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Reddit Balance Q/A Summary: Mar 16

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A round-up of all questions answered by Blizzard in today's balance Q/A on reddit, related to the latest patch.

Uther's rework is coming soon and there are changes coming to Leoric too. The devs also shared more insight on Warriors. Below you can find all questions that received a blue answer.

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Was it a conscious decision to have Probius' Photon Cannon not prioritise Heroes?

It was a conscious design. While I cannot completely speak for the Hero designers, I talked it over with them once we started to get this feedback and this was the main reasoning:

We did not want Probius to be a huge lane bully where he could place his Photon Cannon far up and zone out an enemy hero completely due to them not being able to effectively trade against the cannon. We actually had a few play tests awhile back where the cannon was much stronger, and there was lots of feedback that it just feels really bad to play against when it is so powerful and there are few ways for many heroes to deal with it.

Probius is meant to be a more defensive hero in nature. Having the cannon auto-target minions first forces Probius to make a decision - either place the cannon forward and have it help clear waves, or place it behind your wave and use it purely defensively for hero dives.

We aren't completely immovable on this, and will re-evaluate going forward once we get more data on how Probius is performing over time.

I want to strongly agree that even if the cannon is placed defensively, it's just not threatening enough. It feels like any hero can just dive probius and be fine.

I think this could feel better with a buff to the non-damage parts of his w (increasing slow, or decreasing setup time) or just buffing the cannon's damage.

This is completely valid feedback, and I want to make the point that "the cannon is too weak and it's not saving me when heroes dive me" and "the cannon should target heroes" are completely different things that are often lumped together.

Often, particularly when a hero comes out with a below average win rate, we get the feedback that their kit is clunky and doesn't work, and that we need to completely redesign most aspects of the kit in order for them to be viable. A large part of our jobs is finding out whether or not an issue with a hero is due to the kit itself not working or if it's due to tuning. We go through this a lot when iterating on new heroes, so obviously we believe that their kit works at a base level when they are released.

Sometimes a kit doesn't mesh together for the long term, and we make changes to make it flow better. However, before completely changing how our heroes play, we are much more inclined to test whether or not a hero is losing due to being tuned too low first.

What do you think about current probius situation?

Many users are very disappointed and concerned about current Probius design and balance. It is said that Photon Canon(E) is useless and not powerful, and probius's viability is too weak.

Especially, many users and some pro players agreed that Pylon(D) should be charged.

There are a lot of thoughts!

1. Builder heroes have traditionally been very difficult to balance, and Probius was no exception. These kinds of heroes tend to be extremely overwhelming when they are too strong, and can ruin the experience in less coordinated play even when they are balanced correctly. Because of this, it's not too surprising that feelings are strong about this hero, especially since he's so darn cute!

2. I think the design of Probius is correct for many reasons. I'll give a quick list of some of those here:

2a. While we all would love for him to just summon a million Photon Cannons all day, it would be way too similar to Gazlowe who does a similar thing. It would also be hard to differentiate any future Builder heroes in the future if we put too much of their power pie into their turrets.

2b. Summoning so many buildings creates a lot of clutter in our game that causes other problems (minion pathing for one). We're much more cognizant now of how many Health bars and structures a Hero can create, and honestly looking back we likely would not have created as many heroes as we have that summon a bunch of stuff if we could do it all over again.

2c. Playing a builder hero is fun, i'll agree with that. However, the mastery over time is very limiting. For the first ten or even fifty games it's new and interesting, but over time there is little room for real growth or mastery of the hero. We wanted Probius to be about more than his cannons, and we think that this design which relies more on zoning in areas around his Pylons is more strategic than going all-in on cannons.

3. Probius is meant to be a hero that's not great to pick all the time. Since he's new, he's obviously going to be played in nearly every situation out there, which is going to artificially lower his win rate. When chosen on the correct maps and with the correct team compositions, it's possible that his win rate will increase as people get better at learning when and how he should be used.

4. I'm a little sad that he's come out a bit low on the win-rate side, at least via initial data, but i'm confident that we can get him to a place where he's more fun to play while still having a healthy amount of counter-play. We already have a few ideas on how to buff Probius if he needs it once more data comes in.

There are still some Talents that don’t fit well with the lore and concept of the character; Malfurion – who is clearly not a Terran - using Scouting Drone, Tyrande and Abathur using Calldown: MULE, and Malfurion and Nazeebo using Ice Block at Level 13 while ‘Frost Mage’ Jaina using it at Level 20 feel a bit awkward. I think putting a thematic twist or hero-specific flavor to these generic Talents would help fine-tuning balance and increasing the quality of the game – for example, Nazeebo’s Ice Block could have a bit more personal flavor considering Witch Doctor in Diablo III has Spirit Walk that also grants invulnerability. How do you feel about this idea?

Don't forget that this is the Nexus where anything can happen so it's not crazy to think that Malfurion has been hanging around Raynor and borrowed a few Scouting Drones. In all seriousness though, it is a pretty cool idea to theme some of these abilities more closely with their respective lore or origin. No promises, but I'll shop the idea around and see if it's something we want to explore since we would have to change the functionality of these in the process to make them truly fit their intended theme.

To be honest wouldn't this aid in the plan of removing all generic/neutral talents? I know that's been a philosophy for a while now, so why not try to expedite it to further that design philosophy.

It's all a matter of prioritizing what work needs to come in first. These abilities are functionally working so it's hard to put them before more critical balance needs but there are other implications sometimes as well that we would need to figure out. Let's say we swap Malfurion's Scouting Drone with a Wisp, how do we differentiate it from Lunara's Wisp or if we gave Nazeebo Spirit Walk, how do we make it different from Tassadar's Dimensional Shift? We would need the Art to stand out in some cases to avoid overlap but also keep things as unique as possible to each hero wherever possible.

Regardless, we tend to look at these generic talents when we do a broader rework of a Hero to decide if they should keep or change them so we will get through them eventually, just a matter of finding the time.

With some of the recent changes to Warriors (and the knock-on effect of that change affecting damage dealers) and the way that Supports have been designed for a while now, it seems like you want to move away from 'standard' or 'general' picks that are good in every situation.

Are you scared of the impact that this might have on drafts? Specifically the kind of situation where both teams just want to not lose the draft in the first phase (by leaving themselves open to be countered too hard by a late Tank, Support or Damage pick) and it will end up becoming a much more boring opening to the draft. That kind of situation also might stifle innovation and off-meta picks and compositions.

One of the main reasons we wanted to start making these kinds of changes is to encourage more strategic depth to drafting. We are still very happy with having 'general' picks in each archetype, but there should also be a penalty (statistically?) for being an all-around good choice (right now you could argue that that isn't the case, and we are working on that). Using the current situation of Warriors as an example:

  • Both ETC and Muradin bring 'premier' tanking core kits. In order to reach parity amongst all 'tank-like' Warriors we need to either start homogenizing them to be more akin to ETC or Muradin (which we are trying to avoid), or start sharpening their current strengths in order to give them a time and place to be drafted over the current 'meta' choices.

While our goal is not to make the opening of drafts more boring, we do realize there will likely be some fallout (and we will be keeping an eye on it). However, I fully believe that there are deeper levels of mind-games that can now be played - If a team opens with a first pick Anub'arak, are they opening themselves up to lose the draft to a couple Basic Attackers? Or are they baiting you into something else?

As with all of our changes, we are excited to see them in action and will respond accordingly :)

Is Johanna performing acceptably as "the wave clear tank" since it was made baseline with a nerfed version? Or has her niche been pushed more towards "the tank where the support doesn't need cleanse"?

With more and more counter-picks and niche heroes, which I'm a fan of, being implemented do we have an ETA on pick swapping in HL/UD?

Last, the biggie, the way QM works as the intro game mode has a serious effect on player's game knowledge of how to properly execute team fights, draft heroes, choose talents, pretty much everything. Coupled with essentially no in-game tutorials or even directions to educational content, this results in a consistently poor experience for people who, for example, watch pro play and start to see the strategic and tactical depth of HotS but have to play completely differently to win in HL/QM/UD. Are there are plans to implement a different game mode, educational direction, or even just a warning on the box so to speak that HotS is not really casual friendly and has a very steep learning curve? Especially given that it has 12 maps all of which have dozens of potential strategies.

I can speak to your first question regarding Johanna: I don't know if we see her as the premier "wave clear tank", as characters like Dehaka are more flexible at winning a solo lane and are played that way on Braxis for example. She does still bring great wave clear though in team rotations, especially on a map like TOTSQ.

For your Cleanse comment, thats interesting - I don't know if we've ever really thought of Johanna as the tank that doesn't need a support with Cleanse. I think it's certainly a fair point, but at the same time, having Cleanse couldn't hurt as Johanna can't pull herself out of a stun lock once it begins. Interesting point though!

More Feedback on Warriors

We wanted to give some insight into the recent armor changes to Warriors, what our design intentions are, and the direction we’re continuing to head.

First off, we want to assure everyone that our recent changes are not a shift in design direction, but an attempt to begin future-proofing the flexibility and diversity of our Hero pool. We have had soft-counters in the game for a while now, they have just been a bit more hidden – mainly in a Hero’s core kit and talent tree. For an example, Anub’arak’s diving potential coupled with multiple lockdown options has always made him a great pick against pesky backline Heroes. The addition of passive Spell Armor to Anub’arak is intended to further amplify this role and direct him towards Mages specifically.

Adding base Armor to a few Warriors is our initial push to both hone and broadcast the strengths of a few of our Heroes. While it is true that we are sharpening some of their roles, it is far from our intention to design the game into a spot that it becomes ‘Rock-Paper-Scissors’. Games should not begin and end at the draft screen.

That said, the forums are ablaze with discussion and it’s obvious that everyone has a lot of questions about our underlying goals, so here goes:

  • This philosophy can be applied to any archetype, but let’s look at Warriors specifically for this example. If every Warrior is always good in every situation, players will naturally gravitate towards the ones with the best win rates. Before long, we reach a point where a couple are deemed the best, and the others fall to the wayside until changes are made. This naturally leads to us rebalancing them in order to reach parity. After the dust settles, the power may shift to some new Heroes, or stay as it was – rinse and repeat. This is a very typical cycle of balance which is healthy for shaking up the meta, but never truly solves long-term diversity issues.

