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Upcoming Hero Changes from Gamescom 2017

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Kel'thuzad is hitting PTR next week and Chromie, Jaina, Leoric & Morales are receiving reworks. Find out more about all Hero changes spotted by the community so far.

An in-development video will be published Wednesday (August 23).

Redditor ToastieNL compiled a list of all changes over at /r/heroesofthestorm. You can check the full article here. We'll be focusing on Hero changes in this article and report on new skins/sprays/announcers after the in-development video is live tomorrow.

Obey the Call Event

Kel'thuzad's patch brings new skins, bundles, sprays, announcers and event quests to the Nexus. All data was obtained from community contribution at /r/heroesofthestorm. Some changes may be innacurate and we'll have to wait until next week for full patch notes.

New Skins

  • Death Knight Sonya
  • Dreadlord Jaina
  • Crypt Queen Zagara

Hero Changes

The following Heroes will receive updates in next week's PTR patch. 

Chromie

  • Sand BlastSand Blast damage decreased. It's now a baseline quest. Every successful hit +5 damage permanently and at 80 hits, Past and Future MePast and Future Me activates.
  • Chromie has a hits counter with how many Q's you hit in a row. On two consecutive hits, Q deals double the damage, on 3 the damage is tripled.

Talent Changes

  • Compounding AetherCompounding Aether (Level 1 Talent) removed and replaced with a talent that makes Q deal triple bonus damage when you hit an enemy three times in a row.
  • Piercing SandsPiercing Sands (Level 4 Talent) removed. New talent: When Time TrapTime Trap is activated, the cooldowns of Sand BlastSand Blast and Dragon's BreathDragon's Breath is reset.
  • Reaching through TimeReaching through Time (Level 13 Talent) removed. There's a new spell allowing you to swap locations with a Sand Clone (Q baseline quest). Apparently, you can use your Hearthstone, teleport back to the base, replenish your Health/Mana & teleport back.
  • Past and Future MePast and Future Me (Level 20 Talent) became a baseline Q quest and got replaced with Piercing SandsPiercing Sands. It pierces through all enemies, but there are no quest procs for multiple hits.
  • LoopholeLoophole (Level 20 Talent) Temporal LoopTemporal Loop can be cast immediately one more time after it finishes.

Credits go to /u/StephOddish (Source)

Jaina

  • BlizzardBlizzard cooldown reduced to 14 sec.
  • Ice Block is now baseline and you will gain it upon dealing 15,000 Critical Damage (Trait). It's on a 40 second cooldown.

Talents

Level 1

  • Deep ChillDeep Chill (Level 1 Talent) removed. There's a new quest called Fingers of Frost that increases Mana regeneration per globe, capping at 20, when it increases damage bonus of her trait by 10%.

Level 7

  • FrostbittenFrostbitten (Level 7 Talent) removed. Replaced with Icefury Wand: Auto attacks deal 75% bonus damage to Chilled targets. Every auto attack reduces BlizzardBlizzard's cooldown by 1 sec.

Level 10

  • Summon Water ElementalSummon Water Elemental (Level 10 Heroic Ability): Cooldown decreased to 60 sec (down from 80 sec), Mana cost decreased from 75 to 60.

Level 20

  • Bolt of the Storm: Ice Blink & AoE Chill application.
  • Deep ChillDeep Chill: Slow stacks.
  • Ring of FrostRing of Frost (upgrade): reduces its cooldown by 10 sec per Hero hit in the center.

Leoric

  • Skeletal SwingSkeletal Swing (Q) cooldown increased to 14 seconds. has 7 sec. cooldown and 50% Mana refunded when hitting a Hero.
  • Drain HopeDrain Hope (W) baseline healing down to 20% (from 25%).
  • Every 1st / 2nd basic attack cleaves and the 3rd hits for double damage.

Talent Changes

Level 1

  • Consume VitalityConsume Vitality:  Drain HopeDrain Hope's cooldown reduced by 2 sec. Heal for 4% maximum Health per enemy hit with Skeletal SwingSkeletal Swing).
  • Fealty Unto DeathFealty Unto Death: Gain Health / Mana when minions die.
  • Ossein RenewalOssein Renewal: Heal 20% maximum Health over 4 sec.

Level 4

  • Ghastly ReachGhastly Reach: Increases the range of Skeletal SwingSkeletal Swing.
  • Paralyzing RageParalyzing Rage: Increases the Slow of Skeletal SwingSkeletal Swing.
  • Kneel, Peasants: Increases the damage of Skeletal SwingSkeletal Swing by 75% against PvE.

Level 7

  • Willing VesselWilling Vessel: Increases healing of Drain HopeDrain Hope by 5% and an additional 5% when you finish a full cast.
  • Drain MomentumDrain Momentum: Gain 30% Movement Speed for 4 seconds upon completion.
  • HopelessnessHopelessness: Drain HopeDrain Hope's range increased.

Level 10

  • EntombEntomb: Cooldown increased to 70 sec. (down from 50 sec.).
  • March of the Black KingMarch of the Black King: Damage per swing increased to 548 from 400 (at Level 20). Healing increased to 12% of maximum Health (up from 7%).

Level 13

  • Unyielding DespairUnyielding Despair: Reduces the cooldown of Drain HopeDrain Hope.
  • Hardened BonesHardened Bones: Gain Armor during and 3 sec. after Drain HopeDrain Hope.
  • Ominous Wrath: Increases the duration of Wraith WalkWraith Walk by 100%. Wraith Walk through enemies to reduce their damage by 50% for 4 sec.

Level 16

  • Royal FocusRoyal Focus: Your next Skeletal SwingSkeletal Swing deals 50% increaed. damage. Hitting Heroes reduces cooldown of Wraith WalkWraith Walk by 7 sec.
  • Crushing HopeCrushing Hope: Deal damage equal to 15% of an enemy's maximum Health when Drain HopeDrain Hope is cast for its full duration. Does not heal.
  • Mithril Mace: Increases Attack Speed by 20% + 3% per 10 minion kills or 1 Hero kill, capping at 50% total.

