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Junkrat Live Patch Notes: Oct 17

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Maintenance has concluded for all games and Junkrat is now live together with the Hallow's End event.

Note: * Orange Text and an Asterisk indicate a change or addition between PTR and live patch notes.

Blizzard has done some last-minute tweaking to Junkrat's abilities. Below are full patch notes. 

Blizzard LogoBlizzard (Source)

General

New Special Event: Hallow's End 2017

  • Play 25 games during Hallow’s End in any mode except Custom Games, Training, or Heroes Brawl to earn spooky new items!
  • Here are some of the treats you’ll be able to unwrap by completing the three-part quest chain:
    • Part 1: Play 2 Games during Hallow’s End
      • Reward: Cartoon Headless Horseman Spray
    • Part 2: Play 8 Games during Hallow’s End
      • Reward: Hallow’s End Warcrest Banner
    • Part 3: Play 15 Games during Hallow’s End
      • Reward: Headless Horseman Portrait
  • Hallow's End Loot Chests
    • Once Hallow’s End begins after October 17, all Loot Chests you earn through progression (except Hero-Specific Chests), or purchase using Gems will be replaced with Hallow’s End Loot Chests. Weekly Brawl Rewards after October 20 will also award one Hallow’s End Chest.
    • Also starting with Hallow’s End, special event Loot Chests will now guarantee at least one of the limited-time items from that event—including portraits, sprays, skins, and mounts!
    • Until Hallow’s End concludes during the week of November 13, you’ll pick up one of these limited-time Loot Chests every time you level-up or earn a weekly Heroes Brawl reward. You can also head to the Loot tab in-game to purchase Rare Hallow’s End Chests directly using Gems. Additionally, please note that any Loot Chests you already own prior to the start of the event will not convert to Hallow’s End Chests.

Hotkeys

  • The hotkeys to switch between the Stats, Talents, and Death Recap tabs of the leader panel (currently F1, F2, and F3) can now be rebound in the Hotkeys menu.
  • These hotkeys now provide quick access to the respective tab of the leader panel when the hotkey is held down.

Windows XP/Vista Deprecation

  • In July, we announced our intention to end support for Windows XP and Windows Vista in Heroes of the Storm.  With this patch, Heroes of the Storm will no longer run on these two operating systems. Players who are affected by this change are encouraged to upgrade to a newer OS version.

New Hero: Junkrat

The destruction of the Australian omnium left the area an irradiated waste and survivors like Jamison Fawkes were greatly affected by radiation. Now as the explosive-obsessed criminal Junkrat, he is renowned for leaving havoc and bedlam in his wake.

Trait

  • Total Mayhem
    • Upon dying, drop 5 grenades that explode after 0.75 seconds, each dealing 250 damage to nearby enemies.

Basic Abilities

  • Frag Launcher (Q)
    • Launch a grenade that explodes at the end of its path or upon hitting an enemy, dealing 117 damage to nearby enemies. Grenades can ricochet off of terrain. Deals 50% less damage to Structures. Stores up to 4 charges. Frag Launcher's cooldown replenishes all charges at the same time.
  • Concussion Mine (W)
    • Place a mine on the ground. Junkrat's Trait can be activated to detonate the mine, dealing 180 damage to nearby enemies and knocking them back. Junkrat can also be affected by Concussion Mine, but takes no damage. Limit 1 active mine.
  • Steel Trap (E)
    • Place a trap on the ground that arms after 2 seconds. Deals 130 damage to the first enemy that walks over it and Roots them for 2 seconds.Limit 1 active trap.

Heroic Abilities

  • RIP-Tire (R)
    • Create a motorized bomb with 500 Health that lasts 15 seconds. While active, Junkrat is immobile but gains control of RIP-Tire's movement. RIP-Tire can be reactivated to detonate immediately, knocking nearby enemies back, and dealing 750 damage to enemies in the center of the blast, and 450 damage to enemies outside of the center.
  • Rocket Ride (R)
    • After 1.25 seconds, Junkrat launches into the air. While in the air, he can steer the landing location by moving. After 3.5 seconds, Junkrat lands, dealing 780 damage to nearby enemies and activating Total Mayhem. 5 seconds after landing, Junkrat reappears at the Altar and gains 150% additional Movement Speed until dismounted.

