Stan

PTR Patch Notes: November 7

Sign in to follow this  

10 posts in this topic

S905U982A5MG1441231839760.jpg

A new patch has been deployed to Public Test Realms and it contains Varian, revamped tutorials, Blackheart's Revenge Brawl and some Hero changes.

If you're excited about the Varian Hero announcement from BlizzCon, you don't have to wait any longer. He's now available on test realms and if you purchase him now, he will unlock automatically once the Patch goes live next week.

Blizzard LogoBlizzard Entertainment

General

New Brawl: Blackheart’s Revenge

Captain Blackheart has shoved off in his ghost ship, Blackheart’s Revenge, to blow the docks to smithereens! Attack Blackheart’s ship to stop his assault and send him to a watery grave, or clear the path of enemies to defend him as he carries out his mission.

  • Blackheart’s Revenge is a new Arena Battleground that introduces attack/defend-style mechanics and asymmetric gameplay to Heroes of the Storm. Only the attacking team has a Core, and they must stop Blackheart before sails across the battleground to destroy it.
    • Shuffle Pick: Pick one of three randomly selected Heroes, and then duke it out against the enemy team to attack or defend Blackheart. Teams swap at the end of each round, and the first team to complete their objective twice will claim victory.
    • Attack: The attacking team must gather cannonballs, load them into cannons that line the docks, and fire on Blackheart’s Revenge to sink the ship before it reaches their Core.
    • Defend: Kill attacking Heroes to prevent them from firing the cannons and see to it that Blackheart’s ship reaches the Core in-tact.
  • Click the Brawl Info button in the lower-left corner of the screen to learn detailed information about the currently active Brawl.

Revamped Tutorial

  • The Heroes of the Storm Tutorial has been reworked and split into two categories: Tutorial and Battleground Training.
    • The Tutorial covers the basics of how to play Heroes of the Storm, including combat, team leveling, Talents, and Mercenary Camps.
    • Battleground Training acquaints players with the importance of Battleground Objectives.
  • Players can now play through the Tutorial and Battleground Training using three different Heroes: Jaina, Muradin, and Tyrande.
    • New players will be able add one of these 3 Heroes to their Hero Collections for free!
  • Revisit the Tutorials or Challenges at any time by opening the Main Menu (ESC) and clicking the Tutorials or Challenges buttons.

New Hero: Varian

Few would have expected that the gladiator known only as Lo’Gosh was in truth the missing ruler of Stormwind, Varian Wrynn. Now the High King of the Alliance, his every action shapes the destiny of Azeroth itself.

Trait 

  • Heroic Strike
    • Every 18 seconds, Varian’s next Basic Attack deals bonus damage. Each Basic Attack reduces this cooldown by 2 seconds.

Basic Abilities

  • Lion’s Fang (Q)
    • Launch a shockwave that travels in a straight line, dealing damage and slowing enemies by 30% for 1.5 seconds.
  • Parry (W)
    • Parry all incoming Basic Attacks for 1.25 seconds, reducing their damage by 100%.
  • Charge (E)
    • Charge to the target enemy, dealing light damage and slowing them by 75% for 1 second.

Heroic Abilities

  • Taunt (R)
    • Force the target enemy Hero to attack Varian for 1.25 seconds.
    • Passive: Maximum Health increased by 50%.
    • Passive: Attack speed reduced by 25%.
  • Colossus Smash (R)
    • Smash the target enemy, dealing damage and making them Vulnerable for 3 seconds.
    • Passive: Base Attack Damage increased by 75%.
    • Passive: Maximum Health reduced by 10%.
  • Twin Blades of Fury (Passive)
    • Basic Attacks reduce Heroic Strike’s cooldown by 9 seconds, and increase Varian’s movement speed by 30% for 2 seconds.
    • Passive: Attack speed increased by 100%.
    • Passive: Base Attack Damage decreased by 25%.

Art

General

  • Alarak: The red and green icons for Alarak’s Sustaining Power and Negatively Charged Talents have been swapped.
  • Minions: Catapults have received updated minimap icons in order to better distinguish them from normal Minions.
  • Rexxar: Misha now has her own minimap icon.

Battlegrounds

  • Dragon Shire: Dragon Shire has received additional optimization improvements.

Heroes, Abilities, and Talents

  • Kharazim: Kharazim has received updated visual effects to coincide with re-worked Abilities and Talents.
  • The following Heroes, Abilities, and Talents have received updated visual effects:
    • Mercenary Lord and Promote Talents
    • Blood Elf Tyrande: Sentinel
    • Johanna: Falling Sword
    • Nova: Triple Tap will now appear team-colored.
    • Raynor: Adrenaline Rush will now better visually indicate when its Healing effects are available.
  • The following Hero Abilities have received optimization improvements:
    • Artanis: Purifier Beam
    • Kerrigan: Maelstrom
    • Malfurion: Tranquility
    • Tracer: Basic Attack

Shop

The following changes will take place in the Shop once the Public Test Realm is brought offline and the patch is officially released to the live version of Heroes of the Storm next week.

Bundles

  • New Bundles
    • Lo’Gosh Varian Bundle – Available until November 29, 2016
  • Removed Bundles
    • Masters of Magic Bundle
    • Ultimate Masters of Magic Bundle

New Hero 

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

Mounts

  • New Mounts
    • Orochi Hovercycle – Available exclusively by completing 30 games with a friend during the Nexus Challenge, which starts the week of November 15 and lasts until January 4.
  • Returning Mounts
    • Magic Carpet
  • Removed Mounts
    • Butcher’s Beast

Skins

  • Lo’Gosh Varian
  • Master Varian

Price Reductions

  • Leoric’s prices reduced to $8.49 USD and 7,000 Gold.

Sound

General

  • New sound effects have been added to coincide with the re-worked Tutorial experience.

Heroes, Abilities, and Talents

  • Kharazim has received updated sound effects to coincide with his re-worked Abilities and Talents. 

User Interface

General

  • AFK Detection Added to Heroes Brawl
    • AFK detection has been added to Heroes Brawl. Players who become inactive during a Brawl will be disconnected from the match.
  • New Player Daily Quests
    • Prior to reaching account level 10, players will now receive a “Play 3 vs. A.I. Games” Daily Quest instead of the “Play 3 Games” quest.

Auto Select

  • Players can now select their preferred roles when queuing as Auto-Select in Quick Match and Versus A.I. games.
  • Pick the Auto Select Hero, and then use the new row of Role buttons added to the Hero Select screen to choose one or more preferred Hero Roles.
    • Instead of choosing by role, players may also queue for Auto Select as the Heroes they’ve selected as favorites.
    • In order to queue as Auto Select in a preferred role or with favorites, the selection must total at least 5 Heroes.

MVP and Commendations

  • A number of additional Commendations have been added in order to help recognize a wider variety of in-game achievements. 

Design & Gameplay

Stealth

  • Abilities that reveal Stealthed/Cloaked Heroes will no longer remove the Stealth/Cloak effect, but will instead temporarily reveal the cloaked Hero.
  • The following talents now function while under the effects of Stealth granted by another player (ex: Tyrande’s Shadowstalk):
    • Nova
      • Tactical Espionage
      • Advanced Cloaking
      • Covert Ops
    • Samuro
      • Way of the Wind
      • Harsh Winds
Developer Comments:  Some revealers, like Oracle from Tassadar and now Scouting Drone, are very binary in their ability to reveal Heroes, by design. But their purpose is to provide scouting and position of the enemy, and not to negate the effects of Talents or Abilities that rely on Stealth to provide their benefit. While examining these conditional Talents, we decided that it would be more interesting to allow synergies between external sources of Stealth these Talents. We like that choices like Tyrande’s Shadowstalk or Medivh’s Invisibility become more interesting if you have allies that gain additional benefits from Stealth on your team. 

