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Weekly Collection Update: Sep 12

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In next week's sales, you can grab Valeera, TychusXul and other skins or mounts at a reduced price.

Blizzard LogoBlizzard (Source)

Weekly Collection Update: Sept 12 – 19, 2017

Next week's Collection Update will begin Tuesday, September 12! Check out the new list of featured items and Hero discounts below:

Upcoming Hero Sales

  • Valeera — Sale Price: 375 Gems
  • Tychus — Sale Price: 250 Gems
  • Xul — Sale Price: 375 Gems

The following Skins and Mounts will enter the Featured Item Rotation, and will be unlockable using Gems until next week's Collection Update:

Upcoming Featured Skins

  • Demon Hunter Valeera
  • Vespene Queen of Ghosts Kerrigan
  • Bone Necromaster Xul
  • Highlord Alarak
  • Marshal Raynor
  • Iron Spellbreaker Johanna
  • Cursed Hunter Greymane
  • Toxic Emberlord Zul’jin
  • Bluefish Landwalker Murky

Upcoming Featured Mounts

  • Frozen Crimson Hare
  • Saddled Battle Beast
  • Hellboar

Weekly Sale Bundle

If you’d rather pick up everything at once, we’re also going to add a new Weekly Sale Bundle to the Featured tab in your Collection. This limited-time bundle contains all of the items above at a discounted Gem price, but will only be available until next week’s Collection Update takes place.

