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The Nexus is Shifting (Official)

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Battleground variability in Heroes of the Storm is something that sets the game apart from other MOBAs. Now that the number of battlegrounds has risen to 13, Blizzard thinks new players may feel overwhelmed when dealing with so many maps and different objectives. Lead Battleground Designer John Deshazer made a blog post where he's talking about map rotation, battleground selection and more. Maps available next week can be found here.

  • New players will always play their first game on Cursed Hollow
  • 3 map rotations are planned for each Season (9 maps per rotation)
  • Maps rotate every 3 weeks

Blizzard LogoBlizzard (Source)

The variety of Battlegrounds available in Heroes of the Storm, and their respective objectives, allow different Heroes and team compositions to shine. By presenting players with a range of map mechanics and interesting strategic situations, we create opportunities for exciting teamfights and thrilling come-from-behind victories. We believe the different Battlegrounds make Heroes of the Storm more fun to play and more entertaining to watch.

It is possible to have too much of a good thing, though. And as we’re now in the era of Heroes of the Storm 2.0, we’ve heard some players express concern with feeling overwhelmed by the growing number of Battlegrounds. Asking players to manage 13 unique event timings, strategies to defeat large monsters with varied abilities, or memorizing the optimal path to collect doubloons can feel like quite a lot.

When Heroes first launched, it only had a handful of Battlegrounds. We began to debate the possibility of a rotation in earnest about the time the map pool reached double its original size. Longtime players may have noticed that whenever we’ve introduced a new Battleground, we’ve reduced the size of the map pool to funnel more players into the Nexus’s latest challenge. With the launch of D.Va, we decided it was time to formalize our approach to keeping the game fresh without overloading players by introducing regular Battleground rotations.

Battleground Rotation Details

Here are the major details for our current approach to the Battleground rotation:

  • Reduce the number of Battlegrounds available in matchmaking game modes from 13 to 9.
    • We agree with community feedback that six Battlegrounds felt like too few, and will be running nine, instead.
  • Create moments in our ranked seasons for the meta to shift due to Battleground rotation.
    • We’re starting with three rotations per season and nine Battlegrounds per rotation.
    • These should be considered living numbers that we are constantly monitoring, and can adjust according to what feels best for the game while still feeling impactful. If we raise the number of maps in the pool, for example, rotations won’t feel meaningful.
  • We’ve updated our multi-tiered map introduction system to help alleviate information overload for newer players.
    • New players will always play their first game on Cursed Hollow.
    • They’ll then move into a sub-pool of Battlegrounds drawn from the current rotation.
    • This sub-pool will open up to all nine Battlegrounds in the current rotation, gradually acclimating newer players to the game’s full range of strategies and experiences.
  • We’ve also heard lots of feedback about the map selection process. We’ve spent time reviewing and have come up with some ways to improve this process moving forward, which should result in a healthy and fun map pool with each rotation.
    • Our first consideration is the reward aspect of the Battleground mechanic and its layout. Examples of this are the Curse or Punisher. We want to offer strong variety here. Layout often ties into the Battleground’s mechanic and helps decide how many lanes it has.
    • Next, we consider the gameplay aspect of the Battleground mechanic. Examples are Tribute collection and killing skeletons. Variety is the key here, just like the reward aspect.
    • Our final consideration is visual. We have lots of beautiful Battlegrounds, and we’d like to have a healthy representation across different themes, so from game to game players shouldn’t see the same tile sets.
  • Lastly, there are improvements we’d like to make to some Battlegrounds, and we can make those improvements while they are out of rotation. The rotation creates a nice moment for us to reintroduce reworked Battlegrounds. You’ll never know where our Battlegrounds will grow.

I want to thank our players for all the feedback we received during the Heroes 2.0 Open Beta, and following the release of Hanamura. We believe our approach to Battleground rotations will result in a better learning experience for newer players while keeping a diverse pool of Battlegrounds for everyone to enjoy. As with everything we do on Heroes, we will continue to learn and improve upon this system. We love the enthusiasm and passion in the Heroes community and with your help, we’ll continue to make Heroes of the Storm the best game we possibly can!