  • By strengthening certain aspects of Heroes, or granting them bonus effectiveness vs. certain compositions, our end-goal is to allow for situations to arise where a Hero that is generally most effective is not always the most optimal choice. This allows for niche picks to shine, interesting team synergies to develop, and most importantly – a wider range of viable and competitive Hero choices.

  • This train of thought has not been limited strictly to just our live game. Our entire design staff are actively working towards this goal. Whether we are developing a new Hero or looking to rework an older one, we discuss at great lengths the reasons why you’d want to pick them over similar Heroes. Our Hero roster is expanding very rapidly and we are doing our best to make sure that each of them have a place in the Nexus.

At the end of the day, we are all in agreeance that permanent hard-counters are not healthy for the game and prefer to lock the more egregious ones behind mechanically driven methods more so than passive ones. We never want a game’s outcome to be decided before it begins, but we also feel it’s okay for a team to gain certain advantages through a well-thought-out draft.

Have you all ever thought of changing damage types of abilities to physical damage for some abilities? For example Valla does magic damage with all abilities but honestly Hungering Arrow, Multi-shot, and Strafe should all do Physical damage. Under the same idea, perhaps Jaina's AA's should do magic damage.

Yes we have considered that. There are a massive amount of ramifications about going down that rabbit hole though. I am not saying we won't do it in the future, but it has a much larger range of impact than one would suspect.

If Hero 1 is normally a B against everything, but Hero 2 is an A against auto attackers and C against Mages. Against a mage comp you should take Hero A. How is this not having the game revolve around the draft?

As stated in the original post, we are okay with slight draft advantages if a team can leverage them. For example - if the enemy team picks up Gul'dan and Kael'thas early in the draft, we are happy conceding an advantageous position for an Anub'arak pick over a more general Warrior such as ETC or Muradin.

However, in this scenario (and in our data so far) the advantage of going Anub'arak should be small and does not mean that the double mage composition becomes an auto-loss. If the advantages in these scenarios ever swing into uncomfortable levels, we will react swiftly.

I could be wrong, but I thought it was stated in one of your dev comments that you wanted to lessen the double warrior meta. With tanks such as ETC and Muradin (maybe even Varian to an extent) on the table, are you worried those general tanks will be highly contested up top and then a second warrior just added later as a comp counter leading to even more of a 2 warrior meta? This is also currently a bit rough in anything but customs as there is no hero swapping in HL or TL and picking anything but a generic warrior early on (depending on what the player can play) could lead to a fair disadvantage.

We talk about this amongst ourselves constantly. In a perfect world you would not have to counter a heavy front-line with one of your own. We would prefer to give our player base the arsenal to counter certain meta line-ups on their own - They brought two tanks, lets counter with a poke + disengage team. While our Warriors are currently the hot topic, we are looking to make adjustments to all of our Hero archetypes in order to support this.

I have no problems with you wanting to do the things you're doing to warriors I just think it should be done through talents or ability design instead of just tacked on numbers. I also am concerned about it making warriors more niche when we already have a low warrior pool, so ya know like release more warriors :D

We do not disagree with you about wanting most counters behind mechanics or talent choices. We look at the base Armor on these Warriors as 'bonuses' to bringing them in certain circumstances, not just tacked on numbers.

We have some more Warriors lined up and ready to enter the Nexus :)

I'm not sure this is exactly a balance question, but the recent updates to hero descriptions show a new system for classifying heroes: Tank, Bruiser, Mage, Assassin, Healer, Support, Summoner, and a few that don't fit any and are just called Hero.

Will the Warrior, Assassin, Support, Specialist system go away or be replaced anytime soon?

Its only function seems to be quests, now that QM rules don't even follow it anymore. The new descriptions show that even Blizzard knows the problem with the old system: Medivh and Tassadar being in different categories (after Tass rework); Sonya and Thrall being in different categories; Naz, Sylv, and Hammer not being in the same category as every other ranged damage dealer.

This is something we've discussed internally and externally for some time now. We do want to rework the Warrior/Assassin/Support/Specialist naming at some point. These categories serve a few purposes, for quests as you mention, but also to give players a really quick indication of what a hero can and cannot do. In this regard, I think these 4 categories are failing a bit since theres a huge difference between a Lt. Morales Support and a Tassadar Support.

Sorry, I don't have a concrete answer on when this will change or what the exact change will be.

Tyrael currently has to be one of the characters with the least impact/interesting talent choices at pretty much every tier. With the removal of imposing will, his 13 talent tier is now one of the weakest in the game and all 3 choices have minimal impact and very little in terms of changing Tyrael or his playstyle in anyway. Are there any plans for a complete talent overhaul as currently Tyrael has so many trap talents such as follow through, or can we expect nothing for an Angel yet again after another round of nerfs on him.

We felt removing Imposing Will was the correct design choice for Tyrael's future role in the Nexus. We currently aren't looking for a full rework on him, but we are constantly looking at how to make player talent choices more impactful, and Tyrael's Tier 5 is no exception.

When your team feels like a hero needs to be buffed to be in a good spot--not nerfs, because those situations tend to stand out, but when they're falling behind--what is the exact system of metrics you use to determine when to hit them? I know win rate and pick rate are common among us armchair enthusiasts, but is there anything more in depth you guys use when you look at a suffering champion to finally decide when to adjust them?

Win rate and pick rate are definitely metrics we look at. I'll give a little more details on those and then add a couple other things:

Win Rates: We look at win rate across the board, in ladder play, different MMR brackets, pro play, etc. Often times we will find conflicting data which makes our decision more challenging: Take Tassadar as an example - this is a character who for a long time could have used a buff in ladder, but a nerf in esports.

Pick Rates: For pick rate we're looking at overall play rate, draft rate, ban rate, when a character is picked in a draft (early vs. late), esports play rate, map specific pick rates, etc.

Some other things we consider:

Talent Health: Talent diversity, how many talent builds are viable, is there a single talent propping this character up, etc.

Incoming Reworks & Design Changes: As an example here, if Rehgar is weak, but we know Malfurion is getting a major rework, we might wait to see how the Malfurion stuff pans out before working on Rehgar.

Community Perception: Feedback from you guys!

How do you decide what hero should be reworked next? Is it based on the hero’s popularity among the players? Pro players? Something else?

I'm going to copy/paste an answer I gave to this question in a previous AMA, and elaborate a bit on the response:

Choosing which heroes we're going to rework isn't an exact science, however some of the things we look for are:

1. How healthy is their talent diversity? (Ex. Zagara pre-rework had really bad talent diversity)

2. Is there anything about their kit/talents that feels bad as the user to play with? (Ex. It felt bad as the Butcher losing all of his Meat stacks every time he dies)

3. Is there anything that feels too oppressive when playing against them? (Ex. Kael'thas with the original Ignite talent)

4. Is the hero too similar to others and we need to create a niche for them? (Ex. When to pick Tychus vs. Valla before his rework)

These are generally the things that we look for when decidin to rework a hero. In addition, I would say that if a hero just has an outdated talent tree or kit, we are more likely to take a look at them to see if they need a rework.

Also to answer your question about popularity, it's not really something that we take into consideration when reworking a hero, as they can often be unhealthily popular due to win/loss rates. For example, right now I could easily make a hero very popular for the wrong reasons by tripling their damage and health.

Our attitude is that we are much more concerned about fixing and improving the design of our game, and that the popularity of heroes gets better in a healthier way as their designs improve.

Are you guys able to give us an update or an ETA on when the Uther changes will be arriving? It's been waaaay too long since Justice got it's retribution fix...it demands it NOW!

Good news, Uther is actually being worked on as we speak so be on the lookout for an update coming sooner rather than later.

As far as questions go, this isn't really an important one, but I'm really curious as to why Arthas' Army of the Dead Heroic was buffed. It seemed to already be the go-to pick as well as being very strong, while Summon Sindragosa was also seeing play in certain situations.

I understand the confusion, as there are often a lot of smaller changes like this that can look out of place at first. I can promise you we always have a train of logic behind them, even if it ends up not being correct. I'm going to use data based on 1+ MMR players in Hero League who have Arthas above Level 8 as my example to give you the context that these players should know what they're doing, though the larger data pool supports the same conclusions. Here was the thinking:

1. Pre-rework, Army of the Dead was both the losing Heroic, as well as the lesser picked one. It was picked 38% of the time compared to 62% for Summon Sindragosa, and it was winning 49% of the time compared to 52% for Sindy. They're not incredibly far off here, so we could leave well enough alone.

2. In the rework we removed damage off of Arthas in favor of survivability. This could potentially mean that Army of the Dead is even less needed on Arthas, as now he can tank damage even better than before, making Summon Sindragosa possibly even stronger as it gives him tower shutoff capability as well as the ability to engage on the enemy team, which is something he's normally not very good at.

3. We also had feedback that Army of the Dead can just feel bad to use due to how easily the Ghouls die to incidental AoE damage. Arthas also often uses his Army purely to consume his Ghouls for Health. We wanted to buff up the Health and damage a little so that there's a little more of "I want to keep my Ghouls alive so they can kill my enemies" instead of "I don't care about these dumb things... gimme dat HEALTH!"

4. The buffs to Army of the Dead were fairly minor. We weren't looking to drastically upset the balance of these heroics, but more to "catch up" Army of the Dead compared to what we saw the future appeal of Summon Sindragosa to be post rework.

We could be wrong in this line of thinking, as it could just turn into "well i'm a tank and Army lets me tank better so i'll just pick that!", but here's to hoping that doesn't happen!

Is there any hope that we could get self-casting of Ancestral/cleanse back?

I understand the fear of turning them into duelists, but aggressive Supports could really use some help being aggressive.

We like the limitation of those abilities and feel that it offers some counter-play to the enemy team (stun the guy with Cleanse). We aren't currently looking at changing those back. In terms of aggressiveness: Rehgar is definitely themed to be an aggressive support, so if that's not currently working out, I think we could target changes to other aspects of his kit (such as Lightning Shield, Totem, or Feral Lunge).

I don’t quite understand the recent Tyrael changes on PTR; As I feel Tyrael was in a good state in terms of balance before the patch except Imposing Will, I’d like to know what was your reasoning for removing not only Imposing Will but also Amplified Healing and Hardened Shield. Even though Angelic Absorption heal amount has been increased, the Talent will not help Tyrael much as the healing amount still feel lackluster and it lost its synergy with Amplified Healing. I also was a bit disappointed that there were no changes on Judgment - which could use some buffs – while it has become much harder to effectively use Sanctification due to the nerfs on some tank Talents.

