact the release of Loss Forgiveness. The tricky portion of the feature is to truly determine, whether a player has connection issues or is disconnecting on purpose.
      Blizzard (Source)
      Do you plan to implement a loss forgiveness mechanic for being matched with AFK/Disconnected players in ranked?
      Hello Midnight7_7:) Firstly I'd like to let you know that the The Loss Forgiveness feature has undergone significant development, and is something we still plan on delivering. However, there are quite a few edge cases that we need to consider when developing this feature in order to make sure it provides the best experience for you, the player.  Let's break this question down into a few scenarios: 
      A game completes while a player is disconnected: A leaver penalty is already applied to the account and the user is no longer able to participate in ranked matches until they have played the required amount non ranked matches. This scenario is already handled. 
      A player is disconnected for a significant portion of the match: This is the Loss Forgiveness feature that we would like to polish.
      Update Posted on March 18th
      Hey folks,
      I'd like to bring some clarity to the second point that was intentionally left vague as we are working around some of the edge cases that impact the release of this feature.
      The Loss Forgiveness feature is designed to help soften the impact of a team with a player missing a significant portion of a match which contributes to a potential loss. Ideas that that we've considered and are still polishing up are:
      The amount of time a player needs to be absent for before they significantly lessen the chance for their team to win. If the team who experienced the absent player wins - still award the win. If the team who experienced the absent player loses - forgive the loss. If the offending player has a frequent history of being absent for significant portions of a match, apply a stricter penalty that impacts their rank. The duration of time the player will be flagged as a frequent deserter will be for the remainder of the season. The tricky situation around the polish of Loss Forgiveness is determining if a player truly disconnected or is experiencing (potentially widespread) connectivity issues outside of their control. In the event the player is experiencing connectivity issues, we feel it may be unfair to apply a stricter penalty that impacts their rank. On the other hand, for players who are intentionally frequently absent from a game, the stricter penalty needs to be applied otherwise the system can be exploited.
      I hope this brings some additional clarity around some of the misunderstandings.
      Using Team League MMR to Seed Storm League & Single Queue
      Hero and Team League will be merged into Storm League, a single Ranked queue, in the latest content patch that arrives on live servers next week. The starting MMR in Storm League will be taken from a player's last highest MMR from Hero or Team League, whichever is higher. One reason why the Heroes team is okay with that, despite the unbalanced Team League, is because they plan to cap everyone at Diamond 5, so boosted players will have to fight their way up the ranks.
      They're also internally considering the return of Solo Queue (being matched with other solo players), but it won't ship with the new Season.
      Blizzard (Source)
      Blizzard, it is no secret that TL is a highly unbalanced mess where ranks are made up and points don't matter. I assume you don't want to completely ostracize players that exclusively play TL, but I would highly recommend you ignore TL entirely when it comes to seeding Storm League. If you do not I fear the clown fiesta that Ranked is now will only be enhanced and your new mode will be DOA.
      Good afternoon Reddit friends,
      We have been hearing this feedback loud and clear, and have talked about it internally a lot. We understand your feelings about this and are working very hard to make sure that Storm League is fun, competitive, and inviting to all players interested in it.
      The major reason we are okay with taking the highest between both current Leagues is because we plan to 'clamp' the high-end of the player base. The exact clamp position is still subject to change, but we are currently targeting an MMR equivalent of Diamond 5. This means that even players that were previously 'boosted' in TL games, will have to fight their way back into higher rankings. 'Boosted' players that don't actually deserve their current MMR should fall to where they belong over time, and with the incoming decay changes, will not be able to place high and then just quit.
      We are still very hard at work on a lot of this stuff, so please continue to give your feedback and discuss all of the stuff you are looking forward to, as well as the things you would like to see changed!
      Have a wonderful PTR day!
      Thank you for the reply. Could you tell us if there will be a solo queue only possibilty? Like to only queue vs other solo players?
      We have talked about this internally and think it's a great idea. We also bounced-around the idea of each player having two visible MMR's as well (solo and group).
      The chance of it shipping with the first season is very small though, as we still have a huge amount of work to finish the current scope.
      So correct me if I'm wrong. What you're saying is that the highest rank anyone will be able to achieve when Storm league goes live is (for now)D5? Is it for TL MMR only or both?
      For both - but again, that is still subject to change as we continue fleshing out the full feature.