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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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      Volskaya Foundry
      Objective
      Triglav Protector Attack Damage reduced from 155 to 130. Attack Damage bonus against Structures increased from 50% to 100%. Attack Damage bonus when both slots are occupied increased from 35% to 50%. Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%  Triglav Gunner Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%. Energy Regeneration when both slots are occupied reduced from 35% to 25%. Balance Updates
      Arthas
      Base
      Army of the Dead [R1] Ghouls' Health increased from 1060 to 1200. Ghouls no longer have a duration. Ghouls now lose 60 Health every second. Ghouls duration effectively increased from 15 to 20 seconds. Azmodan
      Base
      Globe of Annihilation [Q] Damage bonus upon reaching 450 Annihilation increased from 125 to 150. Summon Demon Warrior [W] Demon Warriors damage reduced from 83 to 53. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Demon Lieutenant [D] Demon Lieutenant damage reduced from 103 to 52. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Deathwing
      Talents
      Level 1 Molten Blood Removed functionality: No longer grants Form Switch, which could be activated to swap Form. Jaina
      Base
      Frostbite [Trait] Rework: Ice Cold no longer gives Protected, Unstoppable, and immunity to damage over time effects for the duration. Instead, it now gives Invulnerable for the duration. Murky
      Base
      Pufferfish [W] Baseline Quest requirements increased from 100/200 to 200/400. Rework: Kill Slimed enemies or hit them with Pufferfish. Heroes and Structures award 4 bonus stacks. Bug Fixes
      Fixed an issue causing Azmodan's Summon Demon Warrior to not show the amount of charges available. Fixed an issue causing the Health decay of Azmodan's Demon Warriors to scale twice per level. Fixed an issue causing Azmodan's Wrath to still require the target to be under 75% Health in order to grant Annihilation. Fixed an issue causing the damage from Azmodan's Wrath to cap at 400 Annihilation rather than 450 Annihilation. Fixed an issue causing Azmodan's Battleborn to reduce the cooldown between charges instead of the charge cooldown. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation when hitting non-Heroes. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation while Blinded or if the target is Evading. Fixed an issue causing the tooltip for Falstad's Dishonorable Discharge in the Buff Bar to not show the Quest progress correctly. Fixed an issue causing the tooltip for Falstad's Frequent Flyer in the Buff Bar to not show the Quest progress correctly. The tooltip for Gazlowe's Overcharged Capacitors has been updated from duration to Health gain  Fixed an issue causing Jaina's Blizzard to have 0 range. Fixed an issue causing Jaina's Summon Water Elemental to have 0 range. Fixed an issue causing Jaina's Baseline Quest to show its progress on the UI while dead even after completing it. Fixed an issue causing Kerrigan's Baseline Quest to not gain stacks correctly after reaching 150 stacks. Fixed an issue causing Muradin's Thunder Clap to not show the amount of charges available. Fixed an issue causing Muradin's Thunder Clap to not be affected by cooldown reduction effects. Fixed an issue causing Muradin's Dwarf Toss to not show the amount of charges available. Fixed an issue causing Muradin's Dwarf Toss to not be affected by cooldown reduction effects. Fixed an issue causing the cooldown reduction from Muradin's Dwarf Launch to not work correctly. Fixed an issue causing the cooldown reduction from Muradin's Unstoppable Force to not work correctly. Fixed an issue causing Murky's Spawn Egg to not go on cooldown when destroyed or placed. Notification message for Murky having no Egg changed from "Murky's Egg" to "last Murky's Egg". Fixed an issue causing the tooltip for Nazeebo's Dead Rush to not show the Zombies duration correctly. Fixed an issue causing Nazeebo's Gargantuan Stomp to not be usable 20 seconds after Gargantuan was summoned. The tooltip for Zagara's Mutalisk has been updated from duration to Health decay.