Battlegrounds

Ranked Battleground Rotation Update

  • Added to Rotation
    • Sky Temple
    • Garden of Terror
    • Braxis Holdout
  • Removed from Rotation
    • Infernal Shrines
    • Battlefield of Eternity
    • Warhead Junction
  • The full Ranked Battleground Rotation is now as follows:
    • Cursed Hollow
    • Dragon Shire
    • Haunted Mines
    • Tomb of the Spider Queen
    • Towers of Doom
    • Volskaya Foundry
    • Sky Temple
    • Garden of Terror
    • Braxis Holdout

User Interface

  • Seasonal Item indicators have been added to items in Loot Chests and the Collection
  • Volskaya Foundry now has a unique “Point Guard” award for time spend standing on the Control Point
  • The Event Log is now enabled in the Observer UI

Heroes

Assassin

Junkrat

Divider_Hero_Junkrat.png

Abilities

  • Total Mayhem (Trait)
    • Deals 75% reduced damage to Structures
  • Rocket Ride (R)
    • Damage reduced from 780 to 750
  • RIP-Tire (R)
    • Outer damage increased from 450 to 475
    • Middle damage increased from 600 to 625
    • Inner damage increased from 750 to 775
    • Health increased from 500 to 530

Zul'jin

Divider_Hero_Zuljin_crop.png

Stats

  • Basic Attack Damage reduced from 106 to 90

Abilities

  •  “You Want Axe?” Baseline Quest added
    • !Quest: Every 5 Basic Attacks against Heroes increases your Basic Attack damage by 1
    • !Reward: After landing 75 Basic Attacks on enemy Heroes, increase your Basic Attack range by 1.1
    • !Reward: After landing 150 Basic Attacks on enemy Heroes, your Twin Cleave will revolve twice
  • Grievous Throw (Q)
    • Duration decreased from 8 to 6 seconds
  • Twin Cleave (W)
    • Cooldown increased from 8 to 10 seconds
    • Mana cost increased from 50 to 60
  • Regeneration (E)
    • Health restoration increased from 25 to 30% of maximum Health

Talents

  • Level 1
    • Boneslicer (Q)
      • New functionality:
        • Grievous Throw pierces all enemies and refunds 10 Mana per Hero hit. The effect is no longer is removed after 3 Basic Attacks.
    • You Want Axe? (Passive)
      • Removed
    • Headhunter (Active)
      • Moved from Level 4
      • New functionality:
        • !Quest: Kill all unique enemy Heroes. Each one increases your damage by 2%.
        • !Reward: Increase your Basic Attack range by 1.1.
    • Recklessness (Passive)
      • Moved from Level 7
      • Adjusted functionality:
        • Gain 10% bonus attack damage while below 75% life.
        • Gain 20% Spell Power while below 50% life.
  • Level 4
    • Troll’s Blood (E)
      • New functionality:
        • Increases Regeneration healing by 25%. If the effect fully finishes, also gain 10% of your maximum Mana.
    • (New Talent) Amani Rage (Active)
      • Activate to instantly lose 50% of your current Health and regain it over 6 seconds. Gain 10 Armor while this heal is active.
    • Voodoo Shuffle (Active)
      • Moved from Level 13
        • New functionality:
          • Passively lower the cooldown and mana cost of Regeneration by 33%. Activate to remove to all slow and root effects.
  • Level 7
    • Vicious Assault (Q)
      • New functionality:
        • Grievous Throw’s bonus damage is increased by 30%.
    • Arcanite Axes (W)
      • Moved from Level 1
      • New functionality:
        • Passively reduce the cooldown of Twin Cleave by 2 seconds.
        • !Quest: Hit enemy Heroes with Twin Cleave.
        • !Reward: Every enemy Hero hit increases the damage of Twin Cleave by .75. This talent has no cap.
    • Ferocity (Passive)
      • Moved from Level 16
  • Level 13
    • Eye of Zul’jin (Q)
      • New functionality:
        • Basic Attacks against enemies Heroes increase Zul’jin’s movement speed by 3% for 2 seconds, stacking up to 30%
    • Lacerate (Trait)
      • Moved from Level 16
    • Ensnare (Active)
      • Moved from Level 20
      • Now only hits enemy Heroes
      • Duration reduced from 3 to 1.5 seconds
      • Cooldown increased from 45 to 60 seconds
  • Level 16
    • Swirling Death (W)
      • Removed
    • Let the Killing Begin (Passive)
      • Moved from Level 4
    • Wrong Place Wrong Time (W)
      • Moved from Level 7
      • Adjusted functionality:
        • Heroes hit at the apex of your Twin Blades suffer an additional 150 damage and grant 5 stacks of You Want Axe.
    • (New talent) No Mercy (Q)
      • Basic Attacks against Heroes marked with Grievous Throw ignore Armor.
  • Level 20
    • Amani Resilience (R)
      • Added functionality:
        • Also increases the duration of Taz’Dingo by 1 second in addition to the current effects.
    • Buzzsaw (R)
      • Added functionality:
        • If Guillotine kills a Hero, instantly heal to full Health.
    • Forest Medicine (E)
      • Moved from Level 13
      • New functionality:
        • Regeneration no longer requires a channel and the heal cannot be interrupted.
Developer Comment:There are very few moments in the Nexus more intoxicating than beheading four enemy Heroes at once with Guillotine. Unfortunately, it was always a difficult choice to make when the time to pick Heroics came about. Taz'Dingo's synergy with his heavy attack-damage nature was very difficult to pass up. While we did not want to mess with a winning combination, we did want to augment his standard build and give the old troll some shiny new tools in which to help quickly dispatch his foes. His baseline quest is focused directly at what he does best and should help him feel progressively more potent as the match unravels. As with all of our reworks, we are extremely excited to hear what you think and greatly appreciate any feedback you have!
LEVEL (TIER) ZUL'JIN TALENTS
1 (1) Boneslicer (Q) Recklessness (Passive) (!) Headhunter (Passive)
4 (2) Troll's Blood (E) Voodoo Shuffle (Active) Amani Rage (active)
7 (3) Vicious Assault (Q) (!) Arcanite Axes (W) Ferocity (D)
10 (4) Taz'Dingo! Guillotine
13 (5) Lacerate (W) Eye of Zul'jin (Passive) Ensnare (Active)
16 (6) Wrong Place Wrong Time (W) No Mercy! (Passive) Let the Killing Begin (Passive)
20 (7) Amani Resilience (R) Buzzsaw (R) Forest Medicine (E)
  • (!) indicates a Questing Talent.
  • Italic text indicates a NEW Talent.
  • Underlined text indicates a MOVED Talent.