We often have to make difficult decisions when it comes to changing popular talents in the name of making the game healthier overall. This was one of those choices that we think will be better for the longer term health of the game, even if it's not the popular one to make. Here was our line of thought on Imposing Will:

1. Imposing Will is a hugely popular talent, particularly at Pro play. However, we do not feel that the talent is particularly well designed, as it was offering a large amount of power with very little counter-play for the enemy. It was fairly easy to proc as Tyrael got to choose when to activate Righteousness, and it would instantly and heavily punish anyone who happened to be hitting him at the time, even with abilities like DoT effects.

2. It was unclear when opposing players made the mistake of hitting Tyrael when Imposing Will was active. It felt like a very random, very severe slow effect that seemingly came from nowhere.

3. We tried some variations of Imposing Will that embraced a more of an anti-caster function, but did not find anything that was a big enough win to put into the game at the time.

We largely removed Amplified Healing from Johanna and Tyrael due to its inherent synergy with their baseline Armor. They both now get more effective healing, and this was effectively adding stacks on stacks for them.

We replaced Hardened Shield with a spell-specific version to further embrace his anti-caster role.

We did buff Judgment!

Judgment (R) Damage increased from 100 to 150 Splash Damage increased from 50 to 75

As a final note, I wanted to make it clear that we have no intentions of causing Tyrael to fall off in our game, and that while we believe he will be OK with the changes we have made, we are prepared to make more changes to ensure that he remains viable.

With the recent clamping changes. Has there been a discussion about how the changes break shift-queuing of abilities? Is there a chance of this becoming a per-talent option, instead of an absolute?

Tyrael, for example, is no longer able to have a Q queued(see what I did there?) to fire as soon as he moves within range, as he was able to previously. In the current patch, he will move to his destination completely, then fire his Q in the direction of where Q was targeted.

Hmm, that does sound odd, maybe working as intended with the new system though. I'll bring it up with engineering and tech gurus to see if that is the expected behavior or if we can make this better.

Thanks for the callout.

Are you still going to change the balance of healing output(i hope so) or you reevaluated it? Are Supports, going to be less reliant on healing and more on, at the moment, secondary parts of their kits? Or supports are still going to be considered mainly healers?

For the most part, we like that healing feels incredibly powerful in Heroes of the Storm, and that these characters are a critical part of the team. We don't really have any sweeping plans to gut healing or anything along those lines. However, as we do updates to our healers/supports, we are looking for areas to enhance outside of purely healing, partially to keep all these characters unique from each other.

Any Comments regarding Sylvanas's tier 1 and tier 7 talents?

These two tiers are intended to improve her PvE capabilities in the direction you choose. Looking at stats specifically, tier 1 looks pretty good pick & win rate wise, but we can make some tuning changes to help 7 out. Specifically, Possession and Unstable Poison could use some buffs. Will look into this.

Are we going to see some reworks/buffs to Lili?

She is not high on our list, but we are looking at some updates to some other supports, including: Tyrande, Uther, and Lt. Morales.

One of my favorite heroes for the longest time was The Butcher. But he really only works in comps that support him (Tassadar), though even then he is a less than optimal pick. His entire combo of charging in and auto attacking an enemy down is too easily countered by stuns, polymorphs and blinds. Are there any plans to help his surviveability a bit?

In terms of win-rate, Butcher is actually sitting very high, so he doesn't currently warrant any buffs. Yes, Butcher is a little one-dimensional, but I think we're okay with that and like the way his rework feels and plays.

Is there any change we'll get to have a hero that is more trap based? Land mines, trip wires, and sneaky things like that? I always thought having someone pretrapping objective areas would be really neat!

Sounds like a fun hero idea - we do have some of these in isolate with Sgt. Hammer mines, Chromie Traps. I'll pass it along to the team.

Will Tychus ever get any changes to his sustain. That's the stuff is not too viable and it was a huge part of Tychus.

It's possible - level 13 on Tychus was designed to be a tier that offered some survivability for Tychus (or range in the case of his Q talent, which keeps you safer). That's the Stuff! was never intended to be a build-around talent that allowed Tychus to brawl toe to toe with other characters by out-healing their damage.

I think if we see Tychus fall off, while we could buff up this talent again, we'd probably prefer to address Tychus overall.

Do you have any plans to rework such heroes as Medivh, Abathur and the Lost Vikings? They are not very popular in Hero League and considered to be «situational» heroes.

We very recently made a few number changes to Abathur that we hope will bring him to a better place. For Medivh and The Lost Vikings, I think we're ok with them not showing up very often as they are meant to be hard to play and somewhat situational. Medivh has actually risen in popularity in the last couple of months in both competitive and Hero League and Vikings can still cause havoc on certain maps like Garden of Terror or Warhead Junction. I will say thought that we do have some quality of life changes for both in mind that may see the light of day somewhere down the line.

Are there any plans to look at Alarak?

Yes! We are working on an Alarak update that will be coming soon (tm). The main focus of this update is improving his talent diversity.

... Just to confirm soon (tm) is not actually in the next month :(

This is driving me nuts Blizz, Bronze Tiger Kharazim's VERY awkward grip on his fist weapons, it was not like this when he was released. Claws need to face out not in.

http://imgur.com/a/Us5RM

We also noticed that Bronze Tiger Kharazim forgot what gloves are and how to punch with them. We will schedule some training to remind him how to correctly use them.

Currently The Lost Vikings have a very niche role on only a few maps whereas other heroes tend to be picked on most maps or even all of them simply because the map doesnt effect their ability to achieve a certain level of effectiveness. What do you have in plan for heroes that are very map dependant, such as Vikings?

Will there be more ways for players enjoy unit micro? The Lost Vikings isnt the only hero with multiple units but other heroes who can usually dont pick the option as it feels quite inferior to the other (Jaina, Kerrigan)

We are okay with some heroes having very strong map dependencies, Lost Vikings is a great example of one of these characters. We would like to potentially rework TLV's talents at some point though - we've discussed maybe adding a talent build that encourages them to stick together and focus on hero micro in a single lane, as opposed to the more common lane soak/macro playstyle currently seen.

For pet abilities on characters like Jaina and Kerrigan, we've purposely kept these abilities pretty straightforward with little control. Overall, I think we're mostly happy with the design of these, but for the ones that are rarely picked we may look for ways to make them more powerful or offer more micro options for the hero.

Any specific reason why Varian's damage taken isn't being tracked when he picks a shield?I really like seeing how much I tanked for and comparing that to my deaths if I'm being too much in enemies' faces, not enough or if I don't have many deaths and a lot of damage taken, then I know I'm doing a good job at soaking damage for teammates. Other than that, love your game Heroes of the Storm team, keep up the great work.

This is actually on the list to get on the TAB screen. I can't remember off the top of my head when this is going to go out to you guys but it's definitely something we want there.

Any ETA of Leoric rework?

In the nearish future (next few months) we're looking at some tuning adjustments and will experiment with some of the suggestions we've seen from you guys!

In terms of a full rework - Leoric is not currently on our schedule for a major overhaul. We like his role in the game, but do acknowledge his talent tree could use some love.

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The question about the lore-themed skill-talents is very interesting. Malfurion could have something similar to Kharazim's Mystic Ally; maybe a Treant (or even a Wild Mushroom) that serves as a Scout Drone and periodically pulses heals or something.

Or Nazeebo could easily have a "Spirit Walk without the walk" instead of Ice Block; having him just phase out of his body while standing still. Or, if the idea is to make him stand out more, why not have him cover himself with a bunch of zombies?

For Tyrande's Calldown: MULE, she could summon some kind of avatar of Elune or something that repairs the structures.

Blizzard is very creative with their stuff, I'm surprised they haven't tampered with this yet.

