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heroes Hero Designer Interview

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Our team interviewed Hero Designer Jade Martin at BlizzCon. He talks about Kharazim & Dehaka changes, Braxis Houldout, the MVP system, Varian & more.

Do you have any plans to include Hero trading during drafts?

This is a great questions for Travis, he'd be better to answer that. Unfortunately, I have no time frame. It's a feature that would some people are looking at.

It's definitely a feature that would be really nice to have in the future, if we look at for example clans.

It's one of the things we'd like to get in eventually.

Any plans to add some crazy rules to brawls? With crazy, I mean stuff like no cooldowns, mixed abilities, I don't know if you're familiar with the WTF mode for DOTA?

Brawls are "the sky is the limit for us". We have a ton of things in the pipeline and I wouldn't be surprised if there was a mode with no cooldowns, cooldown resets there's all kind of things. That's the great thing about Brawls that it lets us break the rules and do it on a weekly basis and we only have to worry about it for a week. 

None of the Heroes were altered in the Brawls thus far, except the Sgt. Hammer's permanent Thruster (Z). Nova's Snipe one-shots, there are these type of things we could certainly do. There are gonna be engine limitations when I say sky is the limit .We're assessing all this crazy ideas and doing what we would think is fun, because the mode's supposed to be fun.

Plans to rework existing Heroes?

Absolutely. We're planning to rework Kharazim by adding a Mystic Ally. One gives him Health regen, one gives him vision and another one gives allies block reducing basic attack damage and it allows him to do some cool things. We like where Dehaka's at in terms of seeing more frequent play, but Dehaka is subject to talent reworks to push him more into that solo warrior. He's [E] Burrow can be cancelled early now (generally you had to wait for two seconds). We're constantly looking at improving the classes.

We just saw a preview of Varian, who has very distinct playstyles and there are other Heroes we feel have hybrid playstyles (Tyrande, Tassadar, Kharazim are prime examples). I think he was marketed as a Hero that you could choose what to do, but in the end I think he ended up as a super healer?

So in terms of reworking past Heroes into multi-classers, there's no current plans to do something like that, but I wouldn't say it's off the table. In terms of Kharazim you really bring up a good point, where he is kind of seen as the solo support and you're absolutely right, which is why we try to focus him to play that bruiser role. It's definitely on our radar, he's not gonna be like a multi-class hero, but we're certainly making sure he's played both as a support and a bruiser. We would love for him to be drafted into like a pro game and be purely an assassin. It has different implications from there, because you see different supports being picked, or even enemy team being like, okay, they went Kharazim, but I don't know what are they gonna do. They won't know until the last pick, so basically it allows some really cool drafts.

Why was Varian picked as a multi-class hero? is it because of the stances?

WoW classes really fit that role and we knew we wanted to bring in a warrior and so we knew we wanted a solo tank so that was the direction for one of the roles so we went with the tank and then the DPS roles filled in for that, you have Arms, Fury and Protection in WoW, right? It translated really well into our game. The reason for Varian is "If we're doing a multi-class Hero, what Hero is better to pick than Varian?". He's super iconic, he's the master warrior right?

I see that you've done this actually through talents. Was it ever considered to do it through his trait?

We knew we wanted players to lock in to their choices very early on, we wanted it to be game defining, so we didn't really explore the option of having a trait, we didn't want to go that route, but what we did explore early on was actually what levels are appropriate for making that choice. What we ended up settling on was doing it at Level 10 felt like the appropriate time to do that. The Level 1 / 4 / 7 choices augmented his abilities in a strong enough fashion that it warranted waiting till 10 to make that epic choice, because in some comps you're not entirely sure, especially if you're going DPS, like if he's the only warrior chances are he's probably going to go the warrior spec. But if you have a warrior already, you want hide if you're gonna be the sustained damage annoyance or if you're gonna be that burst damage and Level 10 seemed like a right place for it.

He's the first Hero to get three Heroic choices, which is interesting.

Yeah, that is true. We never try limit ourselves to saying a Hero can only have one or two, Tracer is a good example she only has one Heroic, but she has three choices at 10 right? We never lock ourselves into rule, because as soon as we do that we're gonna break it anyway.