Battlegrounds

Dragon Shire

  • Dragon Knight
    • Rubble Maker (Passive) now also reduces the duration of Blinds by 50%

Garden of Terror

  • Garden Terror
    • Terror of the Garden (Passive) now also reduces the duration of Blinds by 50%

Talents

Scouting Drone

  • Now also reveals Stealthed/Cloaked Heroes

Seasoned Marksman

  • Basic Attack damage can now be gained past the previous cap of 40 bonus damage
  • Activated Attack Speed bonus increased from 30 to 40%

Heroes

 

Assassin

Alarak

Divider_Hero_Alarak_crop.png

Abilities

  • Lightning Surge (E)
    • Range increased by roughly 10%

Illidan

Divider_Hero_Illidan_Crop.png

Talents

  • Level 1
    • Unending Hatred (Passive)
      • Increased Basic Attack damage bonus upon quest completion from 10 to 20
    • Battered Assault (W)
      • Added functionality:
        • Now also increases the duration of Sweeping Strike from 3 to 5 seconds
      • Increased the bonus damage gained from hitting 2+ Heroes with Sweeping Strike from 125 to 150%
  • Level 4
    • Unbound (W)
      • No longer reduces the cooldown of Sweeping Strike
      • Added Functionality:
        • Quest: After hitting 30 Heroes with Sweeping Strike, gain a second charge of Sweeping Strike
  • Level 7
    • Thirsting Blade (Trait)
      • Increases healing amount of 50 to 60%
  • Level 16
    • Marked for Death (Q)
      • Damage reduced from 225 to 180
Developer Comments:  We’re aiming to make a few of the earlier talent choices for Illidan more competitive options, and open up a greater variety of playstyles for Illidan players. By increasing the bonus of Unending Hatred, we think farming Minion waves and Hunting into fights will be enticing on certain Battlegrounds. By allowing Unbound to grant 2 charges of Sweeping Strike, we think that Talents like Battered Assault and Blades of Azzinoth will showcase an Illidan that can dance across an enemy team and do a lot of damage while doing so.

Raynor

Divider_Hero_Raynor_Crop.png

Abilities

  • Adrenaline Rush (E)
    • Now displays a visual effect under Raynor's feet to indicate that Adrenaline Rush is off cooldown

Thrall

Divider_Hero_Thrall_Crop.png

Abilities

  • Earthquake (R)
    • Added functionality:
      • Now deals 50 damage to Heroes with each pulse (will now trigger Frostwolf Resilience)
  • Sundering (R)
    • Stun duration reduced from 1.25 to 1 seconds
Developer Comments:  We have mentioned before that sometimes we will stubbornly hold on making balance changes to some Heroic abilities because we believe they are actually very powerful in their current form, even if they are not currently seeing much play. This has been the case with Earthquake, but Sunder has consistently been the go-to pick since Thrall’s inception. We hope this change will help shake up the pick rates of Thrall’s Heroic abilities.

Zeratul

Divider_Hero_Zeratul_Crop.png

Stats

  • Base Maximum Health increased from 1545 to 1622
  • Base Health Regen increased from 3.22 to 3.38

Abilities

  • Singularity Spike (W)
    • Mana cost increased from 60 to 80
  • Blink (E)
    • Mana cost reduced from 75 to 50

Talents

  • Level 1
    • Vorpal Blade (Active)
      • Moved from level 4
    • New Talent: Shadow Hunter (Passive)
      • Gather Regeneration Globes to lower the Mana cost of Blink by 2.  After gathering 20 Regeneration Globes, your Basic Attacks reduce the cooldown of Blink by .75 seconds.
    • Block (Passive)
      • Removed
    • Regeneration Master (Passive)
      • Removed
    • Rapid Displacement (E)
      • Removed
    • Seasoned Marksman (Passive)
      • Removed
  • Level 4
    • New Talent: Combo Slash (Passive)
      • After using an ability, your next auto-attack within 6 seconds deals 40% more damage.
    • New Talent: Grim Task (Passive)
      • Hero Takedowns increase Ability Power by 4%, up to a total of 40%.  This bonus Ability Power is lost on death.
    • Rending Cleave (Q)
      • Moved from level 16
      • Damage is now dealt over 3 seconds from 5
      • Damage reduced from 50 to 40%
  • Level 7
    • New Talent: Slip into Shadow (E)
      • Your Blink has 2 charges and its cooldown is increased by 8 seconds.
    • New Talent: Seeker in the Dark (W)
      • Your Singularity Spike takes 50% longer to explode, and can be reactivated while it is attached to an enemy to teleport to them.  After reactivation, your Movement Speed is increased by 30% for 3 seconds.
    • Wormhole (E)
      • Moved from level 13
    • First Aid (Active)
      • Removed
    • Follow Through (Passive)
      • Removed
    • Shadow Spike (W)
      • Removed
    • Searing Attacks (Active)
      • Removed
  • Level 13
    • New Talent: Shroud of Adun (Passive)
      • You gain a shield equal to 15% of your Maximum Health over 5 seconds while under Permanent Cloak.
    • Vigorous Strike (Passive)
      • Renamed to Mending Strikes
      • Moved from level 4
      • Healing amount increased from 25 to 40%
    • Giantkiller (Passive)
      • Removed
    • Burning Rage (Passive)
      • Removed
    • Assassin’s Blade (Trait)
      • Removed
  • Level 16
    • New Talent: Sentenced to Death (W)
      • You deal 50% increased damage to enemies while they have a Singularity Spike attached to them.
    • Master Warp Blade (Trait)
      • Moved from level 4
      • Damage increased from 100 to 125%
    • Void Slash (Q)
      • New Functionality:
        • Cleave deals 40% more damage and its cooldown is reduced by 3 seconds when it hits more than 1 enemy Hero.
      • Moved from level 7
    • Double Bombs (W)
      • Removed
    • Stoneskin (Active)
      • Removed
  • Level 20
    • Protective Prison (R)
      • New functionality:
        • Enemies are slowed by 50% for 3 seconds once Void Prison Ends.
Developer Comments:  There were two main goals behind this rework: Upgrade Zeratul’s talent tree and introduce some interesting new choices, and better sell the fantasy of being a Dark Templar. As always is the goal with our Hero reworks, we didn’t want to change the way he is played, but rather amplify and improve upon it. Overall, he has felt the same to play against in our internal testing, but with a couple new tricks up his sleeve. We hope that our current Zeratul fans will find some new toys to play around with, and that new users will feel more like the mobile shadow-assassin you’d expect from a Dark Templar Hero. 
Level (Tier)   Zeratul Talents    
1 (1) Greater Cleave (Q) Vorpal Blade (Active) (!) Shadow Hunter (E)
4 (2) (!) Might of the Nerazim (Passive) Rending Cleave (Q) Stalking Strikes (Passive)
7 (3) Wormhole (E) Double Blink (E) Dark Pursuit (W)
10 (4) Shadow Assault (R) Void Prison (R)
13 (5) Cloak of the Void (Passive) Spell Shield (Active) Mending Strikes (Passive)
16 (6) Master Warp-Blade (Passive) Void Slash (Q) Prelate's Furor (W)
20 (7) Nerazim Fury (R) Protective Prison (R) Nexus Blades (Passive) Rewind (Active)
  • (!) indicates a Questing Talent.
  • Italic text indicates a NEW Talent.
  • Bold text indicates a MOVED Talent.

Specialist

Abathur

Divider_Hero_Abathur_Crop.png

Abilities

  • Toxic Nest (W)
    • Abathur is now locked out of casting Toxic Nest for .5 seconds after exiting Symbiote

Sylvanas

Divider_Heroes_Sylvanas_Cropped.png

Talents

  • Level 7
    • Possession (Active)
      • Can now be used on Catapult Minions

Xul

Divider_Hero_Xul_crop.png

Abilities

  • Skeletal Mages (R)
    • Is now cast using vector targeting (Click+Drag) 

