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Balance Update: Feb 27

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A new balance patch has hit the Nexus with changes to Murky, Tychus, Malfurion's Entangling Roots, Tassadar's Khaydarin Resonance talent and more.

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Assassin

Tychus

Divider_Hero_Tychus_Crop.png

Stats

  • Basic Attack Range decreased from 5.5 to 4.5

Abilities

  • Overkill (Q)
    • Cooldown decreased from 15 to 13 seconds
    • Mana Cost reduced from 75 to 65
  • Commandeer Odin (R)
    • Attack range increased from 8.8 to 9

Talents

  • Level 1
    • Press the Advantage (E)
      • Range increase reduced from 1.9 to 1.5
      • Duration reduced from 4 to 3 seconds
  • Level 13
    • That’s the Stuff! (Trait)
      • New functionality:
        • Minigun heals Tychus for 100% of the bonus damage done to Heroes after the ability ends.
          • This will show a Heal preview during Minigun's duration that will heal Tychus as soon as the ability goes on cooldown.
    • Neosteel Coating (Active)
      • Increased Spell Armor from 50 to 75
Developer Comments:  Tychus has proven to be just as good at Assassin-busting as he is at Tank-busting, which was never our intention. This has made drafting him a good choice against just about any enemy team composition, which has led him to be one of the highest contested Heroes in HGC. We would like to see him gain the most value from sticking to front-line targets so we are lowering his Basic Attack range to limit his options while allowing other ranged Heroes to trade a bit more favorably against him.

Multi-Class

Varian

Divider_Hero_Varian_crop.png

Abilities

  • Charge (E)
    • Cooldown reduced from 14 to 12 seconds
  • Colossus Smash (R)
    • Damage bonus increased from 75 to 100%
  • Twin Blades of Fury (R)
    • Basic Attack damage penalty reduced from 25 to 20%

Talents

  • Level 4
    • Warbringer (E)
      • Now increases Charge's slow from 75% to 85%, instead of adding a stun
  • Level 13
    • Juggernaut (E)
      • Damage reduced from 6% to 5% of the target's maximum Health.
Developer Comments:  The frequency and power of a ranged point click stun was too powerful from Warbringer. While it may have been “balanced” in terms of winrate, its potency wasn’t healthy or fun for opponents. It didn’t offer many options for opponents that were stunned and then Taunted for over 2 seconds, greatly increasing the reliability of other abilities (like Sulfuras Smash). By making Warbringer a massive slow instead of a stun, it allows enemies to use abilities to defend themselves (or forces a Varian to use Taunt early, greatly reducing the duration of his opening crowd control). We’ve shifted more of the power of Warbringer over into the mobility aspect to compensate (since Warbringer makes Charge a 6 second cooldown now). The other part of these changes is providing some buffs to the Assassin focused Heroics to bring them up to par with Taunt, so that Varian can frequently opt into any of the Heroic choices to really fulfill the multi-class Hero fantasy that makes him unique.

Specialist

Murky

Divider_Hero_Murky_Crop.png

Stats

  • Murky Base Maximum Health reduced from 761 to 730
  • Base Health Regeneration reduced from 30.43 to 29.20

Abilities

  • Slime (Q)
    • Slow duration reduced from 8 to 6 seconds
    • Slime slow amount reduced from 25 to 20%
  • March of the Murlocs (R)
    • Cooldown increased from 80 to 110 seconds

    Talents

    • Level 1
      • Fishy Deal (Active)
        • Number of Bribe stacks needed to bribe a Mercenary increased from 7 to 8
        • Maximum stacks increased from 30 to 32
      • Egg Hunt (Trait)
        • Vision range of Fake Eggs reduced by 1
    • Level 4
      • Slime Time (Q)
        • Slow reduced from 35 to 30%
    • Level 7
      • Slippery When Wet (E)
        • Movement Speed bonus increased from 35 to 40%
      • Time to Krill (Passive)
        • Slow reduced from 8 to 7%
    • Level 13
      • Rejuvenating Bubble (E)
        • Healing reduced from 50 to 40% of maximum Health
    Developer Comments:  Murky slimed his way back to the top of the Nexus, and we’re all still cleaning the gunk out of our shoes as a result. His release pushed him much further than intended, so we’re targeting a series of nerfs at some of the frustrating aspects of the Hero. Overall, his effectiveness will be less reliable, and his ability to slow and zone opponents will be less powerful. Nerrrrfgggle Mrrggl.