    • 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 Known Issues & Bug Fixes General
      All Quests that can lose stacks will never cause the player to fall below milestone thresholds. Pinnacle Rewards are now named Mythic Rewards to give a more Blizzard feel. So Mythic-y! The following Summoned Units now lose health each second: Demon Lieutenants, Demon Warriors, Gargantuan, Hydralisks, Roaches, Rock-It Turrets, Rush Zombies, Scarabs, Treants, Tumors, and Water Elementals. Total Health and Duration of these Summoned Units have been adjusted to compensate for this. Structures now prioritize Summoned Units when there are no remaining minions. Summoned Units no longer take half damage from Structures. XP Globe pickup sound is now also played when killing a minion that instantly yields XP. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General Watch Towers will now reset to neutral after 45 seconds of not being occupied. Volskaya Foundry Triglav Protector bonus Damage and cooldown speed increased from 25% to 40% when 2 players are inside. Warhead Junction The burn duration is now displayed on structures affected by a Warhead. Return to Top
      Balance Update
      Heroes
      Azmodan
      Base
      Globe of Annihilation [Q] Now deals 50% damage to non-Heroes. Upon reaching 225 Annihilation, Globe of Annihilation no longer deals reduced damage to non-Heroes. Window to kill minions for Annihilation increased to 3s (from 1.5s). Summon Demon Warrior [W] Demon Warriors damage increased from 32 to 83. Now deals half damage to Heroes. Demon Warriors no longer have a duration, but lose 26 Health every second. Demon Warriors no longer have Immolation. Now has 2 charges. Talents
      Level 1 Wrath REWORK: Now provides 1 stack for every 2 Basic Attacks hit against a Structure or Hero. Level 7 Art of Chaos Extra Annihilation amount reduced from 4 to 2. Bombardment Amount of time Bombardment lasts reduced from 4 seconds to 3 seconds. Master of Destruction Amount of Annihilation granted reduced from 2 to 1. Level 13 Brutish Vanguard Now slows the attacked target by 30%. Level 16 Hell Rift Damage bonus reduced from 75% to 35%. Level 20 Inescapable Annihilation NEW: Globe of Annihilation has unlimited range. Pride Moved to baseline. Now requires 450 stacks. Deathwing
      Base
      Attack Damage decreased from 155 to 110. Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. Cataclysm [R] NEW QUEST: Damage Heroes with Molten Flame to gain 1 stack. Gain 50 stacks for killing a Hero. Mythic Reward: Upon reaching 2,000 stacks, Cataclysm now deals 2,500% damage to Structures and Minions. "I AM THE CATACLYSM". Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% Molten Flame [Q] Base Damage per Second reduced from 21 to 19. Incinerate [W] Cooldown increased from 4 seconds to 6 seconds. Energy cost increased from 20 to 30. Damage increased to 100 (from 65). Lava Burst [W] Cast time reduced from 1 second to .75 seconds. Cooldown increased from 6 seconds to 9 seconds. Energy cost increased from 15 to 25. Explosion Damage increased from 30 to 35. Explosion Damage over Time increased from 6 to 7. Slow increased from 35% to 45%. Dragonflight [Z] Cooldown delay after dealing or taking damage increased from 4 seconds to 6 seconds. Cooldown reduced from 45 seconds to 15 seconds. Talents
      Level 1 Dragon Soul Healing increased from 75%, 150% to 100%, 200%. Level 4 Heat Wave Damage over Time increased from 6 to 9. Damage over Time stacks reduced from 4 to 3. Initial damage bonus increased from 125% to 150%. Level 7 Firestorm Damage increased from 70 to 77. No longer reduces cooldown of Dragonflight. Level 13 Fire and Fury Damage bonus increased from 30% to 40%. Falstad
      Base
      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Frostbitten Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis. Talents
      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Damage over Time is dealt over 4 seconds (from 5s). Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Known Issues & Bug Fixes
      Known Issues
      Jaina Ice Cold's tooltip is incorrect. Resetting Jaina's talents after finishing her quest causes issues. Zul'jin Resetting Zul'jin's talents does not reset cap. Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Return to Top
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