Support

Kharazim

Divider_Heroes_Kharazim_Cropped.png

Abilities

  • Breath of Heaven (W)
    • Healing increased from 280 to 290

Talents

  • Level 1
    • Iron Fists (Trait)
      • Added Functionality:
        • Every third Basic Attack now also increases your Movement Speed by 30% for 2 seconds.
  • Level 4
    • New Talent: Spirit Ally (Active)
      • Place a Spirit Ally that heals allies in a large area around it for 2% of their maximum Health every second for 10 seconds.  Has 150 Health.  You can Radiant Dash to Spirit Allies.  45 second cooldown.
    • New Talent: Earth Ally (Active)
      • Place an Earth Ally that reduces Heroic Basic Attack damage nearby allied Heroes receive by 50%. Has 400 Health and lasts 10 seconds.  You can Radiant Dash to Earth Allies.  30 second cooldown.
    • New Talent: Air Ally (Active)
      • Place an Air Ally that grants vision of a large area around it for 40 seconds. Has 70 Health.  You can Radiant Dash to Air Allies.  20 second cooldown.  2 charges.
    • Healing Ward (Active)
      • Removed
    • Foresight (Q)
      • Removed
    • Overtake (E)
      • Removed
    • Protective Shield (Active)
      • Removed
  • Level 7
    • New Talent: Heavenly Zeal (W)
      • Increases the Movement Speed bonus of Breath of Heaven on other allies from 10 to 25%
    • Blinding Speed (Q)
      • Moved from level 16
    • Blazing Fists (E)
      • Moved from level 16
      • Cooldown reduction per Basic Attack reduced from 1 to .75 seconds.
    • Clairvoyance (Active)
      • Removed
    • Cleanse (Active)
      • Removed
  • Level 13
    • Fists of Fury
      • Deadly Reach duration bonus increased from 50 to 100%
  • Level 16
    • New Talent: Cleansing Touch (Q)
      • Radiant Dashing to an allied Hero grants them Unstoppable for 1 second
    • New Talent: Dash of Light (W)
      • Radiant Dashing to an ally increases the healing they received from Breath of Heaven by 50% for 3 seconds
    • Echo of Heaven (W)
      • Moved from level 7
      • Delay between heals increased from 2 to 3 seconds
      • Second heal amount increased from 35 to 75%
      • Now also reduces the initial heal amount of Breath of Heaven to 75%
    • Way of the Hundred Fists (Q)
      • Moved from level 7
      • Now deals a volley of 6 Basic Attacks that each deal 50% of your Basic Attack damage.
    • Circle of Life (W)
      • Removed
    • Soothing Breeze (W)
      • Removed
Developer Comments:  Kharazim’s Talents have been updated to create more compelling choices at every tier. To do this, we’ve made sure that Iron Fists / Bruiser style Kharazim is viable by increasing its damage uptime, removed a lot of the generic Talents and replaced them with Kharazim specific options like Mystic Allies, and re-arranged a lot of the tree so that you don’t have to sacrifice as much healing to pick mobility, utility or damage. 
Level (Tier)   Kharazim Talents    
1 (1) Transcendence Iron Fists (!) Insight
4 (2) Spirit Ally (Active) Earth Ally (Active) Air Ally (Active)
7 (3) Blinding Speed (Q) Heavenly Zeal (W) Blazing Fists (E)
10 (4) Divine Palm (R) Seven-Sided Strike (R)
13 (5) Quicksilver (Q) Fists of Fury (E) Spell Shield (Active) Sixth Sense (Passive)
16 (6) Cleansing Dash (Q) Way of the Hundred Fists (Q) Echo of Heaven (W) Resuscitate (W)
20 (7) Peaceful Repose (R) Trasngression (R) Storm Shield (Active) Epiphany (Active)
  • (!) indicates a Questing Talent.
  • Italic text indicates a NEW Talent.
  • Bold text indicates a MOVED Talent.

Warrior

Leoric

Divider_Heroes_Leoric_Cropped.png

Abilities

  • March of the Black King (R)
    • Will no longer deal damage in a 90 degree arc behind Leoric
Developer Comments:  We realize that we have a lot of Leoric players that are looking for talent changes and calling for buffs (especially to Skeletal Swing). We want you to know that we actively hear you and although this art-driven change came a bit earlier than our other changes, you spooky skeleton players should be able to rejoice in a future patch. 

Bug Fixes

General

  • Corrected a number of typos and tooltip errors across several aspects of the game.
  • Brawl: Slightly reduced the likelihood that players will receive Specialist choices during Shuffle Pick when playing an Arena Brawl.

Art

  • Alarak: The targeting reticle for Lightning Surge will now correctly match the Ability’s casting range after learning Extended Lightning.
  • Valla: Visual effects for the Movement Speed bonus gained via the Hot Pursuit Talent will no longer persist after Hatred stacks expire.

Battlegrounds

  • Blackheart's Bay: Area of effect indicators and Hero rings will now display properly on bridges.
  • Braxis Holdout/Warhead Junction: XP earned by capturing Mercenary Camps will now properly scale throughout the match.
  • Mercenaries: Siege Giants will no longer deal damage if they are killed while in the middle of their attack animations.

Heroes, Abilities, and Talents

  • Spell Shield: A cooldown timer will now properly appear when Spell Shield’s effects are triggered in the same moment that the Talent was activated.
  • Alarak: Deadly Charge no longer be cancelled and be placed on full cooldown if Alarak’s destination would place him in terrain.
  • Alarak: Fixed an issue that could prevent Counter Strike from dealing damage if Alarak was killed as the Ability’s effects were triggered.
  • Alarak: Unstoppable and Invulnerable effects will no longer prevent Alarak from pushing himself via Telekinesis.
  • Alarak: Changing Heroes of the Storm’s text language settings will no longer prevent Lightning Surge visual effects from displaying.
  • Brightwing: The game camera will no longer become stuck if Stitches uses Gorge on Brightwing while she is casting Phase Shift.
  • Chen: 50% of Shields gained by channeling Fortifying Brew will now properly persist after learning Freshest Ingredients.
  • Chen: The Buff Bar tooltip for the Freshest Ingredients Talent will now display the correct amount of Health Regeneration gained.
  • Chen: Regeneration Globes gathered by Storm, Earth, Fire Spirits now properly contribute to the Freshest Ingredient Talent’s quest progress.
  • Gall: The tooltip for Eye of Kilrogg now properly indicates the maximum number of charges it can store.
  • Illidan: Fixed an issue that could cause odd movement behavior after learning Unbound and then casting Sweeping Strike.
  • Malfurion: The Hardened Focus Talent will no longer reduce Innervate’s cooldown.
  • Malfurion: The casting range for Entangling Roots is now correctly increased by 30% after learning Elune's Grace.
  • Medivh: Fixed an issue which could allow Medivh to path into the terrain after launching a Nuke on Warhead Junction while in Raven form.
  • Nova: After learning Cover Ops, Pinning Shot will now correctly Slow the target’s Movement Speed by 60%.
  • Nova/Zeratul: Danger Pings will no longer remain visible over a Hero who enters Stealth.
  • Samuro: Way of Illusion Talent stacks now properly grant bonus attack damage to Mirror Images.
  • Samuro: Mirror Image Health bars will now reflect the number of Doubloons that Samuro is carrying on Blackheart’s Bay.
  • Tracer: Visual and Sound effects will now properly play upon completing the Untouchable Talent quest.
  • Uther: Uther’s Health bar will no longer disappear if he is revived via the Redemption Talent after being killed by Devouring Maw.
  • Zarya: Fixed an issue that could cause Graviton Surge’s effect to persist indefinitely under certain circumstances.
  • Zarya: The Gain Train Talent can no longer apply a Shield to an ally-controlled Dragon Knight or Garden Terror.

Sound

  • Voiceover: Fixed an issue that could prevent Heroes’ voiceover lines from playing properly after being clicked on.

User Interface

  • In-Game: The Talents tab on the in-game Score Screen will now properly indicate when Valla’s Puncturing Arrow Talent quest is complete.
  • Quick Cast: Abilities with global range can now be properly cast using the minimap with Quick Cast set to “On Release”.
  • Observer Mode: Beacon progress bars will now update appropriately for Observers on Braxis Holdout.

(Source)

 

Share this post


Link to post
Share on other sites

This Kharazim rework is really good. I hope they rework some old characters with this evolving meta. Murky and The Lost Vikings could get some love since there are many Heroes that can wipe the floor with them.

Edited by Valhalen

Share this post


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

This Kharazim rework is really good. I hope they rework some old characters with this evolving meta. Murky and The Lost Vikings could get some love since there are many Heroes that can wipe the floor with them.

I feel like that honestly won't change with the Vikings, just given how simple it can be to isolate them. If you run around with them always together and as a 3-stacked mob, you aren't really playing them right. If you split them, they die easily when caught out. It's why they are picked so rarely, just because something like any target assassin can destroy them outside of ulti.

Share this post


Link to post
Share on other sites
1 hour ago, Blainie said:

I feel like that honestly won't change with the Vikings, just given how simple it can be to isolate them. If you run around with them always together and as a 3-stacked mob, you aren't really playing them right. If you split them, they die easily when caught out. It's why they are picked so rarely, just because something like any target assassin can destroy them outside of ulti.

Exactly. In other words, they don't work well. Maybe a rework could give specific bonuses, like more damage if they're together or more movement speed if they're isolated to give some advantage.