Level 20

  • Burning Despair: Deals 175% damage of Burning RageBurning Rage. AoE and damage is doubled when Drain HopeDrain Hope is active.
  • Spectral LeechSpectral Leech: Deals damage equal to 2.5 % of Leoric's maximum Health and heals Leoric for double. Heroes caught in EntombEntomb are now silenced.
  • Hardened ShieldHardened Shield removed, replaced with Shroud of the Dead King: Activate to gain Protected for 3 sec. (75 sec. cooldown).

Credits go to /u/Spazzo965 (Source), /u/Homicidal_HotS, /u/Ignisami & /u/m05513

Lt. Morales

  • Mana removed, replaced with Energy. 3 seconds after not using Healing BeamHealing Beam, Morales will regenerate 6 Energy every 1 sec. Using Healing BeamHealing Beam depletes 6 Energy every 1 sec.
  • Trait updated: Caduceus ReactorCaduceus Reactor now restores 2% maximum health every 1 sec. when channeling Healing BeamHealing Beam.
  • SafeguardSafeguard & Displacement GrenadeDisplacement Grenade are now CD-based.

Talent Changes

Level 1

  • Life Support: Gain 2 Energy (20 cap) each time SafeguardSafeguard reduces damage.
  • Caduceus Feedback: Auto attacks generate 1 Energy (4 Energy against Heroes).

Level 7

  • CleanseCleanse removed. Replaced with Vanadium Plating: Gain +25 Armor on Caduceus ReactorCaduceus Reactor and the duration of Caduceus ReactorCaduceus Reactor is extended when Stunned.
  • Physical Therapy: SafeguardSafeguard removes all Slow effects from the target. If SafeguardSafeguard removes a Slow from the target, the cooldown of SafeguardSafeguard is decreased by 4 sec.

Level 13

  • Second Opinion: Cooldown of Displacement GrenadeDisplacement Grenade is reduced to 1 sec if it hits at least 2 Heroes.
  • EMP Grenade: Deals damage to Shields and additional damage over 2 seconds.

Level 16

  • Extended Care: Healing BeamHealing Beam range increased by 40%.
  • First Responder: Healing BeamHealing Beam healing is increased by 25% if Morales is above 70 Energy.
  • Shield Sequencer: SafeguardSafeguard gains an additional charge.

Level 20

  • Caduceus ReactorCaduceus Reactor (Trait upgrade): Healing increased from 2% to 6% of maximum Health.
  • Medivac DropshipMedivac Dropship (upgrades):
    • Become Protected 2 seconds after exiting Medivac.
    • Create a check-in point at the spawn (B) area for teammates that aren't near you when using Medivac.

Credits go to /u/Ultrajante (Source) and /u/amitlevi45

Redditor Homicidal_HotS spotted differences between the live version of Blizzard's website and the current patch and he shared his findings.

Auriel

  • Bursting LightBursting Light (Level 7 Talent removed).
  • Detainment StrikeDetainment Strike damage was reduced when it does not stun an enemy and increased when it does.
  • Hope regeneration from hero damage was increased to 50% damage dealt (up from 40%).

Butcher

  • Meat gained from Hero kills was reduced to 20 (down from 25).
  • Meat lost upon death was increased to 15 (up from 10).

Garrosh

  • Warlord's Challenge (Heroic ability) taunt increased to 2 sec. (up from 1.5 sec.).

Lucio

  • Passive Crossfade - Healing BoostCrossfade healing increased from 16 to 25 Health per sec.

Uther

  • Armor gained from DevotionDevotion (Trait) reduced to 15 (down from 25).
  • Healing of Holy LightHoly Light (Q) was slightly increased.
  • Damage & healing of Holy RadianceHoly Radiance was slightly increased.

Don't forget to share your thoughts in the comments below!

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While I am glad they rework heroes that have got very old, not sure if this is a buff or a nerf.

And well, I'd get sad if my favorite Skeleton King got smashed to oblivion.

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18 hours ago, Stan said:

EntombEntomb: Cooldown increased to 70 sec. (down from 50 sec.). Damage per swing increased to 548 from 400 (at Level 20). Healing increased to 12% of maximum Health (up from 7%).

I think this refers to March of the Black KingMarch of the Black King, right?

Wow, those reworks, man. Chromie will be even more annoying. Godamn.

But I think the Leoric rework kinda made him worse in some ways. I liked the changes to basic attack dealing more damage and splash as baseline, as well the talent that increase attack speed per minion clear. All in all, his PvE seems better but his PvP slightly worse. I'm not sure if that is what he needed.

 

Now the Morales rework seems very very interesting. Mana Hunger no more! Thank god!

But I've spotted some minor errors with linking the abilities. I think the OP meant SafeguardSafeguard below instead of Caduceus ReactorCaduceus Reactor, correct?

18 hours ago, Stan said:

Life Support: Gain 2 Energy (20 cap) each time Caduceus ReactorCaduceus Reactor reduces damage.

 

18 hours ago, Stan said:

Physical Therapy: Caduceus ReactorCaduceus Reactor removes all Slow effects from the target. If Caduceus ReactorCaduceus Reactor removes a Slow from the target, the cooldown of Caduceus ReactorCaduceus Reactor is decreased by 4 sec.

 

18 hours ago, Stan said:

Shield Sequencer: Caduceus ReactorCaduceus Reactor gains an additional charge.

 

 

 

Edited by Valhalen
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Yay. my gnomie waifu gets an update :D Though sad we don't have a WC3 map . Maybe later in time, according to that Axolotl leak (bless that guy)

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1 hour ago, Stan said:

Thank you @Valhalen. Fixed. 

They've added some changes for Jaina. I think it's worth adding them here. =)

  • Like 1

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Losing Burning Rage on Leoric will hurt him the most, despite the wide range of changes to his kit. He's a solo laner and a bruiser who does well against other high health tanks; getting it at level 20, even with the HUGE power increase it gets, is too late for most games, and will be overshadowed by Spectral Leech if I am reading the talents right and it rolls the Entomb silence on top of the passive. 