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      Level 1
      Party Mix [W]
      Quest: Play Lucio's Crossfade tracks to nearby allies for a total of 8 minutes. Multiple allies provide additional time. Reward: Permanently increase Crossfade's range by 20%. Accelerando [Z]
      Wall Ride's Movement Speed bonus gradually increases to 40% over 4 seconds while Lucio maintains its effect. Smooth Moves [Z]
      While Wall Ride is active, Basic Attacks heal for 30% of the damage dealt and restore 0.5 Mana. Passive: Increase Wall Ride duration by 1 second. Level 4
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      Hitting an enemy with Soundwave while Wall Ride is active reduces its cooldown by 3 seconds. Supersonic [D]
      While Wall Ride is active, Push Off's cooldown recharges 100% faster. Level 7
      Good Vibrations [Q]
      Hitting an enemy with Soundwave grants Lucio a 35 Shield for 7 seconds. Hitting enemy Heroes grants 3 times this amount. Reverse Amp [W]
      Blast Lucio's active Crossfade track at enemy Heroes. While Amp It Up is active, Healing Boost deals 50 damage per second and Speed Boost Slows by 20%. This ability is unaffected by Crossfade talents Boombox [Active, Cooldown: 20 seconds)
      Place a boombox that plays Lucio's active Crossfade track for 30 seconds. Its volume adjusts with Amp It Up. Crossfade tracks do not stack. Level 10
      Sound Barrier [R1] (Mana: 100, Cooldown: 80 seconds)
      After 1 secnd, Lucio and nearby Allied Heroes gain a 1296 point Shield that rapidly decays over 6 seconds. High Five [R2] (Mana 50, Cooldown: 15 seconds per ally)
      Quickly skate to an allied Hero. Upon arrival, the ally is granted Unstoppable for 1 second and is healed for 250. Level 13
      All Together [W]
      For each ally affected by Crossfade, Lucio gains 5% Movement Speed that stacks with other bonuses. Heavy Casters [D]
      Push Off no longer Slows enemies, and instead Stuns them for 0.5 seconds. Slip [Z]
      While Wall Ride is active, passing near an enemy Hero increases its Movement Speed bonus to 40% for 1 second. Passive: Wall Ride grants 20 Armor. Level 16
      Rejuvenescencia [E]
      While Amp It Up is active, Crossfade's Healing Boost heals for an additional 2.5% of the target's maximum Health each second.
      Up the Frequency [E]
      Hitting enemy Heroes with Basic Attacks reduces the cooldown of Amp It Up by 0.45 seconds. Passive: Wall Ride increases Basic Attack range by 2.2. Up To Eleven [Active, Cooldown: 60 seconds]
      Activate to extend the duration of Amp It Up by 2 seconds. Level 20
      Boss Nova [R1]
      Reduce the cooldown of Sound Barrier to 30 seconds, but the Shield now decays over 4 seconds. Mixing Fire [R2]
      High Five can now be cast on enemy Heroes, dealing 225 damage and reducing all healing received by 50% for 3 seconds. Passive: Increase the duration of Amp It Up by 1 second. House Party [W]
      For each ally affected by Crossfade, Lucio gains 10% increased healing. Summer Anthem [Active, Cooldown: 75 seconds]
      Activate for all other allies affected by Crossfade to become Unkillable for 1.5 seconds.
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      I'd like to bring some clarity to the second point that was intentionally left vague as we are working around some of the edge cases that impact the release of this feature.
      The Loss Forgiveness feature is designed to help soften the impact of a team with a player missing a significant portion of a match which contributes to a potential loss. Ideas that that we've considered and are still polishing up are:
      The amount of time a player needs to be absent for before they significantly lessen the chance for their team to win. If the team who experienced the absent player wins - still award the win. If the team who experienced the absent player loses - forgive the loss. If the offending player has a frequent history of being absent for significant portions of a match, apply a stricter penalty that impacts their rank. The duration of time the player will be flagged as a frequent deserter will be for the remainder of the season. The tricky situation around the polish of Loss Forgiveness is determining if a player truly disconnected or is experiencing (potentially widespread) connectivity issues outside of their control. In the event the player is experiencing connectivity issues, we feel it may be unfair to apply a stricter penalty that impacts their rank. On the other hand, for players who are intentionally frequently absent from a game, the stricter penalty needs to be applied otherwise the system can be exploited.
      I hope this brings some additional clarity around some of the misunderstandings.
      Using Team League MMR to Seed Storm League & Single Queue
      Hero and Team League will be merged into Storm League, a single Ranked queue, in the latest content patch that arrives on live servers next week. The starting MMR in Storm League will be taken from a player's last highest MMR from Hero or Team League, whichever is higher. One reason why the Heroes team is okay with that, despite the unbalanced Team League, is because they plan to cap everyone at Diamond 5, so boosted players will have to fight their way up the ranks.
      They're also internally considering the return of Solo Queue (being matched with other solo players), but it won't ship with the new Season.
      Blizzard (Source)
      Blizzard, it is no secret that TL is a highly unbalanced mess where ranks are made up and points don't matter. I assume you don't want to completely ostracize players that exclusively play TL, but I would highly recommend you ignore TL entirely when it comes to seeding Storm League. If you do not I fear the clown fiesta that Ranked is now will only be enhanced and your new mode will be DOA.
      Good afternoon Reddit friends,
      We have been hearing this feedback loud and clear, and have talked about it internally a lot. We understand your feelings about this and are working very hard to make sure that Storm League is fun, competitive, and inviting to all players interested in it.
      The major reason we are okay with taking the highest between both current Leagues is because we plan to 'clamp' the high-end of the player base. The exact clamp position is still subject to change, but we are currently targeting an MMR equivalent of Diamond 5. This means that even players that were previously 'boosted' in TL games, will have to fight their way back into higher rankings. 'Boosted' players that don't actually deserve their current MMR should fall to where they belong over time, and with the incoming decay changes, will not be able to place high and then just quit.
      We are still very hard at work on a lot of this stuff, so please continue to give your feedback and discuss all of the stuff you are looking forward to, as well as the things you would like to see changed!
      Have a wonderful PTR day!
      Thank you for the reply. Could you tell us if there will be a solo queue only possibilty? Like to only queue vs other solo players?
      We have talked about this internally and think it's a great idea. We also bounced-around the idea of each player having two visible MMR's as well (solo and group).
      The chance of it shipping with the first season is very small though, as we still have a huge amount of work to finish the current scope.
      So correct me if I'm wrong. What you're saying is that the highest rank anyone will be able to achieve when Storm league goes live is (for now)D5? Is it for TL MMR only or both?
      For both - but again, that is still subject to change as we continue fleshing out the full feature.