Share this post


Link to post
Share on other sites

Can't see any of that happening, because of their XP potential. Yes it requires a lot of multitasking and yes, you need to be careful what you're doing if you're split-lane soaking, but during heavy lane presence, you can hide in bushes, use your "Z" to get quickly behind your gates when chased down, use "Jump" etc.

It's not bad to die from time to time, you got the "Play Again" heroic at Level 10. Maps where Lost Vikings truly shine are in my experience three-lane maps with objectives outside of lanes, like Cursed Hollow as you get unnoticed during Tribute spawns; aka push lanes like crazy, create lane pressure bribing Mercenary camps, giving your team Level 10 before the enemy team, even if you're team isn't performing exactly as it should. They have an especially hard time on Tomb of the Spider Queen.

Share this post


Link to post
Share on other sites
13 minutes ago, Valhalen said:

Exactly. In other words, they don't work well. Maybe a rework could give specific bonuses, like more damage if they're together or more movement speed if they're isolated to give some advantage.

Funnily enough, it's where the lack of items really comes into play.

Look at Meepo in DOTA - you can build specifically to cater to your little group as a team in itself, buying healing items, aura items that increase Armor, Lifesteal etc., and you can then use Travel Boots to allow your Meepos to move around the map at an alarming rate.

Maybe bringing some of those bonuses in as talents could help out by making them more powerful when they are grouped/split in different ways.

Share this post


Link to post
Share on other sites
7 minutes ago, Stan said:

Can't see any of that happening, because of their XP potential. Yes it requires a lot of multitasking and yes, you need to be careful what you're doing if you're split-lane soaking, but during heavy lane presence, you can hide in bushes, use your "Z" to get quickly behind your gates when chased down, use "Jump" etc.

It's not bad to die from time to time, you got the "Play Again" heroic at Level 10. Maps where Lost Vikings truly shine are in my experience three-lane maps with objectives outside of lanes, like Cursed Hollow.

This feels like one of those Skill floor vs. Skill cap problems though. It's totally fine for there to be a huge skill cap and incredible potential, but there should also be some level of attainable skill floor. If you are actually hurt by playing them as one group, it completely alienates a huge amount of players from even using them. There should be some talents that at least allow you to gain some bonuses by grouping them; it definitely shouldn't be better than any of the other builds, but it should at least be playable for lower-skilled players.

Share this post


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

This feels like one of those Skill floor vs. Skill cap problems though. It's totally fine for there to be a huge skill cap and incredible potential, but there should also be some level of attainable skill floor. If you are actually hurt by playing them as one group, it completely alienates a huge amount of players from even using them. There should be some talents that at least allow you to gain some bonuses by grouping them; it definitely shouldn't be better than any of the other builds, but it should at least be playable for lower-skilled players.

I agree, there should be a passive that activates when they're clumped up and all alive. They are extremely fragile. Most of the time you will be approaching an enemy from one side and getting hit by Li-Ming's single Arcane Orb can be fatal. That's just one ability of single Hero. Not to mention when there's two or more enemies. RIP.

  • Like 1

Share this post


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

Funnily enough, it's where the lack of items really comes into play.

Look at Meepo in DOTA - you can build specifically to cater to your little group as a team in itself, buying healing items, aura items that increase Armor, Lifesteal etc., and you can then use Travel Boots to allow your Meepos to move around the map at an alarming rate.

Maybe bringing some of those bonuses in as talents could help out by making them more powerful when they are grouped/split in different ways.

But it works the other way around as well. You play against Nyx, she gets Dagon, you die in less than 3 seconds. Without the Dagon, you could survive the stun and run away, but because there are items in the game, you won't.
Items allow more flexible builds and counters to exist in the game. Talents in HotS serve a similar purpose, but not every hero gets talents that counter you, but every hero in DotA can get an item to counter. This adds another level of depth to HotS. 

Share this post


Link to post
Share on other sites
1 hour ago, positiv2 said:

But it works the other way around as well. You play against Nyx, she gets Dagon, you die in less than 3 seconds. Without the Dagon, you could survive the stun and run away, but because there are items in the game, you won't.
Items allow more flexible builds and counters to exist in the game. Talents in HotS serve a similar purpose, but not every hero gets talents that counter you, but every hero in DotA can get an item to counter. This adds another level of depth to HotS. 

True, but then look at your possibility of slightly countering it with Pipe + Heart, for example. It's also worth saying that this is less to do with the item and more to do with his counters all being related to single-target burst. Like, you can counter Meepo with any single target burst or ST-enabler - Bloodseeker Ult, Pudge Hook etc.

Anyone can counter Meepo in DOTA with enough farm, but Meepo can also find a way to survive through different comps by building differently (Heavy melee, Aquila + Heart + Vlads etc. / Heavy Magic. Pipe + Heart). I feel like it's a give and take, there are more counters, but there are more options to stop counters. 

In HoTS, there's nothing Vikings can do to stop being absolutely slain while grouped right now. You just get completely destroyed by it. They need to rework his talents to include some stacking bonus.

  • Like 1

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

Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan

      Winter Veil will be very similar to Hallow's End in terms of functionality. During the event, Winter Veil Loot Chests will drop and they have a chance to contain new and old Winter Veil skins. This year, Blizzard added new skins for Kharazim, Malfurion, Malthael and Valla and the Gingerboard mount!
      It seems that all skins have 5 different tints. A special thanks goes to the Heroes of the Storm reddit community and especially redditor iolixir for most of the screenshots.
      Redditor Davesendave posted all new skins on reddit. Some Heroes are getting new tints for their old skins.
      Kharazim Skins (Credit to redditor Davesendave)
      Coal Winter Veil Kharazim Evergreen Winter Veil Kharazim Frozen Winter Veil Kharazim Rosy Winter Veil Kharazim Winter Veil Kharazim
      Lunara Skins (Credit to redditor iolixir)
      Cold Winter Veil Lunara Mistletoe Winter Veil Lunara Snowfall Winter Veil Lunara Starry Winter Veil Lunara Winter Veil Lunara
      Malfurion Skins (Credit to redditor iolixir)
      Coal Greatfather WInter Malfurion Greatfather WInter Malfurion Icy Greatfather Winter Malfurion Naughty Greatfather Winter Malfurion Rosy Greatfather Winter Malfurion
      Malthael Skins (Credit to redditor iolixir)
      Chilling Season's Reapings Malthael Coal Season's Reapings Malthael Hallowed Season's Reapings Malthael Plum Season's Reapings Malthael Season's Reapings Malthael
      Nazeebo Skins (Credit to redditor Davesendave)
      Fruitcake Gingerdread Nazeebo Moldy Gingerdread Nazeebo
      Stitches Skins (Credit to redditor iolixir)
      Ivory Greatfather WInter Stitches
      Sylvanas Skins (Credit to redditor Davesendave)
      Sweet Plum Sylvanas
      Valla Skins (Credit to redditors iolixir & Davesendave)
      Coal Winter's Helper Valla Icewind Winter's Helper Valla Ivy Winter's Helper Valla Plum Winter's Helper Valla Winter's Helper Valla
      Gingerboard Mount (Credit to redditor Davesendave for the Moldy Gingerboard)
      Blueberry Gingerboard Frosted Gingerboard Gingerboard Moldy Gingerboard Strawberry Gingerboard
      Reign-Deer Mount (Credit to redditor Davesendave for the Arctic Reign-Deer)
      Arctic Reign-Deer Iceforged Reign-Deer
    • By Stan