 

Warrior

Muradin

Divider_Hero_Muradin_Crop.png

Stats

  • Basic Attack damage reduced from 97 to 88

Abilities

  • “It’s Hammer Time!” Baseline Quest added
    • !Quest: Hit 25 enemy Heroes with Storm Bolt. Enemy Heroes who die within 2.5 seconds of being hit by Storm Bolt grant 3 stacks.
    • !Reward: Once you gained 25 stacks, Basic Attacks will reduce the cooldown of Storm Bolt by 1 second, and Storm Bolt will pierce the first target hit, hitting an additional target
  • Stormbolt (Q)
    • Mana cost decreased from 60 to 50
  • Avatar (R)
    • Mana cost decreased from 100 to 80
  • Haymaker (R)
    • Mana cost decreased from 80 to 60

Talents

  • Level 1
    • Perfect Storm (Q)
      • No longer reduces the Mana cost of Storm Bolt
  • Level 4
    • Crowd Control (W)
      • Removed
    • Sledgehammer (Q)
      • Damage bonus reduced from 400 to 300%
    • Reverberation (W)
      • Attack and Movement Speed slow duration increased from .5 to 1 seconds
    • Thunder Burn (W)
      • Adjusted functionality:
        • Now requires hitting an enemy Hero to create a second Thunder Clap
        • Second Thunder Clap now also applies a 25% Attack Speed slow for 2.5 seconds.
  • Level 7
    • Piercing Bolt (Q)
      • Removed
    • Iron-Forged Momentum (Passive)
      • Removed
    • Landing Momentum (E)
      • Removed
    • Heavy Impact (E)
      • Moved from Level 16
    • Give ‘em the Axe! (Passive)
      • Moved from Level 16
      • Bonus damage reduced from 60 to 50%
    • Skullcracker (Passive)
      • No longer grants bonus Attack Speed
      • Added functionality:
        • Every 3rd Basic Attack against an enemy now deals 60% bonus damage in addition to the stun
  • Level 13
    • Burning Rage (Passive)
      • Removed
    • Spell Shield (Passive)
      • Removed
    • (New Talent) Bronzebeard Rage (Passive)
      • Passively deal damage to nearby enemies. Auto-attacking an enemy Hero who is stunned, rooted, or slowed increases the damage by 100% for 3 seconds
  • Level 16
    • Dwarf Launch (E)
      • Bonus range decreased from 50 to 40%
      • Bonus impact radius removed
      • Added functionality:
        • Hitting an enemy Hero now reduces the cooldown of Dwarf Toss by 3 seconds
    • Stoneform (D)
      • Healing reduced from 40 to 30% of Muradin’s Maximum Health
  • Level 20
    • Unstoppable Force (R)
      • New functionality:
        • While Avatar is active you gain 20 Armor and Basic Attacks reduce the cooldown of Thunder Clap and Dwarf Toss by .5 seconds
    • Grand Slam (R)
      • No longer reduces the Mana cost of Haymaker
      • Added functionality:
        • If an enemy Hero dies within 3 seconds of being hit by Haymaker, gain an additional charge of Haymaker
Developer Comment: One of our goals with our changes to Muradin, and with many of our changes to Warriors going forward is to better normalize the amount of damage that they are able to put out. While we think it can be fun to play a Warrior who also does a ton of damage, we also want to make sure that Assassins have the primary role of doing high amounts of burst or sustained damage to the enemy team. In Muradin’s case, we’re hoping to focus him more towards being a highly durable Warrior who has a high amount of crowd control to both peel for allies and enable kills for his team. We liked the gameplay that Perfect Storm gave Muradin in rewarding him for hitting enemy Heroes with Storm Bolt, and his new baseline quest should also hopefully reward him for intelligently using Storm Bolt to secure kills due to the bonus stacks that he will gain. Muradin’s talent tree had a lot of talents that were not being utilized well, both from a pick and win rate perspective, so we’ve consolidated a lot of the power of those talents in order to make his them more competitive with one another.
LEVEL (TIER) MURADIN TALENTS
1 (1) Block (Passive) (!) Perfect Storm (Q) Third Wind (Trait)  
4 (2) Sledgehammer (Q) Reverberation (W) Thunder Burn (W)  
7 (3) Heavy Impact (E) Give 'em the Axe! (Passive) Skullcracker (Passive)  
10 (4) Avatar Haymaker
13 (5) Healing Static (W) Thunder Strike (W) Bronzebeard Rage (Passive)  
16 (6) Dwarf Launch (E) Imposing Presence (Active) Stoneform (D)  
20 (7) Unstoppable Force (R) Grand Slam (R) Hardened Shield (Active) Rewind (Active)
  • (!) indicates a Questing Talent.
  • Italic text indicates a NEW Talent.
  • Underlined text indicates a MOVED Talent.