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Can't they just add a map filter that players can select individually? So they can choose by themselves which maps they wanna get queued?

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45 minutes ago, Valhalen said:

Can't they just add a map filter that players can select individually? So they can choose by themselves which maps they wanna get queued?

I'm surprised they haven't got the hint that not many players like Braxis or Warhead. I thought Braxis was a cool concept at first, I never liked Warhead from the start, but over the months, it's became abundantly clear that the game wouldn't lose anything special if both were removed entirely from the rotations. 

Both have their issues, but it reminds me of map blacklisting in WoW, where two simply doesn't feel like enough half the time. I was nearly finished IoC meta achievements and I'd be tempted to stick that on the blacklist... but then Alterac Valley, Strand of the Ancients and Battle for Gilneas! All of those maps annoy me in various ways mostly because I am entirely done with their achievements and they offer very little in terms of solid pvp; if I could play Warsong Gulch forever, I would. However, some of them are just terribly designed - Battle for Gilneas and Strand in particular.  They don't seem to update the maps on WoW very often except in order to make competitive play balance changes, which are few and far between.

I'd much rather see them follow up the news that they were looking at several maps in the game in terms of redesigning like Haunted Mines, but honestly, if I suffer through anymore snowball Braxis games with that stupid throw pit boss, I think I might actually be happy to see Blackheart and Garden. 

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2 hours ago, Plaguestorm said:

i love braxis and warhead though, pushing with the zerg or landing some good nukes is amazing, also that starcraft music daaaayum

Braxis has had some some satisfying moments like a good push, or defending against a full zerg wave extremely quickly and then making a comeback, but the latter simply doesn't happen often enough, and the map doesn't support other ways to make potential comeback plays either, except for what is arguably the worst boss in the game; you're more likely to see your team wipe taking it than see it take an enemy gate down let alone a fort or keep. 

While I love the music on both, Warhead went from being 'hey cool, I like the big maps' to 'oh. 3 nukes on core is a win' very quickly. The bosses there are ridiculously easy to kill but harder to defend against, which is another negative point for me when it comes to the Starcraft maps. 

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Well, I don't like this decision. Since 2.0 only a few maps were in the rotation and now we're at a point where I had enough of Towers of Doom and Braxis H. for a long time. My point is if you play a lot, less variety will just make the game worse. I think they should create more maps, instead of putting in these limitations.

Edited by edg
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Although I can agree that 13 battlegrounds is a bit much at once, the real problem for me isn't the amount, it's just that some battlegrounds are miles behind the other ones.
I just don't want to play Hanamura, Garden of terror and Blackheart's Bay, even if I stomp the enemy team, the gameplay on those maps just isn't that great.
Why can't we just get a blacklist system for maps?

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The many maps is surely one of the game's strong points but a map rotation doesn't seem the best course of action imho. Like, there will be times where someone's favorite maps will be in so he/she will overplay and others when they'll be rotated off so he/she won't play much or at all.

Personally, I believe giving the player the option of veto (never play in some maps) like in SC II would be the best solution. Each one has maps that likes and dislikes. For example, I like all maps (not to the same degree but overall yeah) except ToSQ (objective feels kinda underwhelming, announcer sounds...ehhhwww, spiders etc). And I don't get why Booty Bay gets so much hate. Maybe because it's pay2win map? Or perhaps engages/teamfights happen less frequently than others? Boss kinda impossible to tell if being contested? Idk. Personally, I like this map a lot; objective feels strong and rewarding, Blackheart makes me crack up everytime and so on. I've read that they're not considering allowing the players to veto which was pretty disturbing...:/ (reddit iirc)

Talking about the Battlegrounds, I've been watching HGC every chance I get and I believe many like me are kinda annoyed and bored seeing same Heroes (with a few exceptions) AND same maps (no exceptions here) over and over and over... They should do something about that imho; maybe not allowing a team to have the same choices (pick & ban) every 2nd-3rd series (or every other series if it gets too repetitive, which it does).

