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PTR Patch Notes: February 6

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PTR is now live and you can log in and test out Lucio! The patch brings many Hero changes and a Murky rework.

Blizzard LogoBlizzard Entertainment (Source)

General

“For Azeroth!” – Play Warcraft Heroes, Get Rewards!

With the arrival of today’s patch, until March 14, 2017, play Heroes of the Storm using Warcraft Heroes, while in a party with a friend, to earn rewards for both games!
  • Quest
    • Complete 15 Heroes of the Storm matches with a friend, while playing as Warcraft Heroes, before the event concludes.
    • Players who select Warcraft Heroes will still earn quest credit if their friends play using Heroes from other Blizzard universes. However, only the players who select Warcraft Heroes will earn quest credit.
    • Players do not need to complete all 15 matches with the same friend in order to complete the quest.
  • Rewards
    • World of Warcraft: Primal Flamesaber Mount
    • Heroes of the Storm: 10 day Stimpack
    • Heroes of the Storm: Flames of Judgement Charger Mount
  • PTR Note: While elements of this event may appear on the Test Realm, players will not be able to make progress toward quests or rewards until the patch is released to the live version of Heroes of the Storm next week.

Heroes Brawl

  • The reward requirements for the following Brawls have been reduced from 3 to 2 games:
    • Heroes of the Stars
    • Bloodlust Brawl
    • Mage Wars

New Hero: Lúcio

From the streets of Rio to the clubs on King’s Row, Lúcio’s beats bring the party to life, and drive the people to action. Now he’s on tour in the Nexus, ready to Break it down, and to continue fighting for what’s right.

Trait

  • Wall Ride (D)
    • When moving alongside impassable battleground terrain and Structures, Lúcio can walk through other units, and his Movement Speed is increased by 20%. This effect stacks with other Movement Speed bonuses.

Basic Abilities

  • Soundwave (Q)
    • Deal damage to enemies in a cone-shaped area and knock them back.
  • Crossfade (W)
    • Play one of two tracks that passively provide allied Heroes with either a Speed Boost or a Healing Boost in a large radius around you. Activate Crossfade to swap tracks.
      • Healing Boost: Restore a small amount of Health every second to Lúcio and nearby allied Heroes.
      • Speed Boost: Increase the Movement Speed of Lúcio and nearby allied Heroes by 15%.
  • Amp It Up (E)
    • Raise Lúcio’s Crossfade track volume for 3 seconds, amping Speed Boost to 45% increased Movement Speed, and significantly increasing the Healing rate of Healing Boost.

Heroic Abilities

  • Sound Barrier (R)
    • After 1 second, Lúcio and nearby allied Heroes gain a massive Shield that rapidly decays over the next 6 seconds.
  • Reverse Amp (R)
    • Blast Lúcio’s Crossfade track at enemy Heroes for 4 seconds, causing Healing Boost to inflict damage every second, and Speed Boost to Slow Movement Speed by 45%.
    • Passive: Increase Amp It Up’s duration to 4 seconds.

Art

Heroes, Abilities, and Talents

  • Murky has received updated icon art and visual effects that coincide with his rework.
  • The following Heroes, Abilities, and Talents have received updated visual effects:
    • Dream Genie Chromie: Time Trap (E) – The lamp spout on Time Trap’s model will now always spawn facing West.
    • Grunty Murky: Pufferfish (W) – Visual effects tweaks have been made in order to better distinguish between Pufferfishes and Tufferfishes.
    • Thrall: Earthquake (R) – The outer edge of Earthquake’s area of effect has been made more visually apparent. 

Shop

PTR Note: Many of the following changes will not take place in the Shop until 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
    • Ribbit Lúcio Bundle – Available until February 28, 2017
    • 2017 Love is in the Air Bundle – Available until February 28, 2017
  • Returning Bundles
    • Classic Love is in the Air Bundle – Available until February 28, 2017
  • Removed Bundles
    • 2017 Lunar Festival Bundle
    • 2016 Lunar Festival Bundle

New Hero

  • Lúcio has been added to the in-game Shop

Mounts

  • New Mounts
    • Heart Stone – Available by purchasing the 2017 Love is in the Air Bundle
    • Flames of Judgement Charger – Awarded for completing the “For Azeroth!” event quest.
  • Returning Mounts
    • Amani War Bear
    • Cyber Ram
  • Removed Mounts
    • Magic Carpet
    • Marshal’s Outrider

New Skins

  • Ribbit Lúcio
  • Master Lúcio
  • Love Goddess Tyrande

Price Reduction

  • Kharazim's prices will be reduced to 7,000 Gold and $8.49 USD.
 

Heroes

Assassin

Falstad

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Abilities

  • Hinterland Blast (R)
    • Added functionality:
      • Cooldown is reduced by 25 seconds for every enemy Hero hit

Greymane

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Abilities

  • Marked for the Kill (R)
    • Renamed to Cursed Bullet
      • New Functionality:
        • Fires a bullet that hits the first Hero in its path, dealing 35% of their current Health as damage. Cannot hit Vehicles.
        • 30 second cooldown, costs 50 Mana.

Talents

  • Level 20
    • Gilnean Roulette (R)
      • New Functionality:
        • Causes Cursed Bullet to hit all enemies in its path, and reduces its cooldown by 5 seconds per Hero hit

Ragnaros

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Talents

  • Level 13
    • Resilient Flame (Passive)
      • Now has a 10 second cooldown between activations
      • A button has been added to the hotbar so the cooldown can be tracked

Thrall

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Abilities

  • Earthquake (R)
    • Earthquake will go off even if Thrall is interrupted during his cast animation
  • Sunder (R)
    • Sunder will go off even if Thrall is interrupted during his cast animation
Developer Comment:  Thrall’s two Heroics are overly sensitive to being interrupted, something that has been on our radar to fix for quite some time.

Valeera

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Stats

  • Basic Attack damage increased from 75 to 79
  • Health increased from 1950 to 2047
  • Health Regeneration reduced from 4.54 to 4.26

Abilities

  • Ambush (Q)
    • Energy cost reduced from 20 to 10
  • Garrote (E)
    • Silence duration increased from 2 to 2.25 seconds
    • Impact damage reduced from 75 to 20
    • Damage over time reduced from 175 to 140
  • Cloak of Shadows (R)
    • Cooldown reduced from 18 to 15
    • Duration increased from 1 to 1.5 seconds

Talents

  • Level 1
    • Crippling Poison (Active)
      • Duration increased from 3 to 5 seconds
  • Level 4
    • Wound Poison (Active)
      • Duration increased from 4 to 5 seconds
  • Level 7
    • Assassinate (Q)
      • Distance between enemy Heroes reduced from 5 to 4 range
  • Level 13
    • Death From Above (Q)
      • Teleport range increased from 5 to 7
  • Level 16
    • Rupture (E)
      • Added functionality: Basic Attacks against Garroted enemies also increases the damage over time effect by 5%, stacking up to 30%
Developer Comments:   We feel that Valeera needs a small increase in power to help her overall win rate, but are hoping to do so without adding much more burst damage or disabling effects. The changes to her Health and Basic Attack damage should give her a boost, while the changes to Talents, Ambush, and Garrote should create harder decision making for the Rogue. While we were looking at her Health Regeneration, we noticed that it was actually higher than intended (most Heroes take 480 seconds to regenerate their entire Health pool), which is why we reduced it slightly. We’ve increased the duration on Cloak of Shadows so that predicting Abilities is easier to accomplish. We want it to be a rewarding, high skill-cap ability, but with the old tuning it struggled to compete with Smoke Bomb.