Any plans to rework Murky?

We would love to see Murky played more. I will say we are looking at it, but I have no idea when anything like that would come though.

Because a lot of the most recent Heroes capitalize on Murky's weakness (Li-Ming/Tracer).

That's something we will have to take into consideration when we're doing some chances, he's on our radar. We definitely want to see him in competitive play and in our players' hands too.

PPL tried to make an open player tournament where they control what player gets into the tournament setting. Most of the time these systems are created by the community it tend to be falling apart in a few months, because of people losing interest and management issues. Do you think it's something that Blizzard could handle in game like automated tournaments ?

So, I think anytime that we can help promote community events, we should try to do our best and that's more an eSports community question that I can't help out with, but I think those community events are awesome for us, because it shows how the community cares about our games and wants to see them thrive., but as far as end-game automated gameplay, we have no plans for this but the thought of having like in-game hosted tournaments where anyone could sign up sounds really awesome.

Team League to an extent would be a nice place to start, you have teams of 5 that could go into a tournament.

Something like that would be cool. Another idea I will pass on the team.

Braxis Holdout has a tendency of what we call snowballing. During the Road to BlizzCon we had an eight-minute match, which is half of the duration of a typical map, do you feel that this is okay for the map design specifically or are the other maps too slow?

I don't think our design team aims at designing maps saying "hey, this map will be snowbally". It's always something we're trying to address. If we look at Haunted Mines, it also saw 8 minutes of gameplay and it's being reworked. One of the great thing about our game is that there's always a chance to come back and it makes the game exciting. If Braxis Holdout isn't hitting that right now, we should do something to address that and I think the team would look into it. Like the zerg wave are too strong, maybe the loser zerg waves are too weak, maybe this contributes to the snowbally effect of it, but we're definitely looking at it, we're constantly monitoring and if we see those eight-minute matches it will be on our radar.

Would you consider implementing a thumb down system for maps you don't want to play?

I don't know we've ever considered that honestly, we'd like to stick more to map rotations and stuff like that rather than doing a thumb down system. I think a lot of concern with the thumb down systems is as soon as you implement something like that only a very specific few maps ever get played  that the community might perceive as the best or whatever and so rather than doing something like that, personally, I'd rather address those maps, we want everyone to play all maps. Make each map interesting. That's part of the really cool thing about Heroes of the Storm, we do have so many maps and it really changes like who are you drafting. Like Sylvanas is great on Battlefield of Eternity or Infernal Shrines where she's pushing with a Punisher and so it really changed our game. Even Ragnaros, I'm so excited to see him on maps like Braxis Holdout where he can take over the forts and defend a little bit better than other Heroes will be able to or even encounter a Sylvanas on Battlefield of Eternity trying to take down the tower. I like what maps do and I like the Hero draft implications they have so I want to stay focused on that. Variety is what makes the game interesting. We look back at last year's BlizzCon where we saw Leoric and a Murky and an Abathur on the same team right? Like you get all these cool Heroes together you'd never expect and that's what's fun and we want to continue on that.

Are there any visual reworks planned?

I don't know that we have any planned right now.

Would you like to see a crowdfunded price pools using mounts, skins and so on?

Honestly, I'll just default the question to eSports to answer. You know, other games in the genre do it and it's really interesting. We have some changes planned for eSports that will help pro players and keep it running.

In a lots of games you can access the scoreboard, everything you've done, your damage, siege damage and so on, in Heroes you can't do that from the in-game scoreboard you can watch a replay and look at it. is that planned?

It's another thing we have on the list. No priority right now. It's something we'd like to see, we just don't have resources for at the moment. We're allocating those resources on higher priorities.

Are you happy with the current MVP system?

I like what it's doing for the game, I think it's always fun when you're playing the game for me personally, I always tend to play the best I can, but you know, I'm even more focused on not dying, trying to get kills and trying to do everything I can for my team. And so in that regard I really like it, because I feel like it's really cool at the end of the game when you see you got MVP. There are certain flaws in it. Is our algorithm perfect? No. Certainly not, but it's something that we're looking at with every update try to improve on. We're constantly looking at how we can tune it better.