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      Blizzard has released a new Heroes of the Storm patch for testing on the PTR and here are the official patch notes.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
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Pilot Mode can now see the Self-Destruct charge. E.T.C. Crowd Surfer now displays floating text for mana refund. Falstad Fixed an issue that caused Falstad's Flight warning indicator to no longer display after selecting Epic Mount. Fixed an issue that caused Sustained Winds to damage invulnerable targets. Garrosh Unrivaled Strength bonus is now additive. Gazlowe Fixed an issue that caused Xplodium Bomb to not be affected by allied cooldown reduction. Genji Fixed an issue that caused Strike at the Heart to not display a damage preview. Swift Strike now displays floating text for mana refund. Updated visuals of Spell Armor. Hanzo Ignore All Distractions will now display MISSED! text in the case of Blinds. Hogger Fixed an issue that caused Hogger's Hogg Wild visual to be visible when Hogger is visible. Imperius Fixed an issue that caused Brightwing and Falstad to be at the incorrect height after Celestial Charge Stuns them and a least one other Hero. Jaina Water Elemental Frostbolts will now behave consistently with Jaina's Frostbolts. Junkrat Chattering Teeth will now chase (but not trap) Invulnerable targets. Fixed an issued that caused Chattering Teeth to apply to Arming Steel Traps when selected. Kerrigan Fixed an issue that caused Sharpened Blades to stack off of Possessed minions. Included Infested to search text for Kerrigan. Leoric Skeletal Swing mana refund now displays as a crit. Li-Ming Fixed an issue if Seeker is slected while Magic Missiles are in flight while Force Armor was selected. Fixed an issue that caused Force Armor to grant multiple stacks from the same Magic Missiles cast. Lucio Fixed an issue that caused Sound Barrier shields to not decay if Bossa Nova was slected while the target was shielded. Lunara Fixed an issue that caused Splintered Spear to not display correctly while Blinded or against an Evading enemy. Splintered Spear will no longer attack inactive Mercenaries unless the triggering attack is against an inactive Mercenary. Maiev Naisha's Memento first bounce can now bounce to inactive Mercenaries if the triggering attack is against an inactive Mercenary. Mal'Ganis Included Vampire to search text for Mal'Ganis. Medivh Medivh's Portal is now an invalid target for allied abilities. (Example: Brightwing's Blink Heal) Mei Fixed an issue where The Big One was not gaining the full benefit of Slushball. Mephisto Fixed an issue that caused Unspeakable Horror being temporarily disabled when the target is knocked back. Murky Egg Hunt Egg is no longer killed in one hit by Structures. Fixed an issue that caused Fishy Deal to stack off of Possessed minions. Nazeebo Fixed an issue that caused Voodoo Ritual to stack off of Possessed minions. Nova Fixed an issue that caused Holo Decoy's health bars to display incorrectly after losing Protected. Orphea Fixed an issue that caused Ravenous Hunger to stack off of Possessed minions. Fixed an issue that caused Shadow Waltz to refund mana multiple times per cast. Probius Fixed an issue that caused Spawning Minerals off of Possessed minions. Included Builder to search text for Probius. Qhira Updated visuals of Spell Armor. Ragnaros Fixed an issue that caused Sulfuras Hungers to stack off of Possessed minions. Updated visuals of Spell Armor. Raynor Execute Orders now displays in the Death Recap for its Hyperion cast. Rehgar Improved Death Recap for Hunger of the Wolf. Samuro Mirage now functions like other Spell Armor Blocks. Sgt. Hammer Fixed an issue that caused Orbital BFG to not be affected by damage reduction. Pulse Detonation Core will replace Spider Mines in the recap if chosen. Spider Mines damage is now modified by Defense Matrix and Ultimate Evolution damage modifications. Spider Mines duration will continue while they are chasing. Spider Mines will no longer detonate on Invulnerable targets but will continue to chase them. Spider Mines will now display their damage when clicked in the Target Info Panel. Stitches Fixed an issue that caused Putrefaction to display floating text multiple times at once. Stukov Fixed an issue that caused Weighted Pustule to not display a damage preview. Sylvanas Fixed an issue that caused Withering Fire to display incorrectly. Tassadar Fixed an issue where Twilight Archon could use Toy Train. Khaydarin Amulet will cancel itself if the target is an inactive Mercenary. Thrall Fixed an issue that caused Echo of the Elements activating off of Possessed Minions and Hallucinations. Fixed an issue that caused Rolling Thunder to not activate from Tempest Fury's attacks. Fixed an issue that caused Wolf Pack to reset Feral Spirit on talent reset incorrectly. The Lost Vikings Fixed an issue that caused Nordic Attack Squad to be able to damage invulnerable targets. Fixed an issue where there health was not set to full on death. Tracer Fixed an issue that caused Get Stuffed to be capable of knocking back a target multiple times when Melee was cast in quick succession. Fixed an issue that caused Get Stuffed to knock back targets with other Heroes' Pulse Bombs placed on them. Locked and Loaded will now cause Tracer's Basic Attacks to display as Criticals when active. Ricochet can now bounce to inactive Mercenaries if the attack is against an inactive Mercenary. Whitemane Included Chapeau to search text for Whitemane. Zagara Medusa Blades will no longer attack inactive Mercenaries unless the triggering attack is against an inactive Mercenary. Mutalisk first bounce can now bounce to inactive Mercenaries if the attack is against an inactive Mercenary. Zarya Fixed an issue that caused Basic Attacks not being affected properly by attack speed modifiers. Zeratul Fixed an issue that caused Might of the Nerazim abilities to heal for more damage than intended with Shadow Mending. Zul'jin A Surprise For Ya! can now bounce to inactive Mercenaries if the attack is against an inactive Mercenary. Return to Top
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    • By Staff
      A new Heroes patch is now available for playtesting on the PTR!
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. We would like to take a moment to thank the community for providing insight and feedback for these changes. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Added XP given to enemy display. Return to Top
      Balance Update
      Heroes
      Lili Jug of 1,000 Cups healing increased from 66 to 80. Medivh Mage Armor duration increased from 4 seconds to 6 seconds. Mage Armor increased from 30 to 50 Armor. Nova Advanced Cloaking bonus mana regen increased from 3 to 6. Anti-Armor Shells duration increased from 3 seconds to 5 seconds. Return to Top
      Bug Fixes
      General
      Fixed an anchor offset on Hero Select display. Fixed an issue that caused Shielding to not be displayed correctly in the Death Recap. Fixed an issue that caused Hellbats and Gnolls to reduce the Armor of enemies before damage was dealt. Fixed an issue that caused Heroes that use non-standard attack abilities to display the incorrect confirmation visuals. Fixed an issue that caused place of death to reveal into nearby shrubs. Fixed an issue that caused player-located cooldowns to continue refreshing after a Core is destroyed. Fixed an issue that caused Sapper Mercenaries' area warning indicator to persist after the attack has landed. Fixed an issue that caused the event count in the Death Recap to update for all players when a new death recap is created for any player. Maps
      Blackheart's Bay Chests now feature a warning indicator for the coin land location. Heroes
      Abathur Evolve Monstrosity Stacks are now a Heroic Quest. Toxic Nest is no longer triggered by Invulnerable enemies. Alarak Fixed an issue that caused Last Laugh to heal when they have been granted Spell leech. (Example: Nano Infusion from Ana) Anduin Fixed an issue that caused Piercing Light to treat the first hit as the second. Anubarak Anubarak's Burning Beetle damage is now affected by all forms of damage modification. No longer able to use Locust Swarm while riding on the Toy Train. Updating cancel animations of Hardened Shields to be like similar visuals. Artanis Fixed an issue that caused Target Purified to deal double damage. Fixed an issue that caused Titan Killer being capable of damaging Invulnerable targets when activated from Twin Blades. Updated visuals of Spell Armor. Arthas Legion of Northrend's bonus healing is now additive. Rime now has a Block visual. Azmodan Bombardment will no longer attack inactive Mercenaries unless the attack is against an inactive Mercenary. Fixed Globe of Annihilation no longer stacking off of Possessed minions. Brightwing Fixed an issue that caused Phase Shift to activate on the previous target. Butcher Fixed an issue that caused Butcher's Fresh Meat spawning meat off of Possessed minions. Cassia Updating cancel animations of Hardened Shields to be like similar visuals. Chen Fixed an issue that caused Stagger to heal when they have been granted Spell leech. (Example: Nano Infusion from Ana) ChoGall Fixed an issue that caused Enraged Regeneration to display incorrectly in the Death Recap. Deathwing Added Bellowing Roar Camera Lock. Deckard Fixed an issue that caused Ancient Blessings damage to not scale on targets if they level up while it is active. Included Potion to search text for Deckard. Dehaka Updated visuals of Spell Armor. D.Va Fixed an issue that caused Liquid Cooling to reset the fountain in ARAM incorrectly. Pilot Mode can now see the Self-Destruct charge. E.T.C. Crowd Surfer now displays floating text for mana refund. Falstad Fixed an issue that caused Falstad's Flight warning indicator to no longer display after selecting Epic Mount. Fixed an issue that caused Sustained Winds to damage invulnerable targets. Gazlowe Fixed an issue that caused Xplodium Bomb to not be affected by allied cooldown reduction. Genji Fixed an issue that caused Strike at the Heart to not display a damage preview. Swift Strike now displays floating text for mana refund. Updated visuals of Spell Armor. Hanzo Ignore All Distractions will now display MISSED! text in the case of Blinds. Hogger Fixed an issue that caused Hogger's Hogg Wild visual to be visible when Hogger is visible. Imperius Fixed an issue that caused Brightwing and Falstad to be at the incorrect height after Celestial Charge Stuns them and a least one other Hero. Junkrat Fixed an issued that caused Chattering Teeth to apply to Arming Steel Traps when selected. Kerrigan Fixed an issue that caused Sharpened Blades to stack off of Possessed minions. Included Infested to search text for Kerrigan. Leoric Skeletal Swing mana refund now displays as a crit. Li-Ming Fixed an issue if Seeker is slected while Magic Missiles are in flight while Force Armor was selected. Fixed an issue that caused Force Armor to grant multiple stacks from the same Magic Missiles cast. Lucio Fixed an issue that caused Sound Barrier shields to not decay if Bossa Nova was slected while the target was shielded. Lunara Splintered Spear will no longer attack inactive Mercenaries unless the triggering attack is against an inactive Mercenary. Maiev Naisha's Memento first bounce can now bounce to inactive Mercenaries if the triggering attack is against an inactive Mercenary. Mal'Ganis Included Vampire to search text for Mal'Ganis. Medivh Medivh's Portal is now an invalid target for allied abilities. (Example: Brightwing's Blink Heal) Mei Fixed an issue where The Big One was not