    Support

    Lúcio

    Divider_Hero_Lucio.png

    Abilities

    • Amp it Up (E)
      • Healing Boost reduced from 16.5 to 15.5

    Talents

    • Level 4
      • Boombox (Active)
        • Duration increased from 20 to 30 seconds
      • Party Mix (W)
        • Bonus range decreased from 25 to 20%

    Malfurion

    Divider_Hero_Malfurion_Crop.png

    Abilities

    • Entangling Roots (E)
      • Root duration reduced from 1.5 to 1.25 seconds
    • Twilight Dream (R)
      • Mana regen reduced from 1.5 to 1.25

    Talents

    • Level 16
    • Tenacious Roots (E)
      • Root duration bonus decreased from .5 to .25 seconds
    Developer Comments:  Malfurion has seen a lot of play at all levels to the point that he is crowding out other Support heroes. While we like his established place in the Nexus, his Entangling Roots is much stronger for its consistency relative to the CC that other heroes in the game provide, particularly when he takes the Tenacious Roots talent. We’re also happy to see that Twilight Dream is so highly valued considering it’s against a strong Healing heroic, but wanted to lower some of the hidden power that it provides in its Mana regeneration to make the decision of which Heroic to take a little more thoughtful.

    Tassadar

    Divider_Hero_Tassadar_Crop.png

    Talents

    • Level 1
      • Khaydarin Resonance (Q)
        • New functionality:
          • Quest: Regeneration Globes grant an additional 50% Mana.
          • Reward(1): After collecting 15 Globes, increase the value of Plasma Shield by 20%.
          • Reward(2): After collecting 30 Globes, increase the duration of Plasma Shield by 100%.
    Developer Comments:  One of our major goals with Hero reworks is attempting to keep as many of the current builds and playstyles that exist for a Hero, trim out older or unhealthy ones, and hopefully open doors for new ones to emerge. When shifting the old Khala’s Embrace to a questing talent (Khaydarin Resonance), we had hoped to lock the immense power that it brought behind a barrier that was difficult to overcome on a lot of maps. In theory, this would make it feel rewarding to take on certain maps, but rarely the most powerful choice. Instead, we found that locking this kind of potential behind an extremely difficult Globe-collecting talent made for a more frustrating experience than a fun one. When taking a step back and considering our options, we felt it best to remove the permanent shielding capabilities and replace it with a less-powerful questing talent.

    Warrior

    Rexxar

    Divider_Hero_Rexxar_Cropped.png

    • Now has a visual indicator for Misha’s leash range.
    • Can now issue Misha commands outside of her leash range. Misha will run to the edge of her range and leash if she attempts to go beyond.

    Bug Fixes

    General

    • Replays: Fixed an issue that could cause an error while scrubbing the timeline during Replay playback.

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    3 hours ago, Valhalen said:

    No more stun on Charge was too much...

    No, that was totally busted, good riddance. I'm sick of facing a stunlock Varian in every single match. Personally, I wish they reduced the charge slow to 25%, decreased its range to 1, and boosted the cooldown on Taunt to 120 seconds.

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    Without stun Varian isn't better tank than Sonya (that has 2 stuns), he's forced to interrupt with R that he can't use without charging enemy first to be in range, back to  twin blades of fury again phase like when taunt was bad.  If they want keep Varian tank viable they shoulda have reduced stun time (or taunt time) not deleting it turning him in Illidan n°2.

