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Upcoming Map Rotation: May 15

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Map rotation will change every three weeks. Latin American's Heroes of the Storm Facebook page revealed the rotation for next week and it has 9 battlegrounds.

Update - The official map rotation was announced today by Blizzard. It seems there will be 9 maps. 

Map Rotation (May 15)

The following maps will be available for gameplay during the week of May 15

  • Battlefield of Eternity
  • Braxis Holdout
  • Cursed Hollow
  • Hanamura
  • Haunted Mines
  • Sky Temple
  • Tomb of the Spider Queen
  • Warhead Junction
  • ???

Missing maps

Maps we won't be playing for the next three weeks

  • Blackheart's Bay
  • Dragon Shire
  • Garden of Terror
  • Infernal Shrines
  • Towers of Doom

(Source)

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 I'm glad that Tomb is finally back, one of my all-time favorites. Hope that Blizzard will rethink this idea of map rotations, though. It's kinda getting boring to play a limited battleground pool, revisiting all the maps is what keeps the game more interesting.

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5 minutes ago, VitaminC said:

 I'm glad that Tomb is finally back, one of my all-time favorites. Hope that Blizzard will rethink this idea of map rotations, though. It's kinda getting boring to play a limited battleground pool, revisiting all the maps is what keeps the game more interesting.

I miss Dragon Shire.

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I understand Blizzard wanting us to play more Hanamura to both make us more experienced on the map leading to better game experience in Hero League and Blizzard wanting to get better sample size of games on Hanamura to improve the map (it really needs some rebalancing, for example a bigger downtime for payloads to make losing the race to lv10 be less punishing, as in the current iteration of Hanamura gettings 10s first leads to inevitable snowball. But still, hoping we would get to the map rotation, where all maps are avaiable, as soon as possible.

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43 minutes ago, VitaminC said:

 Hope that Blizzard will rethink this idea of map rotations, though. It's kinda getting boring to play a limited battleground pool, revisiting all the maps is what keeps the game more interesting.

Yeah, the idea of map rotation is really bad. Heroes of the Storm is a MOBA that differs due the huge amount of maps with different mechanics, which is one of the selling points of the game. Adding map rotation contradicts this idea.

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Gee, Dragon Shire still out and now Infernal Shrines is gone too? Those are the standard maps. Instead we get to play Haunted Mines more frequently, ugh.

I also prefer the variation of having all the maps available.

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Ugh, they swapped out two of the better ones on the current rotation for another couple two lane maps and while I'm glad to see Tomb, Shrines and Towers were swapped out for it, and still no Dragon Shire. 

Sigh, AFK. 

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2 hours ago, Primici said:

Still no Dragonshire! I'm so sad.
Also Hanamura needs a complete rework IMO, worst new map yet!

Why is it the worst? Plz explain

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Bummed to see infernal shrines go away. Really glad sky temple didn't go away! Now we have all new maps for the new/returning players to relearn... Warhead will be a huge headache for this reason.

19 minutes ago, MurkyFelix said:

Why is it the worst? Plz explain

I find it the worst because the snowball is so easy and early. Get early picks, win a boss because you have 10 first, gg other team. They tried to put a comeback mechanic in with the boss and fort capture mechanic, but at 7 health the game is barely long enough for these to kick in, and they are too available for the other team to steal and lock you out of if they have a lead. The boss eating mechanic and being in the middle of a two lane map makes it REALLY hard to race and sneak it if you're behind. You can never catch the other team that far out of position to not at least contest. Bribe is also broken, 1 stack buys you a "bruiser" camp with a massive heal mechanic. Most heroes with bribe also have some sort of global, so you can steal the other teams camp with essentially no threat of being punished because you global out with the token.

There is a portion that is still people drafting the wrong heroes, but that's not all of it, and that's the only part that can fix over time. The rest needs a rework. The thing that makes me disheartened is that all of this should have been caught in beta or play testing.

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I agree that map rotation is a bad idea. Of course I have maps I do not like too but with a full map pool the diversity of game experiences is so much greater. The huge amount of sweets In a supermarket is too much, you are barely able to make a choice but here a limitation is the wrong way.