Any plans to introduce positive reinforcement rewards?

In terms of in-game currency, I don't know what's planned for that. it's a systems questions. We always want to reward players. We have an event "play 15 games in 15 daysand you get Zarya, you play 30 games you get a mount. We're constantly looking in ways to reward players. We want people to have fun and be rewarded for it. 

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      Loot Chests are a new way to unlock cosmetic items and other rewards in Heroes of the Storm, and players will now receive a Loot Chest every time they level-up! Open Loot Chests, or purchase new ones, by heading to the new Loot screen added to the top navigation bar in the game’s menus. Each Loot Chest will award 4 randomized items of varying rarity: Common, Rare, Epic, or Legendary. Click on an available Loot Chest to open it, revealing 4 Nexus Coins, which will shimmer and glow with a color that matches the rarity of their items. Click each coin to unveil the treasures they hide. There are currently 4 different types of Loot Chests: basic Loot Chests, Rare, Epic, and Hero-specific. While all Loot Chests may drop items of any rarity, Rare and Epic Loot Chests are guaranteed to contain at least one item that matches that chest’s rarity level, or higher. Hero-specific Loot Chests are guaranteed to contain at least one item associated with that Hero. Re-Roll Loot Chest Rewards The items awarded by a Loot Chest can be re-rolled using Gold. Each Loot Chest can be re-rolled up to 3 times. The first re-roll costs 250 Gold, and the price increases by 250 per additional re-roll on the same Chest. Upon confirming a re-roll, that Loot Chest’s original contents will be permanently discarded, and replaced by a new set of 4 randomized Nexus Coins. Re-roll carefully! Loot Chest Rewards and New Items
      Loot Chest rewards may include Heroes, Mounts, Skins, Stimpacks, and many new items being introduced with Heroes of the Storm 2.0:   New Legendary Skin: Prime Evil Diablo
      Prime Evil Diablo has joined the Nexus as a new Legendary Skin. Announcers Replace many in-game announcements with voiceover from one of a variety of Heroes. Hero Announcers will call out takedowns, kill streaks, destroyed structures, and much more. Voice Lines Equip a line of dialogue from the selected Hero and play it in-game for all nearby players in a match to hear. Voice lines can be played at any time while alive. Default hotkey: I All Heroes will start with one “Nexus” Voice Line unlocked and automatically selected for use in-game. Banners Automatically plant a stylized flag upon destroying Keeps and Forts, capturing Merc Camps, or completing Battleground Objectives. All Heroes will start with one “Nexus” Banner unlocked and automatically selected for use in-game. Sprays Tag the terrain with unique icons and artwork that are visible to all players in a match. One Spray per Hero can exist on the terrain at any given time, and will last approximately 8 seconds. Default hotkey: T All Heroes will start with one “Nexus” Spray unlocked and automatically selected for use in-game. Emoji Packs A massive collection of stylized and Hero-specific chat icons have been added, and can be used during in and out-of-game messages. Each Emoji Pack contains 5 Emojis. View all available Emojis by clicking the new Emoji button added to the out-of-game Chat bar. Up to 10 Emojis can be set as Favorites. Right-click Emojis to add or remove them from Favorites. Use Favorites during a match by clicking the heart button added to the right side of the in-game Chat bar. Players’ Emojis will automatically convert to match the Heroes they are currently using, so long as they own that Hero’s Emoji Packs. This will occur in-game, as well as after choosing a Hero during Hero Select or in Draft Lobbies. Portraits Many new Portraits, featuring unique artwork and a variety of art styles, have been added to the game. Shards Shards are a new crafting material that can be used to Forge unowned cosmetic items. All cosmetic items that can be found in Loot Chests can be Forged, and all Forgeable items can be found in your Collection. Varying amounts of Shards can appear as Loot Chest drops. Any duplicate items received in a Loot Chest will automatically fragment into Shards. Revamped Progression Rewards