      The Black Friday promotion is coming to the Nexus tomorrow. For a limited time, you can save big with discounted prices on a number of bundles, skins, heroes, mounts and the 360 Day Stimpack. The Black Friday sale will last until November 27.
      Blizzard (Source)
      360 Day Stimpack
      Our 360 Day Stimpack discount is back during this year's Black Friday Sale! The 360 Day Stimpack will give your Heroes a boost and fill your coffers to the brim with 100% XP and 150% Gold bonuses per game for nearly a year. Starting November 21, you'll be able to pick up a 360 Day Stimpack at a discounted price of 6,000 Gems (33% off)-but move quickly! Stimpack timers begin immediately upon purchasing, and this discount will only be available until our Black Friday Sale comes to an end on November 27.
      Red and Black Friday Bundle
      During this year’s Black Friday Sale, you can pick up a number of Legendary Skins with the limited-time Red and Black Friday Bundle for 3,500 Gems (33% off!).
      Heroes
      Jaina D.va Li-Ming Muradin Diablo Legendary Skins
      Abyssal Dreadlord Jaina D.Va the Destroyer First Ascendant Templar Li-Ming Maraudin' Muradin Nightmare Prime Evil Diablo Mount
      Angry Cloud Back in Black Friday Bundle
      You can also add a variety of skins to your Collection at a 29% discount with the Back in Black Friday Bundle, available for 900 Gems.
      Skins
      Oni Genji Ashen Hellflame Nazeebo Black Grand Marshall Uther Blackrock Garrosh Dark Auriel Skeletal Raven Sylvanas Dark Seraphim Tyrael Deadwalker Warmatron Cassia Dominion Elite Agent Nova Shadow Priestess Tyrande Hero, Skin, and Mount Sales
      Until our Black Friday Sale ends on November 27, we’re also offering 50% off a wide variety of Heroes, Skins, and Mounts!
      Heroes
      Gul'dan Tracer Butcher Greymane Morales Legendary & Epic Skins
      Enraged Butcherlisk Raider Rexxar Sharkmouth Goliath D.Va Neon Spectre Tracer Sakura Auriel Tangerine Mad Martian Gazlowe Rare Skins
      Apothecary Morales Emberlord Zul'jin Gold StormPunk Kael'thas Jasper Frostlord Rexxar Mounts
      Neutron Space Lord's Starbreaker Nimbus Cloud Felsaber
    • By Stan

      Improvements are planned for matchmaking in Heroes of the Storm later this year. Blizzard teased performance-based matchmaking at BlizzCon 2017 and the patch is now live on PTR. Learn more about how the new system fares with the old one!
      Last week, Lead Systems Designer Travis McGeathy answered some questions about the upcoming matchmaking system and now Blizzard posted a new announcement with more details and FAQ. Performance-based matchmaking as part of the 2018 gameplay update should go live during the week of December 12.
      Blizzard (Source)
      As mentioned in the BlizzCon 2017 opening ceremony, and during our “What’s Next” panel, we will soon be introducing performance-based matchmaking to Heroes of the Storm. With this change, your matchmaking rating (MMR) adjustments will be influenced based on your individual performance in the match instead of being purely based on whether you won or lost. We’ve broken down some details of the new system below, along with a short FAQ. Read on for details:
      What’s Changing and Why:
      In our current system, an individual player’s Matchmaking Rating (MMR) is primarily determined by the amount of games that player wins versus how many the player loses. When you win a game, your MMR goes up, while the opposite is true for when you lose. In addition to that basic rule, your MMR will go up more, or less, based on the comparative skill of both yours and the opposite team. If the enemy team has a higher MMR than your team, you’ll gain more points for defeating them and lose less if they win. The opposite applies to enemy teams that have a lower MMR.  However, the team-focused nature of Heroes presents challenges when using this system to determine an individual player’s matchmaking rating, since any single player is only 1 part of the 5-man team that won or lost the match. The system works since, all things being equal, a player will win more games than they lose over the long run if their skill is higher than other players at the same rank. However, unless the difference is significant, it can take a significant number of games before the difference in wins vs losses adjusts the player’s MMR enough to match their true skill level.
      With performance-based matchmaking, we’re looking to change that. Let’s take a look at how we’re planning to make matchmaking more accurate and better able to recognize individual skill in a team-based game:
      How it Works:
      Once we introduce performance-based matchmaking in the near future, our system will look at how well the individuals in a match are performing and use this to aid in calculating their MMR adjustments for the match. The system will apply context to these stats by looking at the Hero you’re playing, the Battleground you’re on, the game mode, and what region you’re playing in so it can make fair comparisons against other similarly skilled players under the same conditions. Our goal with this system is not to define a specific playstyle for each hero, since we are never manually setting which stats are considered important, but rather to let our machine-learning driven system define importance and weighting for stats based on millions of games of data. By looking at these stats across the entire player base, the system can see which stats are most important for effective play and create a data-driven model of what the most highly-skilled players are doing in any given situation.
      What differentiates a highly skilled player on a given Hero isn’t always obvious, though. For example:
      When looking at a Hero like Illidan, it’s pretty straight forward. A good Illidan does a fair amount of damage, soaks a lot of experience, doesn’t die very often, and captures a lot of Mercenary camps. Illidan has a fairly high skill ceiling, though, so we expect there to be a sizeable difference in all of those stats between a highly-skilled Illidan and an average one. However, for a hero like Kerrigan, the difference in raw stats like damage and experience between a high skill and average skill player isn’t quite as dramatic. Instead, the biggest thing that sets apart a highly skilled Kerrigan is how effective they are in landing crowd control effects, so the system would put a larger emphasis on this stat for Kerrigan players. She’s still being evaluated on all the same stats as every other hero, though, so a Kerrigan who spends the game only attempting to land stuns would not necessarily gain the same amount of MMR, as they would need to also contribute to the game in a meaningful way on top of landing lots of CC.  The system can then use an individual player’s performance to adjust how much MMR the player gains, or loses, for a game. If they’re performing beyond expectations for their current MMR, the system will grant more MMR when they win, subtract less when they lose, and they’ll more quickly arrive at the proper MMR for their skill. The opposite is also true if they’re not performing up to expectations.
      FAQ
      What is MMR? MMR stands for Matchmaking Rating. In order for the matchmaker to place similarly skilled players together, it assigns everyone a matchmaking rating that indicates how skilled the system thinks the player is. MMR is a behind-the-scenes stat that is only used for matchmaking. What if a Hero is updated and the “right” way to play them changes? The system is fully dynamic and continually updating itself, so it automatically adjusts as balance changes, the meta shifts, and players find creative, new ways to use a hero. If I perform really well, can I gain MMR while losing the game with this new system? No. Winning or losing is still the primary factor in whether you gain or lose MMR so you still only gain MMR on a win and lose it on a loss. The performance-based adjustments just affect how much MMR you gain or lose. Couldn’t you abuse the system by ignoring everything except those few crucial weighted stats? While some stats are weighted higher than others to reflect their importance in that situation, every stat is evaluated as part of the performance calculation. If you’re focusing entirely on a few stats at the expense of others, your overall performance metric is likely to be lower. Also, you still need to win the game to gain MMR. If you’re maintaining all stats at their normal levels for your level of play, excelling at a few key stats, and winning the game, that means you’re actually doing what’s required to be the most efficient, effective version of your current hero. Good job! If I’m losing a game, my stats are usually lower already. How does the system avoid double penalizing me for both losing and having lower stats? The comparisons to determine how well you performed are different for winning games versus losing games. Will this cause players to intentionally make games take longer so they can pad their stats? All stat comparisons take game time into account so there’s no advantage for a game that goes long and no disadvantage for one that wraps up quickly. Who determines which stats are important for any particular situation? The community does by playing the game. The system doesn’t have any preconceptions about which stats are important. Instead, it is measuring how players are playing in particular situations in order to determine which stats are most important to highly skilled play. How does the system work for a new hero or after a hero is reworked? The performance-based aspect of the system will be disabled initially when a new hero launches or after a hero receives a major rework to allow the system to gather the data it needs to make performance comparisons. During this period, the system will effectively work like it used to with MMR adjustment based on win or loss. This system is affecting my MMR, but how will this translate into my rank in Hero League or Team League? We’ll be introducing a Performance Adjustment to the amount of rank points you win or lose after a game which mirrors the performance adjustment that was applied to your MMR. This will eventually replace the current Personal Rank Adjustment. Will this help with smurfing? We believe this system will go a long way to curbing the issues associated with smurfing since a player who creates a new account to intentionally best players of a lower skill will more quickly find themselves facing players of similar skill. When is this coming to the game? Our current plan is to implement performance-based matchmaking in December alongside our next season roll, but we will be sure to update you if anything changes. Awesome. Anything else I should know? The system has also shown promising potential to help detect griefing in games since it can more easily determine when someone is intentionally playing poorly. We’ve already used it to confirm reports of players who are doing things like intentionally feeding and hope to be able to automate that detection in the future so problematic players can be dealt with more quickly. We hope you enjoy all of the changes we have planned for our 2018 Gameplay Updates, and we’ll see you in the Nexus!
    • By Stan