Any change to March of the Black King? If you still can't steer his movement, or if they didn't increase the radius of the swings, then it will remain a situational ult and feel awkward to play with. 

Edited by Plergoth

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MOST ALL CAPS

LUCIO WILL BE PLAYABLE AGAIN

CHROM8E GETTING EVEN BETTER!

Edited by 50m8r4
I rushed to type before match :>

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Kinda suprised no Johanna, hammer, varian skins, i thought they were chosen for the video because they would be made into creatures, cause well varian and johanna could have been ANY other hero in that video and it would have turned out the same.

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So, with only number tweaks on March of the Black King and no design changes, it is still a huge trouble to hit anything without a specific team comp. And even then, you think twice before grabbing it.

All in all, I feel the Leoric changes are more nerf than a buff. I see no point in making his PvE stronger, we have specialists for this, and his PvE did not need a buff as it was already decent for a bruiser. With Xul on the rise, I see no reason in picking the new Leo over him. 

I'm a bit sad, cause Leo is one of my favorite heroes.

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6 hours ago, Plaguestorm said:

Kinda suprised no Johanna, hammer, varian skins, i thought they were chosen for the video because they would be made into creatures, cause well varian and johanna could have been ANY other hero in that video and it would have turned out the same.

But then we wouldn't have seen Sgt. Hammer sucker punch Zagara right in her spider mandibles! 

My take on it is that they wanted a bit of a mirror here; Varian and Jaina were pretty tight in WoW and Johanna is about the most righteous and virtuous out of the Diablo heroes save for the angels themselves; a nice counterpoint to Death Knight Sonya, but coincidentally, Jaina vs Johanna is an extremely one sided affair in the mage's favour as well. 

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Unlike everyone seems to be pointing out, Leoric hasn't really been nerfed in my opinion. He just has more options now. True, Drain HopeDrain Hope doesn't heal as much and EntombEntomb has to be used more carefully now, but overall I wouldn't call it a nerf. For example, there's now a solid Skeletal SwingSkeletal Swing build, focusing on AoE damage, making Leoric stronger in team fights and giving him more waveclear. Previously, Leoric had to focus on mostly one target (usually the enemy tank), but now he'll be able to deal damage to a bunch of enemies at a time in addition to healing himself. Speaking of which, even though I'm a Leoric main all the way, I'm glad they nerfed his self-healing. It was pretty ridiculous how you could walk into a crowd of at least 3 players and get out without a care in the world. And Shroud of the Dead King will be the most ridiculous thing when you couple it with one of the best escape methods in the game, Wraith WalkWraith Walk

Chromie is easier to play, yay! Butcher doesn't snowball the game in 12 minutes flat now, double yay! Morales no longer runs out of mana every 10 seconds, triple yay! Uther doesn't make people invincible any more, quadruple yay! Lucio is a viable healer again, mega yay! 

Edited by Fliits
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Jaina rework?? IS THIS REAL LIFE???? 

Now I just need one for Tyrael (and some others :p) and Fenix added and I can die happy

Edited by SteveFrost

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12 hours ago, SteveFrost said:

Jaina rework?? IS THIS REAL LIFE???? 

Now I just need one for Tyrael (and some others :p) and Fenix added and I can die happy

Can't just leave her to rot after giving he such a pretty skin!

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6 hours ago, Blainie said:

Can't just leave her to rot after giving he such a pretty skin!

If a Hero who (objectively) needs a rework has to wait for a meme skin to get it; gg... And she got plenty of b00tyful skins before that (her Master still remains my favorite; maybe because I did all the grind; on 2 accs. It does look awesome tho; and she's so purty :3).

And to me, she looks more like Illidan rather than a dreadlord there lul

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27 minutes ago, SteveFrost said:

If a Hero who (objectively) needs a rework has to wait for a meme skin to get it; gg... And she got plenty of b00tyful skins before that (her Master still remains my favorite; maybe because I did all the grind; on 2 accs. It does look awesome tho; and she's so purty :3).

And to me, she looks more like Illidan rather than a dreadlord there lul

Her Post-Theramore skin is amazing, though. I wonder if she will have different lines in that skin. Her expression doesn't look as broken as she is now  WoW.

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3 hours ago, SteveFrost said:

And to me, she looks more like Illidan rather than a dreadlord there lul

Probably because they had to keep that very "humanoid" form rather than make her full-on dreadlord, since it's only a skin!

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On 22.8.2017 at 10:37 PM, Stan said:

Consume VitalityConsume Vitality:  Drain HopeDrain Hope's cooldown reduced by 2 sec. Heal for 4% maximum Health per enemy hit with Skeletal SwingSkeletal Swing).

Are you sure it's supposed to say Drain HopeDrain Hope?

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18 hours ago, Valhalen said:

Her Post-Theramore skin is amazing, though. I wonder if she will have different lines in that skin. Her expression doesn't look as broken as she is now  WoW.

15 hours ago, Blainie said:

Probably because they had to keep that very "humanoid" form rather than make her full-on dreadlord, since it's only a skin!

If they really wanted to cater to the partucular meme fans, they could have done better imho. Oh well... It certainly looks eerie and creepy though (which is why I dislike it; ruining my waifu like that... >.<)

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On 8/25/2017 at 6:34 AM, Fliits said:

Are you sure it's supposed to say Drain HopeDrain Hope?

Error in the post, I believe!