    Estimating Varian going soon to bottom of heroes list joining Medivh winrate.

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    1 hour ago, PumpkinRow said:

    No, that was totally busted, good riddance. I'm sick of facing a stunlock Varian in every single match. Personally, I wish they reduced the charge slow to 25%, decreased its range to 1, and boosted the cooldown on Taunt to 120 seconds.

    So... remove the hero entirely from the Meta and any viable build. Cool.

    The removal of stun makes him really weakened. Be nice if they could have just changed it to a root rather than a true stun, then you could use things like recall or portals to avoid the chain CC, but actually still give it some viability as a engagement and set up move for picks. Now they must be truly out of position for it to have any effectiveness.

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    2 hours ago, PumpkinRow said:

    No, that was totally busted, good riddance. I'm sick of facing a stunlock Varian in every single match. Personally, I wish they reduced the charge slow to 25%, decreased its range to 1, and boosted the cooldown on Taunt to 120 seconds.

    Most of the Warriors that are highly contested picks have at least one stun in their arsenal. There was nothing wrong with Warbringer having a stun; it was the combo with Taunt that led into deeper cc chain follow ups that was frustrating to play against that was the problem. 

    He already had a dismal early game performance, and this nerf will emphasise that. Removing the stun also harms the other two builds for him, as it means that, unlike most other Warriors, he has no way to interrupt channelled casts on enemies. That puts him on the same boat as Leoric, but he still has a niche to fill due to the way he can swallow hp from other high health Heroes, whereas Varian has had some notable competition overtake him on those specs recently; Sonya in particular is performing really well, and can solo camps far quicker, more safely and with less downtime than him as well. 

    On top of that, the change literally makes no sense. The change of someone moving from 75% to 85% slower for one second will be barely noticeable. We all expected some kind of nerf, because yes, the combo was obnoxiously strong when it had follow up, but this just completely overshot the mark. 

    It's a shame, because the last patch that swapped his Banners for tools like Mortal Strike and Shattering Throw felt great.

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    10 hours ago, Plergoth said:

    Most of the Warriors that are highly contested picks have at least one stun in their arsenal. There was nothing wrong with Warbringer having a stun; it was the combo with Taunt that led into deeper cc chain follow ups that was frustrating to play against that was the problem. 

    He already had a dismal early game performance, and this nerf will emphasise that. Removing the stun also harms the other two builds for him, as it means that, unlike most other Warriors, he has no way to interrupt channelled casts on enemies. That puts him on the same boat as Leoric, but he still has a niche to fill due to the way he can swallow hp from other high health Heroes, whereas Varian has had some notable competition overtake him on those specs recently; Sonya in particular is performing really well, and can solo camps far quicker, more safely and with less downtime than him as well. 

    On top of that, the change literally makes no sense. The change of someone moving from 75% to 85% slower for one second will be barely noticeable. We all expected some kind of nerf, because yes, the combo was obnoxiously strong when it had follow up, but this just completely overshot the mark. 

    It's a shame, because the last patch that swapped his Banners for tools like Mortal Strike and Shattering Throw felt great.

    The combo with Taunt was certainly very bad but yeah, maybe getting rid of the stun entirely did overstep the mark. I feel like it would have made more sense to get rid of Warbringer's cooldown reduction on Charge, and increase the cooldown on Taunt. That way the combo would still be there and still rek stuff but it would have to be used a bit more cleverly since it wouldn't be available as much.

    On the other side of things, if the combo was so consistent that Blizzard felt it needed to be addressed, how about buffing Cleanse....?

     

    Edit: Had a typo </3

    Edited by MurkyFelix

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    I remember when Varian launch, people complaining about the Warbringer, that was to op for 1s of stun every 6 seconds. So I presume Blizzard took this and nerf the talent. And to be fair it´s was annoyng to deal with Charge stun plus Provoke, not fun especially if you have follow up damage like Li-Ming, Ragnaros or even Chromie. The problem is, early game Varian its not good, the only thing that makes Varian scary it was this stun, so removing this its like " ok, they have Varian, nothing to worry about".