Zul'jin

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Talents

  • Level 4
    • Headhunter (Active)
      • Will no longer dismount Zul'jin when it is activated while mounted

Multi-class

Varian

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Talents

  • Level 13
    • Banner of Stormwind (Active)
      • Moved to level 16
    • Banner of Ironforge (Active)
      • Moved to level 16
    • Banner of Dalaran (Active)
      • Moved to level 16
  • Level 16
    • Juggernaut (E)
      • Moved to level 13
    • Mortal Strike (Trait)
      • Moved to level 13
    • Shattering Throw (Active)
      • Moved to level 13
Developer Comments:  We like that Mortal Strike and Shattering Throw are great counter options for certain team compositions, but thought they came just a little too late to draft Varian specifically for them.

Specialist

Abathur

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Abilities

  • Stab (Q)
    • Damage increased from 113 to 119
  • Spike Burst (W)
    • Damage increased from 111 to 116
  • Carapace (E)
    • Shield amount increased from 150 to 157

Murky

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Stats

  • Base Maximum Health increased from 635 to 761

Abilities

  • Spawn Egg (D)
    • Resurrect time while Murky's Egg is active increased from 5 to 8 seconds
  • Slime (Q)
    • Slow amount increased from 20 to 25%
  • Pufferfish (W)
    • Now deals 50% damage to Structures
    • Pufferfish can now be targeted by Structures
    • Pufferfish now has 225 Health and takes damage from Abilities
    • Explosion radius increased by 50%
  • March of the Murlocs (R)
    • Cooldown reduced from 100 to 80 seconds
    • Increased the Movement Speed of the tiny murlocs by 30%

Talents

  • Level 1
    • Fish Tank (Passive)
      • Moved to level 13
      • Redesigned: Basic Attacks against enemy Heroes grant Murky 75 Basic Attack Armor for 2 seconds
    • Bubble Breeze (E)
      • Renamed to Slippery When Wet
      • Moved to level 7
      • Increased the Movement Speed bonus from 20% to 35%
      • Now also allows Murky to pass through enemies while Safety Bubble is active
    • Assault Egg (D)
      • Renamed to Fish Eye
      • Bonus Health reduced from 150% to 100%
      • Sight Radius bonus increased from 150% to 200%
      • Now reveals Stealthed enemies
      • Now increases Murky's Mounted Movement Speed to 45% for 5 seconds after spawning
    • Bribe (Active)
      • Removed
    • New Talent: Egg Hunt (Active)
      • Activate to place a fake Egg.  If the fake Egg dies, it casts Slime.  Maximum 3 fake Eggs.  6 second cooldown
      • Upon spawning from an Egg, Murky is Stealthed for 5 seconds
    • New Talent: A Fishy Deal (Active)
      • Killing an enemy Minion with Pufferfish grants 1 stack of Bribe.  Use 5 Bribe stacks to capture a single Mercenary. Maximum of 20 stacks
  • Level 4
    • Bigger Slime (Q)
      • Moved to level 7
      • Renamed to Black Lagoon
    • Tufferfish (W)
      • Redesigned:  Now causes Pufferfish to deal 35% more damage to Slimed targets, and it gains 50 Spell Armor
    • Envenom (Active)
      • Removed
    • Living The Dream (Passive)
      • No longer passively grants Ability Power
      • Instead of granting 1% Ability Power every 5 seconds, now grants 5% Ability Power every 15 seconds. Max 15% bonus Ability Power.
    • New Talent: Slime Time (Q)
      • Quest: Slime enemy Heroes that are already Slimed
      • Reward: After Sliming 15 Slimed Heroes, increase Slime's bonus damage by 125
      • Reward: After Sliming 30 Slimed Heroes, increase Slime's slow amount to 35%
  • Level 7
    • Slime Advantage (Q)
      • Removed
    • Hindering Slime (Q)
      • Removed
    • Compressed Air (W)
      • Removed
    • Clairvoyance (Active)
      • Removed
    • New Talent: Time to Krill (Passive)
      • Basic Attacks against Heroes deal an additional 8 damage per second and Slow the target’s Movement Speed by 10% for 5 seconds. This effect can stack up to 5 times
  • Level 13
    • Continuous Slime (Q)
      • Renamed to Making Inky
      • Moved to level 20
      • Cooldown reduction increased from 1 to 2 seconds
    • Wrath of Cod (W)
      • Moved to level 16
      • New Functionality:
        • Pufferfish deals bonus damage to Heroes equal to 10% of their maximum Health over 5 seconds
    • Bubble Machine (E)
      • Removed
    • Hidden Assault (D)
      • Removed
    • New Talent: Egg Shell (D)
      • Respawning from an Egg grants Murky a Shield equal to 100% of his maximum Health. This Shield lasts indefinitely
  • Level 16
    • Slimy End (Q)
      • Removed
    • Rejuvenating Bubble (E)
      • Moved to level 13
    • Blood for Blood (Active)
      • Removed
    • New Talent: Toxic Buildup (Q)
      • Attacking an enemy Hero 3 times causes a Slime to cast from their position
    • Slimy Pufferfish (W)
      • Renamed to Fish Oil
  • Level 20
    • Rewind (Active)
      • Removed
    • Bolt of the Storm (Active)
      • Removed
    • Never-Ending Murlocs (R)
      • Redesigned:  March of the Murlocs can now be channeled indefinitely
    • New Talent: Big Tuna Kahuna (Trait)
      • Murky's maximum Health and Egg respawn times are doubled.
Developer Comment:  : Mrrgrgrlgrl! Rise my brother murlocs! Mrrrgrgrlrlgrl! Vengeance will be ours! In examining Murky, his original health and egg timers are vestiges of a different time, created before even Jaina entered the Nexus. We wanted to give him more base health to make him a little harder to burst down, but traded it for a little longer time to respawn from his Egg. This has the added bonus of allowing a bit more counter-play to hunting our fishy friend. We also wanted to adjust Pufferfish, as an increasingly high amount of the roster could immediately explode it. Finally, his talent tree has been updated to come in line with our new philosophies. We’ve not only found this Murky much more fun to play as, with some exciting talents in each tier, but also more fair to fight against! Mrrgrgrlgrl!
LEVEL (TIER)   MURKY TALENTS    
1 (1) Fish Eye (Trait) Egg Hunt (Active) A Fishy Deal (Active)  
4 (2) (!)Slime Time (Q) Tufferfish (W) (!)Living the Dream (Passive)  
7 (3) Black Lagoon (Q) Slippery When Wet (E) Time to Krill (Passive)  
10 (4) March of the Murlocs (R) Octo-Grab (R)
13 (5) Rejuvenating Bubble (E) Fish Tank (Passive) Egg Shell (Trait)  
16 (6) Toxic Buildup (Q) Fish Oil (W) Wrath of Cod (W)  
20 (7) Never-Ending Murlocs (R) ...And a Shark Too! (R) Big Tuna Kahuna (Trait) Making Inky (Q))
  • (!) indicates a Questing Talent.
  • Italic text indicates a NEW Talent.
  • Bold text indicates a MOVED Talent.