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On 8/25/2017 at 8:21 AM, SteveFrost said:

If they really wanted to cater to the partucular meme fans, they could have done better imho. Oh well... It certainly looks eerie and creepy though (which is why I dislike it; ruining my waifu like that... >.<)

It's what I love most about it! I think it's such a perfect skin - I'm getting it ASAP :D

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      Once we introduce performance-based matchmaking in the near future, our system will look at how well the individuals in a match are performing and use this to aid in calculating their MMR adjustments for the match. The system will apply context to these stats by looking at the Hero you’re playing, the Battleground you’re on, the game mode, and what region you’re playing in so it can make fair comparisons against other similarly skilled players under the same conditions. Our goal with this system is not to define a specific playstyle for each hero, since we are never manually setting which stats are considered important, but rather to let our machine-learning driven system define importance and weighting for stats based on millions of games of data. By looking at these stats across the entire player base, the system can see which stats are most important for effective play and create a data-driven model of what the most highly-skilled players are doing in any given situation.
      What differentiates a highly skilled player on a given Hero isn’t always obvious, though. For example:
      When looking at a Hero like Illidan, it’s pretty straight forward. A good Illidan does a fair amount of damage, soaks a lot of experience, doesn’t die very often, and captures a lot of Mercenary camps. Illidan has a fairly high skill ceiling, though, so we expect there to be a sizeable difference in all of those stats between a highly-skilled Illidan and an average one. However, for a hero like Kerrigan, the difference in raw stats like damage and experience between a high skill and average skill player isn’t quite as dramatic. Instead, the biggest thing that sets apart a highly skilled Kerrigan is how effective they are in landing crowd control effects, so the system would put a larger emphasis on this stat for Kerrigan players. She’s still being evaluated on all the same stats as every other hero, though, so a Kerrigan who spends the game only attempting to land stuns would not necessarily gain the same amount of MMR, as they would need to also contribute to the game in a meaningful way on top of landing lots of CC.  The system can then use an individual player’s performance to adjust how much MMR the player gains, or loses, for a game. If they’re performing beyond expectations for their current MMR, the system will grant more MMR when they win, subtract less when they lose, and they’ll more quickly arrive at the proper MMR for their skill. The opposite is also true if they’re not performing up to expectations.
      FAQ
      What is MMR? MMR stands for Matchmaking Rating. In order for the matchmaker to place similarly skilled players together, it assigns everyone a matchmaking rating that indicates how skilled the system thinks the player is. MMR is a behind-the-scenes stat that is only used for matchmaking. What if a Hero is updated and the “right” way to play them changes? The system is fully dynamic and continually updating itself, so it automatically adjusts as balance changes, the meta shifts, and players find creative, new ways to use a hero. If I perform really well, can I gain MMR while losing the game with this new system? No. Winning or losing is still the primary factor in whether you gain or lose MMR so you still only gain MMR on a win and lose it on a loss. The performance-based adjustments just affect how much MMR you gain or lose. Couldn’t you abuse the system by ignoring everything except those few crucial weighted stats? While some stats are weighted higher than others to reflect their importance in that situation, every stat is evaluated as part of the performance calculation. If you’re focusing entirely on a few stats at the expense of others, your overall performance metric is likely to be lower. Also, you still need to win the game to gain MMR. If you’re maintaining all stats at their normal levels for your level of play, excelling at a few key stats, and winning the game, that means you’re actually doing what’s required to be the most efficient, effective version of your current hero. Good job! If I’m losing a game, my stats are usually lower already. How does the system avoid double penalizing me for both losing and having lower stats? The comparisons to determine how well you performed are different for winning games versus losing games. Will this cause players to intentionally make games take longer so they can pad their stats? All stat comparisons take game time into account so there’s no advantage for a game that goes long and no disadvantage for one that wraps up quickly. Who determines which stats are important for any particular situation? The community does by playing the game. The system doesn’t have any preconceptions about which stats are important. Instead, it is measuring how players are playing in particular situations in order to determine which stats are most important to highly skilled play. How does the system work for a new hero or after a hero is reworked? The performance-based aspect of the system will be disabled initially when a new hero launches or after a hero receives a major rework to allow the system to gather the data it needs to make performance comparisons. During this period, the system will effectively work like it used to with MMR adjustment based on win or loss. This system is affecting my MMR, but how will this translate into my rank in Hero League or Team League? We’ll be introducing a Performance Adjustment to the amount of rank points you win or lose after a game which mirrors the performance adjustment that was applied to your MMR. This will eventually replace the current Personal Rank Adjustment. Will this help with smurfing? We believe this system will go a long way to curbing the issues associated with smurfing since a player who creates a new account to intentionally best players of a lower skill will more quickly find themselves facing players of similar skill. When is this coming to the game? Our current plan is to implement performance-based matchmaking in December alongside our next season roll, but we will be sure to update you if anything changes. Awesome. Anything else I should know? The system has also shown promising potential to help detect griefing in games since it can more easily determine when someone is intentionally playing poorly. We’ve already used it to confirm reports of players who are doing things like intentionally feeding and hope to be able to automate that detection in the future so problematic players can be dealt with more quickly. We hope you enjoy all of the changes we have planned for our 2018 Gameplay Updates, and we’ll see you in the Nexus!
    • By Stan