 

Collection

Note: Seasonal Items from previous Hallow’s End events have also been temporarily re-added to the game. You can find more information in our Hallow’s End blog.

New Bundles

  • Junkrat Heroic Bundle
  • Fallen Junkrat Skin Pack
  • Hallow's End 2017 Bundle
  • Hallow's End Classic Bundle

New Skins

  • Junkrat
    • Drowned Junkrat
    • Rusted Junkrat
    • Convict Junkrat
    • Clowning Junkrat
    • Fallen Junkrat
      • Devilish Fallen Junkrat
      • Hellish Fallen Junkrat
      • Orcish Fallen Junkrat
      • Warped Fallen Junkrat
  • Cassia
    • Whirlpool Pirate Queen Cassia
    • Velvet Pirate Queen Cassia
  • Genji
    • Iron Dragon Genji
    • First Dragon Genji
  • Greymane
    • Dr. Wolf and Stein Greymane
    • Hazardous Dr. Wolf and Stein Greymane
    • Mysterious Dr. Wolf and Stein Greymane
    • StormPunk Dr. Wolf and Stein Greymane
    • Inferno Dr. Wolf and Stein Greymane
  • Zarya
    • Crimson High Gravity Zarya
  • Valeera
    • Vampire Slayer V
    • Rogue Vampire Slayer V
    • Phantom Vampire Slayer V
    • Midnight Vampire Slayer V
    • Coldheart Vampire Slayer V
  • Brightwing
    • Bewitching Brightwing
    • Spirited Bewitching Brightwing
    • Wild Bewitching Brightwing
    • Crimson Bewitching Brightwing
    • Dusk Bewitching Brightwing
  • Gazlowe
    • Paper Bag Gazlowe
    • Waste Bag Gazlowe
    • Bag of Bolts Gazlowe
    • Deep Bag Gazlowe
    • Awkward Paper Bag Gazlower
  • Murky
    • Garden Shambler Murky
    • Lilac Shambler Murky
    • Tulip Shambler Murky
    • Orchid Shambler Murky
    • Hibiscus Shambler Murky
  • Chromie
    • Creepie Chromie
    • Dottie Creepie Chromie
    • Haunted Creepie Chromie
    • Innocent Creepie Chromie
    • Monster Creepie Chromie
  • Cho’gall
    • Pump’kin Cho’gall
    • Fel Pump’kin Cho’gall
    • Twilight Pump’kin Cho’gall
    • Burning Pump’kin Cho’gall
    • Magic Pump’kin Cho’gall

Mounts

  • Phantom Stallion
    • Picnic Phantom Stallion
    • Grim Phantom Stallion
    • Jack-o’-Phantom Stallion
    • Secret Phantom Stallion
    • Spectral Stallion

Bug Fixes

General

  • Fixed a number of typo and tooltip errors across several aspects of the game.