That's all for now. Congratulations on the work, site looks pretty dope and sorry for Trump's Great Wall of txt :>

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7 hours ago, Valhalen said:

Can't they just add a map filter that players can select individually? So they can choose by themselves which maps they wanna get queued?

This will have the same effect like in Counter Strike where everyone just plays dust2. Ppl will find 1 best map and filter only this and other games will get hard to find but that's just my thought

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2 hours ago, Kaelos said:

This will have the same effect like in Counter Strike where everyone just plays dust2. Ppl will find 1 best map and filter only this and other games will get hard to find but that's just my thought

Yeah, right. Solution to this is pretty simple: limit the blacklist size say to 4 maps. 4 out of 13 is a good rate and the list will provide additional feedback to Blizzard. This can single out the underplayed maps and pay more attention to them.

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I really like the dust2 argument. Hate that map.

I think that giving Blizzard the deciding vote on what are we going to play is not a great idea unless there would be some caveat to it. If the player base votes and gets a bad mappool, well, this one is on us; if They pick a bad mappool, we will blame Blizzard and that's not something They'd want.

Map diversity in HotS I feel is twofold : they are different, but still same. What I think needs to be done is this :

1) Clearly identifying the map role - Tomb and Blackheart are PvE payment maps, Temple and Punishers are PvE point capture maps, Dragon and Braxis are just "PvP" point capture, Junction and Hollow are generic; you see what I mean. Having different visuals and slightly different layout doesn't really make up for the fact you're doing the same thing on them.

2) Then you just make a mappool with these roles, where a pair of maps are definetly PvE, a pair of maps are definitely "PvP", and so on.

3) With that, a veto system may be implemented easily, so you can cut off a playstyle you don't enjoy. Because let's face it, seeing a Nova main on your Tomb of Spider Queen is not great, and playing Nova on this map too.

Of course the balance of all HotS' maps is different and should be taken in the account, because they are not exactly the same. I'd also say some of the unique maps should not be taken out of the map pool at all (like Towers of Doom).

Edited by Paracel
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Despite what I said about the filters, I actually want that they add all maps to rotation. And add a smart queue to reduce the chances that you get queued on the same map twice. This other day I got queued into Towers of Doom four times in a row, pretty annoying. Maybe a filter COULD work, as a ban-system where you can only ban one stage per match (which could be applied to every game mode). This would prevent the "CS Dust" issue.

If we played on the same "CS Dust-like" map, or only had one map layout like many other MOBAs, the game would feel stale and boring (one of the reasons I don't really like other MOBAs). Having map variety with different types of objectives is great, but maybe the just need to tweak some mechanics in those stages so they become a bit more appealing. But it is impossible to perfectly balance something and at the same time please everyone.

Edited by Valhalen

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14 hours ago, SteveFrost said:

Talking about the Battlegrounds, I've been watching HGC every chance I get and I believe many like me are kinda annoyed and bored seeing same Heroes (with a few exceptions) AND same maps (no exceptions here) over and over and over... They should do something about that imho; maybe not allowing a team to have the same choices (pick & ban) every 2nd-3rd series (or every other series if it gets too repetitive, which it does).

I know what you mean. The HGC is ridiculous for having the same maps and heroes being played all the time. There is very little diversity in it and the most you'd see would be in the earlier stages of the ladder where you might see a Chromie or TLV. A big "might". Like it's always Tyreal and Malf and Tychus and so fort. And never rarely Braxis. It's very sad to see that the "pros" won't use other heroes and stick with comfort picks most of the time. I get that they do play the map but still...you usually always see a Tyreal and Zeratul without fail. It's not fresh and you'd wonder why that even now when the game is at its most balanced state (going by Oxygen's tier list) they still stick to the old picks.

Also welcome to IcyVeins xD

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The Pros are not only choosing for comfort, they choose what they know and play best, because they do it not for fun, it is about money for winning or losing a game.

