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Oxygen

Six Aspects of HotS That Need Improvement

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An incredibly thorough and well written piece reflecting everything and more the kind of improvements and features HotS players want to see. The reconnect system for me should be a priority, both with the AI control and the catch up after reconnecting makes an otherwise fun game extremely stressful out of nowhere, but things like a gift system wouldn't go amiss either. There are times where I feel like ringing up Blizzard and offering to come and push the HotS engine down to the local garage so it can get jump started. 

They have been fairly consistent with improving the game in many other areas, I just hope they have a lot of goals that they are aware of and are pushing to reach for next year. 

Edited by Plergoth
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The reason the reconnect system works as it does is simply because of the hots runs on the SC2 engine, which is designed to have both the client and the server on the same page, and record every single action that happened in game. In SC2, this works fine because you simply cannot continue the game when someone dcs simply because those who have the extra time will win period, as every second is precious, so the game pauses when someone DCs. In Hots however, you can't simply "pause the game" when someone leaves when there are 9 other players in the match, so they had to come up with that backwards reconnect system. 

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6 minutes ago, AnotherRussianGamer said:

The reason the reconnect system works as it does is simply because of the hots runs on the SC2 engine, which is designed to have both the client and the server on the same page, and record every single action that happened in game. In SC2, this works fine because you simply cannot continue the game when someone dcs simply because those who have the extra time will win period, as every second is precious, so the game pauses when someone DCs. In Hots however, you can't simply "pause the game" when someone leaves when there are 9 other players in the match, so they had to come up with that backwards reconnect system. 

I played a bit ignorant there, but I know this is the reason. I need to question *why*, however, we must endure this system. Good insight.

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7 minutes ago, Oxygen said:

I played a bit ignorant there, but I know this is the reason. I need to question *why*, however, we must endure this system. Good insight.

Bad design. As most of us know, Blizzard Dota was originally an SC2 arcade game mode, and as it got bigger they had to make it a standalone title, and were too lazy to develop a new engine, and thought that if Valve can make a moba on a pre-existing engine meant for another genre, why can't we? Unfortunately, unlike Source which Dota 2 was originally built on, the SC2 engine is not versatile at all, and came with more detrimental engine restrictions than Dota 2 originally had, so ultimately, Blizzard needs to do an engine remake.

Edited by AnotherRussianGamer

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This is all well and good - But the Class System only needs one change. And that change requests some hero re-design but that is also something that would fix it up.

Time and again I see morons saying that Heroes needs more sub classes to be more like LoL and Dota. No. Heroes just needs Warrior - Healer - Assassin and Specialist.

Have Warriors be Tanky, there is no need nor any reason for them to be DPS'y like Sonya and Artanis.

Healers should be healers, not "supports" - They should heal and focus on keeping members of their team up, not doing damage.

Assassins can keep on doing what they do now.

Specialists should be better rounded so they all can deal with both structure damage and camps as right now a great deal of Warriors are better for camp clearing than most specialists while some Warriors and Assassins are better IN the lane than specialists (But not necessarily on structure damage)

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How about bad behaviour and people that constantly afk/alt tab mid game ( especially on start but even mid game),those that assist enemy ( garrosh throwing you to your death or saving enemy  for example), etc etc?

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@Oxygen

You are totally on point with this article.

I couldn't agree more - especially with points 2 and 3.
Lack of transparity + reconection issue are so disappointing in this game. Not to mention you are totally punished if you do not manage to reconnect in time - even if it isn't your fault.

I would add 1 other issue that somewhat corresponds to the first issue - current role system is BAD. We get chars like ETC and Zarya in 1 basket called "warriors" when they are so damn different. New players take those chars like Zarya/Sonya/Rexx and don't understand that they are NOT tanks...

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The reconnect system should be devs highest priority since that garbage is there from so long and make you lose games even if you DC for a short period you take much longer to use the hero again even if you are already online.

Also yeah those stupid talents picked by AI are very annoying since they pick always the same thing for example if you DC with tyrande at 9 AI will take starfall no matter what resulting in rage after you reconnect cursing blizzard.

I wish they add to select all talents at lv 1 so when you reach the level it gets autopicked so AI can't take it in your place.

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5 hours ago, Oxygen said:

If Blizzard is bent on keeping its current role system, Quick Match mode simply cannot continue to exist in its current form. The solution is rather simple: Just like the World of Warcraft dungeon system, and, more closely related, League of Legends’ Draft Pick system, players should simply select the role they wish to play before a given match, and not the hero itself. Enforce a basic 1-tank, 1-healer, 3-assassins/specialists rule. If there aren’t enough tank or healer players around to make queue times reasonable, incentivize players to switch to these roles with gold and experience bonuses that scale directly with how many players for roles are necessary to regulate said queue times. This would have the positive side effect of pushing players towards experimenting with new, different roles, potentially increasing hero purchases, and giving players a better understanding of the game as a whole. The same system should certainly be introduced to non-Team-League-Draft modes as well.

This could work, but would completely contradict the concept of Quick Match being a... Well... Quick Match. Where you simply pick a Hero you feel compelled to use.

If anything, I think the system should be a bit more "gentle" in a similar vein to Overwatch, where it displays a warning that there is no "Tank" or "Support". Simply forcing players that they HAVE to follow that Team Composition defeats the purpose of Quick Match.