gaining the full benefit of Slushball. Mephisto Fixed an issue that caused Unspeakable Horror being temporarily disabled when the target is knocked back. Murky Egg Hunt Egg is no longer killed in one hit by Structures. Fixed an issue that caused Fishy Deal to stack off of Possessed minions. Nazeebo Fixed an issue that caused Voodoo Ritual to stack off of Possessed minions. Nova Fixed an issue that caused Holo Decoy's health bars to display incorrectly after losing Protected. Orphea Fixed an issue that caused Ravenous Hunger to stack off of Possessed minions. Fixed an issue that caused Shadow Waltz to refund mana multiple times per cast. Probius Fixed an issue that caused Spawning Minerals off of Possessed minions. Included Builder to search text for Probius. Qhira Updated visuals of Spell Armor. Ragnaros Fixed an issue that caused Sulfuras Hungers to stack off of Possessed minions. Updated visuals of Spell Armor. Rehgar Improved Death Recap for Hunger of the Wolf. Samuro Mirage now functions like other Spell Armor Blocks. Stitches Fixed an issue that caused Putrefaction to display floating text multiple times at once. Stukov Fixed an issue that caused Weighted Pustule to not display a damage preview. Sylvanas Fixed an issue that caused Withering Fire to display incorrectly. Tassadar Fixed an issue where Twilight Archon could use Toy Train. Khaydarin Amulet will cancel itself if the target is an inactive Mercenary. Thrall Fixed an issue that caused Echo of the Elements activating off of Possessed Minions and Hallucinations. Fixed an issue that caused Rolling Thunder to not activate from Tempest Fury's attacks. Fixed an issue that caused Wolf Pack to reset Feral Spirit on talent reset incorrectly. The Lost Vikings Fixed an issue that caused Nordic Attack Squad to be able to damage invulnerable targets. Fixed an issue where there health was not set to full on death. Tracer Ricochet can now bounce to inactive Mercenaries if the attack is against an inactive Mercenary. Whitemane Included Chapeau to search text for Whitemane. Zagara Medusa Blades will no longer attack inactive Mercenaries unless the triggering attack is against an inactive Mercenary. Mutalisk first bounce can now bounce to inactive Mercenaries if the attack is against an inactive Mercenary. Zarya Fixed an issue that caused Basic Attacks not being affected properly by attack speed modifiers. Zeratul Fixed an issue that caused Might of the Nerazim abilities to heal for more damage than intended with Shadow Mending. Zul'jin A Surprise For Ya! can now bounce to inactive Mercenaries if the attack is against an inactive Mercenary. Return to Top
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    • By Staff
      A new Heroes of the Storm patch has hit live servers. Check out the official patch notes for more details!
      (Source)
      Heroes of the Storm has just been updated with the patch! We would like to take a moment to thank the community for providing insight and feedback for these changes.
      Quick Navigation:
      General Maps Heroes General
      Game Camera
      Camera Follow releash timer increased from 6 seconds to 12 seconds. You can now pan the camera further away from your Hero with Camera Lock enabled before it will prevent further panning. User Interface
      Floating text display for last hits updated to golden display. Fixed an issue that allowed the Active Ability Hotkey Buttons to be dragged in the Hotkey Menu. Holding down Shift or Control will now also register as having the announcement modifier held for clicking on in the Top Bar. ARAM
      Base experience value of Experience Globes increased from 80 to 160. Experience value of Melee Minions reduced from 84 to 0. Experience value of Wizard Minions reduced from 75 to 0. Experience value of Ranged Minions reduced from 72 to 0. Observer
      Experience Globes will now be displayed as Blue for the team on the left and Grey for the team on the right. The Interface has been updated to display Misha, Olaf, Baleog, and Erik's health bars. Fixed an issue that caused D.Va's health bar in the Interface to only display the Pilot's health. Recap
      Combat Healing will no longer register Mana or Shields restored to allied Heroes as Healing. Clutch Healer will now only register healing done to Health. Protector will now register damage prevented by Protected as Protection. Return to Top
      Maps
      Alterac Pass
      Fixed an issue that caused Gnolls to reduce the armor of Evading targets. Braxis Holdout
      Fixed an issue that caused Hellbats to reduce the armor of Evading targets. Hanamura Temple
      Fixed an issue that caused the Recon Camp to have the scaling value reset when captured. Warhead Junction
      Fixed an issue that caused Hellbats to reduce the armor of Evading targets. Return to Top
      Heroes
      Abathur
      Fixed an issue that caused Envenomed Nest's Armor reduction to not be removed by Stasis or Invulnerability. Fixed an issue that caused Adrenal Overload to not apply to channeled Basic Attacks. Fixed an issue that caused Bombard Strain Locusts to not deal bonus damage to enemy Structures. Fixed an issue that caused Monstrosity to gain more than intended damage from Minion kills. Toxic Nest will no longer reveal attackers to Abathur during the Arming phase. Locust damage will no longer display as a critical against Structures. The damage bonus remains unaltered. Stab no longer reveals the area around the target and will now only reveal the target itself for 2 seconds. Spike Burst will now reveal the effected area for 0.75 seconds. Bombard Strain icon updated. Alarak
      Difficulty updated from Hard to Very Hard. Fixed an issue that caused Basic Attacks to activate Blade of the Highlord while Blinded or if the target is Evading. Lightning Surge now reveal the primary target for 2 seconds. Deadly Charge will now reveal targets hit for 2 seconds. Alexstrasza
      Fixed an issue that caused Cleansing Flame to grant Alexstrasza healing equal to the bonus health provided by Dragonqueen if Dragonqueen is active when activated. Fixed an issue that caused Abundance to display the healing preview after the heal has activated. Fixed an issue that caused Preservation to display the healing preview after the heal has activated. Fixed an issue that caused Pacify and Life Unbound to activate their on-heal from Dragonqueen Basic Attacks while Alexstrasza is Blinded. Fixed an issue that caused Dragonqueen Basic Attacks to not heal Invulnerable allies if they are in Alexstrasza's space. Fixed an issue that caused Cleansing Flame's cooldown to not be displayed on the talents tab of the scoreboard while Dragonqueen is active. Ancient Flame icon updated. Ana
      Difficulty updated from Hard to Very Hard. Fixed an issue that caused Basic Attacks to grant stacks of Dynamic Optics while Blinded or if the target is Evading. Contact Healing will now only cause Biotic Grenade's Healing and Damage to display as a critical if at least 2 Heroes are hit, instead of only requiring the talent to be taken. Anduin
      Fixed an issue that caused Moral Compass to hit Invulnerable enemies. Anub'arak
      Difficulty updated from Medium to Hard. Fixed an issue that allowed select abilities to be activated while disabled if selected during the effects of Cocoon. Chitinous Plating icon updated. Artanis
      Difficulty updated from Medium to Hard. Fixed an issue that caused Shield Overload to be reduced in cooldown from Basic Attacks while Blinded or if the target is Evading. Fixed an issue that caused Blade of a Templar to slow targets while Blinded or if the target is Evading. Fixed an issue that caused Reactive Parry to grant stacks of Block from Twin Blades while Blinded or if the target is Evading. Fixed an issue that caused Reactive Parry to not grant a stack of Block from the third strike of Twin Blades. Fixed an issue that caused Plasma Burn's damage aura to display as a critical when damage was not increased. Auriel
      Difficulty updated from Medium to Hard. Fixed an issue that caused Reservoir of Hope to not display on the talents tab of the scoreboard as a quest talent. Sacred Sweep will now reveal targets hit for 2 seconds. Detainment Strike will now reveal targets knocked back for 2 seconds. Crystal Aegis will now reveal targets hit for 2 seconds. Azmodan
      Fixed an issue that caused All Shall Burn to detonate twice if Cydaea's Kiss is selected while active. Fixed an issue that caused Globe of Annihilation's warning indicator to be removed if another Azmodan's Globe of Annihilation lands nearby. Globe of Annihilation will now reveal targets hit for 2 seconds. Blaze
      Fixed an issue that allowed select abilities to be activated while disabled if selected while inside the Bunker. Fixed an issue that caused Heat Treatment to not heal for a portion of the damage dealt by Pyromania. Basic Attack will now reveal the area for 0.75 seconds. Flame Stream will now reveal target hit for 2 seconds. Combustion will now reveal the effect area for 0.75 seconds. Oil Spills created by Fuel Leak sight reduced from 7 to 1.5. Incinerator Gauntlets icon updated. Brightwing
      Difficulty updated from Hard to Easy. Fixed an issue that caused Phase Shift to heal the target briefly after arrival, instead of on arrival. Fixed an issue that caused Blink Heal to heal Vehicles when cast on them. Invisible Friends will now preview the total healing that will be provided. Unstable Anomaly area reveal duration reduced from 1.5 seconds to 0.75 seconds. Unstable Anomaly will now reveal targets hit for 2 seconds. Cassia
      Fixed an issue that caused Basic Attacks to activate Martial Law while Blinded or if the target is Evading. Fixed an issue that caused Static Electricity Lightning Bolts to heal for less than intended from Ring of the Leech. Fixed an issue that caused Static Electricity Lightning Bolts to not play impact sounds. Fixed an issue that caused Static Electricty Lightning Bolts to not display as criticals against Blinded targets. Fixed an issue that caused Lightning Fury Lightning Bolts to be considered as Static Electricity Lightning Bolts. Fend will now reveal targets hit for 2 seconds. Surge of Light will now reveal targets hit for 2 seconds. Surge of Light will now reveal the effect area for 0.75 seconds. Martial Law icon updated. Imprisoning Light icon updated. Infinite Lightning icon updated. Chen
      Difficulty updated from Hard to Medium. Fixed an issue that caused Accumulating Flame's duration increase to proc while Blinded or if the target is Evading. Fixed an issue that caused the Earth Spirit's Basic Attacks to be incapable of killing Sgt. Hammer's Spider Mines. Earth Spirit's Basic Attacks will now reveal the effect area for 0.75 seconds. Cho'Gall
      Fixed an issue that caused Fuel for the Flame to deal damage to targets Evading near the primary Basic Attack target. Fixed an issue that caused Fuel for the Flame to deal damage to the primary target while Blinded or if the target is Evading. Fixed an issue that caused Cthun's Gift to slow targets while Blinded or if the target is Evading. Fixed an issue that caused Consuming Blaze to not interrupt Mounts, Objective Channels, Sleeping on application. Fixed an issue that caused Molten Block's damage aura to display as a critical when damage was not increased. Will of Gall is now considered a Quest talent. Fuel for the Flame will no longer always display as a critical. Consuming Blaze will now reveal targets hit for 2 seconds. Shadowflame will now reveal targets hit for 2 seconds. Dread Orb will now reveal targets hit for 2 seconds. Runic Blast will now reveal targets hit for 2 seconds. Twisting Nether will now reveal targets hit for 2 seconds. Shadowbolt Volley will now reveal targets hit for 2 seconds. Dread Orb will no longer grant sight into nearby Shrubs. Shadowbolt Volley will no longer grant sight into nearby Shrubs. Chromie