For the rest of us, it is very sad that players, even after the mega bundles etc, still stick to the same heroes all the time and even in drafts players pick heroes they want to play instead of a more useful hero. Many of those players I see seem to play their heroes well but they play others heroes too less and lack knowledge about them. This results in a bad performance.

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On 5/13/2017 at 4:30 AM, Stan said:

Blizzard thinks new players may feel overwhelmed when dealing with so many maps and different objectives.

 

What a load of.... seriously how are the maps even remotely overwelming? The map diversity is the reason hots is so different than other mobas, why take it away in fear of people not being able to handle something so simple?

The majority of the people i know are sick of playing over the same maps over and over again,this thing is doing more damage than good, at least put the whole map rotation thing as "optional" so only the "overwelmed" people do it.

Edited by Kurosu

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I find myself new among the HotS players, I only started playing a few weeks ago. I have tried this game once a long time ago, but I didn't even reached lvl10. Now I nearly lvl40, but I can say that you can give us more maps at once. There is no overwelming anywhere.

If someone plays this game those few maps are easy to learn, you can freely give us more. Even if its not the whole, but 5-8 would be nice. The variety and diversity in the maps are fantastic, it would be a shame to make it stuck like this.

----------------------------
I included the learning of characters too - that 20 what we have got -  but as the gold income is pretty slow we won't be able to buy more in a short time so we only have to focus on the available chars and the maps.
Sorry about my english, I still have to use google translate in some parts :'D

Edited by Rubyel

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7 hours ago, Kurosu said:

What a load of.... seriously how are the maps even remotely overwelming? The map diversity is the reason hots is so different than other mobas, why take it away in fear of people not being able to handle something so simple?

It's about map specifics like timings. Read the blue post again. You can't have a person who's just into the game figure out all the spawn and travel distances at the same time, during the very initial learning stage, unless that person has extensive experience within RTS genre. Timers on the maps aren't the same - we don't have all the objectives spawning at 1:30 etc. - that's why this diversity equals complexity.

There isn't an option to ladder on a few select maps you're trying to learn initially either, unless you find a premade gang and go customs. But that's not what everyone is capable of. 

Lowering the learning curve is an important part of getting people to play your game. That's what HotS needs right now to compete on the MOBA market.

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14 hours ago, MurkyFelix said:

I know what you mean. The HGC is ridiculous for having the same maps and heroes being played all the time. There is very little diversity in it and the most you'd see would be in the earlier stages of the ladder where you might see a Chromie or TLV. A big "might". Like it's always Tyreal and Malf and Tychus and so fort. And never rarely Braxis. It's very sad to see that the "pros" won't use other heroes and stick with comfort picks most of the time. I get that they do play the map but still...you usually always see a Tyreal and Zeratul without fail. It's not fresh and you'd wonder why that even now when the game is at its most balanced state (going by Oxygen's tier list) they still stick to the old picks.

Also welcome to IcyVeins xD

Merci beaucoup c:

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4 hours ago, Paracel said:

Lowering the learning curve is an important part of getting people to play your game. That's what HotS needs right now to compete on the MOBA market.

I can't think with Blizzard's head, but making a lot of players angry by lowering the number of maps playable just doesn't seem to be a good tactic. I guess new players who are interested wont stay only because they need to play on 9 maps, not on 13. If they enjoy the game, they'll stay. The variety of the maps was a positive thing for me as a newcomer. Now I feel like they take away something and make the game a bit more monotonic.

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3 hours ago, edg said:

I can't think with Blizzard's head, but making a lot of players angry by lowering the number of maps playable just doesn't seem to be a good tactic. I guess new players who are interested wont stay only because they need to play on 9 maps, not on 13. If they enjoy the game, they'll stay. The variety of the maps was a positive thing for me as a newcomer. Now I feel like they take away something and make the game a bit more monotonic.

Maybe another solution would be to limit maps based on player level. For example, having access to 3 basic maps at level 1, a number that progressively increases, unlocking maps as you level up, similarly to unlocking talents based on player level. That way new players would be queued with other new players and learn the maps at their own pace.