Nazeebo

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Abilities

  • Plague of Toads (E)
    • The targeting indicator now more accurately reflects the Toads’ travel path

Talents

  • Level 7
    • Dead Rush (W)
      • Cancelling Zombie Wall will now also provide up to 5 uprooted Zombies

Support

Lt. Morales

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Abilities

  • Displacement Grenade (E)
    • Will now reveal a small area around the grenade as it travels

Warrior

Muradin

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Talents

  • Level 4
    • Crowd Control (W)
      • Now has a 7 second cooldown reduction maximum
  • Level 13
    • Thunder Strike (W)
      • Icon color swapped to blue
    • Healing Static (W)
      • Icon color swapped to green

Zarya

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Talents

  • Level 1
    • Feel the Heat (Passive)
      • Basic Attacks that deal bonus damage in Melee range will now show a Crit indicator

Bug Fixes

General

  • Mac: Launching the Heroes client on a Mac will no longer automatically increase mouse acceleration.
  • Corrected the scaling damage caps for several Talents that deal damage based on a percentage of the target’s maximum Health, including:
    • Gall: Giant Scorcher
    • Rehgar: Hunger of the Wolf
    • Ragnaros: Giant Scorcher
    • Tracer: Quantum Spike
    • Xul: Backlash, Giant’s Curse
  • A number of typos and tooltip errors have been corrected across several aspects of the game.

Art

  • Nova: Nova’s status bar will no longer pop above her head while running.
  • Samuro: Monkey King Samuro will now correctly play his victory animation after destroying the enemy Core.
  • Tracer: Hologram visual effects will now correctly display on Master Tracer’s model while using Recall.
  • Sky Temple: Fixed an issue in which Temple attacks could briefly appear to fire beyond the Core.

Battlegrounds

  • Braxis Holdout: Fixed an issue that could cause Zerg units to become stuck in the walls of their pens.

Heroes, Abilities, and Talents

  • Anub'arak: Chitinous Plating will now correctly reduce the cooldown for Harden Carapace.
  • Chromie: After completing Deep Breathing’s quest, its buff bar tooltip will now display the correct number of Heroes hit.
  • E.T.C.: If Stage Dive’s landing location is blocked, E.T.C. will now land as close as possible to the intended area rather than returning to his original casting location.
  • Medivh: Will now properly benefit from Regeneration Globes while transforming into Raven Form.
  • Ragnaros: Will now properly benefit from Hand of Sulfuras when Empower Sulfuras scores a killing blow after striking multiple enemy Heroes.
  • Ragnaros: Lava Wave's cooldown will now be paused during Zeratul’s Void Prison.
  • Rehgar: Will no longer be pulled out of Ghost Wolf form upon dealing damage via an allied Ragnaros’s Blast Wave.
  • Rexxar: Spirit Swoop will now correctly deal damage to Monsters.
  • Samuro: Fixed an issue that could refresh the duration of Advancing Strikes after landing a critical strike.
  • Samuro: Shift-queueing Hearthstone will no longer break Stealth until Hearthstone begins casting.
  • Samuro: Burning Blade area of effect damage will now properly benefit from bonus damage granted by Way of Illusion.
  • Samuro: Bladestorm will no longer occasionally fail to activate after casting Mirror Images and Bladestorm in rapid succession.
  • Samuro: Fixed an issue in which the Score Screen could display an incorrect number of Gems for Samuro if he collected them while Mirror Images were active on Tomb of the Spider Queen.
  • Thrall: Fixed an issue in which Feral Spirit could fail to trigger Follow Through after earning Seasoned Marksman stacks.
  • Valeera:  Rupture and Hemorrhage no longer benefit from another Valeera’s Garrote.
  • Valla: Killing enemy Heroes who have post-death states, like Tyrael and Leoric, after learning Death Dealer will now correctly refresh Vault’s cooldown.
  • Zul'jin: Fixed an issue causing Zul’jin to have a slightly higher Health Regeneration rate than intended.

Sound

  • Illidan: The Hunt voiceover will no longer play slightly early.
  • Zarya: Graviton Surge and Expulsion Zone voiceover will no longer play slightly early.

 

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The Murky rework is quite nice, even though I don't really like playing as Murky. However, I feel that they could have reworked Heroes with a lower win-rate, like Cho'gall, Stitches and Sonya.

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Murky was abismal. Hopefully this makes him at least niche tier. I don't like any hero that's main ability is to be okay dying.

That Falstad buff is sneaky strong on some maps (like haunted mines or cursed hollow) with good choke points. Hard to beat his clean disengage, but this might have a chance in good combos.

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8 hours ago, Valhalen said:

The Murky rework is quite nice, even though I don't really like playing as Murky. However, I feel that they could have reworked Heroes with a lower win-rate, like Cho'gall, Stitches and Sonya.

Sonya is noticeably improved since her buffs, but could do with more talent diversity. Murky was most definitely at the bottom of the pile (most tier lists have him so low that the trash tier was literally called Murky Tier as he was the only hero in that position) so I guess they've started in the right place. 

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20 minutes ago, Plergoth said:

Sonya is noticeably improved since her buffs, but could do with more talent diversity. Murky was most definitely at the bottom of the pile (most tier lists have him so low that the trash tier was literally called Murky Tier as he was the only hero in that position) so I guess they've started in the right place. 

The minimal buffs to Whirlwind on last patch didn't really improve much. It is still bad on team fights. I think they have to either rework her as a proper assassin or make her sturdier to kill (since her damage reduction talents only come much later in the game).