And yes, kick out Hanamura or rework it, always boring too short games no matter who wins. I feel like a babysitter for a car and the fact that an enemy in stealth can block the movement is strange, the payload has no idea that there is an enemy close, so why would it stop? :D

Edited by Caldyrvan
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I really dislike the idea of Map Rotations as well. I want to play all of the maps and have fun, but instead I am stuck with the same maps, all over again for the whole week. At least my favourite map is back - Battlefield of Eternity, here I come!
I don't really miss Dragon Shire, I never really liked the map. Then again, I'd take it over Hanamura anytime.

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4 hours ago, Laragon said:

I find it the worst because the snowball is so easy and early. Get early picks, win a boss because you have 10 first, gg other team. They tried to put a comeback mechanic in with the boss and fort capture mechanic, but at 7 health the game is barely long enough for these to kick in, and they are too available for the other team to steal and lock you out of if they have a lead. The boss eating mechanic and being in the middle of a two lane map makes it REALLY hard to race and sneak it if you're behind. You can never catch the other team that far out of position to not at least contest. Bribe is also broken, 1 stack buys you a "bruiser" camp with a massive heal mechanic. Most heroes with bribe also have some sort of global, so you can steal the other teams camp with essentially no threat of being punished because you global out with the token.

There is a portion that is still people drafting the wrong heroes, but that's not all of it, and that's the only part that can fix over time. The rest needs a rework. The thing that makes me disheartened is that all of this should have been caught in beta or play testing.

I see what you mean. Like the strat I generally go for if I'm playing with friends is for me to go someone with Bribe (usually Nova due to Stealth and Global; plus people have this mentality that even if you are dead you must push payload no matter what so bam), Lucio, a pusher (so Nazee or Zagara), tank (Leoric or Diablo) and some other hero. Me (briber) bride brusier camp when available for exp. Forget about 1st payload spawn and just push. Since people go crazy for payloads when they spawn, we win on exp from me bribing camps and from push. Level advantage (and possibly fort and thus payload spike) and kills for days. Worked every time so far.

But generally I just play lane on Hanamura unless I'm tank or support. I never do payloads and it's worked most of the time. I feel like it was just pushed (heh) out there really quickly and the team were like "ahhh OW, payload". It does definitely need a rework but I still feel that the snowball in the first release of Braxis was worse. I used to never be able to come back from games there whereas I've had times in Hanamura where we can come back really well.

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12 minutes ago, MurkyFelix said:

I see what you mean. Like the strat I generally go for if I'm playing with friends is for me to go someone with Bribe (usually Nova due to Stealth and Global; plus people have this mentality that even if you are dead you must push payload no matter what so bam), Lucio, a pusher (so Nazee or Zagara), tank (Leoric or Diablo) and some other hero. Me (briber) bride brusier camp when available for exp. Forget about 1st payload spawn and just push. Since people go crazy for payloads when they spawn, we win on exp from me bribing camps and from push. Level advantage (and possibly fort and thus payload spike) and kills for days. Worked every time so far.

But generally I just play lane on Hanamura unless I'm tank or support. I never do payloads and it's worked most of the time. I feel like it was just pushed (heh) out there really quickly and the team were like "ahhh OW, payload". It does definitely need a rework but I still feel that the snowball in the first release of Braxis was worse. I used to never be able to come back from games there whereas I've had times in Hanamura where we can come back really well.

Another problem is that people are still not used to this map mechanics and priorities, and it is mostly because of Overwatch itself, where pushing the payload is the only thing you have to do. In HotS it works a bit different since there are other factors such as levels and structures. While technically pushing the payload all the times equals to faster way to victory, sometimes I feel that laning or intercepting the enemy payload push is more viable, depending on situation of the game.

I agree with your strategy of ignore the first payload and push to get the XP bonus and get ahead the enemy team, while late game you focus on pushing and attacking the enemy payload push, since respawn timers are longer.

I hope Blizzard tweaks the issues with this map in the next patches, to at least reduce the snowball situations. I really want to like this map, since the aesthetics are a breath of fresh air and looks very appealing in general, but the frustration of every match makes me cringe whenever I queue into Hanamura.

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30 minutes ago, HenrySteinway said:

forgive me saying, the whole idea is nothing but sh*t. it'd make sense if we had 30-50 maps, now it's just boring as hell and stupid also

Do you mean that the game was boring when we just had 7 maps?

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Maybe an idea for an Overview of Maps her on Icy Veins, no matter how the map rotation (or not) will be in the future.