      Player Level Progression Rewards Certain progression milestones will award Loot Chests of different rarities: Loot Chest: Every player level that does not award a Rare or Epic Loot Chest. Rare Loot Chest: Every 5 player levels. Epic Loot Chest: Every 25 player levels. The level requirements to unlock Free Hero Rotation slots have been adjusted: Slots 1 – 10: Are still immediately available at player level 1. Slots 11 – 14: Now unlock at player levels 5, 10, 15, and 20, respectively. Players will earn additional rewards upon reaching the following levels: Player level 5: 1,000 Gems This Gem reward will be granted retroactively to existing players who reached level 5 in the previous progression system. Player level 10: 7 Day Stimpack Every 25 player levels: 150 Gems Gems are a new currency introduced with the arrival of Heroes of the Storm 2.0. Learn more about them by clicking here. Hero Level Progression Rewards Hero progression rewards have also received significant changes, and can be earned at the following milestones: Hero level 5: Hero Portrait Hero level 15: Master Hero Portrait Every 5 Hero levels: 500 Gold Every 10 Hero levels: Hero-specific Loot Chest Hero-specific Loot Chests are guaranteed to drop at least one item that’s usable by the Hero who earned it. Collection
      Introducing Your Collection
      The Heroes of the Storm in-game Shop has been transformed into your Collection, which is the central location where players can browse through the Heroes and cosmetic items they own, and unlock the ones they don’t. Switch among item categories using the row of tabs found along the top of your Collection screen. Hover the cursor over an item to use the purchasing options available for that item, or to Forge it using Shards. Click Heroes, Skins, Mounts, and Banners to view them in more detail. Use the dropdown menus found on each category page to filter items by owned, unowned, release date, and more. Enter keywords in the Search bar to find specific items. The Bundles tab has been removed, and all available Bundles will now appear on your Collection’s Featured tab. Upon receiving previously unowned items in a Loot Chest, the total number of new items added to your Collection will be displayed on the Collection button in the top navigation bar. Additional new item notifications will appear on each category tab in your Collection where a new item can be found, as well as on the sub-category buttons found on the left side of each category page. Clear new item notifications by right-clicking the associated category and sub-category buttons in your Collection, and then selecting “Mark items as seen.” Alternatively, navigate to each new item manually and hover the cursor over them to clear the notification for that item. New Currency: Gems
      Gems have replaced real money as the primary currency in Heroes of the Storm. Gems can be used to purchase Heroes, Bundles, Loot Chests, Stimpacks, and Featured Items. Additional Gems can be purchased using real money in the Gem Shop. Enter the Gem Shop by clicking the “+” button found next to the Gem counter added to the top navigation bar in the game’s menus. Existing Currency: Gold
      Gold can be used to purchase Heroes and Loot Chest re-rolls. Gold will still be awarded through Hero progression, as well as upon completing matches, Daily Quests, and Heroes Brawls. New Crafting Material: Shards
      As mentioned previously, Shards are a new crafting material that can be collected and used to Forge cosmetic items, including: Skins, Mounts, Announcers, Banners, Emoji packs, Sprays, Portraits, and Voice Lines. Varying amounts of Shards can appear as Loot Chest drops. Any duplicate items received in a Loot Chest will automatically fragment into Shards. New Items