      The 2018 gameplay update is now live on PTR along with Hanzo, balance changes, a new map rotation for Ranked Play and various bug fixes.
      The latest Heroes of the Storm patch will be available for playtesting until December 11. The 2018 update was revealed at this year's BlizzCon. Stealth shader has been updated and many Heroes with Stealth received reworks, Artanis is down to 7,000 Gold and more.
      Blizzard (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting until December 11. During this time, we kindly request your assistance in trying out the new content before we officially release the patch. As always, if you encounter any bugs or other issues during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      General
      Performance-Based Matchmaking
      The matchmaking system has been updated to include a performance-based data-driven system, which takes individual player performance into account when determining MMR gains and losses. Under this new system, players will now reach their intended Matchmaking Rating quicker and more accurately. Read our recent blog about Performance-Based Matchmaking to learn more. Game Camera Height
      In-game Camera height has been significantly increased in order to provide more visibility of the battlefield. New Hero: Hanzo
      Once heir to the Shimada clan's criminal empire, Hanzo abandoned his birthright after he almost killed his younger brother. He now strives to perfect his skills as a warrior, and sees the Nexus and its endless conflict as the ideal training ground.
      PTR Note: In order to focus playtesting and feedback on the 2018 Gameplay Update and Stealth changes found in this patch, Hanzo will not be available for play on the Public Test Realm until the week of November 27.  Trait 
      Natural Agility (D) Target unpathable terrain or a Structure to jump to the other side of it. Basic Abilities
      Storm Bow (Q) Activate to charge an arrow that deals 270 damage to the first enemy hit. Storm Bow's range increases the longer it is Channeled. Reactivate to fire. Scatter Arrow (W) Fire an arrow that deals 85 to the first enemy Hero hit. Scatter Arrow can collide with terrain and Structures, splitting into 5 arrows that travel extra distance, ricochet up to 4 additional times, and deal 85 damage each to the first enemy hit. Sonic Arrow (E) Fire an arrow that grants vision in a large area 8 seconds. Enemies inside are revealed for 1 second. If Sonic Arrow lands directly on an enemy, it deals 150 damage to them and follows them as they move. Heroic Abilities
      Dragonstrike (R) After 1.5 seconds, summon a pair of Spirit Dragons which travel forward, dealing 52 damage every 0.25 seconds to enemy Heroes in its area. Enemies in the center take 150% damage. Dragon’s Arrow (R) Fire a missile that travels across the battleground. Explodes upon hitting an enemy Hero, dealing 100 damage to all nearby enemies and Stunning them for 0.5 seconds. After traveling a medium distance, the damage is increased to 200 and the Stun duration to 1.25 seconds. After traveling a long distance, the damage is increased to 350 and the Stun duration to 2 seconds. 2018 Gameplay Update
      Battleground Objectives
      The first Battleground objective event will now activate 90 seconds into the match, following a 30-second warning, for the following Battlegrounds: Blackheart’s Bay Doubloon Chests will now consistently spawn 3 minutes after the final Chest during a the previous event has been captured. Braxis Holdout Beacon events after the first will now consistently spawn 2 minutes and 10 seconds after a previous Zerg wave has been defeated. Dragon Shire Shrines will now consistently spawn 2 minutes after a Dragon Knight has been killed. The first Battleground objective event will now activate 3 minutes into the match, following a 30-second warning, for the following Battlegrounds: Battlefield of Eternity Cursed Hollow Garden of Terror Haunted Mines Infernal Shrines Sky Temple Towers of Doom Warhead Junction The following Battleground objective timers are unchanged: Tomb of the Spider Queen Volskaya Foundry The Minimap will now indicate the next objective spawn location for the following Battlegrounds: Cursed Hollow The first Shrine indicator will appear on the Minimap 30 seconds after the game begins, and subsequent indicators will appear 15 seconds after the previous Tribute has been captured. Infernal Shrines The first Tribute indicator will appear on the Minimap 30 seconds after the game begins, and subsequent indicators will appear 30 seconds after a Punisher is defeated. Hover the cursor over a Shrine indicator on the Minimap to display whether it will be a Mortar, Frost, or Arcane Shrine. Sky Temple The first Temple indicators will appear on the Minimap 30 seconds after the game begins, as well as 30 seconds after all Temples in the same event have been depleted. Towers of Doom The first Altar indicators will appear on the Minimap 30 seconds after the game begins, as well as 30 seconds after the final Altars in an event has been captured. Warhead Junction The first Warhead indicators will appear on the Minimap 30 seconds after the game begins, as well as 30 seconds after the final Warhead in an event has been collected. Regeneration Globes
      Regeneration Globes will now become neutral (claimable by both teams) if not claimed within 3 seconds. Time before Regeneration Globes expire has been reduced to 6 seconds. Structures
      All attacking structures no longer have ammunition. Walls will now be destroyed if their connected Towers and Gate are also destroyed. Walls can still be attacked normally. Tower vision range has been increased by 25% Tower damage to minions has been reduced by 25% Structures now have a warmup period of .5 seconds before firing and must face their targets completely Structure attack warning responsiveness has been significantly improved Standalone Towers (found next to Forts and Keeps) have been removed. The Health, granted Experience, and Damage of Standalone Towers has been redistributed into their surrounding gate Towers, Forts, and Keeps. Forts and Keeps now have True Sight, meaning they will reveal and attack Stealthed Heroes. True Sight is disabled while the Structure is disabled by effects such as the Raven Lord’s Curse or Sylvanas’ Black Arrow Trait. Minions
      Minion base damage has been increased by roughly 10% The 5 second delay before Minions spawn after the game begins has been removed. Mercenaries 
      Respawn Timers Mercenary Camps will now spawn 60 seconds after the game begins Siege Giant Camp Siege Defenders Defending Siege Giant attacks are now telegraphed on the terrain and can be dodged. Siege Laners Attack telegraphing and missile trajectory has been significantly improved. Hellbat Camp Respawn times have been doubled Hellbats will now prioritize structures Defender Hellbat Stats Base health increased by 125%, Health scaling increased by 200% Damage increased by 125% Damage scaling reduced by 50% Laner Hellbat Stats Base health increased by roughly 25% Health scaling increased by 43% Base damage increased by 50% Damage scaling decreased by 66% Damage taken from structures reduced by 50% Attacks now apply a 3-second stacking -5 Armor debuff to all targets, stacking up to 20 times (structures included) Knight Camp Wizard Knight Laner Wizard Knight Laner has a Spell Armor Aura Grants all nearby Allies (Minions, Mercenaries, and Heroes) 30 Spell Armor Spell Armor is immediately removed upon leaving the aura area. This Aura is destroyed when the Wizard is killed Wizard Knight Defender Grants nearby Knight Defenders a 15 Spell Armor aura This Aura is destroyed when the Wizard is killed Sapper Camp Sapper Defenders Now fire their attacks at target areas, instead of directly at Heroes. This behaves like the laning Sappers Sapper Explosion damage now scales over time Health scaling increased by 33% Respawn timer across all maps increased from 105 to 120 seconds Laning Sappers now have 100 Armor vs Structures while charging and Towers will ignore charging Sappers Art
      Heroes, Abilities, and Talents
      Zeratul has received updated art to coincide with Talent changes. Minimap
      Minimap art has been updated across all Battlegrounds. Stealth
      Added an overlay to indicate when a Stealthed character goes Invisible Added a new Stealth visual effect. Enemy Stealthed Heroes should now be easier to spot. Battlegrounds
      Sandbox Custom Game Improvements
      The following new cheats have been added to Sandbox Custom Games: Spawn Camps Respawn all Mercenary Camps. Spawn Dummy Creates a dialog allowing players to choose a type of dummy to spawn. Player can then click in the game world to create a dummy of the selected dummy type at mouse cursor position. One player cannot spawn more than 20 dummies. When a player deals damage or heals a target dummy the Target Dummy Panel will pop up displaying the damage or healing dealt. If player deals damage to multiple dummies with an AOE ability, the number will be the combination of damage done to all dummies. If the team hasn't dealt damage or healing to any of the dummies for 8 seconds, the Target Dummy Panel will disappear for that team. If a player hasn't dealt damage or healing to any of the dummies for 8 seconds, their damage and DPS will be reset to 0. Clear Dummies If the "Share Cheat" checkbox is unchecked, remove all the dummies created by all players. If the "Share Cheat" checkbox is checked, remove all the dummies created by that player. Toggle Fog of War Disabling Fog of War for a team will remove Fog of War, revealing the whole map for that team. Reset HP/MP If the "Share Cheat" checkbox is unchecked, reset all players' Health and Mana to full. If the "Share Cheat" checkbox is checked, reset the player's Health and Mana to full. Complete Quests If the "Share Cheat" checkbox is unchecked, complete all talent quests for all player. If the "Share Cheat" checkbox is checked, complete all talent quests for that player. Instant Respawn If the "Share Cheat" checkbox is unchecked, instantly respawn all dead Heroes. If the "Share Cheat" checkbox is checked, instantly respawn the player's Hero. Haunted Mines
      Issuing a Move command within the Mines while on the Battleground’s upper level, or vice versa, will now cause the Hero to use the Mine Entrance or Exit that is the shortest distance from the issued order. Summoned Grave Golem Fort and Keep attacks no longer reduce attack speed Will no longer interrupt its attacks mid-swing to use an Ability Now passes through player-created walls rather than stopping to destroy them Ranked Battleground Rotation Update
      Added to Rotation Warhead Junction Removed from Rotation Volskaya Foundry Garden of TerrorThe full Ranked Battleground Rotation is now as follows: Battlefield of Eternity Braxis Holdout Cursed Hollow Dragon Shire Infernal Shrines Sky Temple Tomb of the Spider Queen Towers of Doom Warhead Junction Design
      Stealth
      Stealth players will now become “Invisible” after remaining still for 1.5 seconds. Invisible Heroes will not display the Stealth visual effect and can still be removed from Stealth by taking damage. This includes Heroes under the effects of temporary Stealth effects such as Samuro’s Windwalk or Tyrande’s Shadowstalk. Additionally, Heroes cannot become Invisible while occupying a capture point, such as Braxis Holdout or Mercenary Camp Beacons. Instead, they will retain normal Stealth visual effects. User Interface
      In-Game UI
      General Hero portraits will now be displayed when heroes are inside the following Vehicles, Battleground objectives, or Hero Abilities: Dragon Knight Garden Terror Triglav Protector Anub'arak - Cocoon Lt. Morales – Medivac Dropship Stitches - Gorge Zagara - Devouring Maw Manual Talent Tier and Hero Status Callouts Players can now press ALT + left-click Hero portraits and the Team Level UI at the top of the screen to generate notifications for the following situations: Press ALT + left-click an ally’s Hero portrait to inform teammates when that ally needs assistance. ALT + left-clicking a dead Hero’s portrait will generate a chat message indicating that Hero’s remaining respawn time. ALT + left-clicking an enemy Hero portrait will ping that Hero’s location on the Minimap if they are within allied vision. If that enemy is outside of allied vision, a chat message will inform allies that the Hero is missing. Press ALT + right-click the Team Level UI to indicate when both teams are on even Talent tiers, or when one team has a Talent tier advantage over the other.  
      Heroes
      Assassin

