Probius Hero Reveal & Patch Preview

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Enough teasing! The latest Hero to join the Nexus is Probius! The next patch brings huge improvements to the game's UI, allowing faster game reading. Party frames now offer real-time information. 

New Hero Probius

Blizzard unveiled a new Hero today at IEM Katowice. It's Starcraft's Probius! Abilities and partial talents have been published here. The introduction trailer can be watched below.

Since his activation, Probius has always wanted to prove himself. He may be small, but he made a big difference by warping in a critical pylon during the retaking of Aiur. As the bravest of probes, Probius is eager to fulfill his purpose in the Nexus.

Probius in Action


Patch Preview

The forthcoming Heroes of the Storm patch brings a lot of UI improvements providing players with real-time information during matches, allowing to read the game more easily. The way how killstreaks and takedowns are announced has been improved. The look and feel of death recap tab was also updated. Heroes receiving reworks are Arthas, Anub'arak, Cho'gall and Gazlowe.

Blizzard LogoBlizzard Entertainment (Source)

We’ve been working on a slew of updates for Heroes of the Storm’s in-game UI, and we’re very excited to announce that everything we’re unveiling today will come to the game in our next patch! Read on as we break everything down. 


Keep Your Friends Close...

If you’ve ever watched one of your replays, or tuned in to any Heroes Global Championship broadcasts, then our new Party Frames UI may feel familiar already. We like how our observer interface communicates the status of individual players during replays, and feel that bringing this aspect of the interface into live Heroes matches will help players more easily read the current state of a game at any given moment.


A quick glance at the top of the screen is all you’ll need to immediately see which players are alive or dead on either team, how much time is left before a player respawns, and even which Heroic Abilities each player has picked.

Better yet, Party Frames offer a ton of real-time information about your allies:


As you can see above, Party Frames display each teammate’s current health and mana, animate whenever an ally is channeling Hearthstone, and display cooldown timers for their Heroic Abilities. Ideally, you’ll always have the right info when it comes time to decide whether to pick a fight with the enemy team or spend more time in lanes soaking up that sweet XP.

You may notice that we’ve condensed the center area of the interface that displays team levels, XP, and the game timer. While these elements are now more compact, they’ll communicate even more information than before:


We’ve added an indicator next to each XP bar that will blink as teams approach their next talent tier. Additionally, if either team gains a talent tier over the other, their team level will be engulfed in flames to better signify that they have a talent advantage.

Don’t Stop Now, You’re On FIRE!

If you’ve been a Heroes of the Storm player for a long time, you may remember killstreak flames. Players who scored lots of takedowns would see their heroes’ nameplates erupt in flames and sparks to indicate that they were “on fire”.

We eventually removed killstreak flames, due in part to the visual clutter they brought to the game space, but we liked how they gave us another way to celebrate high-performing players. However, we also felt that there was much more to individual achievement than takedowns alone. With these things in mind, we completely overhauled the system and will be bringing it back in a different form:


Rather than place fiery effects on nameplates, we’ve moved them to three different locations:

  • Party Frame hero portraits at the top of the screen
  • The stats tab on the in-game score screen
  • Your hero portrait in the bottom-left (so long as you are on fire, of course)

With the prior system, players could only tell who had earned killstreak flames when those players were on screen. Now, you can always see who the top performing players are at any given time by checking Party Frames, or the Stats screen.

Up to three of the ten players in a game can be “on fire” at any one time, and the better they perform compared to everyone else, the more intensely the flames around their portraits will glow. Don’t get discouraged if you’re not one of the first players to earn flames during a match! The game is constantly re-evaluating everyone’s performance, and just a few great plays can help you quickly snatch some fire for yourself. A single death will immediately snuff out your fiery highlights, so stay sharp once you’ve claimed your flames.

Show ‘Em How It’s Done

With our upcoming patch, we’ve revamped the way killstreaks and hero takedowns are called out in-game. Once in-game, you’ll find that we’ve added a new element to the left side of the screen that will give you even more opportunity to show off your battlefield prowess: The Kill Feed.


Any time a player on either team scores a takedown, a notification will pop up in the kill feed on the left side of the screen. These notifications stack on top of one another, and have team-colored visual effects, so it’s easy to see exactly what went down during your last team fight.