      The items listed below have been added to the Collection, and will be available for Gem purchase for a limited time. New Skins Genji Oni Genji, Vengeful Oni Genji, Moss Oni Genji Auriel Sakura Auriel, Spring Sakura Auriel, Scarlet Sakura Auriel Zarya Cyberdemon Zarya, Indigo Cyberdemon Zarya, Cyborgdemon Zarya New Bundles and Skin Packs Genji Heroic Bundle Sakura Auriel Skin Pack Cyberdemon Zarya Skin Pack Skin and Mount Changes
      Skin Variations, Mount Variations, and Master Skins have been reclassified as individual items. Players can receive these items as Loot Chest drops, or Forge them using Shards, but they are no longer unlocked via Hero progression. Players who owned any Skins, Master Skins, and Mounts prior to Heroes of the Storm 2.0 will still be able to use them after release. In addition to the base version of those Skins and Mounts, players will also permanently receive both of those items’ variations —whether or not they had previously unlocked them through progression. Featured and New Items In addition to Forging Skins and Mounts using Shards, or finding them in Loot Chests, a number of Featured Skins and Mounts will be available for Gem purchase in the Collection. To keep things fresh, the list of Featured Skins and Mounts will rotate on a regular basis. Many newly released Skins and Mounts will also be purchasable using Gems for several weeks following their arrival to the Nexus. Much like new Heroes receive a Gold price reduction once they’ve been in the Nexus for a few weeks, new Skins and Mounts that are unlockable using Gems start at a higher than normal Shard price. These items will receive a Shard price reduction a few weeks after they are added to the game. New items that are only unlockable via Loot Chests and Forging (such as a new version of an existing Skin) will not start at a higher Shard price, or receive a Shard price reduction. Seasonal Items Some existing holiday-themed Skins and Mounts, including Winter Veil, Hallow’s End, Lunar Festival, and other seasonal items, will only be unlockable during in-game events for those holidays. Unlock seasonal and holiday-themed items during their associated in-game events via Loot Chest drops, or by forging them with Shards.   User Interface
      General
      Keep track of Gem, Gold, and Shard totals using the counters that have been added next to the Party Panel at the top of the screen. The Stimpack, First Win of the Day, and XP Bonus indicators have been moved beneath the Player Portrait in the upper-right corner of the screen. Attack Move Target Point Attack Move Target Point has been added to the Gameplay Options menu. If enabled, attack move (default: A + Left-Click) concentrates on the closest enemy to the target point. If disabled, attack move concentrates on the closest enemy to your Hero. Quest Log A Progression section has been added to the bottom of the Quest Log, which will display upcoming progression system rewards. Clicking the Progression section of the Quest Log will open the Progression tab or Hero Detail page in the Player Profile, depending on which type of reward was displayed. Loadouts
      Loadouts offer the ability to customize which Skins, Mounts, Banners, Sprays, Voice Lines, and Announcers each Hero will use in-game. A new “Loadout” button has replaced the “Skins” and “Mounts” buttons in the lower left corner of the Hero Select screen and Draft Lobbies. Click the Loadout button to bring up the customization window, and then use the row of item category buttons at the top to choose which gear to equip in the selected loadout. Use the dropdown menu beneath the row of category buttons to filter by owned and unowned items, or enter keywords in the Search bar to find specific items. Items that have not yet been unlocked can be Forged directly from the Loadout window using Shards. The items that are currently equipped in the selected Loadout will be displayed at the center of the screen above the Ready button. Up to 3 Loadouts can be set per Hero, and they are automatically saved whenever a change is made. Switch among a Hero’s Loadouts using the dropdown menu in the upper-left corner of the customization window. Enter a name for each loadout using the text bar at the top of the customization window. Player Profile