Edited by Valhalen
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6 hours ago, Paracel said:

It's about map specifics like timings. Read the blue post again. You can't have a person who's just into the game figure out all the spawn and travel distances at the same time, during the very initial learning stage, unless that person has extensive experience within RTS genre.

Based on my experience, new players don't really care about the map at all. They usually want to learn the heroes first, and they learn the maps afterwards, as knowing how to play your hero well and simply tick to the team, even though you don't know why or what you are doing, is usually better than doing the correct rotations, but dying a lot as you don't know how to combo your abilities and such. 

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On 5/14/2017 at 4:25 AM, Caldyrvan said:

The Pros are not only choosing for comfort, they choose what they know and play best, because they do it not for fun, it is about money for winning or losing a game.

I see your point; but regardless of winning or losing; they get a flat salary that earns more than my job right now. So I still say poo to the lack of diversity in it. 

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On 14/5/2017 at 6:25 AM, Caldyrvan said:

The Pros are not only choosing for comfort, they choose what they know and play best, because they do it not for fun, it is about money for winning or losing a game.

 

3 hours ago, MurkyFelix said:

I see your point; but regardless of winning or losing; they get a flat salary that earns more than my job right now. So I still say poo to the lack of diversity in it. 

And aside from bad experience for viewers, this also reflects bad (or complete lack thereof) game balance for Heroes and maps alike. Like, Ragnaros was supposedly "nerfed" but he's still near 100% pick/ban (99,99% or something) because of flawed (for game health) design- why would someone not pick him? Additionally, if they keep picking the same stuff and using the same strategies, game will become stale (people tend to copy pasta the pros with varying levels of success) which is never a good thing.

I know they're pros and they're interested in winning, not catering to any sort of fan service but things like that hurt the game imho. Besides, if they only need to practice certain comps for very specific maps, they're having a field day and this turns HotS into your random 'typical MOBA' with the 'main map' and 'OP heroes/champs/whatever'.

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2 hours ago, SteveFrost said:

Like, Ragnaros was supposedly "nerfed" but he's still near 100% pick/ban (99,99% or something) because of flawed (for game health) design- why would someone not pick him?

Ragnaros has 31% ban+pick rate in Hero League, which is nowehere close to the 100%.

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      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
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

       
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      16 December 2025: This patch went live again, with some undocumented bug fixes.
      12 December 2025: This patch was reverted due to a game-breaking bug on Sylvanas.
      (Source)
      Balance Updates
      Kerrigan
      Base
      Ravage [Q] Baseline quest now provides 7 stacks per kill, up from 5. Baseline quest requirements increased to 85/150, up from 75/125. Talents
      Level 7 Bladed Momentum Cooldown reduction increased to .75 seconds, up from .6 seconds. Thrall
      Talents
      Level 1 Maelstrom Weapon Completion requirements increased to 25/55/100, up from 20/40/100. Falstad
      Base
      Lightning Rod [W] Now strikes every .8 seconds, down from 1 second. Total number of strikes stay the same. Range increased by 1. Talents
      Level 1 Frequent Flyer Cooldown increased to 60 seconds, up from 45 seconds. Quest requirements increased to 60/150/300, up from 50/125/300. Sylvanas
      Talents
      Level 4 Possession Now has a 1 second cooldown between uses, down from 2 seconds. Level 4 Unstable Poison Damage increased to 150, up from 130. Level 4 Haunting Arrows No longer affects Mercs. Gul'dan
      Talents
      Level 1 Echoed Corruption Pinnacle Reward healing increased to 100%, up from 50%. Pinnacle Reward requirement reduced to 85, down from 100. Level 16 Ruinous Affliction Damage reduced by 10%. Map Updates
      Alterac Pass Objective capture time is now capped at 55 seconds. Blackheart's Bay Cannon damage increased to 2,875, up from 2,815. Volskaya Foundry Late game health scaling of Protector increased. Warhead Junction Attacking a burning building now stops the duration of burn for 3 seconds. Click here to discuss this post with other players
      in the official Heroes of the Storm forums.

