Jump to content
FORUMS
Stan

Core Concepts: Your Role in the Fight

Recommended Posts

FXF27S1XCEK21501892632913.png

The third installment of Core Concepts focuses on the differences between Hero roles, and what your teammates might be expecting from you based on the role you play.

Core Concepts is a series of guides for new players published by Blizzard. Each guide covers a different spectrum of the game. The first part served as an introduction to Heroes of the Storm and the second part previewed maps, objectives and discussed the importance of map awareness, laning and using the map to your advantage.

Part 3 of Core Concepts is about embracing your Hero role.

Blizzard LogoBlizzard (Source)

Hail to you, Champion! This ongoing Core Concepts series is offered as both a guide for new players and an overview for more experienced players looking to brush up on their fundamentals. This time, we’ll be focusing on the differences between Hero roles, and what your teammates might expect of you in each role during your games.

If this is your first Core Concepts article, we encourage you to explore our earlier articles as well, starting with our introduction to the game. As you read on, you can also fire up the in-game tutorial and check the action out for yourself. Between your battles in the Nexus and these blasts of arcane knowledge missiles, we hope to have you confidently running the board in no time.

CC4_Inline_Roles.jpg

Hero Roles in the Nexus

Heroes are divided into WarriorsAssassinsSupports, and Specialists. As you dive into the following sections, keep in mind that several heroes are classified as hybrids, and can be custom-tailored depending on the talents you select.

Head here for a complete list of Heroes and their roles.

War_Bar.png

Warriors

Warriors lead the charge into team fights. With high health pools, powerful crowd-control effects, and damage reduction capabilities, Warriors buy their teammates time to deliver their own fatal strikes against opponents.

CC4_Inline_Examples_Peel.jpg

PEEL

Shorthand for ‘protect your allies.’ Accomplished when the frontline of the team changes focus to assist backline heroes (Assassins/Supports).

In addition to damage mitigation and healing abilities that sustain them in fights, many warriors also have roots, stuns, or pulls, which can disrupt opponents. To be as effective as possible, Warriors will need to be patient in the execution of these control-abilities. Because Warriors are often relied upon to initiate team fights, they’ll want to be aware of the location of their teammates at all times. Warriors who charge in too early may lack the back-up they rely on to survive a fight. Conversely, engaging too late may give opponents a window to annihilate squishy allies, like Assassins and Supports.

There are different playstyles Warriors should adjust to depending on your team’s Hero composition. For example: Artanis and Sonya can act as Bruisers, front-line heroes who may lack the same amount of CC as other Warriors, but accent their tank with damage and pressure (and more health than most heroes). Team compositions with smaller health pools but consistent damage output will typically benefit from a ‘peel’ playstyle, meaning that tanks will need to attract attention away from their backline assassin and support allies. Alternatively, compositions that prefer to dive aggressively will need their warrior to charge in with the team and remain there until the targets are subdued, the objective has been captured, or the team needs to retreat.

The complete list of Warriors is available here.

Tip #1

Seize opportunities to shut down your opponent’s powerful channeled abilities with a well-timed stun or similar crowd control effect; some Heroic abilities, like Valla’s Strafe and Nazeebo’s Ravenous Spirit, can be interrupted.

Tip #2

As a front-liner for your team, be on the lookout for objectives and remember that your presence will be needed should a team fight erupt at the corresponding location.

Tip #3

Scouting is key! Use your high health and survivability to lead the way through potentially dangerous areas, and proactively check bushes to find opponents who may be lying in wait.

Tip #4

Always know where your backliners are. Be sure not to abandon your team, and do your best to disrupt and distract enemies who are attacking your squishier allies.

Assn_Bar.png

Assassins

These are the powerful pain-bringers of the Nexus, offering tons of damage but lacking in durability in team fights. As such, it’s crucial for Assassins to carefully position themselves in the backline and commit to the battle when their opponents’ focus is elsewhere. Approaching team fights in this way will allow the warriors to absorb the brunt of their enemies’ attacks.

Assassins can be broken out into burst-damage and sustained-damage. Burst-damage Assassins such as Kerrigan and Jaina can deal a devastating amount of damage in a short amount of time, and should look for these opportunities to unleash their full barrage on their enemies for maximum effectiveness. Jaina, for example, relies heavily on well-timed combinations of spells to maximize her burst damage. Look to capitalize on stuns, or surprise your enemies from a bush to maximize damage and quickly take someone out of the fight.