      The Player Profile has been reworked and received additional visual polish. Profile navigation has moved to the top of the window, and each Profile tab has changed in the following ways: Summary The number of Most Played Heroes displayed has increased from 3 to 4. A number of new statistics, as well as award and reward information, will now be displayed in the bottom half of the window. Current player level, and Ranked play badges have moved to the right side of the window. The chart detailing the number of games played per Hero role can be found in the lower-right corner. Progression Current player level, and the 3 Heroes who are closest to leveling-up, will now be displayed at the center of the Progression tab. Upcoming progression rewards will populate along the left-side of the window. Roster (Formerly: “Hero Collection”) All available Heroes, and their current Hero level progress, are visible on this tab. Click a Hero to view additional statistics and upcoming Hero progression rewards. Buttons have also been added for the Collection and Try Mode. Favorite Heroes and a number of new statistics can now be found on the right side of the window. Match History Has received additional visual polish. Statistics Use this tab to view a number of new Hero statistics, Battleground win-rates, and a variety of other performance data. Portrait This tab has been removed from the Profile. Players can now select their Portraits and Portrait Borders using the Portraits category in the Collection. Mastery Taunts
      Issuing an in-game Taunt using a Hero who has reached level 15 or higher will now display unique “mastery” visual effects. The Hero will also play its taunt animation and voiceover. Issue an in-game Taunt using the radial emote menu (default: X), by pressing the Taunt hotkey (default: J), or by typing “/Taunt” into chat. Additional Hero Mastery Taunts will be added to the game in future patches, unlocking at levels 25, 50, 75, and 100. Read our recent blog on Mastery Taunts for more information. Heroes Brawl
      Completing matches in Heroes Brawl will now award Hero XP. In cases where multiple Heroes are used during the same Heroes Brawl, the total XP earned will be divided evenly among them. Completing the weekly Heroes Brawl quest will now award a Loot Chest, rather than a Portrait and Gold. In-Game U.I.
      The in-game Chat box has been slightly lowered to provide more visibility in the center of the screen. Expression Wheel An Expression Wheel has been added, which can be used to quickly drop a Spray, play a Voice Line, as well as issue Dance and Taunt commands, in-game. Press “X” to bring up the Expression Wheel, and then drag the cursor in the direction of the desired expression. The Voice Line and Spray that are available in-game can be set using the Loadout button during Hero Select, as detailed above. Art
      General
      The Loading Screen displayed upon launching the game client has received new art! Visual effects that indicate Movement Speed bonuses have received updates. Sprays have received additional polish that should help them feel more integrated with battleground environments. Heroes, Abilities, and Talents
      Tassadar: Nullification (Talent) has received updated visual effects. Battlegrounds
      Layout Adjustments
      The following Battlegrounds have each received a number of minor layout improvements in order to alleviate certain areas that could create awkward gameplay moments. Sky Temple Cursed Hollow Dragon Shire Garden of Terror These changes generally consist of small adjustments to the terrain, and some areas of brush have been pruned or removed. Battleground art has been updated to match the areas where these changes were made. Heroes
      Assassin
      Valeera