      Fixed an issue that caused Sand Echo Basic Attacks to activate A Proper Greeting while Chromie is Blinded. Fixed an issue that caused Unravelling Sands's Spell Armor reduction to not be removed by Stasis or Invulnerability. Fixed an issue that caused Time Trouble's Armor increase to be removed by Stasis or Invulnerability. Fixed an issue that caused Shifting Sands active bonuses to be lost when slain. Fixed an issue that caused Shifting Sands to be granted before Sand Blast deals damage. Time Trap will no longer cause allies to be incapable of collecting Experience Globes while inside a Shrub for 2 seconds. Deathwing
      Difficulty updated from Medium to Hard. Fixed an issue that caused Death Drop's Spell Armor reduction to not be removed by Stasis or Invulnerability. Fixed an issue that caused Molten Flame's button to be highlight while Deathwing is inside a Vehicle and the bonuses from Infernus would be active. Deckard
      Fixed an issue that caused Potion of Shielding to increase Deckard's Self Healing when damage is prevented to allied Heroes. Fixed an issue that caused Horadric Staff to not be placed on cooldown while Blinded. Fixed an issue that caused Rejuvenation Potion to heal Leoric while Undying is active. Fixed an issue that caused Scroll of Identify to detect targets before the first quest milestone. Ancient Blessings will now reveal the area for 0.75 seconds. Dehaka
      Fixed an issue that caused Dehaka to be immune to allied effects while Burrow is active. Fixed an issue that caused Burrow to not reveal negative effects when activated. Fixed an issue that caused Lurker Strain's knockback to be treated as a Stun. Fixed an issue that caused Lurker Strain's knockback to reveal the Dehaka while active. Fixed an issue that caused Lurker Strain's slow to reveal the target while active. Lurker Strain will now reveal targets hit for 2 seconds. Lurker Strain no longer reveals around targets while they are being knocked back. Elongated Tongue icon updated. Diablo
      Difficulty updated from Medium to Hard. Fixed an issue that caused Black Soulstone's health bonuses to stack multiplicatively with other health bonuses. Fixed an issue that caused Hell Fire's damage aura to display as a critical when damage was not increased. Fixed an issue that caused Dying Breath Apocalypse to display incorrectly in the Death Recap. Soul Shield icon updated. D.Va
      Fixed an issue that caused D.Va's AI to not activate Self-Destruct. Fixed an issue that caused D.Va to be ejected early if the Mech takes select types of damage after being slain. Fixed an issue that caused D.Va's Mech Basic Attacks to be capable of hitting multiple Sgt. Hammer Spider Mines at once. Fixed an issue that caused Basic Attacks against Heroes in the bonus attack area to activate Nuclear Option while Blinded or if the target is Evading. Fixed an issue that caused D.Va's scoreboard entry on the talents tab to display incorrectly when she first spawns into the battleground. Fixed an issue that caused D.Va's entry in the killfeed to display incorrectly if she is slain by a unit that has since been removed from the battleground (Example: Minions after they have been killed). Fixed an issue that caused D.Va's Hero unit reference to not be updated correctly when D.Va respawns. Ejecting from the Mech will no longer cause Pilot D.Va to be capable of collecting Experience Globes while inside a Shrub for 2 seconds. Self-Destruct will now reveal the effect area for 0.75 seconds. Self-Destruct will now reveal targets hit for 2 seconds. Big Shot will now reveal targets hit for 2 seconds. Boosters will now reveal targets hit for 2 seconds. Mech Basic Attacks will now reveal the effect area for 0.75 seconds. Concussive Pulse will now reveal the effect area for 0.75 seconds. Boosters damage will no longer display as a critical if the target is a valid bonus damage target for Rush-down. Aggression Matrix will now display floating text for the healing prevented. D.Va is now capable of pinging her Self-Destruct charge to her team. D.Va's Mech will now fill out the Death Recap when slain. E.T.C.
      Difficulty updated from Easy to Hard. Fixed an issue that caused Guitar Hero to increase Guitar Solo duration while Blinded or if the target is Evading. Falstad
      Fixed an issue that caused BOOMerang's Spell Armor reduction to not be removed by Stasis or Invulnerability. Hammerang Reactivation will now reveal targets hit for 2 seconds. Hammerang's Returning projectile will now reveal targets hit for 2 seconds. Selecting BOOMerang will no longer cause Hammerang's Reactivation to permanently display as a critical. Frequent Flyer icon updated. Sustained Winds icon updated. Fenix
      Phase Bomb Splash now triggers Physical Attack-limited on-hit effects(meaning Block charges being consumed, Medivh's Raven Familiar firing if the target is a Hero). Fixed an issue that caused Mobile Offensive to not activate if Fenix only moves very briefly. Fixed an issue that caused Basic Attacks to refresh Divert Power: Weapons duration while Blinded or if the target is Evading. Phase Bomb Splash will now reveal the effect area for 0.75 seconds. Mobile Offensive icon updated. Singularity Charge icon updated. Offensive Cadence icon updated. Divert Power: Weapons icon updated. Garrosh
      Difficulty updated from Medium to Hard. Wrecking Ball, Into the Fray will now reveal targets hit by the landing for 2 seconds. Decimate will now reveal targets hit for 2 seconds. Gazlowe
      Fixed an issue that caused Basic Attacks to activate Mecha-Lord's Armor increase while Blinded or if the target is Evading. Fixed an issue that caused Ark Reaktor turrets to deal increased damage. Fixed an isssue causing Gazlowe to be incapable to pinging the cooldown of EZ-PZ Dimensional Ripper to his team. Genji
      Difficulty updated from Hard to Very Hard. Fixed an issue that caused Genji's Self Healing to not increase for the full damage prevented by Deflect. Deflect will no longer reveal the area it searches for targets when Genji takes damage with Deflect active. Zanshin icon updated. Greymane
      Fixed an issue that caused Running Wild to not grant the cooldown reduction when casting Go For the Throat. Fixed an issue that caused Alpha Killer to be capable of activating on-death effects multiple times on enemies. Fixed an issue that caused Thick Skin to display duplicate Block visuals. Gul'dan
      Fixed an issue that caused Fel Flame to be visible outside of the intended area after Pursuit of Flame is completed. Fixed an issue that caused Hunger for Power's healing modifications to be disabled while under the effects of Xul's Mortal Wound. Fixed an issue that caused Hunger for Power's healing increase to not be the correct value. Hanzo
      Difficulty updated from Medium to Hard. Fixed an issue that caused Storm Bow to not activate Sharpened Arrowheads while Blinded or if the target is Evading. Fixed an issue that caused Storm Bow to activate Sharpened Arrowheads before the damage is dealt. Fixed an issue that caused Storm Bow's range bonus from charging to not be reset correctly. Hogger
      Difficulty updated from Medium to Hard. Fixed an issue that caused Aggro Range to grant Rage if a Structure is within the search radius of Hogg Wild. Fixed an issue that allowed targeted abilities against the Ez-Thro Dynamite unit. Fixed an issue that allowed targeted abilities against the Loot Hoard unit. Fixed an issue that allowed targeted abilities against the chunk of Meat unit. Illidan
      Difficulty updated from Medium to Very Hard. Fixed an issue that caused Unending Hatred to stop displaying bonus damage on the talents tab of the scoreboard after reaching the quest milestone. Fiery Brand icon updated. Imperius
      Holy Fervor cleave reveals the area for 0.75 seconds. Jaina
      Difficulty updated from Easy to Medium. Fixed an issue that caused Frost Bolt to deal damage on enemies behind the projectile. Fixed an issue that caused Frost Bolt to continue to deal damage after it has hit the maximum number of targets with Frost Shards selected. Frostbite Armor will now display Block visuals. Icefury Wand icon updated. Advanced Ice Block icon updated. Johanna
      Difficulty updated from Medium to Easy. Fixed an issue that caused Blessed Momentum's Attack Speed bonuses to stack multiplicatively with other Attack Speed bonuses and maluses. Fixed an issue that caused Holy Fury's damage aura to display as a critical when damage was not increased. Fixed an issue that caused Blessed Shield to hit and target Invulnerable enemies. Heaven's Fury will no longer cause allies to be incapable of collecting Experience Globes while inside a Shrub for 2 seconds. Blessed Hammer will now reveal the effect area for 0.75 seconds. Junkrat
      Difficulty increased from Medium to Hard. Basic Attack Splash now triggers Physical Attack-limited on-hit effects (Example: Block charges will be consumed). Fixed an issue that caused Basic Attack splash to hit Invulnerable enemies. Fixed an issue that caused Frag Launcher to hit Invulnerable enemies. Fixed an issue that caused Frag Launcher to gain more than intended damage from Hero hits. Kael'thas
      Difficulting updated from Hard to Medium. Fixed an issue that caused Gravity Lapse to hit Invulnerable enemies. Burned Flesh will now display as a critical effect. Kel'Thuzad
      Difficulty updated from Hard to Very Hard. Fixed an issue that caused Deathchill's marker to remain on the target if they gain Unstoppable. Fixed an issue that caused Power of Icecrown's active bonuses to be lost when slain. Fixed an issue that caused Basic Attacks to activate Icy Grasp while Blinded or if the target is Evading. Fixed an issue that caused Basic Attacks to activate Hungering Cold while Blinded or if the target is Evading. Fixed an issue that caused the Chilling Touch Basic Attacks to be incapable of killing Sgt. Hammer's Spider Mines. Kel'Thuzad can now attempt to cast Frost Nova over unpathable terrain. Kel'Thuzad's abilities in the command bar will no longer flash when Kel'Thuzad gains 15 stacks of Master of the Cold Dark. Kerrigan
      Difficulty updated from Hard to Very Hard. Fixed an issue that caused Assimilation to increase Kerrigan's Self Healing when Shields granted. Fixed an issue that caused Sharpened Blades to gain quest progress from Hallucination Heroes (Nova Holo Decoys, Samuro Mirror Images, Abathur Ultimate Evolutions). Ultralisk Basic Attacks will now reveal the effect area for 0.75 seconds. Fury of the Swarm empowered Basic Attacks will now reveal the effect area for 0.75 seconds. Fury of the Swarm will no longer reveal targets hit by the splash area. Impaling Blades will now reveal targets hit for 2 seconds. Primal Grasp's secondary explosion will now reveal targets hit for 2 seconds. Psionic Shift will now reveal targets hit for 2 seconds. Kharazim
      Difficulty updated from Medium to Hard. Fixed an issue that caused Deadly Reach's Attack Speed bonuses to stack multiplicatively with other Attack Speed bonuses. Fixed an issue that caused Insight to grant quest progress while Blinded or if the triggering enemy is Evading. Fixed an issue that caused non-Heroes to not be revealed by Spirit Ally. Leoric