Your hero portrait will appear on the left side of kill feed notifications when you score takedowns, and the heroes who were killed will appear on the right. As before, killing an enemy hero kicks off a killstreak timer. The more takedowns you participate in while the timer is active, the more enemy portraits will be added across from yours in the kill feed, and the more intense your on-screen killstreak callouts will become.

The Finer Things


Since we were already working on all of the elements mentioned above, we also decided that the time was right to give the rest of the in-game UI a bit of a tune up. In our next patch, we’ve updated ability hotbars, the hero portrait, as well as health, mana, and buff bars to make them all a bit slimmer and sleeker. Additionally, we’ve polished up the stats and talents tabs on the in-game score screen, and completely updated the look and feel of the death recap tab.

We can’t wait to bring you all of this and more with our next Heroes of the Storm patch, which will hit the Public Test Realm next week. Check back on the official Heroes website in the next few days for more information about the upcoming patch, and be sure let us know what you think of all the new goodies after you’ve had the chance to try them out on the PTR.

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LOVE ALL OF THIS! Love when the heroes come out of left field and catch us off guard. Lucio did that some, but a probe?! YES PLEASE. Really curious to see how he pushes. Maybe Abathur style of generating minions? Vision and defense is clear.

Also, that UI looks slick. Clearly stolen from broadcasts and Overwatch, but the old adage "you know a really good idea when you want to steal it" is true.

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He is adorable as a Wall-E character. I loved his kit, seems very unique and fun to use.

But I'm mostly hyped about the Cho'gall rework. It's something they need A LOT.

Edited by Valhalen

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Very pretty, UI improvements are so nice to have. Been looking for this kind of display for quite a while now, and the streak / fire effects does keep in line with the faster pace on average HotS has over it's competition. 

Was really hoping for some more word on Uther and Tyrande, but hey, bringing Cho'gall and Arthas up to date is fine by me as well. 

Edited by Plergoth
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22 minutes ago, Plergoth said:

Was really hoping for some more word on Uther and Tyrande, but hey, bringing Cho'gall and Arthas up to date is fine by me as well. 

I wonder if Arthas will have a full rework or simply some tweaks, since he had a rework not long ago.

Still, I hope that at least Gazlowe and Cho'gall are getting full reworks. I'll be really pissed if they get some silly tweaks like Abathur on last patch (negligible buff to Symbiote damage).

Edited by Valhalen
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Ayy all interesting stuff! The only thing is I wonder if the UI will put more stress on the machine and work on lower settings. Probably negligible worries to most but to financially stretched and nubby peeps like me, it means a whole ton! Also new hero and possible Arthas buffs hurray! 

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4 hours ago, Valhalen said:

I wonder if Arthas will have a full rework or simply some tweaks, since he had a rework not long ago.

Still, I hope that at least Gazlowe and Cho'gall are getting full reworks. I'll be really pissed if they get some silly tweaks like Abathur on last patch (negligible buff to Symbiote damage).

agreed.  Both of them have been needing reworks for awhile now.

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Honestly, as a big protoss fan, this reveal is a bit disappointing.  I was hoping for an old favorite like Fenix, or perhaps Karax, or even Selendis (the player character from Brood War) over...well, some random probe.

Heck, aren't probes supposedly nonsentient, according to Starcraft lore? I seem to remember that, but I haven't been able to keep up with how radically Blizzard rewrote the lore when they made SC2. 

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36 minutes ago, FirstBlood said:

Honestly, as a big protoss fan, this reveal is a bit disappointing.  I was hoping for an old favorite like Fenix, or perhaps Karax, or even Selendis (the player character from Brood War) over...well, some random probe.

Heck, aren't probes supposedly nonsentient, according to Starcraft lore? I seem to remember that, but I haven't been able to keep up with how radically Blizzard rewrote the lore when they made SC2. 

I feel you, but let's think outside of the box a bit. Probius' gameplay and mechanics look very unique and experimental, something Specialists are usually known for. Blizzard is trying to implement new things so we don't end up with a roster like LoL and DotA, where there are too many characters that do pretty much the same thing.

Also, many of the aspects of Fenix (who was in fact one of the very first characters from Starcraft pitched to be in HotS) were incorporated into Artanis, so I don't think they will bring him to the game so soon. Now Selendis and Karax... Let's hope.