    But with all that, i think i agree with developer commentary about Varian. Even if they reduce the duration of stun or taunt the combo will be the same

    Edited by Iginis7

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    HORRIBLE change. The stun was basically the only reason Varian was picked and sought after. He now is just a weird earlygame hero with a lvl 10 choice between a 1) tank with no cc and nothing special. Why take a Varian tank now? 2) Illidan the second, minus the major mobility and damage avoidance (or an inefficient Sonya) 3) a clunky melee burst damagedealer who dives and dies (ok, he killed the lunara.. oh no wait, the stun is gone and so is his strong engage-followup). Go pick a Thrall, Greymane or Zeratul.

    Thanks Blizzard! At least I had fun for a while playing Varian after lvl 10. I guess playtime is over. Good luck catching dust Varian, see you next year :DDD

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    And it's sad that there were so many other viable solutions to the Varian dilemma.  He wasn't exactly OP, he just had a playstyle that destroyed the possibility of counter play.

    Option A)  Make Charge a skillshot that stuns the first person he connects with, which keeps him viable but makes him more like Muradin.

    Option B)  Longer cooldown on the stun and taunt, since cleanse has a 60 second cooldown

    Option C)  Shorten cooldown on cleanse since the game is so lock-down heavy right now.  Dropping it 45 seconds effectively nerfs Varian

    It's like they got upset that his assassin builds weren't viable at higher levels of play, so they ruined the only viable build he had.

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    6 minutes ago, FirstBlood said:

    Option A)  Make Charge a skillshot that stuns the first person he connects with, which keeps him viable but makes him more like Muradin.

    This is a very good idea, making Charge a skillshot would solve a lot of problems. It would also give Varian a escape mechanism, which is something he severely lacks.

    Edited by Valhalen
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    13 hours ago, MurkyFelix said:

    On the other side of things, if the combo was so consistent that Blizzard felt it needed to be addressed, how about buffing Cleanse....?

    I've been wondering if they'll buff Cleanse (or similar effects), but it seems they are more focused on controlling the amount of mez that can be landed in any one game and for long they can lock players out of actions, which is fine by me as well. Buffing Cleanse - even a small one - would have knock on consequences for not just the Supports that have them, as it's already an invaluable asset to have, but double Supp comps, Heroes with unique self cleanse or resistance to mez effects, or other heroes such as Kharazim with Cleanse built into their kit at a later stage of the game for a notable power spike. It'd also affect heroes that rely heavily on landing a mez effect to secure a kill, such as Kerrigan and the Butcher. I think it's best left alone for now. 

     

    3 hours ago, Skyewalker said:

    1) tank with no cc and nothing special. Why take a Varian tank now? 2) Illidan the second, minus the major mobility and damage avoidance (or an inefficient Sonya) 3) a clunky melee burst damagedealer who dives and dies (ok, he killed the lunara.. oh no wait, the stun is gone and so is his strong engage-followup


    Exactly. It was already possible to juke a Charge by casting something like Barrel Roll very precisely, and then have Varian comically Flash-run towards you from a mile away into towers. I don't know if it was intentional, but this just means that any Hero that might have been a priority target for a Smash before, but has any mobility whatsoever, can bait a Charge and then simply kite Varian without taking any real amounts of damage. It hasn't just hurt Tank Varian, who *may* still have a niche to fill on teams that need something to deal with a Shield comp, but it makes his assassin builds even less effective and riskier to play. 

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    Making charge a skillshot won't fix Varian, because you are giving him an escape pratically instead of a engage tool, nobody will use charge to solely engage that should be the reason of the word 'Charge'. Also will be a terrible engage tool in the form of a skillshot even if it stun for 4 seconds instead of 1 because it can be easy missed like Storm Bolt of Muradin especially at max range and will be a worse Muradin because if you Charge not stunning anything you probably die there for your mistake since Varian has no mobility or defensive tools. At least if Muradin miss Storm bolt isn't severely overextended.

