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Introducing Heroes of the Storm 2.0

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Plenty of changes are coming to the game on all levels. There's a new progression system, better rewards, new Heroes and much more. 

Game Designer Alan Dabiri talks about unique Hero designs, such as Cho'gall and Ragnaros, Heroes esports evolving and at the same time, introducing a new era known as Heroes of the Storm 2.0. It all starts today on PTR.

Progression 2.0

  • There's no cap on Hero levels and the account level will now be a summary of all your Hero levels. More details available in the progression spotlight below.

Progression Preview

A quick look at the new progression system.

Reward Changes

  • Loot chests that can contain almost any item in the game, will be added to the game and you get them as you level up Heroes. They contain Legendary skins and even Heroes themselves.
  • You can purchase featured items with Gems, a new currency that replaces real money. You purchase Gems with real money and you get some of them when you reach Level 5 to get you started.

New Customizations

  • More customization is coming, Blizzard is adding announcers, banners, sprays, emojis and voice lines into the game. These will also be available from loot chests.

Shards

  • A new forge currency for cosmetics is being added and you can get them either from loot chests or by receiving duplicate items. 
  • Allow unlocking of a cosmetic item simply by playing the game.

Collection Tab

  • Quick access to everything you unlocked in the game. You can set loadouts there.

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Ability to get paid skins for free is the first thing that comes to mind with this, which for a free to play player like me is a wonderful introduction to the game. Will make the people who value vanity and pimping their heroes spend more, which gives Blizzard more money. Unless there are some subtle changes that i am not aware of, this sounds like a perfect patch for Heroes to become more appealing for everyone and gain some of that very expensive on the MOBA scene, as it has been dominated by League and DOTA for so long. Probably wont be that big spike to the appeal of the game, but large enough.

Cant wait for this to get to the live server, the beta is up already as far as I know.

By the way do you guys know if the Crates will give you skins of heroes you already don't own? They should give them, with all common sense applied, although Blizzard's logic has been questionable so many times i'm not even 100% sure anymore.

(Edit, also don't even think that ETC change did anything. Its basically just the same hp counting you get decent armor uptime and echo pedal doing same amount to minions as before and half damage to heroes as before, sounds like something but the talent was only picked for waveclear anyways. Also the show stopper nerf is nothing because ETC has 2 other OP lv16s too)

(Another edit, sorry, brain is dead today. The removal of attack speed buff actually is pretty big, makes him not super OP anymore on BoE for exemple)

Edited by BrightwingMain

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When I first saw this in the official HotS YouTube I thought it was an April Fools joke. I'm so surprised and hyped about all those changes. This just show how much Blizzard actually cares into making solid content instead of manipulating the fan base to fill their pockets.

I really hope we get The Lost Vikings as announcers.

Edited by Valhalen

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I'm extremely excited to get skins. I am curious though, is this replacing the traditional method to unlock heroes? 

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I'll just leave this here

C8Grn8dXkAE2ddM.jpg

 

3 minutes ago, Laragon said:

I'm extremely excited to get skins. I am curious though, is this replacing the traditional method to unlock heroes? 

http://us.battle.net/heroes/en/heroes20/progression/#gold-gems-shards

We can still buy them with gold, gems (Cash), and chance of them being in loot boxes.

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I am super excited! These changes look like they bring what we've been hoping for - a F2P way to obtain those cool-looking skins. Finally I'll be able to get all the Illidan skins (even though I suspect it will take me ages).

I am confused about Blizzard's strategy now. They make a greedy move, then they follow up with a generous move and repeat. I am more than happy to see that the generous move was a huge one. 

What items are you going to save up your shards for?

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This looks cool. Finally I'll be able to actually level up heroes again, they're stuck on 8-9 for the ones I play consistently. It's a bit strange that they're adding gems though, but I don't pay money so I don't mind. The shards will be really good. I wonder if people who are level 40 will get the new rewards when this is implemented or are they gonna move the level back down

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3 hours ago, positiv2 said:

I am confused about Blizzard's strategy now. They make a greedy move, then they follow up with a generous move and repeat. I am more than happy to see that the generous move was a huge one. 