CC4_Inline_AssassinGIF.gif

Sustained-damage Assassins like Raynor and Valla, on the other hand, are generally better equipped to poke at their opponents and keep up constant pressure. When using sustain-damage Heroes, look to constantly attack targets from a safe position in order to deal as much damage as you can.

The complete list of Assassins is available here.

Tip #1

Chasing a low-health enemy can sometimes secure a kill for your team, but beware of tunnel vision! The farther you chase a hero, the riskier it becomes. If you can’t see that player’s teammates on the minimap, then you’re likely headed toward danger.

Tip #2

Stay behind your tank! Your warrior is the shield that allows you to deal damage without getting taken out in the process. Always mind your positioning, keeping the high-health front-liners between you and your targets.

Tip #3

If you burn a movement ability too early during a fight, you may find yourself without an escape when you need it most. As you gain experience with each Hero, you’ll learn when mobility skills can help to safely secure a takedown and when they won’t. Until then, save them to get yourself out of danger.

Supp_Bar.png

Supports

The Support role acts as a potent backbone to the team’s efforts in the Nexus. In addition to mitigating damage and offering heals, Support heroes also have powerful buffs and control spells at their disposal. Supports are divided into two sub-roles: healers, who focus on restoring allies’ health, and Semi-Supports, who rely on providing utility.

CC4_Inline_Examples_Tassadar.jpg

TASSADAR

is an example of a semi-support who doesn’t directly heal allies, but instead acts to prevent damage.

For most Supports to be effective, they’ll need to stay close to their teammates during fights – ideally, behind a Warrior who is tanking the damage. If you are a healer, it’s your job to keep the team as close to their full hit points as possible. Since Warriors’ high health pools will give you some breathing room, you’ll often need to focus heals on your damage dealers, especially those who have jumped into the fray. Alternatively, if you are a Support hero that focuses more on utility, find ways to use your disrupts or stuns so that your teammates can immediately capitalize on them.

  • For example: If you’re Malfurion, and an allied Stitches uses Hook to pull an enemy in close, you can use Entangling Roots to keep that enemy locked down while your teammates obliterate them.

The complete list of Supports is available here.

Tip #1

As a support, try to avoid splitting off alone whenever possible. It's important to stay with your team, as your focus is on enabling allies and keeping them sustained while the team is pushing minions and/or brawling with enemies.

Tip #2

Healing is a big part of playing support, but don't underestimate the importance of control. A well-placed stun, root, or silence can make all the difference if used at the right time. Try to combine your control abilities with those of your allies to keep a target locked down.

Spec_Bar.png

Specialists

Specialists are usually the "wild card" factor for the team, as they tend to have very unique, untraditional styles of gameplay. Specialist heroes can have a sharp learning curve, as they often approach battles in a vastly different way than the other roles. A specialist can be a deadly team-fighter, a diehard split-pusher, or a hybrid of the two.

As a Specialist, you’ll want to identify what your goals are going into a match and adjust your playstyle accordingly. For example, Abathur can be played almost exclusively as a lane pusher, focusing on empowering his Locusts, and taking down enemy structures. Conversely, he can focus on employing his Symbiote ability; “hatting” his allies to assist them during battle.

CC4_Inline_Examples_AbaRoach.jpg

It is this flexibility that defines Specialists, allowing them to thrive and bring their own flavor (a fishy flavor… in Murky’s case) to the fight. As always, remember that communication is key to victory! Be sure to give your teammates a heads-up about your plans if you’re looking to split-push, and be willing to assist with team fights and objectives if your allies need help.

The complete list of Specialists is available here.

Tip #1

Learn your Specialists, and play to their strengths! Sylvanas’ ability to shut down structures makes her an attractive choice to push lanes – but she’ll be a much greater asset if she has assistance during those pushes. Azmodan, on the other hand, is a great choice for soloing a lane.

Tip #2

When split-pushing, you're certain to draw attention to yourself, so don't push too far out, or you might find yourself getting ganked!

Tip #3

Upon seeing an allied Abathur for the first time, some new players assume he is sitting in base doing nothing. This is not the case! Abathur does not want to get up-close-and-personal with opponents. Instead, he uses long-range abilities to assist allies from afar and control the battlefield. Try Abathur yourself to learn much more about this oft-misunderstood space slug.