AI

  • AI Heroes controlling the Garden Terror will no longer become unresponsive.

Art

  • D.Va: The keychain attached to D.Va’s Light Gun will now correctly appear during Hero Select.
  • Leoric: Fixed an issue preventing Leoric’s Basic Attack cleave animation from playing when using certain skins.
  • Tyrande: The area of effect indicator for Eagle Eye Tyrande’s Lunar Flare should now be more visually apparent when cast on Sky Temple while using Low graphic settings.
  • Zeratul: Zeratul’s face mask will no longer appear to stretch in the Collection while using Low graphic settings.

Heroes, Abilities, and Talents

  • Brightwing: The channel for Phase Shift will now properly cancel if the allied target dies.
  • Brightwing: The channel for Phase Shift will now properly cancel if Brightwing is Rooted.
  • Garrosh: Casting Body Check with the Brute Force Talent on a Boss will no longer cause a Healing debuff icon to appear next to its Health bar.
  • Garrosh: Fixed an issue causing Body Check to receive less bonus damage than intended after casting Double Up to reach 50 Armor.
  • Jaina: Fixed an issue that prevented Summon Water Elemental from being cast on the opposite side of unpathable terrain in areas that are within range and visible to the player.
  • Johanna: Fixed an issue causing the Shield Glare to lower the cooldown of the Blinded by the Light talent by an incorrect amount.
  • Kel’Thuzad: Shadow Fissure can now be cast on the minimap.
  • Kel’Thuzad: Shadow Fissure can now be cast between map levels on the Haunted Mines battleground. 
  • Leoric: Fixed an issue causing enemy Heroes affected by Leoric’s Entomb ability to lose allied vision after Leoric had chosen the Buried Alive talent.
  • Lunara: Fixed an issue preventing Lunara from Leaping over several different friendly units after choosing the Boundless Stride talent. 
  • Rehgar: Fixed an issue that drastically reduced the attack range of Feral Lunge.
  • Stukov: Abilities that move Heroes, like Alarak’s Telekinesis and Stiches’ Hook, no longer remove Weighted Pustule from the affected Hero.
  • Valla: Caltrops will no longer display Health bars or selection rings when clicked.

User Interface

  • Right clicking a player in your friends list and choosing the Whisper option will once again open the chat input field. 
  • Score Screen: Counters for Chromie’s Sand Blast and The Butcher’s Fresh Meat quests will now continue to increment on the in-game score screen after reaching their soft caps.
  • Score Screen: The counter for Lt. Morales’ Clear! Talent will no longer disappear from the in-game score screen while she is inside a Medivac.

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Blizzard, I am disappoint. You first release most of the update ahead of time and then still release the rest of the update with Junkrat. Maybe I expected too much from the update, but I thought you could at least add something to this patch in one week.

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Looking forward to seeing how the Muradin changes work, particularly 20 armour on Avatar's upgrade on the final tier. Will hopefully have my thoughts on a him and perhaps Zuljin later, not sure I will be buying Junkrat just yet however; Assassins aren't really my forte! 

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Patches with a new Hero are usually large. That was a bit of a disappointment.

Nice to see some dev comments other than "Buffs. Acceptable" (Abathur)- it's funny alright, but some insight wouldn't hurt. Not that they gave very much imho.

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58 minutes ago, SteveFrost said:

Patches with a new Hero are usually large. That was a bit of a disappointment.

Nice to see some dev comments other than "Buffs. Acceptable" (Abathur)- it's funny alright, but some insight wouldn't hurt. Not that they gave very much imho.

That is because they released the Balance Patch one week earlier, with this one only having the changes regarding Muradin and Zul'Jin.

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9 hours ago, Fliits said:

Blizzard, I am disappoint. You first release most of the update ahead of time and then still release the rest of the update with Junkrat. Maybe I expected too much from the update, but I thought you could at least add something to this patch in one week.

 

6 hours ago, SteveFrost said:

Patches with a new Hero are usually large. That was a bit of a disappointment.

What's with all this complaining? We got a balance patch one week earlier (though the reasons for that will never be known) and now we get 2 reworks and a new hero. Overall this is about the same size as the other hero introducing patches that got released earlier. 
Maybe you guys get a little greedy?

Also a pretty great hero design on Junkrat, he is just so much fun with his playstyle, especially his Concussion Mine and the Rocket Ride are awesome! And don't even get me started on the Joker skin. Junkrat just wants to see the world burning :D


Just a little sad that they didn't fix Ana's sleepdart sound that you can literally hear on the whole map for no apparent reason. 