What items are you going to save up your shards for?

Maybe it is because they realized it works very well for Overwatch.

I think I'll save Shards for the Lil Ragnaros, Storm Mantle Malfurion, Bucaneer Falstad and Vrykul Leoric. But we seriously need The Lost Vikings announcers.

Edited by Valhalen

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Why do I feel like this might well be one big April Fool's joke from Blizzard? o_O? I hope it's not, cause it does look really cool for the most part.

BUT here's my worry...

From watching Nubkeks video about it he says that the loot chest cap for all your current level progress at the change over will be 70 loot chest. Which is pretty damn sh*tty considering you would get 1 chest per character level and your character level is equal to your total in hero levels.

So if you have all 65 heroes leveled to, let's say, at LEAST lvl 6 (since they all start at lvl 1 that lvl doesn't count) then you would be lvl 325.  You chest at the rate of an Epic every 25 lvls. Rare every 5 lvls. And a regular loot chest every lvl. So now let's assume that chest cap of 70 is for each type of chest. Then you'll get 13 Epic chest, 65 Rare chest, and ONLY 70 regular loot chest cause of the cap. So you'd be completely screwed out of an additional 255 regular loot chest because you've played the game so much and got all the heroes to at least lvl 6 for the gold and their portrait.

THAT seems pretty damn sh*tty for all of us that put in all that time playing and loving their game and they say 'Oh sorry you're just gonna have to eat those extra 250 or so loot chest you would have got. I guess you shouldn't have played and enjoyed our game so much.' In-fact with 65 heroes in the game now you would have had to basically just started even playing the game and only lvled every character to lvl 2 or 3 to get below or just have meet that low of a chest cap. Hell let's say you only started playing the game like 2 or 3 weeks ago for the WoW mount quest that just ended. You really liked HOTS and have kept playing it too. Then you're still almost sure to have gotten up enough hero lvls to already have met and exceeded that 70 loot chest cap for lvls by then too. Even if you only played against AI for a hour or two a day to finish the 'For Azeroth!' event and do daily quest too.

And IF that 70 chest cap is right then I would really just prefer they let us keep playable the heroes we already unlocked BUT start all our heroes back at lvl 1 when this goes live so we don't get screwed on all those free loot chest we would have got with all that stuff in them. Especially since it looks like so many other things are changing skins and such wise too.

So yeah... Honestly, other then the possibility of it being an April Fool's Day joke on us all, that's my biggest issue/worry with this whole HOTS 2.0 thing. Well that and constant shitty emote and spray crap in almost every damn loot box you open like in Overwatch. And of course the usual 'gems' microtransaction sh*t like in every cell phone game these days too doesn't sound fun, but at least it looks like you get a fair bit of gems and stuff from just playing all the time even without spending real money.

And it is nice (if this is real) that you can FINALLY get all the other mounts for gold/shards rather then paying F**KING $10 for just one single mount. Mounts that they only had up for sale for like 2 weeks before they pull it down for 3 months or just never let you get it again unless it's in some $30-$75 bundle bullsh*t. But I digress. I've talked too much... someone else talk now :p

Edited by CyberDVonaven
Wanted to add a few things

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4 hours ago, positiv2 said:

What items are you going to save up your shards for?

Hmm... well assuming this is real, then from the looks of it I'll be saving up to get some of this Announcer packs. The Brightwing one sounds adorable. 'You have died :( ... I will give you a hug!' Would make me feel a bit better when I die all the time :p. Yaaayyy Brightwing hugs! :D <3 Adorable. I imagine her also saying something at the 20 kills 'HERO OF THE STORM!!!!' would be more like 'You're the bestest hero ever! I love you!' <3<3<3 :D Super cuteness

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1 hour ago, CyberDVonaven said:

From watching Nubkeks video about it he says that the loot chest cap for all your current level progress at the change over will be 70 loot chest. Which is pretty damn sh*tty considering you would get 1 chest per character level and your character level is equal to your total in hero levels.