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10 hours ago, Valhalen said:

I wonder if Arthas will have a full rework or simply some tweaks, since he had a rework not long ago.

He still fulfils a niche rather well, and his pressure and control as a front line bruiser / tank is great, but he looks like a pixelated mess as one of the older Heroes, and some of the mechanics he has are just downright strange. My main gripe is the Death Coil self heal if you talent for it; to receive the healing from it, you have to literally wait for the missile to fly back to you for it. That's unreliable to say the least. 

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I know Icy Veins is not a dedicated Starcraft resource, but I should tell this story to uninitiated, because it's way too much KreyGasm for me to handle.

This announcement has been made on March 3, right? You know what also happened on March 3? A very big event for Starcraft Brood War. 10 years ago, on March 3, 2007, a Korean legend Bisu has revolutionized PvZ matchup for years to come. More story here, courtesy of Team Liquid guys. 

For those who have no clue, Bisu is famous for his outstanding Probe micro. He almost singlehandedly made Probe the most op unit in the game, (I'm dead serious, google any video named "Bisu Probe Micro"), so it only makes sense Blizzard add it to HotS like that. 

I can't even explain how much I'm pumped, being an avid Starcraft fan for all my life, pretty much. Is it a coincidence? I hope not. 

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23 hours ago, Laragon said:

Mighty protoss comp: Artanis, Alarak, Zeratul, Tassadar, Probius.


I've certainly been waiting for an all-protoss comp, but I was thinking it'd be with a Karax or a Fenix (Dragoon Fenix could give it some much-needed ranged damage) rather than a non-entity.

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      The biggest hurdle to making heroes that break fundamental game rules is that it's not good enough to just make them fun to play -- they also have to be fun to play alongside and against. If a hero is extremely fun, but your teammates groan when you lock them in, it's fair to say that's not a satisfactory place for that hero to be in. I think it's cool to have heroes that are a little more niche and don't show up as often, and do unique things because it makes the games where they do show up more special. They're awesome when they work out.
      Currently I'd say Abathur is a great example of what we want to see from these types of heroes. He's relatively rare, but shows up in games often enough that players are familiar with who he is and what he does. Players generally recognize what a good Abathur is capable of and how to adapt their play when he's on their team. Most importantly of all, our game is very much about team fights, and despite his weirdness Abathur has a clear and reliable way to contribute that doesn't leave his team feeling like they're fighting 5v4.
      We want to make more heroes that fit in that space and continue to explore ideas. We originally wanted to do Ragnaros as a "core replacement" hero who would sit in your base in all his raid boss glory and command fiery minions on the battlefield. We ultimately decided not to do this for fantasy reasons (it just didn't feel like Ragnaros if you couldn't smite insects with your own two fiery hands), but the gameplay is still promising and we want to revisit it at some point with a more appropriate hero.
      We also try varying levels of wacky ideas on almost every new hero we make. There were points in development where Stukov could revive dead heroes as Zerg constructs with unique abilities, Alexstrasza could heal enemies, Mephisto could make enemy heroes hostile to each other... We have good reasons for why we didn't end up implementing those examples, but the point is we're not afraid to try new things and look for ways to surprise our players that are both fun and make sense within the context of our game.
      Put simply, we want to make heroes that are unique, AND that players are still excited to play and play with 3, 6, and 12+ months after they come out. This is a very difficult standard to achieve when it comes to truly rule-breaking heroes, but it's something we're excited to keep chasing.
      Ana’s Detachable box magazine has been left untouched after quick emergency change. Does the team has any play on this talent?
      Will Ana receive her update to make her basic kit interact like Overwatch too? i.e. heal pass through full health.
      Does the dev have plans on updating Eye of Horus to increase its attractiveness as well as aim down sight and custom optic?
      Thank you.
      Good morning Boom0128!
      I will try to answer all three questions for you - I think the fantasy and reward for Detachable Box Magazine are awesome and would like to keep these. However, the way it is unlocked could probably be tweaked in the future.
      Ana's Healing Dart will indeed be gaining the functionality to pass through full life Heroes in a future patch!
      As for updating Eye of Horus and Aim Down Sights - these will most likely be addressed when we get ready to do a full pass on her talent tree (potentially a rework).
      Game design: Why can't Catapults be blinded, when Siege Giants (similar projectile) and Minions (same classification) can?
      Hey Zanzure!
      This was a bug that has been fixed in the Kerrigan\Brightwing rework patch. You should see the change to address this go live next week sometime.
      What proportion of Heroes are flagged as needing a rework a la Kerrigan and Brightwing, and can the team share the list of Heroes who make up this proportion?
      Great question JimmyTurx!
      The short answer is that it varies. There was a point last year where we had almost 5 Hero reworks in flight at the same time (boy, that was crazy). Since then, we have gone into a much more stable timeline for them and normally have Live Designers working on about 2 at any given time. We normally have a rotating list of about 8 to 10 that we want to work on, but there are many times where someone not on that list sneaks in (Tyrande for example).
      There is (IMO) a lack of frontline supports in HotS. Not necessarily supports trying to be a pseudo-dps, but someone who isn’t afraid to fight alongside their frontline with strong defensive tools. The roster overwhelmingly leans toward fragile, divable heroes, and we only have three genuine melee supports in Kharazim/Uther/Rehgar. This is why I believe people are still upset about no self-casting Ancestral; because Rehgar is one of the few supports who shouldhave a resilient/aggressive playstyle, but was deliberately hamstrung. 
      Is there any chance we will see more supports that can stand up with the frontline, or have mechanics added to require/encourage that gameplay (similar to Insight/Transcendence Kharazim, or Malf/Whitemane but melee)? A great example of what I’m describing would be Brigitte from OW.
      You mean you don't play Deckard as a frontliner? >_>
      Kidding aside, I think this is fair feedback and that there's definitely room in the roster for more of these types of heroes. I'll defer to the Live Design team when it comes to our plans for existing supports, but in general our philosophy has moved toward increasing emphasis on interactive & skill-based gameplay for support heroes, and frontline supports feel like a natural fit for that type of gameplay.
      There are many factors we consider when deciding which heroes to add to the game so I can't make any immediate promises, but we'll be keeping this in mind as we look to add more support heroes in the future.
      I have a question about the state of Mana:
      New heroes normally dont have mana issues if they have mana at all (Genji, Hanzo, Tracer,Maiev,Deckard, Yrel, Whitemane,Fenix,Junkrat). Older heroes like Rehgar or Uther are out of mana after the first mid lane brawl. 
      Is this discepancy intentional or do you want to close this Mana cost gap?
      Thank you for the question Kallesin.
      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
      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.
      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!
    • By Stan
      BlizzCon 2018 rewards have been added to the game in the latest content update. Virtual Ticket holders will receive a mount, spray, banner, and portrait this year.
      Nexus Razorgrin Mount