CC4_Inline_VictoryGIF.gif

Thanks for reading!

It’s always important for us to hear from you, so feel free to let us know about what you think of the content presented here. Until we meet again, we raise our flagons (...swords, shields, guns, xenormorphic limbs, and angelic wings) in your name!

Share this post


Link to post
Share on other sites

The assassin part is CRITICAL. I'm tired of people hating on certain heroes for not "topping the charts" certain assassins are for securing kills, not sustaining just to top the meter.

Good example: A chromie could have low damage in the game, but really high kill rate by landing combos when it really matters. She could very well be the MVP of a game by getting a pick or two late game and allowing a core call, but with low number on the chart her team might flame.

These things have been some AMAZING guides, please keep up the work.

Share this post


Link to post
Share on other sites
1 hour ago, Laragon said:

The assassin part is CRITICAL. I'm tired of people hating on certain heroes for not "topping the charts" certain assassins are for securing kills, not sustaining just to top the meter.

Good example: A chromie could have low damage in the game, but really high kill rate by landing combos when it really matters. She could very well be the MVP of a game by getting a pick or two late game and allowing a core call, but with low number on the chart her team might flame.

These things have been some AMAZING guides, please keep up the work.

Yeah, certain heroes like Illidan and Zeratul can have really low hero damage damage counts (even lower than the tank sometimes) but still have a great game and get a lot of utility and kill securing done (Illidan's utility being pushing lanes with immolation and Zeratul's utility being Void Prison). However on the flip side of the coin are heroes like Chromie and Li-Ming and Sylvanas who inherently get high damage numbers from poke and are on top of the damage charts even if the player has a bad game. Damage numbers dont tell everything, watching the actual game instead of just raw stats is something that most people should do when they judge someone and his or her gameplay and proficiency on certain hero.

(Edit: In addition to all mentioned above, the invidual matchups and interactions of two team comps matched against each other can cause same hero have multiple roles depending of the game and have very different hero and siege damage and xp stats from game to game, meaning that if you have x damage in one game and less than x damage in another it doesnt mean you played better in the first game even if your KDA was same in both games.)

Edited by BrightwingMain

Share this post


Link to post
Share on other sites
1 hour ago, Stan said:

TASSADAR

is an example of a semi-support who doesn’t directly heal enemies, but instead acts to prevent damage.

Shouldn't be "heal his allies"?

Anyway, I really like these mini-guides Blizzard has been employing. Very helpful for new players.

  • Thanks 1

Share this post


Link to post
Share on other sites
35 minutes ago, Valhalen said:

Shouldn't be "heal his allies"?

Anyway, I really like these mini-guides Blizzard has been employing. Very helpful for new players.

Thanks fixed!

Share this post


Link to post
Share on other sites

The damage thing is so important. As a tank and even as a support, I play to create and open up opportunities for you to go in and do your thing as well as peel and my other responsibilities on the front line. I am not doing it for your showboating, nor am I going to make the same mistake of trusting you if you miss the easiest chances of leaving myself or the rest of the team vulnerable, even for a moment. No good player cares about one single stat, let alone hero damage solely and nothing else! We care about winning. If you are getting those stats by standing in the damn fire or afk sieging the same lane the whole game while ignoring objectives, you are part of the problem. 

Conversely, if you are getting those stats by being a good team player as well as playing your hero well, then good for you, enjoy your spot on the MVP screen, but don't use that same point to try and paint yourself as superior to the rest of the team who will more often than not be playing just as hard as you are to win, if not harder, especially if you are one of those goddamn psychos on a damage dealer that forces everyone else to floor their heroes into the ground to crawl out of a fight intact let alone win. 

tl;dr version: if you are looking at personal stats during the game and getting into arguments about it, then you are not paying attention to more important aspects of the game, or even the match itself. 

Edited by Plergoth
  • Like 2

Share this post


Link to post
Share on other sites
41 minutes ago, HenrySteinway said:

Noooooooooooooo!

ONLY try him with known allies. It's the same as winning your solo lane, nothing is more painful than watching the other 4 lose a game for you.

Share this post


Link to post
Share on other sites

I think Blizzard should also make a guide about the importance of playing a good variety of characters, specially when you're new to the game. We all know that one person who only plays Valla or Nova (who I like to call "Novalla"), forever, all the time (and is usually not very good). This tunnels the vision on understanding other characters and the game as a whole, and limits the player's reaction to fight those other Heroes.