      Difficulty updated from Easy to Medium. Fixed an issue that caused Buried Alive's silence to be reduced in duration by Abolish Magic's duration reduction. Fixed an issue that caused Burning Despair's damage aura to display as a critical when damage was not increased. Fixed an issue that caused Drain Hope and Drain Essence to remain active on targets after they enter a Vehicle. Leoric's Self Healing is no longer increased by Drain Essence's Undying death timer reduction. Leoric is no longer capable of activating Ossein Renewal while Undying is active. Wrath of the Bone King effect reveal duration reduced from 1 second to 0.75 seconds. Li Li
      Lightning Serpent's Bounces will now bounce to targets immune to area damage (Example: Sgt. Hammer Spider Mines). Lightning Serpent's Bounces will now target Passive targets (Example: Kharazim's Earth Ally and Spirit Ally). Li-Ming
      Fixed an issue that caused Magic Missiles to not grant stacks of Force Armor when Tal Rasha's has been selected and Magic Missiles has not granted Spell Power. Fixed an issue that caused Teleport to not be completely refunded by Critical Mass and Illusionist while Aether Walker is active. Fixed an issue that caused Magic Missiles to hit Invulnerable enemies. Lunara
      Fixed an issue that caused Invigorating Spores to be capable of activating on-death effects multiple times on enemies. Fixed an issue that caused Invigorating Spores to deal damage while Blinded or if the target is Evading. Fixed an issue that caused Invigorating Spores to deal damage on an attack that brings the target to full stacks of Nature's Toxin. Splintered Spear will no longer target Hidden or Neutral targets. Lt. Morales
      Fixed an issue that caused Medidrone to be capable of healing Leoric while Undying is active. Fixed an issue that caused Healing Beam to remain active on a Minion after Sylvanas has cast Possession on the Minion. Maiev
      Difficulty updated from Hard to Very Hard. Fixed an issue that caused Vengeful Knives to gain bonus damage from Physical damage while Blinded or if the target is Evading. Fixed an issue that caused Basic Attacks empowered by Umbral Bind to not grant Vengeful Knives stacks against the primary target. Fixed an issue that caused Containment Disc's Silence to be bypassable by casting an ability making the target immune to Silence as soon as the Time Stop expires. Fixed an issue that caused Bonds of Justice to stop displaying bonus damage on the talents tab of the scoreboard after reaching the quest milestone. Naisha's Memento's Bounces will now bounce to targets immune to area damage. Naisha's Memento will no longer bounce to Mercenaries that are not currently active. Mal'Ganis
      Difficulty updated from Medium to Hard. Fixed an issue that caused Vanquish the Weak to apply the slow before the damage is dealt. Winged Guard will now display a Block visual. Blind as a Bat will now remove any nearby reveals placed by Mal'Ganis when cast. Fel Claws will now reveal targets for 2 seconds if Blind as a Bat is not active. Necrotic Embrace will now reveal targets for 2 seconds if Blind as a Bat is not active. Echo of Doom will now reveal targets for 2 seconds if Blind as a Bat is not active. Plague Bats will now reveal targets for 2 seconds if Blind as a Bat is not active. Seeker Swarm Bats will now only reveal targets for 2 seconds if Blind as a Bat is not active. The Night Beckons icon updated. Malfurion
      Difficulty updated from Easy to Hard. Fixed an issue that caused Ysera's Gift to grant bonus healing while Malfurion is dead. Fixed an issue that caused Malfurion to be incapable to pinging the cooldown of Astral Communinion to his team. Malthael
      Difficulty updated from Medium to Hard. Fixed an issue that caused Touch of Death to display floating text for healing prevented twice. Ethereal Existence will now display a Block visual at maximum stacks. Soul Rip no longer reveals the area. Medivh
      Fixed an issue that caused the Hall of Storms to increase Raven Form's Movement Speed by more than intended. Fixed an issue that caused Basic Attacks to activate Temporal Flux while Blinded or if the target is Evading. Using a Portal will no longer move the user's Camera. Mei
      Difficulty updated from Medium to Hard. Fixed an issue that caused Polar Vortex's Attack Speed malus to stack multiplicatively with other Attack Speed bonuses and maluses. Fixed an issue that caused Basic Attacks to activate Cooling Servos while Blinded or if the target is Evading. Fixed an issue that caused Induce Hibernation to apply to non-Heroes. Skating Away now displays a Block visual. Mephisto
      Difficulty updated from Medium to Hard. Fixed an issue that caused Lightning Reaction to not be affected by damage reduction if caused by a Shade of Mephisto's Lightning Nova. Muradin
      Fixed an issue that caused Bronzebeard Rage's damage aura to display as a critical when damage was not increased. Fixed an issue that caused Basic Attacks to grant Perfect Storm progress while Blinded or if the target is Evading. Fixed an issue that caused Basic Attacks to activate Give Em' The Ax while Blinded or if the target is Evading. Fixed an issue that caused Grand Slam to grant a charge of Haymaker for each Hero that took part in the takedown. Storm Bolt will no reveal the target for 2 seconds. Muradin is no longer revealed to the enemy if unseen when Thunder Burn empowered by Thunderstrike damages an enemy. Perfect Storm quest tracker icon updated. Murky
      Fixed an issue that caused Big Tuna Kahuna's health bonuses to stack multiplicatively with other health bonuses. Fixed an issue that caused Time To Krill to heal the target Murky if they have selected Fish Tank. Fixed an issue that caused Time To Krill to not heal the applying Murky if they have selected Fish Tank. Murky no longer reveals in area around him after his Egg is slain. Octo-Grab will now reveal the target while active, instead of for a fixed 4 seconds in a 0.75 radius. Octo-Grab will now reveal the target for 2 seconds when first cast. Slime will now reveal targets hit for 2 seconds. Pufferfish will now reveal targets hit for 2 seconds. Nazebo
      Fixed an issue that caused Plague of Toads to hit Invulnerable enemies. Fixed an issue that allowed targeted abilities against the Plague of Toads unit. Nova
      Difficulty updated from Medium to Hard. Fixed an issue that caused Holo Decoys to be revealed to the enemy when their border becomes visible. Fixed an issue that caused Holo Decoys to reveal the area around them when slain for 1 second. Fixed an issue that caused Anti Armor Shell's Physical Armor reduction to not be removed by Stasis or Invulnerability. Fixed an issue that caused Holo Decoy's damage readout in the Target Info Panel to display incorrectly with Anti-Armor Shells selected while their Basic Attack is on cooldown. Fixed an issue that caused Anti-Armor Shells to reduce the Physical Armor of the target before the damage is dealt. Triple Tap will now reveal targets hit for 2 seconds. Precision Strike will now reveal targets hit for 2 seconds. Explosive Snipe will now reveal targets hit for 2 seconds. Snipe no longer reveals in an area around the target. Rapid Reprojection icon updated. Orphea
      Difficulty increased from Medium to Hard. Fixed an issue that caused Eldritch Conduit to not be empowered when gaining the 10th stack. Fixed an issue that caused Eldritch Conduit's empowered to be lost when slain. Fixed an issue that caused Eternal Feast to search for dead units. Fixed an issue that caused Dead Magic to deal damage if the splashed to target is Evading. Dead Magic now reveals the area for 0.75 seconds. Probius
      Fixed an issue that caused Construct Additional Pylons to increase the damage of Pylon Overcharge by more than intended. Qhira
      Difficulty updated from Medium to Hard. Fixed an issue that caused Blood Rage to track units after they have been slain. Fixed an issue that caused Upstage to not be granted if the number of tracked targets is not reached due to targets dying from Blood Rage. Fixed an issue that caused Blood Rage's activation to grant a stack of Fatal Wounds. Fixed an issue that caused Basic Attacks to activate Your Pain, My Gain while Blinded or if the target is Evading. Fixed an issue that caused Basic Attacks to activate Finishing Touch while Blinded or if the target is Evading. Fixed an issue that caused Finishing Touch to grant attack speed if the target is brought to below 50% of their Maximum Health. Basic Attacks no longer reveal targets hit. Swing Life Away now display Spell Armor visuals. Ragnaros
      Lava Wave will no longer collect Experience Globes (NOTE: Last hits will still function). Fixed an issue that caused Tempered Flame to increase Ragnaros's Self Healing when Shields granted. Fixed an issue that caused Cauterize Wounds to not display correctly in the Death Recap. Fixed an issue that caused non-Heroes to not reduce the cooldown of Blistering Attacks with Empower Sulfuras. Raynor
      Fixed an issue that caused Give em' Some Pepper damage to not display in the Death Recap. Fixed an issue that caused Give em' Some Pepper damage to not increase Raynor's relevant score entries. Fixed an issue that caused Give em' Some Pepper to only reveal Raynor's non-updating position if unseen when dealing damage to an enemy. Fixed an issue that caused Give em' Some Pepper to not be correctly modified by damage modification from other Heroes. Fixed an issue that caused damage dealt by Hyperion created by Execute Orders to display incorrectly in the Death Recap. Give em' Some Pepper will now reveal the area for 0.75 seconds. Rehgar
      Fixed an issue that caused Elemental Conduit to increase Rehgar's Self Healing when damage is prevented to allied Heroes. Fixed an issue that caused Colossal Totem's recast to be available for less than the duration of Earthbind Totem. Fixed an issue that caused Hunger of the Wolf to activate while Blinded or if the target is Evading. Fixed an issue that caused Bloodlust to not apply to channeled Basic Attacks. Rexxar
      Difficulty updated from Hard to Very Hard. Fixed an issue that caused Aspect of The Hawk's Attack Speed bonuses to stack multiplicatively with other Attack Speed bonuses and maluses. Fixed an issue that caused Misha to gain more Movement Speed than intended while Rexxar is Mounted. Fixed an issue that caused Unleash the Boars damage to not be modified by most forms of damage modification. Fixed an issue that caused Kill Command's damage bonus to be multiplicative. Fixed an issue that caused Wildfire's damage aura to display as a critical when damage was not increased. Fixed an issue that caused Misha to lose the benefits of Primal Intimidation once slain. Wildfire Bear now reveals the target for 2 seconds. Samuro
      Difficulty increased from Hard to Very Hard. Wind Walk healing increased from 1% to 3%. Way of the Wind healing reduced from 5% to 4%. Fixed an issue that caused Way of the Wind to increase Samuro's Healing score instead of his Self Healing score. Mirror Image reveal of nearby units on death now matches other Heroic units. Sgt. Hammer
      Tank Mode Splash now triggers Physical Attack-limited on-hit effects (Example: Block charges will now be consumed). Tank Mode Splash will now trigger if the Sgt. Hammer is Blinded. Splash damage and triggering effects will still be prevented. Tank Mode Splash will now reveal the effect area for 0.75 seconds. Tank Mode Splash attacks will no longer reveal targets hit. Sonya
      Fixed an issue that caused Leap to not grant Unstoppable while active. Rampage icon updated. Stitches
      Difficulty updated from Medium to Hard. Fixed an issue that caused Putrid Bile's Pools to not have their damage modified by other Heroes effects placed onto Stitches. Stukov