      BlizzCon 2018 Banner

      BlizzCon 2018 Portrait

      BlizzCon 2018 Spray (Cartoon Nexus Razorgrin)

    • By Stan
      A new balance patch will go live this week and here are the official patch notes a few days ahead of release. 
      Tomorrow, Mephisto will be live for two weeks and that means we're getting a balance update. This week's patch includes buffs to Chromie's Health and Dragon's Breath, adjustments to Falstad's Mana costs, cooldowns, and more. 
      Blizzard (Source)
      We’ve just released a new Heroes of the Storm patch to apply a number of balance changes and bug fixes.
      Hanamura Temple
      Sentinel and Engineer camps have had their XP and XP scaling values adjusted to grant more overall experience Recon camps have had their kill and capture XP adjusted to grant slight less overall experience NOTE: These changes are intended to slightly increase the amount of overall experience available from mercenary camps, but in a more consistent spread. Heroes

      Base Maximum Health increased from 1323 to 1390 Health Regen increased from 2.76 to 2.9 Abilities
      Dragon's Breath (W) Cooldown reduced from 9 to 8 seconds Bronze Talons (Timewalker Passive) (Trait) Bonus attack damage increased from 125 to 140% Talents
      Level 1 Mounting Sand (Q) Bonus Echo damage increased from 40 to 50% Deep Breathing (W) Damage per quest stack increased from 3 to 5 Hits required to complete quest reduced from 20 to 12 Level 5 Mobius Loop (W) Cooldown reduction for Hero hit increased from 2 to 3 seconds Mana refund from Hero hit increased from 50 to 100 Falstad