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3 hours ago, Plergoth said:

Sonya is noticeably improved since her buffs, but could do with more talent diversity. Murky was most definitely at the bottom of the pile (most tier lists have him so low that the trash tier was literally called Murky Tier as he was the only hero in that position) so I guess they've started in the right place. 

Sonya has improved indeed but there still issues with her talent tree and general survivalness. Contrary to the tier lists, I've always found it difficult to find a Murky that played badly or did badly. I feel that he does get very underrated and I generally see players do really well with him (myself included) because people don't really know how to deal with him or feel he's not worth bothering with. More so than Murky, I think Nova needs a huge rework. But hopefully, this rework will stop the instant reports that happen when I choose Murky in draft (unranked at that).

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7 hours ago, MurkyFelix said:

Contrary to the tier lists, I've always found it difficult to find a Murky that played badly or did badly. I feel that he does get very underrated and I generally see players do really well with him (myself included) because people don't really know how to deal with him or feel he's not worth bothering with. More so than Murky, I think Nova needs a huge rework. But hopefully, this rework will stop the instant reports that happen when I choose Murky in draft (unranked at that).

What really kills murky is how many competitive heroes get a bonus when an enemy dies, and he is going to die. Especially Li-Ming which is really common in draft, will get an auto-reset every team fight and leave a team 4v5. Murky can still be really bad for a team even if he's played well.

Also if anyone with a slightly quick auto attack pays attention you can completely shut out his puffer and consequently +/-50% of his damage. He can't really push at all without minion or merc support. Any hero can be used, but he needs so much help to be even effective it's sad. Hopefully this helps that issue.

Nova also needs some work, but she has a lot of use. Far more than Murky current state. Triple shot is great at taking out a single target or forcing the other team to alter their positioning in reaction and precision strike is great at team fight and global zone denial. Let alone her possible gank kit against low health heroes (I.E. Murky...)

 

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13 hours ago, Laragon said:

What really kills murky is how many competitive heroes get a bonus when an enemy dies, and he is going to die. Especially Li-Ming which is really common in draft, will get an auto-reset every team fight and leave a team 4v5. Murky can still be really bad for a team even if he's played well.

Also if anyone with a slightly quick auto attack pays attention you can completely shut out his puffer and consequently +/-50% of his damage. He can't really push at all without minion or merc support. Any hero can be used, but he needs so much help to be even effective it's sad. Hopefully this helps that issue.

Nova also needs some work, but she has a lot of use. Far more than Murky current state. Triple shot is great at taking out a single target or forcing the other team to alter their positioning in reaction and precision strike is great at team fight and global zone denial. Let alone her possible gank kit against low health heroes (I.E. Murky...)

 

I know what you mean, if he even gets touched by Arcane Orb there goes most of his health. People doing the Seasoned Marksman quest as well get a lot of go on that just from Murky. I'm not saying he's brilliant, just a bit underrated in general, esp on maps like Dragon Shire where he can push easily when the knight is active (obviously if your team have the knight) and BattleField of Eternity. It should probably be noted that my experiences are based mostly on non-HL games (thought I have used him serveral times on it and only a handful of them went horribly) but anyway, the rework does look nice ;3 

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I know that Valeeras overall win rate is not great, but does she really need a buff? Or was the purpose of these changes to try and get people to go Ambush build more often? Either way, I have felt like she is already pretty OP in the right hands and doesn't need any buffs.

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1 hour ago, mellomike said:

I know that Valeeras overall win rate is not great, but does she really need a buff? Or was the purpose of these changes to try and get people to go Ambush build more often? Either way, I have felt like she is already pretty OP in the right hands and doesn't need any buffs.

Ive grinded her to lvl 12 and dont think she needs any buff at all. She has to be played well though. At lower levels of play shes a beast. At higher (or with Tassadar on enemy team) needs to be played similar to Alarak I think. Standard melee assasin who will start out of stealth and set up kills mid fight.

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1 hour ago, Thorgal2226 said:

Ive grinded her to lvl 12 and dont think she needs any buff at all. She has to be played well though. At lower levels of play shes a beast. At higher (or with Tassadar on enemy team) needs to be played similar to Alarak I think. Standard melee assasin who will start out of stealth and set up kills mid fight.

 

I agree that I don't think she needed a buff, she was good the way she was. A good assassin with a high skill cap for sure but I never played her as a standard melee assassin and never played her similarly to how I would play Alarak. Not saying your way is wrong or anything just different builds probably, but whenever I would play Val I will stealth in open in someone, get the combo points and get an eviscerate off and then run away and wait until vanish is up to engage again. 

 

This I think though is ultimately another reason why she didn't really need to be changed, because she had several builds that were definitely viable.

 

But I guess in the end I love Valeera and don't really mind these changes.

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Dunno if either of you have played much Valeera in hero league, but in that setting the need for a buff is much more apparent; against coordinated opponents it's a lot harder to find good openings for a stealth move (she is very easily revealed and has very little defensive mobility for after she's caught out) and I think these changes may make her better during the in-and-out brawling phase of a team fight 

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10 hours ago, mellomike said:

I agree that I don't think she needed a buff, she was good the way she was. A good assassin with a high skill cap for sure but I never played her as a standard melee assassin and never played her similarly to how I would play Alarak. Not saying your way is wrong or anything just different builds probably, but whenever I would play Val I will stealth in open in someone, get the combo points and get an eviscerate off and then run away and wait until vanish is up to engage again. 

 

Yes, the way you play her is correct in most situations. But it requires you to be stealth when you approach your victim. Higher level players can see you easly and it wont be so easy and Tasadar in enemy team can break that plan. Thats where you need to adapt. "Mid combo" as I call it is devastating mid fight and works similar to Artanis combo used the way pros do it. Not use it on cooldown so the opponent knows u dont have it but held it so they will play more defenisevely feared u will use it.

As for my build I usually use Q build. And I agree: U want buff one of my new favourite character? Bring it on! :)

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17 hours ago, Voltorocks said:

Dunno if either of you have played much Valeera in hero league, but in that setting the need for a buff is much more apparent; against coordinated opponents it's a lot harder to find good openings for a stealth move (she is very easily revealed and has very little defensive mobility for after she's caught out) and I think these changes may make her better during the in-and-out brawling phase of a team fight 

 

She is easily revealed and easily countered but most heroes could be countered with a team working together if they know what they are doing, of course Valeera is more prone to that because of her low health pool and lack of mobility (especially if you go Mutilate). But if you time it right (against any hero even a hard counter to Valeera) you can come in clutch with those crucial stuns and being able to burn down choice targets really quick, which is really the point of her character.

 

Not that I don't agree that it is hard to play Valeera against a coordinated, because it is. But a hero that can take down one target so easily should be hard to play. 

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On 2/9/2017 at 11:49 AM, mellomike said:

Not that I don't agree that it is hard to play Valeera against a coordinated, because it is.