       
    • By Elitesparkle
      Blizzard released a new 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 is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Map Updates Balance Update Bug Fixes General
      New Skin: Bonny Butcher
      New Skin: Warthog Gear Head Thrall
      Players will now receive an announcement when a quest milestone is reached. This will only announce to the player who achieved the milestone. Ranges of abilities on numerous Heroes have been updated to be more consistent. This may cause certain abilities ranges to reduce or increase. Brawl Starting January 2026, Brawls will only be open the first 5 days of every month. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General A new Fallback Tower has been added to the longer lanes on each of the following battleground maps. This new tower will die when its corresponding Fort dies: Alterac Pass, Battlefield of Eternity, Blackheart's Bay, Braxis Holdout, Cursed Hollow, Dragon Shire, Garden of Terror, Hanamura Temple, Infernal Shrines, Sky Temple, Tomb of the Spider Queen, Volskaya Foundry, and Warhead Junction. Attacks from the Core, Keeps, Forts, Fallback Towers, and Towers near Keeps will now reduce Hero armor, and the reduction has been increased from -10/-20 Armor to -20/-40 Armor. Fallback Towers have the same HP and Attack Damage as Keep Towers. Forts, Keeps, and the Core will no longer grant Allied Heroes that take damage in their radius 35 Armor for 4 seconds. The comeback system has been slightly magnified, particularly at wide level gaps. Alterac Pass Objective capture timer reduced by 5 seconds in each phase. The first phase only spawns a single defending unit. Cavalry now gain more health in the later stages of the game. Cavalry now take 60% damage from structures (up from 50%). Braxis Holdout Early objectives have lowered in health by 15%, but scaling has been increased significantly after 15 minutes. Garden of Terror Garden Terror health scaling increased. Garden Terror structure disabling plant bulb now damages itself at 10% per second (up from 6%). Infernal Shrines Early objectives have lowered in health by 15%, but scaling has been increased significantly after 15 minutes. Warhead Junction Nuke damage has been changed to flat, scaling damage. Scaling is updated when a Warhead is picked up. Nukes now deal double damage versus Forts, Keeps, and the Core. Return to Top
      Balance Update
      General
      Pinnacle Rewards have been added to mutiple Heroes. These will be hard to obtain but provide powerful rewards. Heroes
      Falstad
      Base
      Lightning Rod [W] Cooldown reduced from 13 seconds to 12 seconds. Talents
      Level 1 Dishonorable Discharge REWORK: No longer reduces CD. Bonuses are now provided at 20/45/75 hits. At 20 hits, gain 30% damage. At 45 hits, gain an additional 75% damage and reduce the cooldown by 2 seconds. Pinnacle Reward: At 75 hits, Lightning Rod provides 2 additional strikes and Stuns for 1.25s on its last strike. Frequent Flyer REWORK: Reduced attack speed bonus from 40% to 25%. Now provides 1 stack per minion and 5 stacks per Hero. At 50 stacks, gain 20 Attack Damage. At 125 stacks, gain an additional 50 Attack Damage. Pinnacle Reward: At 300 stacks, gain an additional 125 Attack Damage. Gathering Storm REWORK: Bonuses are now provided at 30/80/150 stacks, rather than incremental gains. At 30 stacks, gain 30% damage. At 80 stacks, gain an additional 50% damage. Pinnacle Reward: At 150 stacks, gain an additional 70% damage. REWORK: Lose 8 stacks on death, but can not lose milestones that have already been completed. Level 7 Charged Up Moved to be a Level 13 Talent. No longer provides additional hits, but instead provides cooldown refresh on Hero takedowns. Level 13 Thunderstrikes Moved to be a Level 7 Talent. Guldan
      Base
      Corruption [E] Mana cost increased from 80 to 90. Talents