Learning at least the basics of each Hero (and classes), or the ones prominent in the meta, is very important to improve in all aspects of the game. I lost count how many times my "Novalla" buddy killed himself overextending while I was spamming "Retreat" and "Danger".

15 hours ago, Plergoth said:

tl;dr version: if you are looking at personal stats during the game and getting into arguments about it, then you are not paying attention to more important aspects of the game, or even the match itself. 

Sadly, this is the same as Recount on WoW, where people care more about bragging about their higher numbers than playing the game right. "Hey, it doesn't matter we lost, I topped the damage dealt."

Although I admit I sometimes get a bit stingy when someone outheals me during a match, I don't let that pride take away my focus from the game.

Share this post


Link to post
Share on other sites
On 8/8/2017 at 3:36 PM, Valhalen said:

Sadly, this is the same as Recount on WoW, where people care more about bragging about their higher numbers than playing the game right. "Hey, it doesn't matter we lost, I topped the damage dealt."

This is, unfortunately, the same argument as in Overwatch where people say "we lost, but I had gold medals". It doesn't mean anything if you lost the game.

  • Sad 1

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By positiv2
      This thread is for comments about our Tier List.
    • By Stan
      Maditdrakes created an awesome video of how Mei should have been introduced to the Nexus...well, sort of! The video is a shorter recreation of the Diablo IV announcement cinematic trailer that we saw back at BlizzCon 2019.
      In the video, we see Mal'Ganis, Kharazim, and Mei in the role of Lilith.
    • By Stan
      Blizzard today released a new patch for Heroes of the Storm. The Climate Phenomena Nexus Anomaly has been disabled, and there are plenty of balance changes for multiple Heroes. Check out the official patch notes for more information.
      (Source)
      Heroes of the Storm has just been updated with Hero balance changes! Read on for details.
      Quick Navigation:
      General Heroes Bug Fixes General
      Nexus Anomaly - Climate Phenomena The Climate Phenomena Anomaly has been disabled. Return to Top
      Heroes
      TANK BRUISER HEALER MELEE RANGED Blaze Xul Kharazim Maiev Cassia Cho Yrel Lt. Morales   Gall Diablo   Rehgar   Greymane E.T.C.       Mephisto Garrosh       Tassadar Johanna       Tychus Mal'Ganis         Mei         Muradin         Stitches         Return to Top
      Tank
      Blaze
      Talents
      Level 1 Adrenaline Stimpack [Active] Additional functionality: While Blaze has over 80% Health, gain 25% bonus Attack Speed and 10% bonus Movement Speed. Endurance Stimpack [Passive] Cooldown reduced from 40 to 30 seconds. Adjusted functionality: When damaged while below 30% maximum Health, Endurance Stimpack will automatically cast if it is not on cooldown. Neural Stimpack [Active] Mana restoration increased from 30 to 40. Level 4 Incinerator Gauntlets [Passive] Moved from Level 7. No longer causes Basic Attacks to light Oil Spills. Meltdown [Trait] Damage reduction increased from 7% to 8% per stack. Level 7 Adhesive Petroleum [W] Moved from Level 4. Slow amount increased from 30% to 35%. Slow duration increased from 2.5 to 3 seconds. Additional functionality: Now also causes Basic Attacks to light Oil Spills. Return to Top
      Cho
      Talents
      Level 1 The Will of Cho [Trait] Moved from Level 20. New functionality: Killing enemy Minions grants 1 stack of The Will of Cho, and Hero Takedowns grant 10 stacks. Gain 1 Armor for every 30 stacks of the Will of Cho, up to a maximum of 10 Armor. This Armor bonus stacks with Ogre Hide. Level 4 Uppercut [Q] Damage reduced from 7% to 5% maximum Health. Additional functionality: Each Hero hit by Surging Fist reduces its cooldown by 5 seconds. Seared Flesh [Passive] Adjusted functionality: Attack damage bonus is kept when attacking different Heroic targets, and is only lost after 5 seconds or when a non-Heroic enemy is attacked. Level 7 Power Surge [Q] New functionality: Enemy Heroes who are hit by Surging Fist are Slowed by 30% for 2.5 seconds. Gain 15% Movement Speed while charging Surging Fist and for 2.5 seconds after casting the Ability. Level 16 Runed Gauntlet [Passive] Cooldown reduction increased from 5% to 6%. Level 20 Fuel for the Flame [Passive] Moved from Level 1. New functionality: Basic Attacks against enemies cause them to explode, dealing 21 damage to them and 45 damage to nearby enemies. This damage is doubled against enemy Heroes. Return to Top