      Hammerang (Q) Mana cost reduced from 70 to 60 Lightning Rod (W) Cooldown reduced from 15 to 13 seconds Mana cost reduced from 70 to 60 Barrel Roll (E) Cooldown reduced from 14 to 13 seconds Mana cost reduced from 75 to 70 Flight (Z) Cooldown increased from 55 to 60 seconds Fenix

      Purification Salvo (R) Cooldown increased from 75 to 90 seconds Genji

      Swift Strike (E) Damage reduced from 205 to 190 Mephisto

      Lightning Nova (W) Damage reduced from 48 to 45 Damage bonus reduced from 4% to 3% Maximum damage bonus reduced from 40 to 30% Consume Souls (R) Slow amount reduced from 40 to 25% Durance of Hate (R) Missile Speed increased by 25% Ability range increased by 25% Root duration increased from 2 to 2.5 seconds Damage increased from 160 to 250 over its duration Talents
      Level 1 Unyielding Power (Q) Damage bonus upon hitting 20 Heroes increased from 60 to 100 Anger (Passive) Basic Ability cooldown reduction from Basic Attacking Heroes increased from .75 to 1 second Level 4 Static Barrier (W) Shield amount reduced from 50% to 40% of Lightning Nova’s damage dealt to Heroes Level 16 Lightning Reaction (Q) Damage reduced from 144 to 138 Static Field (W) Damage reduced from 12% to 10% of enemies maximum Health Level 20 Shade Lord (E) Cooldown reduced from 60 to 40 seconds Nova

      Level 1 Advanced Cloaking (Trait) Movement speed bonus increased from 5 to 10% Level 7 Perfect Shot (Q) Cooldown reduction on Hero hit increased from 3 to 4 seconds Level 16 Explosive Round (Q) Area of effect damage increased from 70 to 80% Raynor

      Basic Attack Damage reduced from 103 to 101 Specialist
      Sgt. Hammer

      Neosteel Plating (E) Cooldown increased from 12 to 16 seconds Talents
      Level 4 Siege Tactics (E) Shifting out of Siege Mode now removes the Unstoppable effect. Support

      Level 4 Potion of Shielding (Q) Shield amount reduced from 135 to 122 Level 13 Ancient Blessings (Trait) Cooldown increased from 30 to 60 seconds

      Light of Elune (Q) Mana cost increased from 10 to 15 Heal amount reduced from 275 to 265 Shadowstalk (R) Heal amount reduced from 40 to 38 Talents
      Level 4 Lunar Blaze (E) Bonus range from reduced 50 to 40% Trueshot Aura (Active) Bonus Basic Attack damage reduced from 20 to 15% Activated Basic Attack damage reduced from 20 to 15% Level 7 Elune's Chosenn (Active) Duration reduced from 10 to 8 seconds Level 13 Quickening Blessing (Q) Movement Speed granted from Light of Elune reduced from 20 to 15% Level 16 Darnassian Archery (Active) Duration reduced from 8 to 6 seconds

      Desperate Plea (Q) Heal amount reduced from 145 to 140 Searing Lash (E) Cooldown increased from 5 to 6 seconds Talents
      Level 1 Righteous Flame (E) Bonus damage increased from 50 to 75% Level 4 Indulgence (E) Mana return on hit increased from 10/25 to 20/40 Warrior


      Harden Carapace (W) Cooldown reduced from 7 to 6 seconds

      Base Maximum Health increased from 2650 to 2782 Health Regeneration increased from 5.52 to 5.80 Abilities
      Frostmourne Hungerss (Trait) Cooldown reduced from 12 to 10 seconds

      Base Maximum Health increased from 2775 to 2900 Health Regeneration increased from 5.78 to 6.04 Abilities
      Flame Stream (Q) Mana cost increased from 25 to 30 Oil Spill (W) Mana cost increased from 40 to 50 Jet Propulsion (E) Cooldown reduced from 12 to 10 seconds Bunker Drop (R) Flamethrower damage reduced from 179 to 170 Cooldown increased from 60 to 80 seconds Mana cost increased from 40 to 80 Combustion (R) Damage increased from 52 to 55 Self-Slow amount decreased from 50 to 40% Talents
      Level 1 Endurance Stimpack (Active) Shield amount increased from 450 to 480 Neural Stimpack (Active) Mana restoration reduced from 50 to 30 New Habits (Trait) Regeneration Globe collection cooldown reduction increased from 5 to 8 seconds Level 13 Nanomachine Coating (W) Attack Speed slow increased from 40 to 50% Level 16 Thermal Protection (E) Cooldown reduction decreased from 2 to 1.5 seconds