I would get over 500 loot chests. But honestly, getting so many chests instantly takes the fun out of the new system. I would most likely get everything I don't have yet and then the whole system becomes pointless. However the level scaling has been optimized so we can still get tons of chests from our heroes.

The riot about the amount of chests is a bit too much. 70 chests are still a lot. I guess players are as greedy as Blizzard.

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I assume they figure out a good way to be (or seem) generous to their customers as well as still making enough money out of the game. The cap for chests is indeed no fun, not because I am greedy, because players love progression and a stop in progression takes out some of the fun but this is the point where Blizzard tries to make you(us) pay real money again, I guess :D

/Edit: I guess I misunderstood it a bit. The 70 chests cap is just for start for those who already have leveled a lot so far, but since there is no longer a limit to leveling and a consistent and lower xp requirement for higher hero levels you will keep getting chests, so nothing wrong with that ^^

Edited by Caldyrvan

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7 hours ago, CyberDVonaven said:

Why do I feel like this might well be one big April Fool's joke from Blizzard? o_O? I hope it's not, cause it does look really cool for the most part.

It's usually bad form to do an Aprils fools' joke before the 1st. Also, Blizz have just been too quiet lately. Like yeah, there's new heroes, but they were probably made months ago. I feel like this has been in the works for a while and there was a deadline rush after Machines of War because that was the last major thing (kinda neglecting Brawls since they would be simple enough to implement)

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7 hours ago, Alkasar991 said:

I would get over 500 loot chests. But honestly, getting so many chests instantly takes the fun out of the new system. I would most likely get everything I don't have yet and then the whole system becomes pointless. However the level scaling has been optimized so we can still get tons of chests from our heroes.

The riot about the amount of chests is a bit too much. 70 chests are still a lot. I guess players are as greedy as Blizzard.

You're right. Considering they removed the level cap, it makes sense we'll continue earning more chests.

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I personally don't believe it's an april fool's joke. They usually do minor funnies for that case, just like this Loganzim skin from the comment above.

 

So looking forward to seeing this HotS 2.0.

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11 hours ago, Alkasar991 said:

I would get over 500 loot chests.

With your current total hero level or your total hero level after 2.0 goes live (which will be a lot more)? :D or will all levels remain the same, I think I was only reading you will not lose levels.  But if high level heroes remain the same it will be a lot of hard grinded XP lost.

Edited by Caldyrvan

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5 hours ago, Jonar said:

I personally don't believe it's an april fool's joke. They usually do minor funnies for that case, just like this Loganzim skin from the comment above.

 

So looking forward to seeing this HotS 2.0.

Except that this skin will be in the game. It will be called Berserker Kharazim. I wish he was using a different costume though. 

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21 hours ago, CyberDVonaven said:

From watching Nubkeks video about it he says that the loot chest cap for all your current level progress at the change over will be 70 loot chest. Which is pretty damn sh*tty considering you would get 1 chest per character level and your character level is equal to your total in hero levels.

So if you have all 65 heroes leveled to, let's say, at LEAST lvl 6 (since they all start at lvl 1 that lvl doesn't count) then you would be lvl 325.  You chest at the rate of an Epic every 25 lvls. Rare every 5 lvls. And a regular loot chest every lvl. So now let's assume that chest cap of 70 is for each type of chest. Then you'll get 13 Epic chest, 65 Rare chest, and ONLY 70 regular loot chest cause of the cap. So you'd be completely screwed out of an additional 255 regular loot chest because you've played the game so much and got all the heroes to at least lvl 6 for the gold and their portrait.