      Diablo
      Base
      Shadow Charge [Q] Cooldown reduced from 13 to 12 seconds. Mana cost reduced from 70 to 65. Overpower [E] Cooldown reduced from 13 to 12 seconds. Mana cost reduced from 40 to 35. Talents
      Level 4 Life Leech [Passive] Healing increased from 1.5% to 2% maximum Health when not at full Souls. Healing increased from 3% to 4% maximum Health when at full Souls. Level 13 Hellfire [W] Damage per second to nearby enemies increased from 15 to 17. Return to Top
      E.T.C.
      Base
      Face Melt [W] Cooldown increased from 10 to 12 seconds. Mana cost increased from 50 to 55. Return to Top
      Garrosh
      Base
      Bloodthirst [W] Ability Effects now occur at the start of the Ability’s cast, rather than at the end. Talents
      Level 1 Body Check [Active] Cooldown reduced from 16 to 15 seconds. Slow duration increased from 2 to 3 seconds. Level 16 Mortal Combo has been reclassified as an [E] talent. Rough Landing [Q] Removed. New Talent: Seasoned Soldier [Passive] Gain 5% maximum Health, increase Groundbreaker’s Slow duration by 1 second, and Bloodthirst gains an additional charge. Level 20 Death Wish [R1] Additional functionality: Increase the duration of Warlord’s Challenge by .5 seconds. Deadly Calm [R2] Damage reduction increased from 25% to 40%. Inner Rage [Active] No longer causes the cooldown of Body Check to recharge faster. Additional functionality: Increase the healing reduction of Body Check by an additional 45%. Return to Top
      Johanna
      Base
      Iron Skin [Trait] Cooldown increased from 20 to 25 seconds. Talents
      Level 20 Radiating Faith [R2] Blessed Shield Stun duration against all targets reduced from 2 seconds to 1.75 seconds. Return to Top
      Mal'Ganis
      Talents
      Level 4 Echo of Doom [W] Damage increased from 54 to 60. Level 10 Dark Conversion Cooldown reduced from 80 to 60 seconds. Mana cost reduced from 70 to 60. Level 13 The Night Beckons [E] Slow duration increased from 2.5 to 3 seconds. Return to Top
      Mei
      Talents
      Level 1 Heavy Pack [Q] Cooldown reduction increased from .125 to .25 seconds. Level 4 Crystallize [Trait] Cooldown reduction reduced from 15 to 10 seconds. Duration of Spell Armor after Cryo-Freeze ends reduced from 2 to 1 second. Level 10 Avalanche [R1] Cooldown increased from 65 to 70 seconds. Ice Wall [R2] Cooldown reduced from 90 to 70 seconds. Level 20 Cascade [R1] Cooldown reduction increased from 25 to 30 seconds. Return to Top
      Muradin
      Base
      Thunder Clap [W] Movement and Attack Speed Slows increased from 25% to 30%. Return to Top
      Stitches
      Base
      Health reduced from 3150 to 3060. Health regeneration reduced from 6.56 to 6.38. Hook [Q] Range increased from 11 to 12. Slam [W] Mana cost reduced from 40 to 35. Additional functionality: Deals 50% bonus damage to Minions and Mercenaries. Talents
      Level 13 Fishing Hook [Q] Bonus range reduced from 50% to 40%. Return to Top
      Bruiser
      Xul
      Base
      Spectral Scythe [Q] Damage reduced from 200 to 190. Raise Skeleton [Trait] Damage done when Skeletal Warriors die reduced from 46 to 40. Talents
      Level 4 Jailors [Trait] Movement and Attack Speed bonuses reduced from 30% to 25%. Level 16 Weaken [W] Damage reduction reduced from 40% to 35%. Return to Top
      Yrel
      Talents
      Level 1 Light of Karabor [Q] Healing bonus when hitting one enemy Hero increased from 40% to 45%. Healing bonus when hitting more than one enemy Hero increased from 80% to 90%. Dauntless [Passive] Physical Armor reduced from 50 to 40. Maraad's Insight [Passive] Healing increased from 128 to 135. Return to Top
      Healer
      Kharazim
      Base
      Breath of Heaven [W] Healing increased from 276 to 285. Return to Top
      Lt. Morales
      Base