I thought about something like the overview for each hero showing, stronger, average and weak maps, an overview of each map that shows which heroes are strong, average or weak on it.

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I think this is fantastic. I'll know when to play and when not to.

Namely when Braxis Holdout is out of the pool and when it's in. I absolutely loathe that map.

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I think such an Map overview would help newer players in drafts, at least to avoid very useless heroes.

And for QM, if they continue to have a map rotation, you could choose a hero more likely to be helpful in the game.

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8 hours ago, Alkasar991 said:

Do you mean that the game was boring when we just had 7 maps?

nope. but it becomes boring when you know that there're more maps, but getting all the same sh*t. why!

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On 5/12/2017 at 0:53 PM, HenrySteinway said:

forgive me saying, the whole idea is nothing but sh*t. it'd make sense if we had 30-50 maps, now it's just boring as hell and stupid also

I agree.  I got sick of the same map.  Plus it limits some heroes/strategies when maps like Tomb are not in the rotation.  If the idea is to make the game more noob friendly,  just limit the maps in AI and maybe QM.  Don't put that in drafts where clueless people should not be anyway. 

 

Also, why did they not bump hero requirements up in ranked?  I see so many people playing heroes they have no clue how to play.

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      Level 1 Maelstrom Rounds Damage bonus increased from 30% to 40%. Level 13 Hyper-Cooling Engines Now triggers against Structures too. No longer grants bonuses from splash damage. Level 20 Advanced Lava Strike Damage bonus increased from 50% to 65%. Ultra Capacitors Now triggers against Structures too. No longer grants bonuses from splash damage. Thrall
      Talents
      Level 1  Echo of the Elements Time window to gain stacks increased from 1.5 to 2 seconds. Extra bounces no longer deal reduced damage. Quest requirements increased from 20/40/100 to 20/50/125. Removed functionality: Chain Lightning no longer bounces an additional time after unlocking the second Reward. Level 7  Rolling Thunder Additional functionality: Chain Lightning bounces an additional time. Tyrande
      Base
      Lunar Flare [E] Damage bonus per stack reduced from 3.5% to 3%. Talents
      Level 13  Quickening Blessing Movement Speed bonus on Light of Elune's target increased from 20% to 25%. Level 20 Commander of Sentinels Cooldown increase removed. Bug Fixes
      Fixed an issue causing respawn timers from Level 10 to 23 to be lower than intended. Fixed an issue causing increased Movement Speed visual effects to be created when joining a Toy Train. Fixed an issue causing Heroes to collect more Skulls than allowed during the Objective phase on Haunted Mines. Fixed an issue causing Arthas's Frost Presence to fire the Quest Completed notification twice. Fixed an issue causing Arthas's Frost Presence to give double Quest progress when hitting an enemy Hero with both the path and the circle. Fixed an issue causing Arthas's Rime to heal Arthas even when not Stunned, Rooted, or Slowed. Fixed an issue causing Ghouls summoned by Arthas's Army of the Dead to have a duration instead of losing Health over time. The tooltip for Arthas's Frost Presence has been updated from "Root enemy Heroes" to "Hit enemy Heroes". Fixed an issue causing Garrosh's Wrecking Ball to show the mark on targets barely not in range. Fixed an issue causing effects related to the duration of Mal'Ganis's Necrotic Embrace to not work correctly. Fixed an issue that caused Medivh's Guardian of Tirisfal to not increase Arcane Rift's search duration. Fixed an issue causing Ragnaros's Living Meteor to not deal the landing damage.
    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (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.
      Quick Navigation:
      General Map Updates Balance Update Bug Fixes General