      Level 1 Echoed Corruption Increased stack requirement to 60. Pinnacle Reward: At 100 stacks, Corruption now heals for 50% of the damage dealt. Pursuit of Flame Increased radius from 10% to 15%. Reworded to say "Fel Flame's area is increased by 33%". Progress is now reset upon death and can not lose progress upon completion. Johanna
      Base
      Punish [Q] Slow on enemies reduced from 60% to 50%. Talents
      Level 4 Subdue Slow on enemies reduced from 80% to 70%. Kael'thas
      Talents
      Level 1 Convection REWORK: Every 20th Hero hit permanently increases Flamestrike damage by 150 and Kael'thas's maximum Health by 50. Kerrigan
      Base
      Primal Grasp [E] Cooldown reduced from 10 to 8. Delayed damage reduced from 195 to 165. Initial damage increased from 25 to 40. Ravage [Q] Damage reduced from 130 to 115. Now includes a baseline quest: Kill enemies within 1.5 seconds of hitting them with Ravage. Minions grant 1 progress and Heroes grant 5. At 75 stacks, Ravage gains 125 damage. Pinnacle Reward: At 125 stacks, Ravage gains 200 additional damage. Impaling Blades [W] Cooldown reduced from 12 seconds to 9 seconds. Damage reduced from 165 to 140. Radius increased from 1.5 to 1.65. Stun duration reduced from 1 second to .75 seconds. Assimilation [D] Increased the amount of shield gained from Basic Attacks from 10% to 20% of damage dealt. Talents
      Level 1 Fury of the Swarm No longer increases shields gained from Basic Attacks. Level 4 Sharpened Blades Talent has been removed. Ravaging Ferocity NEW: Gain 25% attack speed for 3 seconds after using Ravage. Level 7 Boundless Fury Cooldown increased from 10 seconds to 12 seconds. Queen of Blades Cooldown reduction increased from 3 seconds to 4 seconds. Level 10 Summon Ultralisk Damage reduced from 250 to 225. Level 13 Chrysalis HP lowered from 750 to 650. Reduced the amount of health regenerated from 5% max health per second to 4%. Level 16 Painful Spikes Damage reduced from 70 to 60. Level 20 Omegastorm Increased extended duration from .25 seconds per hit to .4 seconds per hit. Sylvanas
      Base
      Black Arrows [D] Black Arrows now refers to what was previously called "Banshee's Curse". New Baseline Quest: Deal damage to Heroes or Structures with 3 stacks of black arrows. At 250 stacks, increased the damage bonus of Black Arrows to 50%. Pinnacle Reward: At 400 stacks, heal for 25% of damage dealt against enemies with 3 stacks of Black Arrows, doubled against Heroes. Reduced base damage bonus of Black Arrows to 15%. Activatable portion of Black Arrows has been removed. Talents
      Level 1 Unfurling Shadows Talent has been removed. Unrelenting Torment NEW: Increases the damage of Shadow Dagger by 20% and increase its duration by 1 second. Level 4 Haunting Arrows NEW: You can now activate Black Arrows to cause all damage dealt to stun non-heroes. 90 second cooldown, reduced by 3 seconds when attacking a structure. Possession Now a Baseline ability. 25 seconds to restore each charge, 2 seconds cooldown. Max 4 charges. Level 7 Barbed Shot Bonus damage increased from 350% to 400%. Lost Soul REWORK: Reduces the cooldown of Shadow Dagger when attacking non-minions with 3 stacks of Black Arrows by .75 seconds, doubled against Heroes. Level 13 Windrunner Recast window reduced from 5 seconds to 4 seconds. Thrall
      Talents