      The 2018 gameplay update is now live on PTR along with Hanzo, balance changes, a new map rotation for Ranked Play and various bug fixes.
      The latest Heroes of the Storm patch will be available for playtesting until December 11. The 2018 update was revealed at this year's BlizzCon. Stealth shader has been updated and many Heroes with Stealth received reworks, Artanis is down to 7,000 Gold and more.
      Blizzard (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting until December 11. During this time, we kindly request your assistance in trying out the new content before we officially release the patch. As always, if you encounter any bugs or other issues during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      General
      Performance-Based Matchmaking
      The matchmaking system has been updated to include a performance-based data-driven system, which takes individual player performance into account when determining MMR gains and losses. Under this new system, players will now reach their intended Matchmaking Rating quicker and more accurately. Read our recent blog about Performance-Based Matchmaking to learn more. Game Camera Height
      In-game Camera height has been significantly increased in order to provide more visibility of the battlefield. New Hero: Hanzo
      Once heir to the Shimada clan's criminal empire, Hanzo abandoned his birthright after he almost killed his younger brother. He now strives to perfect his skills as a warrior, and sees the Nexus and its endless conflict as the ideal training ground.
      PTR Note: In order to focus playtesting and feedback on the 2018 Gameplay Update and Stealth changes found in this patch, Hanzo will not be available for play on the Public Test Realm until the week of November 27.  Trait 
      Natural Agility (D) Target unpathable terrain or a Structure to jump to the other side of it. Basic Abilities
      Storm Bow (Q) Activate to charge an arrow that deals 270 damage to the first enemy hit. Storm Bow's range increases the longer it is Channeled. Reactivate to fire. Scatter Arrow (W) Fire an arrow that deals 85 to the first enemy Hero hit. Scatter Arrow can collide with terrain and Structures, splitting into 5 arrows that travel extra distance, ricochet up to 4 additional times, and deal 85 damage each to the first enemy hit. Sonic Arrow (E) Fire an arrow that grants vision in a large area 8 seconds. Enemies inside are revealed for 1 second. If Sonic Arrow lands directly on an enemy, it deals 150 damage to them and follows them as they move. Heroic Abilities
      Dragonstrike (R) After 1.5 seconds, summon a pair of Spirit Dragons which travel forward, dealing 52 damage every 0.25 seconds to enemy Heroes in its area. Enemies in the center take 150% damage. Dragon’s Arrow (R) Fire a missile that travels across the battleground. Explodes upon hitting an enemy Hero, dealing 100 damage to all nearby enemies and Stunning them for 0.5 seconds. After traveling a medium distance, the damage is increased to 200 and the Stun duration to 1.25 seconds. After traveling a long distance, the damage is increased to 350 and the Stun duration to 2 seconds. 2018 Gameplay Update
      Battleground Objectives
      The first Battleground objective event will now activate 90 seconds into the match, following a 30-second warning, for the following Battlegrounds: Blackheart’s Bay Doubloon Chests will now consistently spawn 3 minutes after the final Chest during a the previous event has been captured. Braxis Holdout Beacon events after the first will now consistently spawn 2 minutes and 10 seconds after a previous Zerg wave has been defeated. Dragon Shire Shrines will now consistently spawn 2 minutes after a Dragon Knight has been killed. The first Battleground objective event will now activate 3 minutes into the match, following a 30-second warning, for the following Battlegrounds: Battlefield of Eternity Cursed Hollow Garden of Terror Haunted Mines Infernal Shrines Sky Temple Towers of Doom Warhead Junction The following Battleground objective timers are unchanged: Tomb of the Spider Queen Volskaya Foundry The Minimap will now indicate the next objective spawn location for the following Battlegrounds: Cursed Hollow The first Shrine indicator will appear on the Minimap 30 seconds after the game begins, and subsequent indicators will appear 15 seconds after the previous Tribute has been captured. Infernal Shrines The first Tribute indicator will appear on the Minimap 30 seconds after the game begins, and subsequent indicators will appear 30 seconds after a Punisher is defeated. Hover the cursor over a Shrine indicator on the Minimap to display whether it will be a Mortar, Frost, or Arcane Shrine. Sky Temple The first Temple indicators will appear on the Minimap 30 seconds after the game begins, as well as 30 seconds after all Temples in the same event have been depleted. Towers of Doom The first Altar indicators will appear on the Minimap 30 seconds after the game begins, as well as 30 seconds after the final Altars in an event has been captured. Warhead Junction The first Warhead indicators will appear on the Minimap 30 seconds after the game begins, as well as 30 seconds after the final Warhead in an event has been collected. Regeneration Globes
      Regeneration Globes will now become neutral (claimable by both teams) if not claimed within 3 seconds. Time before Regeneration Globes expire has been reduced to 6 seconds. Structures
      All attacking structures no longer have ammunition. Walls will now be destroyed if their connected Towers and Gate are also destroyed. Walls can still be attacked normally. Tower vision range has been increased by 25% Tower damage to minions has been reduced by 25% Structures now have a warmup period of .5 seconds before firing and must face their targets completely Structure attack warning responsiveness has been significantly improved Standalone Towers (found next to Forts and Keeps) have been removed. The Health, granted Experience, and Damage of Standalone Towers has been redistributed into their surrounding gate Towers, Forts, and Keeps. Forts and Keeps now have True Sight, meaning they will reveal and attack Stealthed Heroes. True Sight is disabled while the Structure is disabled by effects such as the Raven Lord’s Curse or Sylvanas’ Black Arrow Trait. Minions
      Minion base damage has been increased by roughly 10% The 5 second delay before Minions spawn after the game begins has been removed. Mercenaries 
      Respawn Timers Mercenary Camps will now spawn 60 seconds after the game begins Siege Giant Camp Siege Defenders Defending Siege Giant attacks are now telegraphed on the terrain and can be dodged. Siege Laners Attack telegraphing and missile trajectory has been significantly improved. Hellbat Camp Respawn times have been doubled Hellbats will now prioritize structures Defender Hellbat Stats Base health increased by 125%, Health scaling increased by 200% Damage increased by 125% Damage scaling reduced by 50% Laner Hellbat Stats Base health increased by roughly 25% Health scaling increased by 43% Base damage increased by 50% Damage scaling decreased by 66% Damage taken from structures reduced by 50% Attacks now apply a 3-second stacking -5 Armor debuff to all targets, stacking up to 20 times (structures included) Knight Camp Wizard Knight Laner Wizard Knight Laner has a Spell Armor Aura Grants all nearby Allies (Minions, Mercenaries, and Heroes) 30 Spell Armor Spell Armor is immediately removed upon leaving the aura area. This Aura is destroyed when the Wizard is killed Wizard Knight Defender Grants nearby Knight Defenders a 15 Spell Armor aura This Aura is destroyed when the Wizard is killed Sapper Camp Sapper Defenders Now fire their attacks at target areas, instead of directly at Heroes. This behaves like the laning Sappers Sapper Explosion damage now scales over time Health scaling increased by 33% Respawn timer across all maps increased from 105 to 120 seconds Laning Sappers now have 100 Armor vs Structures while charging and Towers will ignore charging Sappers Art
      Heroes, Abilities, and Talents
      Zeratul has received updated art to coincide with Talent changes. Minimap
      Minimap art has been updated across all Battlegrounds. Stealth
      Added an overlay to indicate when a Stealthed character goes Invisible Added a new Stealth visual effect. Enemy Stealthed Heroes should now be easier to spot. Battlegrounds
      Sandbox Custom Game Improvements
      The following new cheats have been added to Sandbox Custom Games: Spawn Camps Respawn all Mercenary Camps. Spawn Dummy Creates a dialog allowing players to choose a type of dummy to spawn. Player can then click in the game world to create a dummy of the selected dummy type at mouse cursor position. One player cannot spawn more than 20 dummies. When a player deals damage or heals a target dummy the Target Dummy Panel will pop up displaying the damage or healing dealt. If player deals damage to multiple dummies with an AOE ability, the number will be the combination of damage done to all dummies. If the team hasn't dealt damage or healing to any of the dummies for 8 seconds, the Target Dummy Panel will disappear for that team. If a player hasn't dealt damage or healing to any of the dummies for 8 seconds, their damage and DPS will be reset to 0. Clear Dummies If the "Share Cheat" checkbox is unchecked, remove all the dummies created by all players. If the "Share Cheat" checkbox is checked, remove all the dummies created by that player. Toggle Fog of War Disabling Fog of War for a team will remove Fog of War, revealing the whole map for that team. Reset HP/MP If the "Share Cheat" checkbox is unchecked, reset all players' Health and Mana to full. If the "Share Cheat" checkbox is checked, reset the player's Health and Mana to full. Complete Quests If the "Share Cheat" checkbox is unchecked, complete all talent quests for all player. If the "Share Cheat" checkbox is checked, complete all talent quests for that player. Instant Respawn If the "Share Cheat" checkbox is unchecked, instantly respawn all dead Heroes. If the "Share Cheat" checkbox is checked, instantly respawn the player's Hero. Haunted Mines
      Issuing a Move command within the Mines while on the Battleground’s upper level, or vice versa, will now cause the Hero to use the Mine Entrance or Exit that is the shortest distance from the issued order. Summoned Grave Golem Fort and Keep attacks no longer reduce attack speed Will no longer interrupt its attacks mid-swing to use an Ability Now passes through player-created walls rather than stopping to destroy them Ranked Battleground Rotation Update
      Added to Rotation Warhead Junction Removed from Rotation Volskaya Foundry Garden of TerrorThe full Ranked Battleground Rotation is now as follows: Battlefield of Eternity Braxis Holdout Cursed Hollow Dragon Shire Infernal Shrines Sky Temple Tomb of the Spider Queen Towers of Doom Warhead Junction Design
      Stealth
      Stealth players will now become “Invisible” after remaining still for 1.5 seconds. Invisible Heroes will not display the Stealth visual effect and can still be removed from Stealth by taking damage. This includes Heroes under the effects of temporary Stealth effects such as Samuro’s Windwalk or Tyrande’s Shadowstalk. Additionally, Heroes cannot become Invisible while occupying a capture point, such as Braxis Holdout or Mercenary Camp Beacons. Instead, they will retain normal Stealth visual effects. User Interface
      In-Game UI
      General Hero portraits will now be displayed when heroes are inside the following Vehicles, Battleground objectives, or Hero Abilities: Dragon Knight Garden Terror Triglav Protector Anub'arak - Cocoon Lt. Morales – Medivac Dropship Stitches - Gorge Zagara - Devouring Maw Manual Talent Tier and Hero Status Callouts Players can now press ALT + left-click Hero portraits and the Team Level UI at the top of the screen to generate notifications for the following situations: Press ALT + left-click an ally’s Hero portrait to inform teammates when that ally needs assistance. ALT + left-clicking a dead Hero’s portrait will generate a chat message indicating that Hero’s remaining respawn time. ALT + left-clicking an enemy Hero portrait will ping that Hero’s location on the Minimap if they are within allied vision. If that enemy is outside of allied vision, a chat message will inform allies that the Hero is missing. Press ALT + right-click the Team Level UI to indicate when both teams are on even Talent tiers, or when one team has a Talent tier advantage over the other.  
      Heroes
      Assassin