      Abilities
      Eviscerate (E) Damage reduced from 100 to 85 per combo point Talents
      Level 13 Death from Above (Q) Teleport range reduced from 7 to 6 Level 20 Coldblood (E) Removed Specialist
      Probius

      Abilities
      Photon Cannon (E) Can now be self-cast Support
      Auriel

      Abilities
      Resurrect (R) New Functionality Increased cooldown from 70 to 120 seconds Reduced channel time from 3 to 0.5 seconds Added a 5 second delay between finishing the cast and the Hero coming back to life Talents
      Level 20 Light Speed (R) New Functionality Removed the increased Health upon reviving Now causes the cooldown of Resurrect to recharge 100% faster while previous target is alive Brightwing

      Abilities
      Soothing Mist (Trait) Now displays a range ring around Brightwing that conveys the radius of her heal. This is only visible to Brightwing. Uther

      Stats
      Removed passive Armor Base maximum Health increased from 2054 to 2156 Health Regeneration increased from 4.28 to 4.49 Abilities
      Holy Light (Q) Healing amount reduced from 427 to 380 Now also heals Uther for 190 if cast on an ally Holy Radiance (W) Healing amount reduced from 219 to 160 (now matches damage) Mana cost reduced from 65 to 60 Eternal Devotion (Trait) Added Functionality: When Uther heals anyone with a Basic Ability, they gain 25 Armor for 2 seconds.  This effect does not stack with itself. Talents
      Level 1 Conjurer’s Pursuit (Passive) Removed Wave of Light (W) No longer has a cap on the Mana return and Cooldown Reduction amounts Now grants the benefits when enemy Heroes are damaged Increased the amount of Mana returned from 8 to 10 Added a quest component: !Quest: Heal or damage 60 Heroes with Holy Radiance !Reward: Increase the duration of Eternal Devotion’s Armor effect to 3 seconds Hammer of the Lightbringer (E) New functionality: Uther’s Basic Attacks restore 1.5% of his maximum Mana !Quest: Hit 75 enemy Heroes with Basic Attacks !Reward: Basic Attacks also reduce the cooldown of Hammer of Justice by 1 second Fist of Justice (E) Removed (New) Silver Touch (Q) !Quest:  Reduce damage taken from Heroes using Eternal Devotion's Armor effect !Reward:  After reducing 40 sources of Hero damage, reduce the Mana cost of Holy Light by 20 !Reward:  After reducing 80 sources of Hero damage, reduce the Mana cost of Holy Light by an additional 20 and increase the cast range by 50% Level 4 Beacon of Light (Q) Moved to level 16 New functionality: While below 50% Health, Uther receives 200% more self-healing when healing others with Holy Light Boundless Conviction (W) Removed Protective Shield (Active) Removed (New) Pursuit of Justice (E) Casting Hammer of Justice increases Uther's Movement Speed by 20% for 3 seconds Level 7 Burden of Guilt (E) Removed Holy Fire (Passive) Moved to level 4 Damage reduced from 18 to 16 per second Cleanse (Active) Removed (New) Armor of Faith (Trait) Holy Light recharges 100% faster for 6 seconds when Uther is Stunned, Rooted, or Silenced (New) Guardian of Ancient Kings (Trait) Healing a Stunned, Rooted, or Silenced Hero with a Basic Ability increases the Armor bonus of Eternal Devotion from 25 to 75 (New) Hand of Protection (Active) Activate to make target ally Unstoppable for 1 second.  Cannot be cast on yourself.  90 second cooldown.  Basic Attack reduce this cooldown by 5 seconds. Level 13 Blessed Champion (Q) Healing from Basic Attacks reduced from 20% to 15% of Holy Light, but is calculated from the combined total of Holy Light’s Ally and self heal Holy Shock (Q) Moved to level 4 No longer increases the value of Uther’s next Holy Light, but instead refunds 45 Mana when cast on an enemy Holy Shock still heals Uther for 200 if cast on an enemy Shrink Ray (Active) Removed (New) Well Met (E) Hammer of Justice also reduces enemy Hero Movement Speed by 25% and damage by 25% for 3 seconds Level 16 Hardened Focus (Passive) Removed Righteous Defense (Q) Removed Gathering Radiance (W) Removed (New) Tyr's Deliverance (W) Hitting an allied Hero with Holy Radiance increases their healing received by 40% for 6 seconds Level 20 (New) Divine Protection (Trait) Eternal Devotion's Armor can now stack twice. Each new application will refresh the duration of both armor effects LEVEL (TIER)   UTHER TALENTS     1 (1) (!) Silver Touch (Q) (!) Wave of Light (W) (!) Hammer of the Lightbringer (E)   4 (2) Holy Shock (Q) Pursuit of Justice (E) Holy Fire (Passive)   7 (3) Armor of Faith (Q) Guardian of Ancient Kings (Trait) Hand of Protection (Active)   10 (4) Divine Shield Divine Storm — — 13 (5) Blessed Champion (Q) Well Met (E) Spell Shield (Passive)   16 (6) Beacon of Light (Q) Tyr's Deliverance (W) Benediction (Active)   20 (7) Bulwark of Light (R) Divine Hurricane (R) Redemption (Passive) Divine Protection (Passive) (!) indicates a Questing Talent. Italic text indicates a NEW Talent. Bold text indicates a MOVED Talent. Warrior
      Anub'arak