Right, and this is really what I was speaking to with my post - even though she's fine (and in some settings, more than fine) I think they're tuning up her kit mostly to help in the team league or upper league setting where she's struggling a bit right now dealing with coordinated opponents. 

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      This is actually a very hot topic right now among us. We have an hour long meeting this week to align ourselves with what Mana means to our game and what direction we want to move towards. 
      While it is a very powerful tool from a balance design perspective, it is not really 'fun' to run out of Mana. Since our game is fast paced and 'brawly', I think we need to be a little on the forgiving side when it comes to Mana tension.
      As more heroes enter the Nexus, knock backs and displacements in the game are increasing. Will dazes/knock backs ever become keywords and have talents that interact with them?
      For example, supports have ways to give armor or interact with stuns/silences/slows, but the only way to deal with knock backs is Cleanse, or other Unstoppable effects. Will this continue as is, or will there be other ways to counter play?
      Hey USSKorolev, thanks for the question.
      Just to clarify for some readers, we have a number of displacement abilities that also have stuns tied to them. For example, Johanna’s Condemn, Garrosh’s Wreckling Ball, or Junkrat’s Concussion Mine. One of the key reasons to have these stuns is to break moving channeled abilities such as a Li Li’s Jug of 1,000 Cups. Another core reason is that the stun can help to add “weight” to the ability and make it feel a lot better to use. Without the stun on Condemn, heroes would immediately start moving following the initial displacement, often due to previously queued up move orders, and the ability just wouldn’t feel right. That pause helps players to recognize the impact and allows Johanna a small opportunity to capitalize on this ability.
      There are of course a number of displacement abilities that do not have this stun which we refer to as “dazes”, including ETC’s Face Melt and Falstad’s Mighty Gust. I’m not sure we have discussed adding a new keyword to interact with these abilities specifically, although it’s an interesting thought.
      We’re always interested in giving players counterplay options, so it is something we will talk about internally. I do think there are a few issues though which I’ll go through: 
      First off, most knockbacks happen extremely quickly, too quickly for you to react once they occur in many cases. Take the ETC Face Melt example, you’d basically have to preemptively use your counter to avoid the displacement – which gets into the territory of pre-cleansing and Unstoppable effects, which we already have. If we said this new counter was always on and waited for a displacement effect to hit you (i.e. Spell Shield), then I’m not sure how fun that would be to play against. If you see someone with Spell Shield, you can often try to poke this off with a weaker ability, but you may not have a secondary displacement effect that you can use to remove this new buff.
      Another thought is, we must be careful about how niche we make talents or abilities. Pointing a talent towards a very specific use case will often go unpicked and we will end up adding secondary effects to the talent for it to become an attractive option. In a lot of cases, those secondary effects can overshadow the original design and that becomes why you pick the talent. As an example, take Ana’s level 13 talents, one is for Stuns while the other is to counter Slows and Roots. We ended up having to put secondary effects on these talents to make them useful in more cases, and now those secondary effects have become the primary reason to pick these talents in a lot of cases (i.e. more healing vs. armor).
      On map design
      It seems like there is a shift towards maps with a single must-win objective (e.g. Hanamura rework). Some players find this is good, as the simplification requires less strategic thought and team coordination. By and large, it simply involves making sure you are at least on even level tiers and win the team fight to get the objective. 
      For other players, this simplification goes a little too far. There is really only "one way" to win the match, especially with the recent nerfs to other map strategies such as split pushing (for better or worse). I was wondering what your map design principles are and whether the team is fine with having one straightforward and clear method of winning, or are there plans to create more strategic depth to maps, whether this is adding new map mechanics or enabling different team comp metas. 
      On a personal note, I would love to see more map mechanics added to some maps as it would open up more macro play options and increase the replay value of those maps.
      We purposefully crafted our battleground design principles so they do not steer us toward a specific type of map objective. Instead, they focus on driving the game forward, managing emotional tension, and providing mechanical and visual variety (among others). There’s no principle that tells us to collapse players into a small area for a highly impactful, centralized objective. It’s true that we’ve been doing that more than usual recently (Volskaya Foundry and Hanamura Temple for sure, Alterac Pass and the Garden rework to some extent) but this is not the new standard.
      General: Frequently Blizzard will include very small numbers changes that don't appear to be intended to seriously shift a heroes power level. Are these intended as signals to the player base to rethink how they're approaching the hero or are you using data to tell you to do those very fine tuned changes?
      Hey ChaosOS!
      First off let me say - "Thank you so much for all of your work and passion for the Heroes community!"
      Now, to address your question: Small number tweaks are normally done when a Hero or Talent is just slightly off-balance. While losing 2 Basic Attack damage is pretty minor for most Heroes, Raynor might see a slightly larger shift since the vast majority of his damage output comes from there. 
      For a different example - there are a lot of times where we may see a vast difference in pick rates between talents on a tier, but parity between win-rates. Sometimes we might do a slight nudge to the under-picked talent in order to get players to reevaluate it. Sometimes it takes multiple nudges before the community starts using and respecting it (Mighty Gust for example).
      What's the great plan for illidan? Why not just buff his 10.
      Any insight on that? He does not need a rework just specific 10 buffs, Hunt back to 60~75 sec CD and moving some 20 demonic form buffs to 10 IMO.
      Hey TheGameOn, thanks for your question about The Betrayer. He's one of my personal favorite Heroes.
      Right now Illidan primarily takes The Hunt because it offers unique and fun gameplay, so we aren't all that upset that it's the more commonly picked Heroic ability. That being said, Metamorphosis is being chosen 40% of the time in higher level Hero League, though it doesn't always feel like it. It isn't winning nearly as much though, so there might be room for improvement.
      Illidan isn't seen all that often partly due to this being an unfavorable metagame for him. With a bruiser-heavy meta, not only is there a lot of crowd control to deal with him, but also fewer squishy targets for him to chase down. Just a year ago Illidan was very meta, and hasn't seen many changes since, so we're confident that maybe small tuning changes combined with a more favorable meta will allow him to fulfill his niche in the game again.
      Why do you prefer slower, larger scale reworks over smaller, more abandunt changes?
      We see time and time again heroes get ignored for months/years and they slowly devolve into a critical state requiring a full on rework like raynor, kerrigan, vikings, chen. 
      We have other heroes that are at a decent winrate with low use/unused talents that havent been changed for a while, making for a 1-dimensional talent builds and overall less compelling interactivity and gameplay, yet these issues go seemingly ignored for an incredible amount of time.
      Hey Dreadnought7410!
      We don't prefer to do slower, larger scale reworks over small changes--they both have their uses. We've released balance patches regularly with many changes to multiple heroes over time, and generally save large reworks for heroes who need more sweeping changes.