      Nova

      Abilities
      Snipe (Q) Damage reduced from 310 to 255. Baseline quest added: Hitting an enemy Hero increases the damage of Snipe by 5% stacking 5 times. When at max stacks (5) it gains an additional 25% damage. If Snipe fails to hit a target, all stacks are lost. Pinning Shot (W) Damage from 110 to 105 Holo Decoy (E) Added functionality: Decoys now deal 10% of Nova’s damage Permanent Cloak (Trait) Added functionality: Gain 15% movement speed while Stealthed Triple Tap (R) Damage per shot from 338 to 372 (New) Ghost Protocol (1) Activate to instantly cloak, leave a Holo Decoy at your feet, and become unrevealable for .5 seconds. Talents
      Level 1 Advanced Cloaking (Trait) New functionality: Increase your Stealth movement speed by 5%. While Stealthed, gain 2 additional mana regeneration per second. Level 7 Snipe Master (Q) Removed Perfect Shot (Q) Moved from Level 16 Cooldown reduction on Hero hit reduced from 3 to 2 seconds Level 13 Psionic Efficiency (Q) Bonus range increased from 10 to 15% (New Talent) Ionic Force Field (Trait) Gain 25 Armor for 2 seconds after losing stealth Level 16 Lethal Decoy (E) Damage bonus from clones increased from 40 to 50% Level 20 (New Talent) Apollo Suit (Trait) Reduce the cooldown of Permanent Cloak from 3 to 1 second
      Samuro