      Abilities
      Burrow Charge (E) Hovering over this ability will now show the range indicator for distance traveled, as well as the area affected when he emerges from burrow Locust Swarm (R) A range indicator will now appear to Anub’arak while Locust Swarm is active Talents
      Level 13 Urticating Spines (W) Hovering over the ability button after selecting this talent will now show a range indicator Bug Fixes
      General
      Mac: Launching Heroes of the Storm using the Mac 10.12 OS will no longer adjust the player’s mouse acceleration setting. Battlegrounds
      Battlefield of Eternity: Fixed a rare issue in which an Immortal could be awarded to the wrong team if both Immortals were killed at nearly the same time. Haunted Mines: The terrain surrounding Sapper Merc Camps will now correctly block vision of the camp. Haunted Mines: Leoric will no longer fail to respawn properly after being killed via damage dealt by a nearby spawning Grave Golem. Tomb of the Spider Queen: Webweavers will no longer become distracted by Summoned units. Try Mode: The Complete Quests button will now correctly set Zul’jin’s You Want Axe quest to 120 attacks, rather than 500. Try Mode: The Reset Talents button will now correctly remove bonus Hungering Arrow strikes earned by previously completing the Puncturing Arrow quest. Try Mode: Tassadar’s Oracle cooldown will now be correctly reduced by 15 seconds when completing the Mental Acuity quest via the Complete Quests button. Art
      Cyber Ram: Fixed an issue in which the Cyber Ram’s hind legs appeared slanted. Gazlowe: Restored missing visual effects during Gazlowe’s transformation into Robo-Goblin form. Greymane: Restored missing visual effects during Go for the Throat. Rexxar: Misha, Focus! now uses the same Ability icon in-game as it does on Rexxar’s detail page in the Collection. Valla: Strafe visual effects will no longer continue to play after the Ability expires. Varian: Will no longer appear scaled-down on the Ranked Play screen. Xul: Will no longer appear offset on the Ranked Play screen. Heroes, Abilities, and Talents
      Quest Talents: Fixed a bug that caused quest talents that track every second to ping continuously. They will now only ping every 5 seconds as intended. Regeneration Globes: Will now play an animation upon expiration rather than suddenly disappearing. Spell Shield: Toggling Spell Shield will no longer cancel an active Hearthstone channel. Abathur: Heroes can no longer push a player-controlled Monstrosity by walking into it. Auriel: Detainment Strike will now correctly stun enemies who collide with corners of terrain. Auriel: Fixed an issue that could cause Resurrect’s revive message to appear on the MVP screen. Chen: Freshest Ingredients will no longer grant 3 Health Regeneration stacks for Regeneration Globes collected during Storm, Earth Fire. Diablo: Fixed an issue preventing Diablo from using Basic Attacks against his Overpower target if Overpower was interrupted by Zeratul’s Void Prison. Cho: Twilight Hammer will now deal damage to Murky’s Pufferfish. Gall: Fixed an issue that could cause Gall to use his base skin on the MVP screen despite using an alternate skin during the match. Gazlowe: Can now correctly issue commands to active Rock-It! Turrets while dead. Illidan: Fixed an issue that could cause Illidan to respawn at his death location if he cast Sweeping Strikes in the same moment that he was killed. Murky: Can no longer call down a Nuke during Safety Bubble on Warhead Junction.
      Nazeebo: Corpse Spiders will no longer prioritize Kharazim’s Air Ally or Lúcio’s Boombox over enemy Heroes. Probius: Pylons and Photon Cannons will no longer be affected by Power Overflowing when Probius is not inside a Pylon’s Power Field. Samuro: Way of Illusion will no longer continue to generate quest progress icons after its quest is complete. Tassadar: Prismatic Link will no longer cause Basic Attacks to continue to hit the tertiary target if the primary and secondary targets move out of range of one another. The Butcher: Victuals will no longer stop functioning after completing Fresh Meat’s quest. The Butcher: Butcher’s Brand visual effects will no longer persist on a Punisher until it is killed. The Butcher: Will now properly receive Healing for Basic Attack damage dealt to a Punisher affected by Butcher’s Brand. The Lost Vikings: Fixed an issue causing Olaf to begin attacking the nearest enemy after using Charge, rather than the intended target. Tracer: After using Blink, Tracer will now correctly continue to walk in the direction she was originally moving prior to the cast. Tyrael: Fixed an issue that could cause Archangel’s Wrath to immediately explode on death, and prevent Tyrael from respawning. Varian: After learning Second Wind, Varian will now correctly earn bonus Healing for bonus damage dealt by Shattering Throw against a Shielded target. Zagara: Damage dealt by Hunter Killer and Roach summons will no longer be reduced by Armor. Zeratul: A revealed icon will no longer appear above enemies hit by Rending Cleave. Zul’jin: Taz'dingo! Will now correctly prevent Zul’jin from dying when cast at the same moment that he would have taken fatal damage. Sound
      E.T.C.: Enemies affected by a Mosh Pit that was cast from inside of a bush or vent will now correctly hear the Ability’s sound effects. User Interface
      Hotkeys: Control group hotkeys in the default Standard for Lefties profile now correctly mirror the Standard profile, with the first slot bound to the 7 key. Heroes Brawl: Brawls that only require completion of 2 matches will no longer state that 3 matches are needed in order to earn rewards. Kill Feed: The Kill Feed will no longer display blank portraits for Heroes who are killed by an Immortal while the Immortals are dueling on Battlefield of Eternity.