      Nova

      Abilities
      Snipe (Q) Damage reduced from 310 to 255. Baseline quest added: Hitting an enemy Hero increases the damage of Snipe by 5% stacking 5 times. When at max stacks (5) it gains an additional 25% damage. If Snipe fails to hit a target, all stacks are lost. Pinning Shot (W) Damage from 110 to 105 Holo Decoy (E) Added functionality: Decoys now deal 10% of Nova’s damage Permanent Cloak (Trait) Added functionality: Gain 15% movement speed while Stealthed Triple Tap (R) Damage per shot from 338 to 372 (New) Ghost Protocol (1) Activate to instantly cloak, leave a Holo Decoy at your feet, and become unrevealable for .5 seconds. Talents
      Level 1 Advanced Cloaking (Trait) New functionality: Increase your Stealth movement speed by 5%. While Stealthed, gain 2 additional mana regeneration per second. Level 7 Snipe Master (Q) Removed Perfect Shot (Q) Moved from Level 16 Cooldown reduction on Hero hit reduced from 3 to 2 seconds Level 13 Psionic Efficiency (Q) Bonus range increased from 10 to 15% (New Talent) Ionic Force Field (Trait) Gain 25 Armor for 2 seconds after losing stealth Level 16 Lethal Decoy (E) Damage bonus from clones increased from 40 to 50% Level 20 (New Talent) Apollo Suit (Trait) Reduce the cooldown of Permanent Cloak from 3 to 1 second
      Samuro

      Stats
      Basic Attack damage increased from 88 to 110 Abilities
      Mirror Image (Q) Samuro will now appear in the direction of the player’s Mouse Cursor when Mirror Image is cast. Mirror Image damage is no longer a fraction of Samuro’s Attack Damage. Mirror Image base damage has been greatly reduced to 9. Mirror Images are no longer instantly destroyed by Structures Critical Strike (W) Cooldown increased from 8 to 10 seconds Illusion Master (R) New functionality: Reduce the cooldown of Advancing Strikes to 8 seconds Now increases the attack damage of Mirror Images by 100% Now also increases Samuro’s Basic Attack damage by 10% Image Transmission (Trait) Additional functionality: Activate to switch places with the target Mirror Image, removing most negative effects from Samuro and the target Mirror Image. 25-second cooldown. Talents
      Tooltips for various talents have been updated to reflect whether Samuro or his Mirror Images benefit from their effects Level 1 Way of the Wind (E) New Functionality: Gain 40% Movement Speed for 3 seconds upon entering or exiting Stealth by using Wind Walk Way of the Blade (W) No longer grants bonus Critical Strike damage Way of Illusion (Q) Mirror Images no longer benefit from this talent Level 4 One with the Wind (E) Armor gain now also lasts for 3 seconds after being revealed Mirror Images now also gain Armor Armor amount reduced from 60 to 30 Level 7 Phantom Pain (W) Mirror Images no longer benefit from this talent Crushing Blows (W) Mirror Images no longer benefit from this talent Bonus Critical Strike damage has been removed Additional functionality: Samuro’s Basic Attacks against enemy Heroes reduce the cooldown of Critical Strike by 1.5 seconds Level 13 Kawarimi (E) Reduced the time between Samuro issuing a new order after using Wind Walk and the image following it. It should now be harder for the new Image to follow Samuro’s new movements after using Wind Walk. Level 16 Press the Attack (Trait) Attack Speed bonus reduced from 15% to 10% per stack. Maximum bonus decreased from 60% to 40% Harsh Winds (E) Mirror Images no longer benefit from this talent Merciless Strikes (W) Mirror Images no longer benefit from this talent
      Valeera

      Abilities
      Vanish (D) Movement Speed increased from 10% to 20% Ambush (Q) If Valeera is Vanished for 3 seconds, this ability has 5 range and teleports Valeera behind her target. Damage reduced from 180 to 130 Now also reduces enemy Armor by 10 for 4 seconds Cheap Shot (W) Stun duration reduced from 1.25 to .75 seconds Now Blinds the target for 2 seconds after the stun effect ends If Valeera is Vanished for 3 seconds, this ability has 5 range and teleports Valeera behind her target Garrote (E) Silence duration increased from 2.25 to 2.75 seconds If Valeera is Vanished for 3 seconds, this ability has 5 range and teleports Valeera behind her target Talents
      Level 1 Subtlety (D) Adjusted functionality: Now triggers when Valeera teleports to her target with Ambush, Cheap Shot, and Garrote. Energy return reduced from 10 to 8 per second. Crippling Poison (Active) Slow duration reduced from 5 to 4 seconds. Valeera’s poison is no longer removed after the first damaging Ability, but instead is applied by all Valeera's Abilities for 4 seconds. This duration does not start until Valeera damages her first enemy. Level 4 Wound Poison (Active) Healing reduction duration decreased from 5 to 4 seconds Valeera’s poison is no longer removed after the first damaging Ability, but instead is applied by all Valeera's Abilities for 4 seconds. This duration does not start until Valeera damages her first enemy Level 7 Slice and Dice (E) Valeera's Basic Attacks now restore 2 Energy. Level 13 Death from Above (Q) New functionality: Ambush reduces the cooldown of Vanish by 4 seconds. Blind (W) Now increases the duration of Cheap Shot’s Blind from 2 to 4 seconds. Strangle (E) Spell Power reduction increased from 25% to 40% Duration reduced from 7 to 6 seconds Level 16 Assassinate (Q) Bonus damage reduced from 100% to 50% Now also increases the Armor reduction of Ambush by 10 when the target is isolated. Moved from level 7 Expose Armor (E) Removed. Level 20 Nightslayer (D) Removed. Rupture (D) Damage bonus now stacks immediately to 100%, instead of stacking up to 30%. Moved from level 16 Elusiveness (D) Moved from Level 13 Movement Speed bonus increased from 10% to 20% LEVEL (TIER) VALEERA TALENTS 1 (1) (!) Vigor (Passive) Subtlety (D) Combat Readiness (Passive) Crippling Poison (Active) 4 (2) Relentless Strikes (Q) Hemorrhage (E) Initiative (D) Wound Poison (Active) 7 (3) Mutilate (Q) (!) Fatal Finesse (W) Slice and Dice (E)   10 (4) Smoke Bomb (R) Cloak of Shadows (R) — — 13 (5) Death from Above (Q) Blind (W) Strangle (E)   16 (6) Seal Fate (Q) Assassinate (Q) Thistle Tea (Active)   20 (7) Adrenaline Rush (R) Enveloping Shadows (R) Rupture (E) Elusiveness (D) (!) indicates a Questing Talent. Italic text indicates a NEW Talent. Underlined text indicates a MOVED Talent.
      Valla