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16 hours ago, Valhalen said:

That is because they released the Balance Patch one week earlier, with this one only having the changes regarding Muradin and Zul'Jin.

Yeah, yeah, I saw. Smaller patches isn't something necessarily bad, just breaking the mold can have that feeling. Of course, you can see patches literally out of the blue here so you never know.

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On 10/18/2017 at 9:38 PM, ecO1 said:

Also a pretty great hero design on Junkrat, he is just so much fun with his playstyle, especially his Concussion Mine and the Rocket Ride are awesome! And don't even get me started on the Joker skin. Junkrat just wants to see the world burning

Rocket Ride is amazing. First time I used it, I couldn't understand why I was so fast after I spawned. Now I make sure to ride around a bit before engaging a fight again just because it's so fun :p

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Just now, Blainie said:

Rocket Ride is amazing. First time I used it, I couldn't understand why I was so fast after I spawned. Now I make sure to ride around a bit before engaging a fight again just because it's so fun :p

You should try to go over the conveyor belts on Volskaya Foundry contrary to their movement, but be warned, it can be a quite addicting ;)
The level 20 upgrade is pretty op though! A get-out-of-jail-free card every 30 seconds while also being able to deal huge amounts of damage to everything (you could literally just siege down a keep without any danger of dying) just seems way to strong. Especially since with the 250% movement speed you can be back anywhere on the map in no time. 

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6 hours ago, ecO1 said:

You should try to go over the conveyor belts on Volskaya Foundry contrary to their movement, but be warned, it can be a quite addicting ;)
The level 20 upgrade is pretty op though! A get-out-of-jail-free card every 30 seconds while also being able to deal huge amounts of damage to everything (you could literally just siege down a keep without any danger of dying) just seems way to strong. Especially since with the 250% movement speed you can be back anywhere on the map in no time. 

At 20, I just find myself being invincible. I enter a fight, use all my abilities and then ult, securing a kill. I'm back faster than the fight can end and grab another with my ult before being able to help siege after the fight. It's absolutely crazy.

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Junkrat: LET'S GO FOR AN IMBALANCED RIIIIIDE! Very squishy; literally feel safer on Pilot DVA, and until level 20 he's more annoying than dangerous, not to mention the plethora of doubled edged swords he has to deal with. Nonetheless, with other Heroes that exist such as Garrosh, the knockbacks and air time in this game is seriously crazy sometimes, and the only thing that counters it are Invulnerable or Unstoppable buffs, which are few and far between. Give some way to be unmovable if they insist on adding more sources of displacement and knockbacks! 

Zuljin: I didn't really play him much at all before the rework, but who doesn't love throwing axes? I've actively avoided going for Taz'Dingo and opted for practising with Guillotine which still seems like one of the hardest abilities to land let alone secure kills on, but I've already noted a couple of players with him using the net at 13 for some superb plays and the level 20 upgrade for it is one of the biggest reasons I take it. I think this is a good thing to have such high skill caps in the game, it means that at any time something like this can come out of nowhere and blow something away. As with some other reworks, emphasis on a weaker early game, stronger and almost exponentially dangerous as the game progresses. He now reminds me of Cassia where things take a bit of skill, patience and practise to make the hero work, but is an absolute powerhouse as the game trundles on. 

Muradin: Initially was on the fence and was guarding my judgement due to the dwarf being my first Warrior before I picked up others and Supports, but overall, don't think it's bad as far as reworks go; certainly nothing close to how Johanna was recently gutted. Main thing is that his wave clear is noticeably poorer in early game, and remains below average if you don't opt for Rage at 13, but the design change is arguably consistent with other tanky Warriors. The mana changes are substantial and satisfying, and I feel able to branch into different talents a lot more now. Baseline quest is pretty standard stuff, and while it doesn't give any incremental power increases (eg Arthas), it makes sense due to the nature of the ability being a stun and the spike it provides. I've seen people who are enjoying the E talents a lot, especially while coupled with Haymaker, although I prefer to steer away from those unless I know I can garner a lot of value from them, but these are the kind of decisions that make the game interesting and provide depth. 

However, Stoneform may need a change. What was previously one of the no brainer talents in any standard tank build, it is now precariously close to being a trap talent. 30%  of max hp over 10 seconds is 3% hp every second. That's not an awful lot in combat, and if you have Third Wind, I wonder if it's actually less healing than what you would expect to be a burst / combat heal out of combat. It MIGHT have value with Avatar, but I feel it shoehorns the ult and talent too much. On the plus side, Imposing Presence has gained a lot more value, and is quickly becoming one of my favourite picks on the tier with a very generous 20 second active cd, it means you can save the mana thirsty Thunder Clap for when you truly need it, particularly if you have Thunder Burn and Healing Static. You'll note that Thunder Burn now requires a hit on an enemy Hero with the initial cast to get the second one, one of the big things that has crimped Mura's wave clear, but also means it is no longer always the go to talent on the tier. 