THAT seems pretty damn sh*tty for all of us that put in all that time playing and loving their game and they say 'Oh sorry you're just gonna have to eat those extra 250 or so loot chest you would have got. I guess you shouldn't have played and enjoyed our game so much.' In-fact with 65 heroes in the game now you would have had to basically just started even playing the game and only lvled every character to lvl 2 or 3 to get below or just have meet that low of a chest cap. Hell let's say you only started playing the game like 2 or 3 weeks ago for the WoW mount quest that just ended. You really liked HOTS and have kept playing it too. Then you're still almost sure to have gotten up enough hero lvls to already have met and exceeded that 70 loot chest cap for lvls by then too. Even if you only played against AI for a hour or two a day to finish the 'For Azeroth!' event and do daily quest too.

And IF that 70 chest cap is right then I would really just prefer they let us keep playable the heroes we already unlocked BUT start all our heroes back at lvl 1 when this goes live so we don't get screwed on all those free loot chest we would have got with all that stuff in them. Especially since it looks like so many other things are changing skins and such wise too.

I see what you mean and they do seem to be favouring new players but at the same time, the chest cap isn't that bad because they're probably accounting for the fact that a lot of vets might have the stuff that's been released up until now and to avoid overloading them with shards. They may have come up this cap as a sort of average to give each current player a fair chance at getting the new stuff as well as stuff they mightn't have. So yeah, you're getting cheated out of some chests, but for long terms players, they'd have more "loot" than the new news

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10 hours ago, Caldyrvan said:

With your current total hero level or your total hero level after 2.0 goes live (which will be a lot more)? :D or will all levels remain the same, I think I was only reading you will not lose levels.  But if high level heroes remain the same it will be a lot of hard grinded XP lost.

We will all have more levels than before if we have some heroes above 5 :) Looking at the new XP curve, it shows that I might get 3 extra levels for each level 10 hero. But I don't want to do the maths right now haha.

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But I am still curious but not sure, a) do your higher level heroes get levels (due to the lower xp curve)? and b) are the number of chest thrown out at you on patch day calculated based on your current or your new total hero level? If it is the later case, a lot of ppl will get the 70 chest, if it is the first case, you would need to have all heroes at level 12-13 to reach the chest cap.

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7 hours ago, Caldyrvan said:

But I am still curious but not sure, a) do your higher level heroes get levels (due to the lower xp curve)? and b) are the number of chest thrown out at you on patch day calculated based on your current or your new total hero level? If it is the later case, a lot of ppl will get the 70 chest, if it is the first case, you would need to have all heroes at level 12-13 to reach the chest cap.

For the first part, I'm sure I read on the announcement page (the proper one) that since they're reducing the xp needed to reach higher levels, heroes at level 20 who are still played a bit could go up to level 50. So I think the way they're doing it is that if your heroes is of a certain xp, they'll put them at the level that xp would get them in the new curve. But this is increase only, if you were to lose a level (the example they use is if you're halfway to level 4) then you'd just retain the fraction you were at (so on patch day you'd still be halfway to level 4, but you would need more xp to reach level 4 than before patch). 

 

For the second part, I dunno

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Thank you. I am still new (more or less) to HotS but if that's the way the 70 chests should be possible :D