      Abilities
      Level 1 Monster Hunter (Q) Now tracks stacks instead of damage on the quest tracker
      Zeratul

      Abilities
      Shadow Assault (R) Removed (New Talent) Might of the Nerazim (R) Passive: After using an Ability, Zeratul’s next Basic Attack within 6 seconds deals 40% more damage Activate to duplicate the last ability cast. Damaging abilities deal 50% less damage. This ability does not benefit from talents. 20-Second Cooldown  Talents
      Level 1 Vorpal Blade (1) Added as a baseline ability. Default Hotkey: 1 (New Talent) Move Unseen (Passive) Gain 25% bonus Movement Speed while Stealthed Shadow Hunter (E) Regen Globe required for quest completion reduced from 20 to 15 Mana cost reduction of Blink increased from 2 to 3 Level 4 Combo Slash (Passive) Removed Grim Task (Passive) Removed (New Talent) Psionic Strength (Passive) Damaging an enemy Hero with Basic Attacks or Abilities increases Zeratul's damage by 6% for 3 seconds, stacking up to 5 times. (New Talent) Darkness Descends (Active) Passive: Increase Zeratul’s attack speed by 10%. Activated ability – Zeratul gains 40% bonus attack speed for 5 seconds. 30-second cooldown Level 7 Wormhole (E) Duration increased from 2 to 3 seconds Slip into Shadow (E) Removed (New Talent) Warp Skirmisher (1) Vorpal Blade now has 2 charges. Casting Vorpal Blade also causes Zeratul's next Basic Attack within 6 seconds to deal 30% bonus damage Level 16 Sentenced to Death (W) Bonus damage reduced from 40 to 30% Level 20 Rewind (Active) Removed Nerazim Fury (R) Removed (New Talent) Twilight Falls (R) Activating Might of the Nerazim resets the cooldown of all of Zeratul’s Basic Abilities (New Talent) Shadow Mending (Passive) Zeratul heals himself for 75% of Ability Damage Dealt to enemy Heroes LEVEL (TIER) ZERATUL TALENTS 1 (1) PH PH PH PH 4 (2) PH PH PH PH 7 (3) PH PH PH PH 10 (4) PH PH — — 13 (5) PH PH PH PH 16 (6) PH PH PH PH 20 (7) PH PH PH PH (!) indicates a Questing Talent. Italic text indicates a NEW Talent. Underlined text indicates a MOVED Talent. Specialist

      Abathur

      Abilities
      Spawn Locust (Trait) Health increased from 288 to 316  Talents
      Level 1 Survival Instincts (Trait) Bonus Health decreased from 50% to 40% Level 7 Calldown: MULE (Active) No longer refills Structure ammo
      The Lost Vikings

      Talents
      Level 4 It’s a Sabotage! (Passive) No longer removes Structure ammo Damage increased from 27 to 35 Warrior

      Muradin

      Talents
      Level 4 Sledgehammer (Q) No longer removes Ammo from structures Collection
      Hero Price Reduction
      Artanis’ prices have been reduced to 7,000 Gold and 625 Gems. New Bundles – The following new Bundles and Skin Packs are available for a limited time!
      Hanzo Heroic Bundle Winter Veil 2017 Bundle Winter Veil Classic Bundle New Announcers
      Hanzo New Skins
      Hanzo Kinoko Honzo Sora Hanzo Dragon Hanzo Demon Hanzo Farstrider Hanzo Icebound Farstrider Hanzo Iron Farstrider Hanzo Holy Farstrider Hanzo Scarlet Farstrider Hanzo Genji Storm Oni Genji Golden Genji Nihon Genji Leoric Immortal Space Lord Leoric Lúcio Azure Soundblast Lúcio Lunara Harvest Champion Lunara Zarya Citrine Thunderguard Zarya Industrial Zarya New Mounts
      The following Mounts have been awarded to players who reached Platinum in Hero League or Bronze in Team League during 2017 Ranked Season 3: Titanium Cybersteed Carbon Cybersteed Master Cybersteed The following Mounts have been awarded to players who reached Master or higher in Hero League or Team League during 2017 Ranked Season 3: Epic Titanium Cybersteed Epic Carbon Cybersteed Epic Master Cybersteed Bug Fixes
      General
      Fixed a number of typo and tooltip errors across several aspects of the game. Art
      Kharazim: Kharazim's arms and upper body now animated correctly during his dizzy animation. Leoric: The Shroud of the Dead King Talent will now correctly play an animation and a sound when activated. Samuro: Monkey King Samuro’s model will no longer exhibit flickering during Hero Select while running Medium or High graphic settings. The Lost Vikings: Fixed an issue causing Baelog to cast superfluous shadows on the terrain. Battlegrounds
      Sky Temple: Fixed an issue that could prevent Temple lasers from appearing correctly on the Minimap. Structures: Auriel's Blinding Flash and Artanis' Suppression Pulse can no longer Blind Structures. Towers of Doom: The Headless Horseman Boss is no longer incorrectly categorized as a Monster. Volskaya Foundry: Fixed an issue in which Heroes on the outer edge of the Hall of Storms would not receive Healing or protection. Heroes, Abilities, and Talents
      Alexstrasza: Life-Binder is no longer interrupted when entering or exiting Dragonqueen. Diablo: Fixed an issue that could cause Shadow Charge to deal its collision damage multiple times under certain circumstances. Garrosh: Casting Wrecking Ball on Mercenaries will no longer cause them to leash while in combat. Gul'dan: Movement caused by a conveyor belt will no longer cancel Rain of Destruction channeling. Kel'thuzad: The Power of Icecrown Talent will now correctly grant bonus Spell Power for enemy Heroes Slowed by Chains of Kel’Thuzad with the Chains of Ice Talent. Li-Ming: Zei's Vengeance and Arcane Orb tooltips have been updated to clarify bonus damage functionality. Damage amounts have not been changed. Lt. Morales: The Second Opinion Talent will now correctly grant cooldown reduction when one of the Heroes struck by Displacement Grenade is piloting a Vehicle, like the Garden Terror. Lunara: Fixed an inconsistency that allowed Lunara to cast Leaping Strike over some, but not all, allied units after learning Boundless Stride. Medivh: Creating a Portal entrance after learning Portal Mastery and then entering the Triglav Protector will no longer prevent him from using the Protector’s abilities. Muradin: Learning Reverberation no longer incorrectly updates the Attack Speed Slow amount in Thunder Clap’s tooltip. Murky: Spawn Egg with the Egg Hunt Talent can now be cast correctly on Volskaya Foundry’s conveyor belts. User Interface
      Death Recap: Fortification Camp Turret attacks now display a Turret icon in the Death Recap screen.
    • By Stan

      The free Hero rotation has been updated for the week of November 21 and Junkrat's available for the first time!
      Free-to-Play Hero Rotation: November 21, 2017
      Li Li ETC Zagara Butcher Kael'thas Artanis Rehgar Tyrael Azmodan Garrosh Alarak (Slot unlocked at Player Level 5) Tracer (Slot unlocked at Player Level 10) Valeera (Slot unlocked at Player Level 15) Junkrat (Slot unlocked at Player Level 20) (Source)