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20 hours ago, Plergoth said:

Junkrat: LET'S GO FOR AN IMBALANCED RIIIIIDE! Very squishy; literally feel safer on Pilot DVA, and until level 20 he's more annoying than dangerous, not to mention the plethora of doubled edged swords he has to deal with.

Yep. Regardless of the build you take, he just seems to be a poke and muscle machine. He's great at zoning people, but against anyone with more than 500 HP, you can just soak the damage.

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    • By Stan

      Blizzard just released a new Heroes of the Storm patch in order to apply a few bug fixes.
      Blizzard (Source)
      Bug Fixes
      Battlegrounds
      Volskaya Foundry: Fixed a bug that could cause players to lose control of their Heroes after exiting a Triglav Protector. User Interface
      Draft Mode: Fixed an issue that made enemy player profiles accessible while in draft. Heroes, Abilities, and Talents
      Alexstrasza: Canceling Dragonqueen after entering or exiting the Haunted Mines will no longer prevent Alexstrasza from casting her other Abilities. Brightwing: Soothing Mist will no longer passively Heal nearby allies while Brightwing is piloting a Vehicle. Zul’jin: Completing the You Want Axe? Quest using the Wrong Place Wrong Time Talent will no longer cause Twin Cleave’s visual effects to disappear during its second revolution. Zul’jin: Fixed an issue causing the Movement Speed bonus granted by Eye of Zul’jin to be lost on death. Zul’jin: Eye of Zul’jin’s Talent description will no longer incorrectly append to the Grievous Throw tooltip. Zul’jin: No Mercy’s Talent description will now correctly append to the Grievous Throw tooltip. Zul’jin: Recklessness is no longer incorrectly categorized as a passive Talent in the Talent Pane. Zul’jin: Voodoo Shuffle’s tooltip now correctly lists a 40% reduction in Regeneration’s Mana cost and cooldown, rather than 33%. Zul’jin: Voodoo Shuffle’s Talent description will now correctly append to the Regeneration tooltip. Zul’jin: Buff icons in Zul’jin’s Buff Bar will now match the order in which their associated Talents were selected.
    • By Stan

      Winter Veil will be very similar to Hallow's End in terms of functionality. During the event, Winter Veil Loot Chests will drop and they have a chance to contain new and old Winter Veil skins. This year, Blizzard added new skins for Kharazim, Malfurion, Malthael and Valla and the Gingerboard mount!
      It seems that all skins have 5 different tints. A special thanks goes to the Heroes of the Storm reddit community and especially redditor iolixir for most of the screenshots.
      Redditor Davesendave posted all new skins on reddit. Some Heroes are getting new tints for their old skins.
      Kharazim Skins (Credit to redditor Davesendave)
      Coal Winter Veil Kharazim Evergreen Winter Veil Kharazim Frozen Winter Veil Kharazim Rosy Winter Veil Kharazim Winter Veil Kharazim
      Lunara Skins (Credit to redditor iolixir)
      Cold Winter Veil Lunara Mistletoe Winter Veil Lunara Snowfall Winter Veil Lunara Starry Winter Veil Lunara Winter Veil Lunara
      Malfurion Skins (Credit to redditor iolixir)
      Coal Greatfather WInter Malfurion Greatfather WInter Malfurion Icy Greatfather Winter Malfurion Naughty Greatfather Winter Malfurion Rosy Greatfather Winter Malfurion
      Malthael Skins (Credit to redditor iolixir)
      Chilling Season's Reapings Malthael Coal Season's Reapings Malthael Hallowed Season's Reapings Malthael Plum Season's Reapings Malthael Season's Reapings Malthael
      Nazeebo Skins (Credit to redditor Davesendave)
      Fruitcake Gingerdread Nazeebo Moldy Gingerdread Nazeebo
      Stitches Skins (Credit to redditor iolixir)
      Ivory Greatfather WInter Stitches
      Sylvanas Skins (Credit to redditor Davesendave)
      Sweet Plum Sylvanas
      Valla Skins (Credit to redditors iolixir & Davesendave)
      Coal Winter's Helper Valla Icewind Winter's Helper Valla Ivy Winter's Helper Valla Plum Winter's Helper Valla Winter's Helper Valla
      Gingerboard Mount (Credit to redditor Davesendave for the Moldy Gingerboard)
      Blueberry Gingerboard Frosted Gingerboard Gingerboard Moldy Gingerboard Strawberry Gingerboard
      Reign-Deer Mount (Credit to redditor Davesendave for the Arctic Reign-Deer)
      Arctic Reign-Deer Iceforged Reign-Deer
    • By Stan