      Unranked Mode has been removed. Respawn timers have been reduced in the mid-to-late game. By level 22, respawn timers are back at 65 Seconds. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      Garden of Terror Classic The original Garden of Terror has returned to Custom Games! The name has been changed to Garden of Terror Classic to differentiate from the current Garden of Terror. Haunted Mines Haunted mines has returned to Quick Match! Map objective is now complete when one team collects 55 Skulls, rather than when all 100 Skulls have been collected. Hero vision is reduced while in the mines. Warhead Junction Cast time for Nuke increased from 2.5 seconds to 3 seconds. Cast time for Nuke now breaks upon taking damage. DoT damage from Nuke increased by 100%. Damage to Forts and Keeps from Nuke increased from 100% to 125%. Return to Top
      Balance Update
      Heroes
      Arthas
      Arthas has been fully reworked! All abilities and talents will be listed below.
      Base
      Death Coil [Q] Mana: 40. Cooldown: 9 seconds. Deals 164 damage to target enemy. Can be self-cast to heal for 262 health. Howling Blast [W] Mana: 50. Cooldown: 10 seconds. Root enemies within the target area for 1.25 seconds and deals 68 damage. Frozen Tempest [E] Mana: 13 per second. Cooldown: 1 second. Deals 36 damage per second to nearby enemies and Slow their Movement Speed by 10% per second, stacking up to 40%. Heroes hit also have their Attack Speed Slowed by 10% per second, stacking up to 40%. Frozen Tempest's effects last for 1.5 seconds. Army of the Dead [R] Charge Cooldown: 18 seconds. Consume all charges to summon an equal number of Ghouls that last 15 seconds and attack for 20 damage. Ghouls can be sacrificed to heal Arthas for 240 Health. Stores up to 6 charges. Every time an enemy minion dies nearby, reduce the charge cooldown of this ability by 1 second. Takedowns reduce the charge cooldown of this ability by 6 seconds. Summon Sindragosa [R] Mana: 100. Cooldown: 100 seconds. Deals 230 damage and Slows enemies by 60% for 4 seconds. Also disables Minions, Mercenaries, Monsters, and Structures for 20 seconds. Frostmourne Hungers [D] Cooldown: 12 seconds. Activate to make Arthas' next Basic Attack strike immediately and deal 71 bonus damage. Dealing damage restores 40 Mana. QUEST: Killing a Minion or hitting a Hero with Frostmourne Hungers permanently increases its bonus damage and Arthas' Basic Attack damage by 1. Talents
      Level 1 Frost Presence Increase the area of Howling Blast by 20%. QUEST: Root enemy Heroes with Howling Blast. REWARD: After Rooting 15 Heroes, Howling Blast's range is increased by 20% and it hits enemies in its path. REWARD: After Rooting 30 Heroes, Death Coil Slows Heroes hit by 50% for 0.75 seconds. Borean Winds After Frozen Tempest has been active for 2 seconds, Arthas gains 10% Movement Speed. PASSIVE: Frozen Tempest's Slowing effects last an additional 0.5 seconds and its Mana cost is reduced by 4 per second. Rime Every 5 seconds, gain 75 Physical Armor against the next enemy Hero Basic Attack, reducing the damage taken by 75%. Stores up to 3 charges. PASSIVE: While Arthas is Slowed, Rooted, or Stunned he heals 24 Health a second. Level 4 Shattered Armor Enemy Heroes hit by Howling Blast have their Armor reduced by 15 for 4 seconds. Icy Talons Gain 3% Attack Speed for 2 seconds every time a Hero is damaged by Frozen Tempest, to a maximum of 60%. Frost Strike Frostmourne Hungers deals an additional 115 Ability damage in an area and slows Heroes hit by 20% for 2 seconds. Level 7 Immortal Coil Gain the healing effect of Death Coil even when used on enemies. If Death Coil is used on Arthas, it heals for an additional 75% bonus healing and its cooldown is reduced by 3 seconds. Rune Tap Every 3rd Basic Attack heals Arthas for 5% of his max Health. PASSIVE: Each stack of Frostmourne Hungers increases Arthas' Maximum Health by 10. Icebound Fortitude Cooldown: 35 seconds. Activate to gain 25 Armor and reduce the duration of Stuns, Slows, and Roots against Arthas by 75% for 3 seconds. Each Hero Rooted by Howling Blast reduces the cooldown of this ability by 2 seconds. Level 13 Deathlord If Death Coil is used on an enemy Hero, launch an additional Death Coil at a nearby enemy Hero. PASSIVE: Death Coil deals more damage the lower Arthas' current Health is, to a maximum of 50% bonus damage. Deathchill Howling Blast's damage is increased by 2 for each stack of Frostmourne Hungers. Howling Blast deals 