      Stats
      Basic Attack damage increased from 88 to 110 Abilities
      Mirror Image (Q) Samuro will now appear in the direction of the player’s Mouse Cursor when Mirror Image is cast. Mirror Image damage is no longer a fraction of Samuro’s Attack Damage. Mirror Image base damage has been greatly reduced to 9. Mirror Images are no longer instantly destroyed by Structures Critical Strike (W) Cooldown increased from 8 to 10 seconds Illusion Master (R) New functionality: Reduce the cooldown of Advancing Strikes to 8 seconds Now increases the attack damage of Mirror Images by 100% Now also increases Samuro’s Basic Attack damage by 10% Image Transmission (Trait) Additional functionality: Activate to switch places with the target Mirror Image, removing most negative effects from Samuro and the target Mirror Image. 25-second cooldown. Talents
      Tooltips for various talents have been updated to reflect whether Samuro or his Mirror Images benefit from their effects Level 1 Way of the Wind (E) New Functionality: Gain 40% Movement Speed for 3 seconds upon entering or exiting Stealth by using Wind Walk Way of the Blade (W) No longer grants bonus Critical Strike damage Way of Illusion (Q) Mirror Images no longer benefit from this talent Level 4 One with the Wind (E) Armor gain now also lasts for 3 seconds after being revealed Mirror Images now also gain Armor Armor amount reduced from 60 to 30 Level 7 Phantom Pain (W) Mirror Images no longer benefit from this talent Crushing Blows (W) Mirror Images no longer benefit from this talent Bonus Critical Strike damage has been removed Additional functionality: Samuro’s Basic Attacks against enemy Heroes reduce the cooldown of Critical Strike by 1.5 seconds Level 13 Kawarimi (E) Reduced the time between Samuro issuing a new order after using Wind Walk and the image following it. It should now be harder for the new Image to follow Samuro’s new movements after using Wind Walk. Level 16 Press the Attack (Trait) Attack Speed bonus reduced from 15% to 10% per stack. Maximum bonus decreased from 60% to 40% Harsh Winds (E) Mirror Images no longer benefit from this talent Merciless Strikes (W) Mirror Images no longer benefit from this talent
      Valeera

      Abilities
      Vanish (D) Movement Speed increased from 10% to 20% Ambush (Q) If Valeera is Vanished for 3 seconds, this ability has 5 range and teleports Valeera behind her target. Damage reduced from 180 to 130 Now also reduces enemy Armor by 10 for 4 seconds Cheap Shot (W) Stun duration reduced from 1.25 to .75 seconds Now Blinds the target for 2 seconds after the stun effect ends If Valeera is Vanished for 3 seconds, this ability has 5 range and teleports Valeera behind her target Garrote (E) Silence duration increased from 2.25 to 2.75 seconds If Valeera is Vanished for 3 seconds, this ability has 5 range and teleports Valeera behind her target Talents
      Level 1 Subtlety (D) Adjusted functionality: Now triggers when Valeera teleports to her target with Ambush, Cheap Shot, and Garrote. Energy return reduced from 10 to 8 per second. Crippling Poison (Active) Slow duration reduced from 5 to 4 seconds. Valeera’s poison is no longer removed after the first damaging Ability, but instead is applied by all Valeera's Abilities for 4 seconds. This duration does not start until Valeera damages her first enemy. Level 4 Wound Poison (Active) Healing reduction duration decreased from 5 to 4 seconds Valeera’s poison is no longer removed after the first damaging Ability, but instead is applied by all Valeera's Abilities for 4 seconds. This duration does not start until Valeera damages her first enemy Level 7 Slice and Dice (E) Valeera's Basic Attacks now restore 2 Energy. Level 13 Death from Above (Q) New functionality: Ambush reduces the cooldown of Vanish by 4 seconds. Blind (W) Now increases the duration of Cheap Shot’s Blind from 2 to 4 seconds. Strangle (E) Spell Power reduction increased from 25% to 40% Duration reduced from 7 to 6 seconds Level 16 Assassinate (Q) Bonus damage reduced from 100% to 50% Now also increases the Armor reduction of Ambush by 10 when the target is isolated. Moved from level 7 Expose Armor (E) Removed. Level 20 Nightslayer (D) Removed. Rupture (D) Damage bonus now stacks immediately to 100%, instead of stacking up to 30%. Moved from level 16 Elusiveness (D) Moved from Level 13 Movement Speed bonus increased from 10% to 20% LEVEL (TIER) VALEERA TALENTS 1 (1) (!) Vigor (Passive) Subtlety (D) Combat Readiness (Passive) Crippling Poison (Active) 4 (2) Relentless Strikes (Q) Hemorrhage (E) Initiative (D) Wound Poison (Active) 7 (3) Mutilate (Q) (!) Fatal Finesse (W) Slice and Dice (E)   10 (4) Smoke Bomb (R) Cloak of Shadows (R) — — 13 (5) Death from Above (Q) Blind (W) Strangle (E)   16 (6) Seal Fate (Q) Assassinate (Q) Thistle Tea (Active)   20 (7) Adrenaline Rush (R) Enveloping Shadows (R) Rupture (E) Elusiveness (D) (!) indicates a Questing Talent. Italic text indicates a NEW Talent. Underlined text indicates a MOVED Talent.
      Valla

      Abilities
      Level 1 Monster Hunter (Q) Now tracks stacks instead of damage on the quest tracker
      Zeratul