      The Black Friday promotion is coming to the Nexus tomorrow. For a limited time, you can save big with discounted prices on a number of bundles, skins, heroes, mounts and the 360 Day Stimpack. The Black Friday sale will last until November 27.
      Blizzard (Source)
      360 Day Stimpack
      Our 360 Day Stimpack discount is back during this year's Black Friday Sale! The 360 Day Stimpack will give your Heroes a boost and fill your coffers to the brim with 100% XP and 150% Gold bonuses per game for nearly a year. Starting November 21, you'll be able to pick up a 360 Day Stimpack at a discounted price of 6,000 Gems (33% off)-but move quickly! Stimpack timers begin immediately upon purchasing, and this discount will only be available until our Black Friday Sale comes to an end on November 27.
      Red and Black Friday Bundle
      During this year’s Black Friday Sale, you can pick up a number of Legendary Skins with the limited-time Red and Black Friday Bundle for 3,500 Gems (33% off!).
      Heroes
      Jaina D.va Li-Ming Muradin Diablo Legendary Skins
      Abyssal Dreadlord Jaina D.Va the Destroyer First Ascendant Templar Li-Ming Maraudin' Muradin Nightmare Prime Evil Diablo Mount
      Angry Cloud Back in Black Friday Bundle
      You can also add a variety of skins to your Collection at a 29% discount with the Back in Black Friday Bundle, available for 900 Gems.
      Skins
      Oni Genji Ashen Hellflame Nazeebo Black Grand Marshall Uther Blackrock Garrosh Dark Auriel Skeletal Raven Sylvanas Dark Seraphim Tyrael Deadwalker Warmatron Cassia Dominion Elite Agent Nova Shadow Priestess Tyrande Hero, Skin, and Mount Sales
      Until our Black Friday Sale ends on November 27, we’re also offering 50% off a wide variety of Heroes, Skins, and Mounts!
      Heroes
      Gul'dan Tracer Butcher Greymane Morales Legendary & Epic Skins
      Enraged Butcherlisk Raider Rexxar Sharkmouth Goliath D.Va Neon Spectre Tracer Sakura Auriel Tangerine Mad Martian Gazlowe Rare Skins
      Apothecary Morales Emberlord Zul'jin Gold StormPunk Kael'thas Jasper Frostlord Rexxar Mounts
      Neutron Space Lord's Starbreaker Nimbus Cloud Felsaber
    • By Stan

      Improvements are planned for matchmaking in Heroes of the Storm later this year. Blizzard teased performance-based matchmaking at BlizzCon 2017 and the patch is now live on PTR. Learn more about how the new system fares with the old one!
      Last week, Lead Systems Designer Travis McGeathy answered some questions about the upcoming matchmaking system and now Blizzard posted a new announcement with more details and FAQ. Performance-based matchmaking as part of the 2018 gameplay update should go live during the week of December 12.
      Blizzard (Source)
      As mentioned in the BlizzCon 2017 opening ceremony, and during our “What’s Next” panel, we will soon be introducing performance-based matchmaking to Heroes of the Storm. With this change, your matchmaking rating (MMR) adjustments will be influenced based on your individual performance in the match instead of being purely based on whether you won or lost. We’ve broken down some details of the new system below, along with a short FAQ. Read on for details:
      What’s Changing and Why:
      In our current system, an individual player’s Matchmaking Rating (MMR) is primarily determined by the amount of games that player wins versus how many the player loses. When you win a game, your MMR goes up, while the opposite is true for when you lose. In addition to that basic rule, your MMR will go up more, or less, based on the comparative skill of both yours and the opposite team. If the enemy team has a higher MMR than your team, you’ll gain more points for defeating them and lose less if they win. The opposite applies to enemy teams that have a lower MMR.  However, the team-focused nature of Heroes presents challenges when using this system to determine an individual player’s matchmaking rating, since any single player is only 1 part of the 5-man team that won or lost the match. The system works since, all things being equal, a player will win more games than they lose over the long run if their skill is higher than other players at the same rank. However, unless the difference is significant, it can take a significant number of games before the difference in wins vs losses adjusts the player’s MMR enough to match their true skill level.
      With performance-based matchmaking, we’re looking to change that. Let’s take a look at how we’re planning to make matchmaking more accurate and better able to recognize individual skill in a team-based game:
      How it Works:
      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.