100% additional damage and Roots for an additional 0.25 seconds against Heroes under 50% health. Biting Cold Each second an enemy is damaged by Frozen Tempest, it deals 15% bonus damage, up to 75% bonus damage. Level 16 Remorseless Winter Enemy Heroes that remain within Frozen Tempest for 2.5 seconds are Rooted for 1.25 seconds and heal Arthas for 3% of his maximum Health. This effect has an 8 second cooldown per target. Frostmourne Feeds Reduce the cooldown of Frostmourne Hungers by 6 seconds. Arthas heals for 75% of the Basic Attack damage dealt by Frostmourne Hungers. Anti-Magic Shell Cooldown 60 seconds. Activate to make Arthas immune to Spell Damage for 4 seconds and heal Arthas for 25% of the damage prevented. Level 20 Legion of Northrend Reduce Army of the Dead's charge cooldown by 5 seconds. Each charge consumed spawns an additional Ghoul to attack nearby enemies. These Ghouls cannot be sacrificed. Absolute Zero Sindragosa flies twice as far. Enemy Heroes are Rooted for 2.5 seconds, and then Slowed by 60% for 4 seconds. Death Pact Instantly double your stacks of Frostmourne Hungers, but it no longer gains stacks from hitting Heroes or killing Minions. PASSIVE: Takedowns grant 2 stacks of Frostmourne Hungers. Path of Frost Activate to instantly mount with 10% additional Movement Speed. Taking damage does not dismount Arthas from this mount. Lasts up to 5 seconds. When Arthas dismounts, Slow all nearby enemies by 30% for 2 seconds and deal 66 damage. Chen
      Base
      Keg Smash [W] Breath of Fire initial damage lowered from 85 to 40. Breath of Fire duration increased from 3 seconds to 6 seconds. Breath of Fire no longer costs Energy. Keg Smash energy cost increased to 35 from 30. Fortifying Brew [D] Drinking now stops additional commands for a fraction of a second. Talents
      Level 1 Accumulating Flames Moved from Level 4 to Level 1. REWORK: Quest: Gain stacks from hitting Heroes with DoT damage from Breath of Fire. Each stack provides 0.25 damage. At 20 damage, Keg Smash becomes ranged. Mythic Reward: At 75 damage, Breath of Fire lowers enemy armor by 20 and is refreshed from Chen's Basic Attacks. Level 4 Eye of the Tiger Moved from Level 1 to Level 4. Level 7 Elusive Brawler Movement Speed reduced from 30% to 20%. Level 10 Wandering Keg Cooldown increased from 50 seconds to 60 seconds. Level 13 Pressure Point Slow duration increased from 1 second to 1.5 seconds. Deathwing
      Base
      Onslaught [E] Cooldown increased from 5 seconds to 6 seconds. Dragonflight [Z] Cooldown increased from 15 seconds to 20 seconds. Talents
      Level 16 Gaze onto Destruction Duration reduced from 5 seconds to 3.5 seconds. Falstad
      Talents
      Level 1 Frequent Flyer Range to receive kill credit reduced from 14 to 8.5. Garrosh
      Base
      Wrecking Ball [E] Range reduced from 6.5 to 6. Search range reduced from 2.5 to 2.25. Talents
      Level 1 Unrivaled Strength Ranged bonus reduced from 20% to 15%. Gazlowe
      Base
      Rock-It! Turret [Q] Turret Health increased from 510 to 600. Mal'Ganis
      Base
      Necrotic Embrace [W] Now benefits double the amount from Vampiric Touch. No longer provides Armor for 3 seconds. Talents
      Level 1 Will of Tichondrius Moved from Level 7 to Level 1. REWORK: Hit Heroes with Fel Claws to gain 0.5 damage. Hit 4 Heroes in the first two swipes to cause the last wipe to provide 2 additional damage. Upon reaching 40 stacks, Fel Claws now steals 4% health from opponents and stuns for an additional 0.5 Seconds. Level 4 Vampiric Aura Moved from Level 1 to Level 4. Self healing increased from 30% to 40% and healing of nearby Allies increased from 15% to 20%. Might of Sargeras Now provides 25 Armor for 3 seconds when using Necrotic Embrace. Level 7 Fueled by Torment Moved from Level 4 to Level 7. Now causes Necrotic Embrace to Slow by 25% for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement speed bonus increased from 50% to 75%. Raven's Intellect Bonus increased from 75% to 125%. Level 4 Raven Familiar Slow reduced from 30% to 20%. Level 7 Force of Magic Spell Power increased from 30% to 35%. Level 13 Circle of Protection No longer increases the cooldown of Force of Will. Level 20 Guardian of Tirisfal Now also increases the range of Arcane Rift by 50%. Muradin
      Base