    To fix the issue the only solutions are nerf the stun time to like 0,5 sec or increase Charge cd so he can't repeately spam it in tf like was before that you coulda stun the same person 2 times in a row since cd was so short.

    Cleanse and related don't fix it also, if Varain charge the support he can't cleanse himself making cleanse completely useless, and if you keep your distance as support you probably can't cleanse the stunned target anyway because you are too far. And anyway Varian spam stuns every 6 secs while your cleanse will be never less than 30 sec cd after the first usage so he can try again shortly after.

    In the current state Varian is bad as Li Ming with nerfed teleport and not worth being used.

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    10 hours ago, Plergoth said:

    I've been wondering if they'll buff Cleanse (or similar effects), but it seems they are more focused on controlling the amount of mez that can be landed in any one game and for long they can lock players out of actions, which is fine by me as well. Buffing Cleanse - even a small one - would have knock on consequences for not just the Supports that have them, as it's already an invaluable asset to have, but double Supp comps, Heroes with unique self cleanse or resistance to mez effects, or other heroes such as Kharazim with Cleanse built into their kit at a later stage of the game for a notable power spike. It'd also affect heroes that rely heavily on landing a mez effect to secure a kill, such as Kerrigan and the Butcher. I think it's best left alone for now. 

    True. Though the meta is just stunlocks now (to use Oxygen's analysis), Blizzard do seem intent on letting stunlocks happen, just less consistently than it has been (hence this nerf). The only real issue I have with Cleanse is the long cooldown when you'd use it to stop 2 seconds of CC. I realize the significance of those seconds but the view on paper always feels less impactful, especially when the CC is back up in ~8seconds. Also there's me wandering into Malfurion's root when trying to Cleanse my ally out of it but that's me failing as a Brightwing. But I do feel like it could do with a buff, it just isn't worth it since so many heroes would be affected. 

    Also for clarity, I took "mez" as meaning CC but I don't know what it actually means.

    2 hours ago, Hanz39 said:

    Cleanse and related don't fix it also, if Varain charge the support he can't cleanse himself making cleanse completely useless, and if you keep your distance as support you probably can't cleanse the stunned target anyway because you are too far. And anyway Varian spam stuns every 6 secs while your cleanse will be never less than 30 sec cd after the first usage so he can try again shortly after.

    In the current state Varian is bad as Li Ming with nerfed teleport and not worth being used.

    To be nitpicking; supports can't self cast Cleanse anyway, so any CC on them is as bad. And there is a middle ground where you are close enough to whoever got hit to Cleanse them. I get it isn't viable in a longterm against Varian (pre-patch) but it's better than nothing. Plus if he Charged someone who get's Cleansed, that's no stun, no Taunt and Varian can't really get away, so a lot of the time he'd be too low health by the time Charge is back or he'd be dead.

    And that is very sweeping, that last statement. Li-Ming is very worth being used, her resets can just snowball (more like avalanche) the game plus her damage is brilliant along with mobility. Plus yes, Varian isn't as good now but a 75% slow is nothing to sniff at and slow is still CC (hello Rexxar) and can be followed up on with a Taunt. Now, the targets just have an chance to get away but it's a very slim chance

    Edited by MurkyFelix
    Typo

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    On 2017-03-01 at 5:17 AM, MurkyFelix said:

     Also for clarity, I took "mez" as meaning CC but I don't know what it actually means.

    I believe it comes from the MMO EverQuest. It had a class called the Enchanter that could cast a spell named Mesmerize, which would stun or sleep a target. 