      Safeguard [W] Armor amount increased from 30 to 35. Return to Top
      Rehgar
      Talents
      Level 10 Bloodlust [R2] Duration reduced from 8 to 6 seconds. Healing from Basic Attacks reduced from 40% to 30%. Return to Top
      Melee Assassin
      Maiev
      Talents
      Level 1 Pursuit of Vengeance [W] Additional functionality: Each Hero hit by Spirit of Vengeance reduces the cooldown of Umbral Bind by 1 second. Level 7 Bonds of Corruption [W] Additional functionality: Enemy Heroes pulled by Umbral Bind have their Movement Speed reduced by 20% for 4 seconds. Level 10 Containment Disc [R1] Cooldown reduced from 50 to 40 seconds. Mana cost reduced from 60 to 50. Level 16 Vengeful Knives [Q] New functionality: Dealing damage to enemy Heroes causes the next cast of Fan of Knives that hits enemy Heroes to deal 1% maximum Health as bonus damage, up to 5%. Return to Top
      Ranged Assassin
      Cassia
      Base
      Basic Attack damage reduced from 130 to 125 Health reduced from 1700 to 1660 Health Regeneration reduced from 3.54 to 3.46. Talents
      Level 1 Charged Strikes [Passive] Bonus Attack Speed reduced from 20% to 15%. Bonus Basic Attack damage reduced from 20% to 15%. Level 4 Plate of the Whale [Trait] Bonus Health Regeneration reduced from 7 to 6. Bonus Health Regeneration when fully charged reduced from 14 to 12. Level 7 Surge of Light [Trait] Damage reduced from 300 to 285. Return to Top
      Gall
      Talents
      Level 4 Double Back [W] Removed. Rising Dread [W] Moved from Level 13. Additional functionality: Re-activate Dread Orb to reverse the third bounce. Level 13 Psychotic Break [Passive] Moved from Level 20. Additional functionality: Increase Gall’s damage to enemy Heroes by 10%. Level 20 New Talent: Twilight Frenzy [Active] Activate to reduce the cooldown of Shadowflame and Dread Orb to 2 seconds for the next 6 seconds. 30 seconds Cooldown. Return to Top
      Greymane
      Talents
      Level 10 Cursed Bullet [R2] Damage reduced from 40% to 35% maximum Health. Return to Top
      Mephisto
      Base
      Lightning Nova [W] Damage reduced from 45 to 43. Talents
      Level 1 Furious Spark [W] Damage reduced from 72 to 65. Level 13 Abhorred Skull [Q] Spell Power bonus increased from 20% to 25%. Return to Top
      Tassadar
      Talents
      Level 7 Beam Alignment [Q] No longer increases Tassadar’s Basic Attack range. Additional functionality: Reduce the Mana cost of Shock Ray from 55 to 45. Arc Discharge [Passive] Additional functionality: While Resonance Beam is fully charged, increase Tassadar’s Basic Attack range by 1. Level 10 Archon [R1] Shield amount reduced from 40% to 30% maximum Health. Return to Top
      Tychus
      Talents
      Various talents have been reordered to follow normal convention [Q, W, E, etc.] Level 7 Relentless Soldier [Passive] Armor amount increased from 25 to 30. Level 13 Spray 'n' Pray [Q] Additional functionality: Overkill also Slows enemy Movement Speed by 25%. Neosteel Coating [Active] Duration increased from 3 to 4 seconds. Level 16 Lead Rain [Q] Removed. Sizzlin' Attacks [Passive] Moved from Level 20. Armor Piercing Rounds [Q] New functionality: Each time Overkill hits an enemy, its damage against them is increased by 15%, stacking up to 60% bonus damage. Titan Grenade [W] Additional functionality: Each enemy Hero hit by Frag Grenade reduces its cooldown by 1 second. Level 20 New talent: Can Do This All Day [Q] Reduce Overkill’s cooldown by 4 seconds. While Channeling Overkill, Tychus gains 40 Armor. Return to Top
      Bug Fixes
      Heroes
      Ana Fixed an issue where Ana could get quest progress with Vampiric Rounds through Blinds and Evasion. Artanis Fixed an issue where Phase Prism had an incorrect Mana cost when cast during Blade Dash. E.T.C. Fixed an issue where Guitar Hero's cooldown effect was active without the talent needing to be taken. Tassadar Fixed an issue where Oracle did not reveal Creep Tumors. Whitemane Fixed an issue where Saintly Greatstaff worked on non-Heroic targets. A new balance patch has just hit the Nexus, check out the official patch notes for more details!
    • By Stan