      It's Hammer Time! [Q] Muradin gains 5 stacks if a target dies within 3 seconds of being hit by Storm Bolt. Stack requirement for pierce increased from 40 to 45. Talents
      Level 20 Mountain King Dwarf Toss cooldown increased by 2 seconds. Thunder Clap cooldown increased by 2 seconds. Thrall
      Talents
      Level 1 Crash Lightning Amount stacks lost on death reduced from 6 to 4. Echo of the Elements Damage done by the chain lightning bounces rewarded from obtaining the Mythic Reward reduced from 85 to 70. Tyrande
      Base
      Lunar Flare [E] Tyrande gains 1 stack if the target dies within 3 seconds of being hit. Mythic Reward now also increases attack range by 1. Lunar flare damage from hitting a hero reduced from 4% to 3.5%. Talents
      Level 20 Commander of Sentinels Cooldown of Sentinel increased by 3 seconds. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
      General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Heroes
      D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Volskaya Foundry
      Objective
      Triglav Protector Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Triglav Gunner Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Energy Regeneration when both slots are occupied reduced from 40% to 35%. Balance Updates
      Azmodan
      Base
      Globe of Annihilation [Q] Upon reaching 225 Annihilation, also removes the damage reduction against Monsters. Deathwing
      Stats
      Attack Damage increased from 110 to 117. Talents
      Level 1 Molten Blood Additional functionality: Now grants Form Switch, which can be activated to swap Form. Level 7 Firestorm Cooldown reduction for Deathwing's landing Abilities increased from 2 to 3 seconds. Jaina
      Base
      Frostbite [Trait] Additional functionality: Ice Cold now also gives Unstoppable and immunity to damage over time effects for the duration. Kerrigan
      Base
      Ravage [Q] Minions no longer have to die within 1.5 seconds of being hit by Ravage to grant stacks. Kerrigan now gains stacks when Minions die within 3 range. Time window for cooldown refund reduced from 1.5 to 0.75 seconds. Baseline Quest requirements increased from 85/150 to 100/250. After reaching 100 stacks, enemy Heroes killed grant 14 stacks. Muradin
      Base
      Storm Bolt [Q] Baseline Quest requirements increased from 35/150 to 50/200. Talents
      Level 7 Perfect Storm Additional functionality: The cooldown cannot be reset more than once every 10 seconds. Level 20 Mountain King New: Thunder Clap and Dwarf Toss have an extra charge. Rewind Removed. Tyrande
      Stats
      Mana increased from 450 to 500. Mana Regeneration increased from 2.7 to 3 per second. Base
      Sentinel [W] Mana cost increased from 50 to 55. Lunar Flare [E] Mana cost increased from 60 to 65. Shadowstalk [R1] Mana cost increased from 75 to 85. Starfall [R2] Mana cost increased from 75 to 85. Yrel
      Base
      Divine Purpose [D] Cooldown reduced from 16 to 8 seconds. Zagara
      Talents
      Level 16 Mutalisk Mutalisk's Health decay reduced from 42 to 10 per second. Mutalisk duration effectively increased from 10 to 42 seconds. Bug Fixes
      Fixed an issue causing Doubloon Camps on Blackheart's Bay to be impossible to capture under certain conditions. Fixed an issue causing Anub'arak's Beetles to still have a duration, in addition to losing their Health over time. Fixed an issue causing the Health decay for Azmodan's Demon Warriors to not scale with levels.  Fixed an issue causing Deathwing's Baseline Quest to reset when using Dragonflight. Fixed an issue causing Deathwing's Lava Burst to deal damage after an additional 0.25 seconds. Fixed an issue causing Gazlowe's Rock-It! Turrets to not lose their Health over time. Fixed an issue causing the tooltip for Jaina's Ice Cold to not show correctly. Fixed an issue causing Muradin's Storm Bolt to deal 1 more damage for each stack. Fixed an issue causing the range splat for Muradin's Dwarf Toss to not be visible. Fixed an issue causing Muradin's Skullcraker to Stun before Muradin's post-damage effects happened. Fixed an issue causing the Health Regeneration of Murky's Egg to not scale with levels. Fixed an issue causing Tyrande's Sentinel to not be correctly affected by cooldown reduction effects.
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