Edited by Caldyrvan
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      Level 1 Pathfinder ADDED FUNCTIONALITY: Heroic Ability now heals Genji for 10% of the damage dealt to enemy Heroes, increased by up to 30% based on how low Genji's Health is. Level 10 X-Strike Cooldown increased from 60 seconds to 75 seconds. Detonation damage increased from 275 to 290. Slash damage increased from 135 to 145. Level 13 Shingan Now does 40% less damage to Structures. Level 20 Living Weapon Cooldown reduction increased from 10 seconds to 12.5 seconds. Imperius
      Base
      Molten Armor [E] Now hits two extra targets if no Heroes are in range. Talents
      Level 1 Impaling Light REWORK: Impaling Light cooldown is reduced by 2 seconds. REWORK: Impaling Light does 180% more damage to Heroes, reduced by 20% for each additional Hero hit. REWORK: Impaling Light mana cost is reduced from 40 to 30. REWORK: When a Valorous Branded target's Stun ends, Impaling Light's cooldown is reduced by 1 second for each Valorous Brand on the target. Level 7 Blaze of Glory Blaze of Glory delay reduced from 2 seconds to 1.75 seconds. Holy Fervor Molten Armor no longer grants Holy Fervor. Level 20 Heavenly Host ADDED FUNCTIONALITY: All Shields created by Angelic Armaments no longer expire. ADDED FUNCTIONALITY: Swords fired by Heavenly Host Shields can target non-Heroes, but Heroes are prioritized. Molten Wrath NEW TALENT: Molten Armor will now hit two extra targets even if enemy Heroes are in range. Lunara
      Talents
      Level 7 Splintered Spear ADDED FUNCTIONALITY: Now grants 3 stacks of Splintered Spear. A stack is consumed when an extra target is attacked. Can have a maximum of 3 stacks and all stacks can be consumed in a single attack. Level 13 Endless Spores Now also refunds 50 Mana. Level 20 For The Wildlands! NEW TALENT: Thornwood Vine now shoots out 4 additional Vines in an arc. Forest's Wrath Can now be selected with either Heroic. Malthael
      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Alarak Level 16 Lethal Onslaught Fixed an issue that caused Lethal Onslaught to not increase Alarak's Basic Attack damage correctly. Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Arthas Level 10 Summon Sindragosa Can now be cast over the Minimap. Azmodan Level 20 Sin's Grasp Tooltip Updated. Brightwing Base Arcane Flare [Q] Now has a minimum cast range of .05. Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Level 7 Paralyzing Enzymes Fixed an issue that caused Paralyzing Enzymes' duration to not be reduced if Drag ends early. Gazlowe Base Xplodium Charge [E] Now has a minimum cast range of .2. Level 10 Grav-O-Bomb 3000 Now has a minimum cast range of .2. Hanzo Base Sonic Arrow [E] Now has a minimum cast range of .2. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Kel'Thuzad Level 13 Chains of Ice Chains of Ice no longer Slows if the Stun is removed. Li-Ming Level 10 Disintegrate Fixed an issue that allowed Disintegrate to be cast while moving. Lt. Morales Base Healing Beam [Q] Fixed an issue that allowed Healing Beam to be cast on multiple targets at once. Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Malfurion Level 1 Emerald Dreams Emerald Dreams no longer puts Heroes to Sleep if the Root gets removed. Medivh Level 20 Glyph Of Poly Bomb Fixed an issue that allowed Medivh to cast abilities during Raven Form. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Level 20 Unspeakable Horror Fixed an issue that caused Unspeakable Horror to Silence twice. Muradin Base Thunder Clap [W] Fixed an issue that caused Thunder Clap's splat to not match the area Thunder Clap hits. Level 4 Thunder Burn Fixed an issue that caused Thunder Burn's damaging area to be smaller than Thunder Clap's area. Fixed an issue that caused Thunder Burn's warning indicator to be inconsistently sized for the area affected. Murky Base Pufferfish [W] Now has a minimum cast range of .05. Orphea Base Shadow Waltz [Q] Fixed an issue that caused Orphea to not dash when moving after hitting an enemy Hero with Shadow Waltz. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Rexxar Base Misha, Charge! [W] Can now be self-cast. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Remaining duration indicator is now standalone from Whirlwind's duration indicator. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Remaining duration indicator is now standalone from Haunting Wave's duration indicator. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Tracer Level 16 Ricochet Now appears as its own entry in the Death Recap. Tychus Base Frag Grenade [W] Fixed an issue that caused Frag Grenade to not apply physics to physics objects when no targets are hit. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Whitemane Base Searing Lash [E] Can now be self-cast. Return to Top
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    • By Staff
      Game Pass members can now unlock 30 Heroes in Heroes of the Storm for free. Here’s how to claim your in-game perks.
      Game Pass Ultimate and PC Game Pass members are getting a fresh batch of in-game perks this week, and Heroes of the Storm is officially part of the lineup!
      Starting now, subscribers can unlock 30 playable Heroes in Blizzard's free-to-play MOBA just by linking their Battle.net account.
       