      There are advantages and disadvantages to smaller balance tweaks and large rework changes. I went over many of these specifics in our last AMA, but some things we think about are:
      The larger the rework, the greater the risk of hurting the hero's core identity. Even if you make a slam dunk design, it will not have as great a chance of being widely accepted if it significantly alters the hero's fantasy.
      As you mentioned, more abundant changes means that the game is fresher for more people, and fewer heroes are left alone for less time.
      Small number or functionality tweaks can make talent builds feel fresh, which in turn makes the hero feel new and exciting without the need for a major rework.
      That said, large reworks are sometimes necessary. Some examples of why this happens are:
      To update older heroes and bring them in line with current design philosophies. To carve out a role for heroes who have fallen out of use relative to other heroes currently favored in the game. To solve fundamental design issues with their kits. Going forward, you can expect to see us make numerous smaller changes to improve hero and talent pick/win rates. For example, today we just released a balance patch with changes for 17 different heroes.
      General: What does the process for building a balance patch look like? How do you decide what issues to tackle, how do you test ideas in terms of doing what you want them to do, and when are things locked in for implementation and bugtesting?
      Hey ChaosOS!
      Every week the members of the balance team meet to talk about the state of the game. One of the things we do during this meeting we all bring up individual changes/heroes/issues that we would like to see addressed in the upcoming balance patch.
      In regards to how we decide what issues to tackle, there isn’t a single method, as our decisions can come from various sources. Some of these are:
      We have a lot of data that we can look through to find anomalies. We can see hero and talent win/play rates across various filters to see if something is over/underperforming.
      We watch pro play and have discussions about what is happening there.
      We all play the game regularly, and use our personal experience to see where we can make improvements for the average player.
      We look at heroes who haven’t been tweaked in awhile to see if there’s any room to make changes.
      We make the actual changes the week before the patch releases so that we have time for QA to check the changes and fix bugs.
      Sometimes for larger balance changes, for example Artanis’s changes that came out in a balance patch, we will test the changes for weeks/months in advance and merge them into the next balance patch once we’re confident in the design.
      I am curious, which hero did you think would be extremly OP on release, yet turned out to be very weak.
      Vice versa, which hero did you feel was UP, but turned out to be overtuned on release?
      Hey SeeALot, great question.
      Lunara was a character we thought would be OP on release and we were a little worried about, however she ended up being really low initially and needing lots of buffs.
      Malthael is an opposite example where the balance team felt he was fairly solid overall but the larger development team thought he was going to be really weak. Malthael ended up completely crushing the solo lane and being extremely powerful upon release.
      Thoughts on heroes who almost always only has a single talent in certain tiers? examples being garrosh picking into the fray, dehaka picking feeding frenzy, ana picking sleep dart quest
      We put a lot of work into building out talent tiers and trying to offer players interesting choices, so when a single talent ends up dominating a tier it's pretty disappointing.
      The Hero Design team does the initial work of designing talent trees for all new heroes, and most of the time we can recognize and prevent these cases early so that the Live Design team never has to worry about it. This is something I feel we're getting even better at as we learn from previous talents like Into the Fray or Glacial Spike, and even from Heroic abilities like Cleansing Flame that end up as one-sided choices.
      When lopsided talent tiers do make it out the door, it forces us to think very carefully about how we want to bring them back in line. Usually the reason these talents are so popular is that they're very fun to use or provide key utility a hero doesn't otherwise have - so simply removing or weakening them may not be the way to go. In that case we can either-
      A: Make the effect baseline (as with Glacial Spike on Kel'thuzad) and reshuffle other talents accordingly
      or
      B: Revisit the talents on that tier and try to make the other two choices feel just as impactful (as with Holy Ground on Tyrael)
      Which of these options is preferable varies case-by-case, but the most important value is not to undermine what's cool and enjoyable about a hero with whatever changes we decide to make. Given the choice between having uneven talent picks, or making a hero less fun overall, we'd prefer to wait on changing the talents until we're confident that our changes will have the desired effect.
      Hi homer12346,
      We do review talent trees to make sure there is some diversity in options. The goal would be that every talent is viable in some situations and your talent selection can feel fluid based off the match state, team compositions, etc. If there are two solid talent options at a tier that garner the majority of picks and a third lesser chosen one, this can still be okay as long as there is some scenarios where this third (or fourth) talent can be viable. Sometimes it’s purely a personal playstyle preference for why players pick certain talents, other times it can be different skill bands where some players may simply avoid active talents all together.
      Funny enough for Feeding Frenzy, while it is the most picked talent, Symbiosis does still see around 20% of the picks and has an overall higher win rate. ?
      Xul: As you have noticed, he became a maintank in certain comps (shown in the HGC). Are you happy about this and do you have plans for him, either making him a real maintank (like changing his role from assassin to Tank) or tune him more into the assassin role wih removing some survivability?
      Hey Elegostelkai!
      Right now we're pretty happy to see Xul in HGC, and in general we like to see weird/wacky comps have their time in the spotlight. A core tenet of our design philosophy is that we want to push the boundaries of what a conventional MOBA is, and as such we're excited when our players do the same.
      That being said, if an off-meta strategy becomes too powerful and dominates pro-play for too long, it can be a problem if it drastically warps the fundamentals of our game and take it to places where there isn't enough interaction between both teams. 
      We don’t currently have any plans to change Xul due to his recent games in pro play. We’ll be keeping an eye on it, but for now, we’re cool with it.
      How are you guys reacting to the pushback against the mobility Overwatch heroes have brought into HotS? By that I mean, is this feedback you've listened to and found yourselves agreeing with, which you will apply for future hero releases or do you feel different, and if so how/what?
      Tracer and Genji's translation into the game has really shaken up the game and the community, given that their kits and mobility break a lot the core mechanics and penalties of the genre. Combining high damage with ranged attacks, while being able to apply it on the move. Mages and older HotS heroes, in particular, adhere to these limiters and have to sacrifice mobility or expose themselves in order to apply their damage. Tracer and Genji have an easy time getting in and out of combat while being nigh impossible for most heroes to shake off while taking very significant damage. 
      Very frustrating, being killed by heroes which do not adhere to the moba mechanical rulesets which restrain most other heroes. Especially by characters from a new Blizzard universe which after 3 years is still struggling to establish itself. (We've embraced the characters, but there's still no real plot or enough world building for it to currently stand next to IPs such as Diablo, Warcraft and Starcraft. Though I understand that they can bring interesting new mechanics and gameplay to the game.
      Hey Mozerath, thanks for your question! Mobility in Heroes is something that we've been watching for a long time.