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        Maiev
        Talents
        Level 1 Pursuit of Vengeance [W] Additional functionality: Each Hero hit by Spirit of Vengeance reduces the cooldown of Umbral Bind by 1 second. Level 7 Bonds of Corruption [W] Additional functionality: Enemy Heroes pulled by Umbral Bind have their Movement Speed reduced by 20% for 4 seconds. Level 10 Containment Disc [R1] Cooldown reduced from 50 to 40 seconds. Mana cost reduced from 60 to 50. Level 16 Vengeful Knives [Q] New functionality: Dealing damage to enemy Heroes causes the next cast of Fan of Knives that hits enemy Heroes to deal 1% maximum Health as bonus damage, up to 5%. Return to Top
        Ranged Assassin
        Cassia
        Base
        Basic Attack damage reduced from 130 to 125 Health reduced from 1700 to 1660 Health Regeneration reduced from 3.54 to 3.46. Talents
        Level 1 Charged Strikes [Passive] Bonus Attack Speed reduced from 20% to 15%. Bonus Basic Attack damage reduced from 20% to 15%. Level 4 Plate of the Whale [Trait] Bonus Health Regeneration reduced from 7 to 6. Bonus Health Regeneration when fully charged reduced from 14 to 12. Level 7 Surge of Light [Trait] Damage reduced from 300 to 285. Return to Top
        Gall
        Talents
        Level 4 Double Back [W] Removed. Rising Dread [W] Moved from Level 13. Additional functionality: Re-activate Dread Orb to reverse the third bounce. Level 13 Psychotic Break [Passive] Moved from Level 20. Additional functionality: Increase Gall’s damage to enemy Heroes by 10%. Level 20 New Talent: Twilight Frenzy [Active] Activate to reduce the cooldown of Shadowflame and Dread Orb to 2 seconds for the next 6 seconds. 30 seconds Cooldown. Return to Top
        Greymane
        Talents
        Level 10 Cursed Bullet [R2] Damage reduced from 40% to 35% maximum Health. Return to Top
        Mephisto
        Base
        Lightning Nova [W] Damage reduced from 45 to 43. Talents
        Level 1 Furious Spark [W] Damage reduced from 72 to 65. Level 13 Abhorred Skull [Q] Spell Power bonus increased from 20% to 25%. Return to Top
        Tassadar
        Talents
        Level 7 Beam Alignment [Q] No longer increases Tassadar’s Basic Attack range. Additional functionality: Reduce the Mana cost of Shock Ray from 55 to 45. Arc Discharge [Passive] Additional functionality: While Resonance Beam is fully charged, increase Tassadar’s Basic Attack range by 1. Level 10 Archon [R1] Shield amount reduced from 40% to 30% maximum Health. Return to Top
        Tychus
        Talents
        Various talents have been reordered to follow normal convention [Q, W, E, etc.] Level 7 Relentless Soldier [Passive] Armor amount increased from 25 to 30. Level 13 Spray 'n' Pray [Q] Additional functionality: Overkill also Slows enemy Movement Speed by 25%. Neosteel Coating [Active] Duration increased from 3 to 4 seconds. Level 16 Lead Rain [Q] Removed. Sizzlin' Attacks [Passive] Moved from Level 20. Armor Piercing Rounds [Q] New functionality: Each time Overkill hits an enemy, its damage against them is increased by 15%, stacking up to 60% bonus damage. Titan Grenade [W] Additional functionality: Each enemy Hero hit by Frag Grenade reduces its cooldown by 1 second. Level 20 New talent: Can Do This All Day [Q] Reduce Overkill’s cooldown by 4 seconds. While Channeling Overkill, Tychus gains 40 Armor. Return to Top
        Bug Fixes
        Heroes
        Ana Fixed an issue where Ana could get quest progress with Vampiric Rounds through Blinds and Evasion. Artanis Fixed an issue where Phase Prism had an incorrect Mana cost when cast during Blade Dash. E.T.C. Fixed an issue where Guitar Hero's cooldown effect was active without the talent needing to be taken. Tassadar Fixed an issue where Oracle did not reveal Creep Tumors. Whitemane Fixed an issue where Saintly Greatstaff worked on non-Heroic targets. A new balance patch has just hit the Nexus, check out the official patch notes for more details!
      • By Stan
        The Climate Phenomena Nexus Anomaly has proven to be disruptive to the normal flow of the game and caused FPS drops, so Blizzard removed it from the game.