    • By Staff
      After extensive PTR testing, Blizzard released a new balance patch and here are the official patch notes.
        
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Draft First Round pick timer has been reduced from 40 seconds to 25 seconds. Hero Ban timer has been reduced from 24 seconds to 15 seconds. Hero Pick timer has been reduced from 24 seconds to 15 seconds. Return to Top
      Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Decreased the amount of energy stored from 50% to 40% of damage to non-Heroes. Dehaka
      Base
      Dark Swarm [W] Damage reduced from 52 to 48. Talents
      Level 4 Hero Stalker Essence gain is not increased when hitting more than 2 Heroes. Essence gain now requires Dark Swarm to hit 2 Heroes. Hitting more than 3 Heroes at once no longer grants additional Essence. Lurker Strain Cooldown reduction bonus reduced from 3 seconds to 2 seconds. Level 7 Feeding Frenzy REWORK: Cooldown reduction is now a Gambit bonus, starting from 1.5 second cooldown reduction. Each death lowers this by 0.25, up to 3 times. Paralyzing Enzymes REWORK: Gambit removed. Now reduces Drag's target's healing received by 40% while Drag is active and for 2 seconds after. Level 13 Ferocious Stalker Damage bonus reduced from 60% to 50%. Level 16 Tunnelling Claws Movement speed reduced from 125% to 120%. Level 20 Contagion Now also reduces the damage of Isolation by 60%. Greymane
      Talents
      Level 1 Wolfheart Rework: Now also increases Armor granted by Worgen Form from 10 to 15. Kharazim
      Base
      Health increased from 2027 to 2080. Breath of Heaven [W] Healing increased from 285 to 295. Talents
      Level 4 Air Ally Health increased from 200 to 300. Spell Power increased from 15% to 20%. Level 10 Divine Palm Duration increased from 3 to 4 seconds. Level 13 Sixth Sense Sixth Sense now starts expiring after the Stun expires, instead of as soon as the Stun is applied. Level 20 Epiphany Cooldown increased from 60 to 70. Mana restored increased from 33% to 70%. Lúcio
      Base
      Soundwave [Q] Cooldown increased from 7 seconds to 8 seconds. Mana cost increased from 30 to 45. Talents
      Level 1 Accelerando Time to maximum increased from 4 seconds to 6 seconds. Level 4 Off the Wall REWORK: Now also refunds 15 Mana when hitting an enemy with Soundwave while Wall Ride is active. Level 7 Good Vibrations Duration of Shield increased from 7 seconds to 8.5 seconds. Level 10 High Five Cooldown increased from 20 to 25 seconds. Level 13 Heavy Casters Now also prevents Push Off from hitting multiple targets. Push Off no longer Slows the first Hero hit and instead Stuns them for 0.5 seconds. Level 16 Up the Frequency Cooldown reduction reduced from 0.4 seconds to 0.3 seconds. Up To Eleven Duration bonus from Push Off increased from 0.3 seconds to 0.5 seconds. Duration bonus from Soundwave reduced from 0.3 seconds to 0.25 seconds. REWORK: Hitting Heroes while Amp It Up is not active increases the duration of the next Amp It Up by up to 1.5 seconds. This does not limit the amount able to be gained while Amp It Up is active. Whitemane
      Talents
      Level 1 Inquisitor's Prayer After Basic Attacking an enemy Hero 3 times, Whitemane also gains a stack of Inquisitor's Prayer. Level 13 Scarlet Wrath REWORK: Now also restores .5% Mana to all Zeal targets. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused some effects to not display correctly on the Target Dummy in the Sandbox and Try Mode. Fixed an issue that caused some Movement Speed bonuses to display the incorrect value in the target info panel. Brawl