      The Climate Phenomena Nexus Anomaly has proven to be disruptive to the normal flow of the game and caused FPS drops, so Blizzard removed it from the game.
      The current plan is to have one more Nexus Anomaly in 2020 and going forward, anomalies won't be pursued at a set cadence.
      (Source)
      Hello fellow Heroes!
      After reading through your feedback and deliberating amongst ourselves, we have decided to remove the Climate Phenomena anomaly from the Nexus. While this was not an easy decision to make, we feel it is the right thing to do for the game. We also wanted to take this time to more clearly define the purpose of our Nexus Anomalies, and our plans for them going forward.
      Nexus Anomalies were intended to serve two functions:
      We wanted to distribute our annual gameplay updates throughout the year, giving us the freedom to try exploratory changes that we weren’t committed to if they ended up not working out. Previously, we introduced all our gameplay updates each year around BlizzCon. These updates were usually fairly impactful, and many players had trouble adjusting to the large amount of sudden change. We wanted Heroes to have an exciting, fun change for players to look forward to every season. As far as what exactly each Anomaly would entail, we did not have too many set rules, largely to ensure that we had the creative freedom to try bold ideas. So far, we believe our Anomalies have largely been successful, particularly after we had some time to iterate on them.
      With Climate Phenomena, we wanted to play with two ideas. The first was introducing a new Hero to the Nexus with an accompanying theme, and the second was the prospect of changing game states throughout a match, with a minor impact on gameplay. Unfortunately, we’ve found that these changes were too disruptive to the normal flow of the game, and they didn’t add enough fun factor to account for how much they impacted the player experience. Some players also reported frame-per-second (FPS) issues due to the Anomaly, which we found to be unacceptable.
      Moving forward, we intend to finish the year with one more Anomaly, released alongside the final season of 2020. After that, we have decided that we will not be pursuing Anomalies at a set cadence like we did this year. We still plan on regular gameplay updates, and will continue to experiment with ways to make Heroes a better game, so you can count on that still happening. In the future, we want to take a bit more time and release updates only when we feel they are in a more polished state, and we want to give the members of the Development Team the freedom to explore certain longstanding issues that we think are important to the community. For example, we’re considering large updates to maps that we feel could use some design improvements.
      As always, thank you for taking the time to read through our thoughts, and for the years playing this game, which we love so much, alongside us. We’ll see you… in the Nexus!
    • By Stan
      The Heroes team will be hosting their next AMA and answer your questions on Thursday, July 16. Feel free to submit your questions here in the meantime. We will be back with a recap as usual.
      (Source)
      Greetings, Heroes!
      We’re going to host our next AMA on Thursday, July 16, 2020, PDT.
      The following Heroes developers will join the thread and answer your questions starting around 10:00 a.m. PDT (7:00 p.m. CET) until 12:00 p.m. PDT (9:00 p.m. CET).
      Adam Z. Jackson (/u/BlizzAZJackson) Andrew Kinabrew (/u/Blizz_KinaBREW) Brett Crawford (/u/Blizz_Daybringer) David P Warner (/u/Blizz_DWarner) Dorothy Sheng (/u/BlizzDorothy) Joshua Kofalt – (/u/BlizzKofalt) Kaeo Milker (/u/KaeoMilker) Kevin Gu (/u/BlizzKGu) Kyle Dates (/u/BlizzKyle) Sergey Morozov (/u/Blizz_SMorozov) Taylor Hankins (/u/Blizz_Hankins) When posting multiple AMA questions: Please make an effort to post one question per comment. This will make it easier for others to read through the thread, and will help the developers focus on one question at a time. However, please feel free to comment as many times as you'd like in order to get your questions posted.
      You can start posting your questions right now, and we'll see you on Thursday!
×
×
  • Create New...