      To start with, we've always pushed the boundaries with Hero Design in HotS; we think that it's one of the things that makes Heroes of the Storm special. We have characters like Cho'gall, Abathur, or The Lost Vikings that really "break the rules" of traditional character design. The key to these characters is adjusting their power the appropriate amount while keeping these unique traits in mind.
      The great mobility offered by Tracer and Genji is another one of these unique traits, though not as flashy as a two-headed ogre. We knew that during development they would need to be balanced around it (in fact at one point Tracer had so little Health that she was being one-shot by Nova). We didn't anticipate how much we would need to tune them down though, so unfortunately they've been steadily nerfed (for the most part) since their release. We think they're much healthier than they started in terms of balance at this point, though we're always looking to make further tuning adjustments when we think the time is right.
      We do have other characters in the game with high amounts of mobility (as has been pointed out in this thread). Illidan, Zeratul, and Lucio are good examples. The biggest difference between them and Tracer or Genji is that their mobility has more conditions. These include target selection (Illidan's Dive), range limitations (Zeratul's Blink), or inability to travel over terrain (Lucio's Movement Speed). These added forms of counterplay make these abilities feel better to play against than they would otherwise, and allow us to really push the envelope with them.
      At this point, we think that the low-condition mobility from Tracer and Genji makes them special, and we likely won't add more characters with this level of mobility without conditions. But we do think that mobility is a great way to allow players to make flashy plays and has a high skill cap, so you'll likely see more forms of it with added counterplay in the future.
      Some heroes have heroic abilities with extremely low pick/win rate. For example: Lili's Dragon, Kelthuzad's Frost Blast, Mephisto's Durance and Guldan's Rain.
      Are there any plan for changing how these skills work fundamentally beside number tweaks?
      Hello blacktiger226,
      We are always looking to bring both win and pick rate parity to all Heroics. The reality is that it is actually very difficult sometimes without making sweeping changes. Some of the examples you list above fit that bill and will most likely see changes if and when they are looked at for reworks ?
      On developing new heroes, I wonder if we will have heroes of the Heroes of the Storm universe or if all the heroes will be from other Blizzard universes
      One of the many amazing things about Heroes of the Storm is that ANYTHING is possible in the Nexus!
      I feel like there's a lot of controversy around Garden of Terror and a lot of people saying it lost it's identity mainly (including myself unfortunately). That said, what are your guys plans for other maps like Blackhearts Bay? I think it would be good if the team communicated more with the community before putting so much effort into a map redesign.
      The Garden of Terror rework was done in response to years of consistent player feedback (in community discussion and in our own user experience research) saying Garden was among the least-loved maps in the game. Our goals for the rework were to preserve the map's thematic elements (seeds, shamblers, terrors, weather effects) while removing the elements that made so many players sigh when they saw the loading screen (chasing a vehicle around, eternal night phase, zero sum double vehicle phases, vehicle time-out).
      We iterated on the Garden rework several times internally. First we tried small changes like repositioning/renumbering shambler camps, changing timers, and changing the vehicle's abilities and spawn point, but none of those changes made the map notably more fun or interesting. The map still had the same problems it did on live servers. Then we went wild for a bit with experimentation - at one point we had a completely new layout and a "siege vehicle" objective reward that could dig in, spawn bushes around it, spawn shamblers to push in a direction, and shoot out burrowing seed bombs that detonated for aoe damage. We tried a "gauntlet" type design where we spawned a series of seeds, one at a time, all over the map, and the first team to gather three won the objective. Those were interesting experiments, but they each had their own fatal problems. Ultimately, we found that the version on PTR right now provided the most fun we've ever had on Garden. The story might not be over, though. We're confident that this version of Garden will do much better than its original version, but if we're wrong, we'll do what we need to do.
      As for Blackheart's Bay, we do plan on adjusting the map, but we currently do not expect a complete mechanical overhaul like the Garden rework.
      Any plans on having shuffle pick be an option in custom games? (instead of forcefully enabled for ARAM?)
      It makes doing, for example, 1 versus 1 battles on the same hero impossible on Lost Cavern since you are forced into a new hero upon game start.
      Adding a Shuffle Pick option to the custom games screen (with some additional buttons and levers to customize it further) would be cool, I agree.
      You recently vastly improved the reconnect feature. Will a spectate feature ever be added?
      Hi, reddituser25987! We continue to improve the rejoin functionality and while doing so are touching areas of the game that could, eventually, make spectating a possibility...
      HOWEVER, while we'd love to watch HGC games live in client or check out our friends playing while waiting to party up, we have no plans to prioritize a spectate feature above the myriad of core game systems and features that we want to keep improving at this time.
      Tooltips are very inconsistent. 
      [[Archon]] states its splash radius. [[Fury of the Swarm]] doesn't say what the splash radius is.
      [[Water Dragon]] lists the range in which it summons. [[Divine Reckoning]] doesn't list its radius.
      [[Maelstrom]] says "per second" while dealing damage every 0.25s, while [[Fend]] states its tick rate (every 0.25s).
      [[Varian/Charge]] can target structures. [[Colossus Smash]] can not. It's impossible to know cases like these from the tooltip.
      Generally, information seems to be extremely lacking in tooltips.
      Also, summon descriptions are nearly always extremely lacking. They sometimes state health, sometimes state attack speed and usually damage. Why are they not always mentioned? For example:
      [[Abathur/trait]] lists the Locust's health, but most others don't (say, [[Ultralisk]]). Right now on the PTR Ultralisk now doesn't even state its attack damage (only the skillshot's damage, and that it splashes for 50% when attacking). [[Gargantuan]] doesn't even mention the stomp's damage, or the fact that it slows!
      Writing good tooltips is a really important and often underappreciated skill in game design. It becomes particularly challenging when you have a really big game being made by many people, and a ton of heroes made over several years alongside and evolving design philosophy.
      You're totally on the mark that our tooltip consistency could be better and it's something we've been gradually working to improve. I don't think we'll do one "huge" update in a single patch per se, but we regularly revisit our tooltips (especially during hero reworks) and plan to continue those efforts going forward. If you see anything that looks particularly off, bringing it to our attention as you've done here is also great.
      That said, one thing I'll add is that consistency is only one of many values we employ when writing tooltips. Technically most abilities in the game have a 0.125 second cast time, but we don't actually put that in the tooltip for the sake of readability. It may not seem like a big deal for one tooltip, but every hero in the game has dozens and dozens of tooltips, so readability ends up driving many of the decisions we make around how to present information. However this is something we're very open to feedback on as there may be places where something is off (like your Varian example), and we greatly appreciate players bringing cases like this to our attention. Thanks!
      When is the Chen rework coming?