      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Deadman's Stand Fixed an issue that caused AI to not act. Fixed an issue that caused the Map Mechanic button to not be visible. Garden Arena Fixed an issued that caused the AI to not move. Punisher Arena Fixed an issued that caused the AI to not move. Trial Grounds Fixed an issued that caused the AI to not move. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      Abathur Level 10 Ultimate Evolution Clones of Kharazim that have selected Insight now treat the quest as completed. Alarak Level 10 Counter-Strike Now increases Alarak's Self Healing score for damage it absorbs. Ana Base Aim Down Sights [Trait] Fixed an issue that caused Aim Down Sight's Healing Dart bonus to last after Aim Down Sights has ended. Activating Aim Down Sights will now also Dismount Ana from the Toy Train. Azmodan Base Summon Demon Warrior [W] Fixed an issue that caused Azmodan's Demon Warrior's aura damage to not behave similar to other aura damage effects. Brightwing Base Soothing Mist [Trait] Fixed an issue that caused Smoothing Mist to activate around Brightwing when in Stasis. Dehaka Fixed an issue where Basic Attack's would potentially not consume evade stacks if attacking within .25 seconds of Drag ending. Jaina Level 16 Snowstorm Fixed an issue that caused Snowstorm's bonus to not apply correctly. Kael'thas Level 7 Sunfire Enchantment Fixed an issue that caused an active Sunfire Enchantment Spell Power buff to be removed when Kael'thas is killed. Kharazim Level 10 Divine Palm Fixed an issue that caused Divine Palm's Stasis to remove Damage Over Time effects from Kharazim. Fixed an issue that caused Divine Palm to not remove negative effects that were applied alongside the triggering effect. Greymane Level 4 Insatiable Fixed an issue that caused Human Form Basic Attacks to trigger Insatiable twice. Leoric Base Drain Hope [W] Fixed an issue that caused Stasis on Leoric or Drain Hope's target to not break Drain Hope. Li Li Fixed an issue that caused Water Serpent to move at a reduced speed. Level 4 Surging Winds Fixed an issue that caused an active Surging Winds buff to be removed when Li Li is killed. Li-Ming Level 1 Power Hungry Fixed an issue that caused an active Power Hungry buff to be removed when Li-Ming is killed. Lúcio Level 7 Good Vibrations Fixed an issue that caused Good Vibrations to not gain Shields from Soundwave hitting Neutral Mercenaries. Lunara Level 10 Leaping Strike Fixed an issue that caused Leaping Strike to stall game logic. Malthael Level 1 Fear The Reaper Fixed an issue that caused Fear the Reaper's duration indicator to not be tied to the ability button. Stitches Base Hook [Q] Fixed an issue that caused Hook to not reveal their caster if the Hook is visible. Tassadar Base Shock Ray [Q] Fixed an issue that caused Shock Ray to not reveal their caster if Shock Ray is visible. The Butcher Fixed an issue that allowed The Butcher to disjoint while collecting Fresh Meat. The Lost Vikings Fixed an issue that caused Longboat to move at a reduced speed. Tychus Level 20 Focusing Diodes Now grants an additive damage bonus. Tyrael Level 13 Law and Order Fixed an issue where maximum bonus was capped at 4 allied Heroes. The cap has been increased to 15. Whitemane Level 10 Divine Reckoning Updated Divine Reckoning's mana restoration based off of damage dealt to display only one instance of floating text. Zul'jin Level 20 Forest Medicine Selecting Forest Medicine will no longer interrupt an ongoing Regeneration channel. Return to Top
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