      Abilities
      Shadow Assault (R) Removed (New Talent) Might of the Nerazim (R) Passive: After using an Ability, Zeratul’s next Basic Attack within 6 seconds deals 40% more damage Activate to duplicate the last ability cast. Damaging abilities deal 50% less damage. This ability does not benefit from talents. 20-Second Cooldown  Talents
      Level 1 Vorpal Blade (1) Added as a baseline ability. Default Hotkey: 1 (New Talent) Move Unseen (Passive) Gain 25% bonus Movement Speed while Stealthed Shadow Hunter (E) Regen Globe required for quest completion reduced from 20 to 15 Mana cost reduction of Blink increased from 2 to 3 Level 4 Combo Slash (Passive) Removed Grim Task (Passive) Removed (New Talent) Psionic Strength (Passive) Damaging an enemy Hero with Basic Attacks or Abilities increases Zeratul's damage by 6% for 3 seconds, stacking up to 5 times. (New Talent) Darkness Descends (Active) Passive: Increase Zeratul’s attack speed by 10%. Activated ability – Zeratul gains 40% bonus attack speed for 5 seconds. 30-second cooldown Level 7 Wormhole (E) Duration increased from 2 to 3 seconds Slip into Shadow (E) Removed (New Talent) Warp Skirmisher (1) Vorpal Blade now has 2 charges. Casting Vorpal Blade also causes Zeratul's next Basic Attack within 6 seconds to deal 30% bonus damage Level 16 Sentenced to Death (W) Bonus damage reduced from 40 to 30% Level 20 Rewind (Active) Removed Nerazim Fury (R) Removed (New Talent) Twilight Falls (R) Activating Might of the Nerazim resets the cooldown of all of Zeratul’s Basic Abilities (New Talent) Shadow Mending (Passive) Zeratul heals himself for 75% of Ability Damage Dealt to enemy Heroes LEVEL (TIER) ZERATUL TALENTS 1 (1) PH PH PH PH 4 (2) PH PH PH PH 7 (3) PH PH PH PH 10 (4) PH PH — — 13 (5) PH PH PH PH 16 (6) PH PH PH PH 20 (7) PH PH PH PH (!) indicates a Questing Talent. Italic text indicates a NEW Talent. Underlined text indicates a MOVED Talent. Specialist

      Abathur

      Abilities
      Spawn Locust (Trait) Health increased from 288 to 316  Talents
      Level 1 Survival Instincts (Trait) Bonus Health decreased from 50% to 40% Level 7 Calldown: MULE (Active) No longer refills Structure ammo
      The Lost Vikings

      Talents
      Level 4 It’s a Sabotage! (Passive) No longer removes Structure ammo Damage increased from 27 to 35 Warrior

      Muradin

      Talents
      Level 4 Sledgehammer (Q) No longer removes Ammo from structures Collection
      Hero Price Reduction
      Artanis’ prices have been reduced to 7,000 Gold and 625 Gems. New Bundles – The following new Bundles and Skin Packs are available for a limited time!
      Hanzo Heroic Bundle Winter Veil 2017 Bundle Winter Veil Classic Bundle New Announcers
      Hanzo New Skins
      Hanzo Kinoko Honzo Sora Hanzo Dragon Hanzo Demon Hanzo Farstrider Hanzo Icebound Farstrider Hanzo Iron Farstrider Hanzo Holy Farstrider Hanzo Scarlet Farstrider Hanzo Genji Storm Oni Genji Golden Genji Nihon Genji Leoric Immortal Space Lord Leoric Lúcio Azure Soundblast Lúcio Lunara Harvest Champion Lunara Zarya Citrine Thunderguard Zarya Industrial Zarya New Mounts
      The following Mounts have been awarded to players who reached Platinum in Hero League or Bronze in Team League during 2017 Ranked Season 3: Titanium Cybersteed Carbon Cybersteed Master Cybersteed The following Mounts have been awarded to players who reached Master or higher in Hero League or Team League during 2017 Ranked Season 3: Epic Titanium Cybersteed Epic Carbon Cybersteed Epic Master Cybersteed Bug Fixes
      General
      Fixed a number of typo and tooltip errors across several aspects of the game. Art
      Kharazim: Kharazim's arms and upper body now animated correctly during his dizzy animation. Leoric: The Shroud of the Dead King Talent will now correctly play an animation and a sound when activated. Samuro: Monkey King Samuro’s model will no longer exhibit flickering during Hero Select while running Medium or High graphic settings. The Lost Vikings: Fixed an issue causing Baelog to cast superfluous shadows on the terrain. Battlegrounds
      Sky Temple: Fixed an issue that could prevent Temple lasers from appearing correctly on the Minimap. Structures: Auriel's Blinding Flash and Artanis' Suppression Pulse can no longer Blind Structures. Towers of Doom: The Headless Horseman Boss is no longer incorrectly categorized as a Monster. Volskaya Foundry: Fixed an issue in which Heroes on the outer edge of the Hall of Storms would not receive Healing or protection. Heroes, Abilities, and Talents
      Alexstrasza: Life-Binder is no longer interrupted when entering or exiting Dragonqueen. Diablo: Fixed an issue that could cause Shadow Charge to deal its collision damage multiple times under certain circumstances. Garrosh: Casting Wrecking Ball on Mercenaries will no longer cause them to leash while in combat. Gul'dan: Movement caused by a conveyor belt will no longer cancel Rain of Destruction channeling. Kel'thuzad: The Power of Icecrown Talent will now correctly grant bonus Spell Power for enemy Heroes Slowed by Chains of Kel’Thuzad with the Chains of Ice Talent. Li-Ming: Zei's Vengeance and Arcane Orb tooltips have been updated to clarify bonus damage functionality. Damage amounts have not been changed. Lt. Morales: The Second Opinion Talent will now correctly grant cooldown reduction when one of the Heroes struck by Displacement Grenade is piloting a Vehicle, like the Garden Terror. Lunara: Fixed an inconsistency that allowed Lunara to cast Leaping Strike over some, but not all, allied units after learning Boundless Stride. Medivh: Creating a Portal entrance after learning Portal Mastery and then entering the Triglav Protector will no longer prevent him from using the Protector’s abilities. Muradin: Learning Reverberation no longer incorrectly updates the Attack Speed Slow amount in Thunder Clap’s tooltip. Murky: Spawn Egg with the Egg Hunt Talent can now be cast correctly on Volskaya Foundry’s conveyor belts. User Interface
      Death Recap: Fortification Camp Turret attacks now display a Turret icon in the Death Recap screen.