      Level 1 Crash Lightning REWORK: Bonuses are now provided at 15 and 30 stacks. At each milestone, Chain Lightning gains 270 damage. Lose 6 stacks on death, but can not lose milestones that have already been completed. Echo of the Elements REWORK: Bonuses are now provided at 20/40/100 stacks. At 20 stacks, reduce mana cost of Chain Lightning by 20. At 40 stacks, Chain Lightning gains an extra charge and will bounce one additional time. Pinnacle Reward: At 100 stacks, Chain Lightning will fork to an additional target each time it bounces. Rolling Thunder Moved to be a Level 7 Talent. No longer increases Chain Lightning bounces by 1. Level 7 Maelstrom Weapon Moved to be a Level 1 Talent. REWORK: Bonuses are now provided at 20/40/100 stacks, rather than incremental gains. At 20 stacks, gain 20 damage and increase the movespeed bonus to 40%. At 40 stacks, gain an additional 40 damage and Thrall permanently gains 15% increased movement speed. Pinnacle Reward: At 100 stacks, Frostwolf Resilience now provides +200% Healing. Level 16 Tempest Fury No longer provides additional quest stacks. Thunderstorm Increased damage bonus provided at max stacks from 25% to 30%. Level 20 Wind Rush Cooldown increased from 80 seconds to 90 seconds. Tyrael
      Talents
      Level 1 Ardent Restoration Maximum healing stacks reduced from 10 to 8. Level 4 Reciprocate Damage reduced from 190 to 170. Level 7 Burning Halo Damge per second reduced from 15 to 12. Level 10 Sanctification Cooldown reduced from 90 seconds to 85 seconds. Mana cost reduced from 75 to 70. Level 20 Aspect of Justice Cast time reduced from 1.5 seconds to 1.25 seconds. Cooldown reduction per enemy Hero hit increased from 10% to 15%. Zul'jin
      Base
      Basic Attack Damage decreased from 96 to 94. You Want Axe? [D] No longer has a cap on stacks. Now causes Zul'jin to lose 3 stacks (15 hits) on death. Talents
      Level 1 Headhunter Increased damage bonus per hero kill from 2% to 2.5%. Return to Top
      Bug Fixes
      Map
      Blackheart's Bay Fixed an issue that caused the Battleground Objective to not start if a particular chest is the last destroyed chest. Fixed an issue that caused the help text for attacking the Treasure Chest to not disappear if a particular chest is attacked. Warhead Junction Fixed Warhead Junction Nuke Damage Dealt tracking. Heroes
      Cho'gall Base Eye of Kilrogg [Skill 1] Fixed an issue that caused the Eye of Kilrogg's cast range indicator to be slightly larger than the ability range. Level 1 We See You! Fixed an issue that caused We See You's range increase tooltip value to display incorrectly after being selected. D.Va Fixed an issue that caused D.Va's Mech to not respawn with the correct amount of Blackheart's Bay Doubloons. Base Defense Matrix [W] Fixed missing icon in D.Va's Quick Cast setting for Retarget Defense Matrix. Gazlowe Level 16 Firin' Mah Lazors Fixed an issue that caused Firin' Mah Lazorz's warning to not display correctly. Fixed an issue that caused Big Top Gazlowe's Firin' Mah Lazorz to create permanent visuals. Kael'thas Base Living Bomb [W] Living Bomb will not activate its effects on a target that becomes immune to Living Bomb. Living Bomb will now apply its effects if the target dies with Living Bomb. Raynor Base Adrenaline Rush [E] Fixed an issue that caused Adrenaline Rush to not display the base duration in its tooltip after selecting Give Me More. Stukov Level 1 Reactive Ballistospores Fixed Reactive Ballistospores tooltip. Tychus Base Overkill [Q] Overkill retarget can now also be targeted in a direction. When clicking near or on a target, it will attach to that target, but if no targets are nearby, Overkill will start firing in that direction. If Overkill hits a target while firing in a direction, that target will become Overkill's primary target. If Overkill is active when there are no possible targets, Overkill will no longer be cancelled, and instead will start firing in the direction of the last primary target. Fixed an issue that caused mounting to not interrupt Overkill. Valla Base Hatred [D] Fixed Hatred Tooltip. Level 20 Storm of Vengeance Fixed an issue that caused Storm of Vengeance to not grant 2% Attack Speed per Hatred stack. Zagara Level 1 Infest Fixed Infest active current bonus tooltip. Level 16 Mutalisk Fixed Mutalisk tooltip. Return to Top
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