      Base Maximum Health increased from 2180 to 2250 Health Regeneration increased from 4.54 to 4.69   Tyrael

      Health increased from 2468 to 2517 Health Regeneration increased from 5.14 to 5.24 Abilities
      Righteousness (W) Cooldown decreased from 10 to 9 seconds Mana cost reduced from 50 to 45

      Vindication (Q) Mana cost increased from 50 to 65 Righteous Hammer (W) Mana cost increased from 50 to 65 Avenging Wrath (E) Mana cost increased from 50 to 65 Bug Fixes
      Tyrande: Fixed an issue preventing the cooldown for the Ranger talent from appearing in the tooltip. Heroes, Abilities, and Talents
      Li Ming: Fixed an issue that could cause Disintegrate to cast immediately and become uncontrollable if Li Ming’s abilities were reset with specific quick cast settings. Tyrande: Fixed an issue preventing damage dealt to targets with Hunter's Mark from splashing to Laning Mercenaries after learning the Huntress' Fury talent. Tyrande: Fixed an issue allowing Shadowstalk to affect players in vehicles. (Garden Terror, Dragon Knight, etc)
    • By Stan
      Fall of the King's Crest is a new event available starting next week. Here's an overview of new quests, rewards, skins, and various cosmetic items that can be collected through October 25.
      Fall of the King's Crest revolves around the conflict between the Raven Lord and Lady of Thorns. A new comic will be available on September 24. 5 new skins will be added to the game. Two Legendary Skins: Alexstrasza & Whitemane Two Epic Skins: Maiev & Zarya Standard Loot Chests will be replaced with Fall of King’s Crest Loot Chests for the duration of the event. The new Loot Chests have a chance to contain skins from previous fall events in addition to new Skins. Players must complete four quest lines to gain access to the final quest and claim the Tombstone Mount (two different quests are available). The official event spotlight can be found here. Blizzard (Source)
      After the battle for Alterac Pass, the Raven Lord sets his sights on the kingdom of Dragon Shire. Catch up on the first two comics, and keep an eye out for Issue #3 when it becomes available on September 24!
      Behold the Raven Lord’s fearsome generals: Cursed Witch Whitemane, Spectral Wyrm Alexstrasza, Spider Warden Maiev, and Phantom Knight Zarya. Also check out haunting new Mounts, Banners, Sprays, and Portraits.

      Spectral Wyrm Alexstrasza, Phantom Wyrm Alexstrasza, Infernal Wyrm Alexstrasza

      Cursed Witch Whitemane, Court Witch Whitemane, Forgotten Witch Whitemane (Includes special mounting animation)
      Spider Warden Maiev, Forgotten Spider Warden Maiev, Night Spider Warden Maiev

      Phantom Knight Zarya, Geist Knight Zarya, Infernal Knight Zarya
      Pumpkin Eye Pad Mount, Sunny Side Eye Pad Mount

      Raven Army Warcrests, Witches & Warden Warcrest, Spectres & Phantoms Warcrests

      New Portraits to freshen up your profile
      A sprawling collection of sharp new Sprays
      Copper Pig\

      Queen Nightshade, Blackheart, Lady of Thorns
      Spectral Bewitching Brightwing, Spectral Countess Kerrigan
      Awesome rewards from previous fall events will also be available in Fall of King’s Crest Loot Chests. If you missed something last year, it’s not too late to get in on the action!

      Dive behind enemy lines to defeat the Raven Lord’s generals and stage a last-ditch defense of King’s Crest. Complete four Questlines (with four Quests each) to unlock themed rewards. Once all four generals are defeated, choose between two Quests in a final act of resistance against the Raven Lord. Unlock a different Tombstone Mount depending on the final Quest you choose.
      Spray, rare loot chest, portrait, animated emojis

      Spray, rare loot chest, portrait, animated emojis

      Spray, rare loot chest, portrait, animated emojis

      Spray, rare loot chest, portrait, animated emojis
      Redeemed Tombstone Mount OR Cursed Tombstone Mount