      Chen is the 3rd least picked hero behind Lost Vikings and Probius. His winrate is awful. There's zero way at this point that the balance team can claim he's "balanced" at this point. Take a look at the info that jhow provided in the solo lane matchup. He has very few positive matchups. He needs fixed in a bad way. This is very frustrating for people who love the brewmaster. I've running with the #FixChen hashtag on twitter for a while now. Almost over a year now at this point. Please save us. At least give us a timeline at this point. ?
      Hi Zexerous, glad to hear you’re a Chen fan and hopefully we can make some changes in the future that will help address some of those concerns.
      To touch on his win rate quickly, depending on the filters I’m looking at (HL vs QM, MMR bands, games played as Chen, etc.), he is sitting around 47-49%. This does put him on the lower spectrum of hero win rates, but it’s still not that far off.
      We made some talent adjustments to Chen a few months back, but we will revisit him at some point – I think it’s clear that he’s not a tank with his current kit (having to constantly stop and channel in fights), but we haven’t fully embraced him as a Bruiser either. We will likely look towards that direction in the future. 
      I’m not able to provide a timeline at this point, only that a major Chen update won’t be happening in the next few months. While not part of your primary question, we do also want to look at Probius, Lost Vikings, and other low play rate heroes as well.
      Lastly, I'd like to ask if some skins or Heroes make it forbidding for other Heroes to come in the game. Widowmaker from Overwatch can never come due to Widowmaker Nova existing? Mercy because of Auriel? Kaldalis because of Artanis? 
      I really hope they don't come as skins cause that would be terrible and huge disrespect to those characters imho.
      Cheers and thank you for your time, God bless.
      Hi BertRaccoonGR!
      Making skins that have crossover with existing heroes does not necessarily mean we won’t add those heroes in the future. An example of this is with the Novazon skin which was clearly inspired by the Amazon from D2. Even with this skin, we knew we wanted to do a D2 Amazon and we’re super excited to bring Cassia to the Nexus ?
      Would the team at Blizzard ever consider more instant point and click crowd control (a la Brightwing and Medivh polymorph)? I don’t feel like there are enough reliable ways to shutdown mobility and am often frustrated by this in QM.
      We have a handful of these, the ones you call out and others like Varian’s Taunt. In general, we’re trying not to introduce a ton of new hard-CC that is targeted as these are not very skillful to execute well (you clicked on the enemy), and have low counterplay options (the enemy clicked on you). It’s likely over time that a few of these will trickle in on new heroes though.
      Is it possible to see other heroes in the Multiclasses category, besides the Varian, or the Blizzard Classics, in addition to the Lost Vikings?
      Hey Zequi21, good question.
      For the Multiclass category, we’re planning to remove that with our eventual role update. Varian would most likely fit into a couple of the newer categories, Tank and Bruiser. There would be a few other heroes who would also hit multiple categories such as Zarya in Support and Bruiser. Overall, the multiclass role wasn’t very clear to players and often you couldn’t play Varian the way you wanted due to your team’s composition.
      For Blizzard Classics, I would love to explore some of these characters in the future. There’s so many awesome characters we want to add, so it’s a question of when they make the most sense and when is the right time. There’s other things we of course need to consider like making sure they’re bringing fun new mechanics and playstyles as well.
      Chromie was designed as an artillery mage. The recent rework did away with that role completely changing her playstyle to a hybrid auto attack spell caster and many players were not fond of it which was reflected by the fall of her pick and win rates. Would you ever consider reverting the rework and adjusting her numbers which many Chromie mains had requested?
      Hey Demon_Ryu, thanks for the question.
      Through reworks and balance updates we’ve pushed Chromie out of the artillery mage role. Overall this is a playstyle we weren’t happy with as it didn’t feel great to play against. To touch briefly on a few points:
      -Her abilities were extremely long range (artillery design), but that meant that she was often off-screen from an enemy perspective and you didn’t have a lot of control over her damaging you. Basically, just keep in perpetual motion and hope she misses.
      -Because her abilities were fairly hard to land, the damage they dealt had to be cranked up to extreme levels to keep her win rate and effective damage output in a reasonable spot. Essentially, if she only lands 20% of her abilities, then those abilities have to be extremely impactful when the hit. This could lead to her 1-shotting enemies which again is not fun to play against.
      -She was extremely hard countered by certain enemies. I don’t believe we’ve really addressed this point, but it is something we’d like to soften. 
      -She has a ton of CC between her Time Trap and both Heroic abilities. In general, multiple CC effects can be frustrating to play against and she brought more than many characters. This combined with the above points was just not a great spot for her to be in. This CC also made the rest of her kit much easier to use and much more consistent which was a challenge to tune around and make feel fair.
      As for the future, we will likely make more Chromie changes and potentially even reimagine what her core playstyle should be, but its unlikely we will go back to that long-range artillery mage style.
      Tassadar-
      From what I understand the lifesteal component to Tassadar's shields has been a problem with his balance for a long time, initially only being a talent option then becoming baseline with a talent to increase it. Has the dev team considered eradicating lifesteal from his base kit and talent tree to balance him better for pros and non-pro play as a pure utility support? (There is also the matter of lifesteal not fitting Protoss from a SC gameplay/lore perspective.)
      Hello T-280_SCV!
      Tassadar has definitely been a unique challenge for us the balance side. I think we have learned a lot of valuable lessons from him, though, and we'll definitely be taking a look at him to see how we can improve.
    • By Stan
      Blizzard is currently working on a new Heroes of the Storm forums with brand-new features including new notification features, real-time updates, and a new flagging system to foster more engaging conversations. The current forums is hosted on a different platform so older posts will not be migrated over to the new forums.
      Old posts will be in a read-only mode after the transition. We don't know if the revamp only targets the Heroes of the Storm forums. The post also mentioned Overwatch before it was edited out. It would, however, make perfect sense to update the platform on all game forums in the future.
      Blizzard (Source)
      Hey everyone,
      Over the past years, we’ve seen your suggestions on how to level up the forums and ensure your time in our community stays positive. We know that currently the forums can be difficult to navigate, sometimes posts you want to see get buried, and reporting doesn’t always appear to lead to action. On that note, we’re excited to announce that we will be launching the new Heroes of the Storm forums starting soon. With a streamlined look and new features to match, this change will provide a better experience for the Heroes of the Storm community. Brand-new notification features will help you keep on top of your posts and real-time updates ensure that you don’t miss any of the conversation. Additionally, we have replaced the previous report function with a new flagging feature to help keep the forums a place to foster more engaging conversations. These are just a couple of the changes that will be coming soon to the Heroes of the Storm forums which we can’t wait for you to use. 
      Please keep in mind that the current forums will be hosted on a different platform so older posts and threads will not be migrated over to the new forums. These will be available in a read-only state for a short period of time after the transition. As such, be sure to save your favorite conversations elsewhere if you plan to revisit old memories in the future. New posts will automatically be directed to the new forums.
      Stay tuned and get ready for the new forum experience!