        The current plan is to have one more Nexus Anomaly in 2020 and going forward, anomalies won't be pursued at a set cadence.
        (Source)
        Hello fellow Heroes!
        After reading through your feedback and deliberating amongst ourselves, we have decided to remove the Climate Phenomena anomaly from the Nexus. While this was not an easy decision to make, we feel it is the right thing to do for the game. We also wanted to take this time to more clearly define the purpose of our Nexus Anomalies, and our plans for them going forward.
        Nexus Anomalies were intended to serve two functions:
        We wanted to distribute our annual gameplay updates throughout the year, giving us the freedom to try exploratory changes that we weren’t committed to if they ended up not working out. Previously, we introduced all our gameplay updates each year around BlizzCon. These updates were usually fairly impactful, and many players had trouble adjusting to the large amount of sudden change. We wanted Heroes to have an exciting, fun change for players to look forward to every season. As far as what exactly each Anomaly would entail, we did not have too many set rules, largely to ensure that we had the creative freedom to try bold ideas. So far, we believe our Anomalies have largely been successful, particularly after we had some time to iterate on them.
        With Climate Phenomena, we wanted to play with two ideas. The first was introducing a new Hero to the Nexus with an accompanying theme, and the second was the prospect of changing game states throughout a match, with a minor impact on gameplay. Unfortunately, we’ve found that these changes were too disruptive to the normal flow of the game, and they didn’t add enough fun factor to account for how much they impacted the player experience. Some players also reported frame-per-second (FPS) issues due to the Anomaly, which we found to be unacceptable.
        Moving forward, we intend to finish the year with one more Anomaly, released alongside the final season of 2020. After that, we have decided that we will not be pursuing Anomalies at a set cadence like we did this year. We still plan on regular gameplay updates, and will continue to experiment with ways to make Heroes a better game, so you can count on that still happening. In the future, we want to take a bit more time and release updates only when we feel they are in a more polished state, and we want to give the members of the Development Team the freedom to explore certain longstanding issues that we think are important to the community. For example, we’re considering large updates to maps that we feel could use some design improvements.
        As always, thank you for taking the time to read through our thoughts, and for the years playing this game, which we love so much, alongside us. We’ll see you… in the Nexus!
      • By Stan
        The Heroes team will be hosting their next AMA and answer your questions on Thursday, July 16. Feel free to submit your questions here in the meantime. We will be back with a recap as usual.
        (Source)
        Greetings, Heroes!
        We’re going to host our next AMA on Thursday, July 16, 2020, PDT.
        The following Heroes developers will join the thread and answer your questions starting around 10:00 a.m. PDT (7:00 p.m. CET) until 12:00 p.m. PDT (9:00 p.m. CET).
        Adam Z. Jackson (/u/BlizzAZJackson) Andrew Kinabrew (/u/Blizz_KinaBREW) Brett Crawford (/u/Blizz_Daybringer) David P Warner (/u/Blizz_DWarner) Dorothy Sheng (/u/BlizzDorothy) Joshua Kofalt – (/u/BlizzKofalt) Kaeo Milker (/u/KaeoMilker) Kevin Gu (/u/BlizzKGu) Kyle Dates (/u/BlizzKyle) Sergey Morozov (/u/Blizz_SMorozov) Taylor Hankins (/u/Blizz_Hankins) When posting multiple AMA questions: Please make an effort to post one question per comment. This will make it easier for others to read through the thread, and will help the developers focus on one question at a time. However, please feel free to comment as many times as you'd like in order to get your questions posted.
        You can start posting your questions right now, and we'll see you on Thursday!
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