      Difficulty updated from Medium to Hard. Fixed an issue that caused Reactive Ballistospores to not be reset correctly by Try Mode, Sandbox reset cooldowns. Fixed an issue that caused Reactive Ballistospores to deal more damage than intended when applying Weighted Pustule. Fetid Touch icon updated. Reactive Ballistospores icon updated. Reactive Ballistospores is now considered an active talent, instead of a Weighted Pustule talent. Sylvanas
      Difficulty updated from Medium to Hard. Fixed an issue that caused Might of the Banshee Queen's active bonuses to be lost when slain. Fixed an issue that caused Remorseless to apply Overwhelming Affliction's slow when fired. Fixed an issue that caused Remorseless to not apply Black Arrows stacks while Blinded or if the target is Evading. Fixed an issue that caused Remorseless to not apply Black Arrows activated non-Hero Stun. Fixed an issue that caused Remorseless to not apply Mercenary Queen's Mercenary Stun. Fixed an issue that caused Basic Attacks to activate Evasive Fire's duration refresh while Blinded or if the target is Evading. Fixed an issue that caused Basic Attacks to activate Lost Soul's cooldown reduction while Blinded or if the target is Evading. Fixed an issue that caused enemies hit by Deafening Blast's bonus damge area to not be revealed for 2 seconds. Fixed an issue that caused enemies hit by Deafeaning Blast's bonus damage area to not be affected by Black Arrow's activated non-Hero stun. Fixed an issue that caused Catapults to grant more Experience than intended when Possessed. Remorseless will no longer bounce to Mercenaries that are not currently active. Remorseless will now bounce to targets immune to area damage. Wailing Arrow no longer reveals in a radius around Sylvanas when cast. Wailing Arrow will now reveal the search area for 0.75 seconds. Remorseless icon updated. Tassadar
      Difficulty updated from Medium to Hard. Fixed an issue that caused Feedback's Physical Armor reduction to not be removed by Stasis or Invulnerability. Fixed an issue that caused Archon's Basic Attacks Spell Armor reduction to not be removed by Stasis or Invulnerability. Fixed an issue that caused Executor's Will to not increase Healing dealt. Fixed an issue that caused Oracle's passive healing to not be displayed in the Death Recap. Fixed an issue that caused Archon's Basic Attacks to reduce the Spell Armor of targets while Blinded or if the target is Evading. Khaydarin Amulet now requires the target to be visible to start the link. Khaydarin Amulet will now reveal the target for so long as the link remains active. Khaydarin Amulet will now bounce to targets immune to area damage. Khaydarin Amulet will no longer bounce to Invulnerable enemies. Archon Basic Attacks Splash will no longer reveal targets. Archon Basic Attacks will now reveal the effect area for 0.75 seconds. The Butcher
      Difficulty updated from Medium to Hard. Fixed an issue that caused Butcher to lose more Meat than intended when slain. Cleaver no longer reveals targets hit. Cleaver will now reveal the search area for 0.75 seconds. Furnace Blast will now reveal targets hit for 2 seconds. Butcher is no longer revealed to the enemy if unseen when Lamb to the Slaughter damages an enemy. The Lost Vikings
      Viking Hoard will now display the stacks as a baseline quest in the talents tab of the scoreboard. Fixed an issue that caused It's a Sabotate to apply while Erik is Blinded. Fixed an issue that caused Hunka Burning Olaf's damage aura to display as a critical when damage was not increased. Fixed an issue that caused Nordic Attack Squad to not be displayed correctly in the Death Recap. Baleog's Basic Attacks when fired from a distance effect reveal duration increased from 0.5 seconds to 0.75 seconds. Baleog's Basic Attacks when fired at close range will now reveal the effect area for 0.75 seconds. Hunka Burning Olaf will now reveal the target for 2 seconds. Nordic Attack Squad icon updated. Thrall
      Difficulty updated from Easy to Medium. Fixed an issue that caused Basic Attacks while Windfury is active to grant stacks of Frostwolf Resilience while Blinded or if the target is Evading. Feral Resilience will now display Block visuals. Tracer
      Fixed an issue that caused Heavy Handed's Armor reduction to not be removed by Stasis or Invulnerability. Fixed an issue that caused Basic Attacks to activate Telefrag while Blinded or if the target is Evading. Fixed an issue that caused Quantum Spike Pulse Bombs will now explode at the same time as other Pulse Bombs when a unit is Hit, instead of 0.3125 seconds later. Fixed an issue that caused Is That a Healthpack?! to heal Vehicles if selected. Fixed an issue that caused Composition B + Quantum Spike to deal percent damage to non-Heroes. Fixed an issue that caused Parting Gift to hit Invulnerable enemies. Total Recall will now increase Tracer's Self Healing when Tracer is healed. Total Recall will now display floating combat text when Tracer is healed. Total Recall will now display in the Death Recap. Completing a Reload will now display floating combat text for the amount of Ammo restored. Locked and Loaded will no longer cause Basic Attacks to display as criticals. Locked and Loaded will cause the floating combat text for ammo restored by Reload to display as a critical. While Locked and Loaded is active, Tracer's Ammo Bar will have a slight pulsing glow around it. This is only visible to Tracer and her Allies. While Locked and Loaded is active, Tracer's Reload button on the Command Bar will have a pulsing glow around it. Ricochet now requires Tracer to have selected Tracer Rounds to reveal targets. Ricochet will now only bounce to visible targets. Ricochet will now bounce to targets immune to area damage. Ricochet will no longer bounce to Mercenaries that are not currently active. Bullet Spray will now reveal targets hit. Quantum Spike Pulse Bomb will now reveal identically to other Pulse Bombs, instead of in a larger radius. Untouchable icon updated. Tychus
      Difficulty updated from Medium to Hard. Fixed an issue that caused Bob and Weave's Basic Attack range increase to display incorrectly in the status buff bar. Sizzlin' Attacks icon updated. Tyrael
      Difficulty updated from Medium to Hard. Fixed an issue that caused Swift Retribution to not apply to channeled Basic Attacks. Fixed an issue that caused Basic Attacks to activate Bound By Law while Blinded or if the target is Evading. Fixed an issue that caused Burning Halo's damage aura to display as a critical when damage was not increased. Archangel's Wrath explosion will now reveal targets hit for 2 seconds. Burning Halo icon updated. Burning Halo is now classed as a Passive talent. Horadric Reforging icon updated. Horadric Reforging is now classed as a Passive talent. Tyrande
      Difficulty updated from Medium to Hard. Fixed an issue that caused Shadowstalk's healing over time to remain active on Leoric while Undying is active. Fixed an issue that caused Huntress Fury to not bounce to Deathwing. Fixed an issue that caused Sentinel's cooldown to be reset if a Hallucination is slain while revealed by Sentinel. Fixed an issue that caused Mark of Mending to not heal Evading allies. Fixed an issue that caused Basic Attacks to activate Mark of Mending if the target is Evading. Fixed an issue that caused Elune's Chosen to heal for overkill damage. Tyrande is no longer revealed to the enemy if unseen when Empower damages an enemy. Shooting Star icon updated. Uther
      Difficulty updated from Easy to Hard. Uther's Heroics will no longer be hidden while Spirit Form is active. He will not be capable of casting them. Fixed an issue that caused Holy Fire's damage aura to display as a critical when damage was not increased. Holy Radiance will now reveal the effect area for 0.75 seconds. Holy Radiance will now reveal enemy targets hit. Divine Storm will now reveal the effect area for 0.75 seconds. Divine Storm will reveal the target for 2 seconds. Holy Fire icon updated. Valeera
      Difficulty updated from Hard to Very Hard. Fixed an issue that caused Garrote to display incorrectly in the Death Recap after extended by Rupture. Eviscerate will now reveal the target for 2 seconds. Ambush will now reveal the target for 2 seconds. Cheap Shot will now reveal the target for 2 seconds. Garrote will now reveal the target for 2 seconds. Sinister Strike will now reveal targets hit for 2 seconds. Blade Flurry will now reveal the effect area for 0.75 seconds. Blade Flurry will now reveal targets hit for 2 seconds. Valla
      Difficulty updated from Easy to Medium. Fixed an issue that caused Manticore's stack display to be displayed incorrectly. Manticore icon updated. Varian
      Fixed an issue that caused Second Wind to display as uncastable. Fixed an issue that caused Twin Blades of Fury's Attack Speed bonuses to stack multiplicatively with other Attack Speed bonuses and maluses. Fixed an issue that caused Juggernaut to be capable of activating on-death effects multiple times on enemies. Master at Arms will now reveal targets hit for 2 seconds. Master at Arms will now reveal the effect area for 0.75 seconds. Whitemane
      Difficulty updated from Medium to Very Hard. Inquisition will now reveal targets for 2 seconds upon removal and for 0.5625 seconds each time damage is dealt. Inquisition will no longer reveal around the target. Divine Reckoning will now reveal targets hit for 2 seconds. Searing Lash will now reveal targets hit for 2 seconds. Saintly Greatstaff icon updated. Xul
      Fixed an issue that caused Cursed Strikes to hit targets immune to area damage. Cursed Strikes will now reveal the effect area for 0.75 seconds. Backlash will now reveal the area for 0.75 seconds. Shackler no longer reveals the area. Cursed Strikes no longer reveals targets hit. Yrel
      Difficulty updated from Medium to Hard. Holy Wrath Splash now triggers Physical Attack-limited on-hit effects(meaning Block charges being consumed, Medivh's Raven Familiar firing if the target is a Hero). Dauntless will now display Block visuals. Holy Wrath area reveal duration reduced from 1 second to 0.75 seconds. Aegis of Light no longer reveals the area. Vindication will now reveal targets hit for 2 seconds. Righteous Hammer will now reveal targets hit for 2 seconds. Avenging Wrath will now reveal targets hit for 2 seconds. Zagara
      Fixed an issue that caused Banelings to not be affected by Defense Matrix. Mutalisk Basic Attacks will no longer bounce to Mercenaries that are not currently active. Mutalisk Basic Attacks will now bounce targets immune to area damage. Zarya
      Difficulty updated from Easy to Medium. Fixed an issue that caused Defensive Shielding to not apply if the target already has select forms of Block. Fixed an issue that caused Basic Attack Splash to work incorrectly with Time Stop. Basic Attacks will now reveal the effect area for 0.75 seconds. Basic Attacks no longer reveal targets hit. Explosive Barrier will now reveal targets hit for 2 seconds. Explosive Barrier will now reveal the effect area for 0.75 seconds. Feel the Heat icon updated. Zeratul
      Difficulty updated from Hard to Very Hard. Cleave will now reveal the effect area for 0.75 seconds. Zul'jin
      A Surprise For Ya no longer reveal targets. A Surprise For Ya will now only bounce to visible targets. A Surprise For Ya will now bounce to targets immune to area damage. A Surprise For Ya will no longer bounce to Mercenaries that are not currently active. Grievous Throw will now reveal targets hit for 2 seconds. Twin Cleave will now reveal targets hit for 2 seconds. Guillotine will now reveal targets hit for 2 seconds. Buzzsaw will now reveal targets hit for 2 seconds. Return to Top
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