Don't get me wrong, I hate when I get in 5 Assassin Teams VS Traditional Teams; although the current matchmaking does the best it can to try to queue you with another team filled with the same roles (it's not perfect, however). On the other hand, I have a LOT of fun gathering some buddies and doing stuff like running with 5 Supports.

On the other hand, your points are completely valid. But I think that a solution would be, would be to allow the player to select which roles they want to be filled in the other slots; this would be especially useful when solo queueing.

In my opinion Blizzard should also dissect further the roles, adding in-game the "Bruiser" subrank for Warriors, for example. Adding subranks would be useful to teach players that Heroes in the same class can perform different types of tasks (i.e. Medivh is a Specialist, but he is not made to perform Sieging, or that Tassadar is a Support, but is not suited for solo-healing).

6 hours ago, Oxygen said:
  • I’d like to be able to check out mounts in Try Mode.
  • I wish I could use my Stimpacks whenever I please. As it stands, I don’t open Loot Chests unless I know I’ll be playing for a while, and if I do open a Stimpack by accident, I just ALT+F4 my way out of the game to preserve it.
  • I would love to have an item gifting feature for my teammate’s birthday.
  • I don’t particularly care for the forced MVP cut scene after every single match. I rarely see more than 2 people vote anyway; let’s at least have the option to opt out of it.
  • I’d like to be able to check out anyone’s profile, at any time, if I happen to know their BattleTag.
  • I wish my heroes were available across other regions.
  • Players who opt out of receiving messages from non-friends probably shouldn’t be able to whisper other players.

THIS SO DAMN FUCKING MUCH.

Oxygen, please, send this to Blizzard.

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I feel like the AI talent picking could be fixed if you could save talent paths on your profile. The AI would just continue the path based on what you picked.

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As people said before, all actions will be saved in a log. Its a good design for sc and also ok for hots. The cool thing is, you cant have any server laggs. I know this from Battlefield where you killed someone in your client and you die after him because he killed you in his client too and its all because of the client-server connection. And this is impossible in hots due to the system. But so we have to live with this bad reconnctions system. When you try to reconnect all actions have to readjust to the point where your team is and this takes a little bit of time. So hots need a new engine, when they want to change this reconnect/ replay system. Aslong hots isnt more popular i think they wont change it.

 

I only dont understand why sometimes the reconnect button disapears, that i have to restart the game before i can reconnect.

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19 minutes ago, Xaethron said:

I feel like the AI talent picking could be fixed if you could save talent paths on your profile. The AI would just continue the path based on what you picked.

Or do it the simplest way there is - after you reconnect you can pick again talents that were picked by AI.

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just registered to icy veins only to thank you for this awesome article! some stuff i wasnt even aware about, but while reading i was like "hell, yeeah, that's true and i didn't even know better!"

biiiig thumbs up! hope this gets shared and blizzard somehow recognizes it! and yeah, let's see what blizzcon has in stores for heroes!

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1 hour ago, DeadPixel said:

I know this from Battlefield where you killed someone in your client and you die after him because he killed you in his client too and its all because of the client-server connection.

Keep in mind that Battlefield hosts games for up to 64 players, while HotS is a game for 10 people. Some system just don't scale so well and have to be replaced by a different one that can handle larger amounts of players at once.
Additionally, in the case of Battlefield, you have to consider projectile speed, as there is a chance of both bullets being in the air at the same time, especially for long range combat.

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13 hours ago, Valhalen said:

This could work, but would completely contradict the concept of Quick Match being a... Well... Quick Match. Where you simply pick a Hero you feel compelled to use.

If anything, I think the system should be a bit more "gentle" in a similar vein to Overwatch, where it displays a warning that there is no "Tank" or "Support". Simply forcing players that they HAVE to follow that Team Composition defeats the purpose of Quick Match.

Don't get me wrong, I hate when I get in 5 Assassin Teams VS Traditional Teams; although the current matchmaking does the best it can to try to queue you with another team filled with the same roles (it's not perfect, however). On the other hand, I have a LOT of fun gathering some buddies and doing stuff like running with 5 Supports.

On the other hand, your points are completely valid. But I think that a solution would be, would be to allow the player to select which roles they want to be filled in the other slots; this would be especially useful when solo queueing.

In my opinion Blizzard should also dissect further the roles, adding in-game the "Bruiser" subrank for Warriors, for example. Adding subranks would be useful to teach players that Heroes in the same class can perform different types of tasks (i.e. Medivh is a Specialist, but he is not made to perform Sieging, or that Tassadar is a Support, but is not suited for solo-healing).

THIS SO DAMN FUCKING MUCH.

Oxygen, please, send this to Blizzard.

I think for the MVP thing, they should give rewards at the end of the game or season. For example a mount or a nice chunk of gold

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12 hours ago, DeadPixel said:

As people said before, all actions will be saved in a log. Its a good design for sc and also ok for hots. The cool thing is, you cant have any server laggs. I know this from Battlefield where you killed someone in your client and you die after him because he killed you in his client too and its all because of the client-server connection. And this is impossible in hots due to the system. But so we have to live with this bad reconnctions system. When you try to reconnect all actions have to readjust to the point where your team is and this takes a little bit of time. So hots need a new engine, when they want to change this reconnect/ replay system. Aslong hots isnt more popular i think they wont change it.

 

I only dont understand why sometimes the reconnect button disapears, that i have to restart the game before i can reconnect.

How popular is HotS in comparison to other mobas? I know that LoL is stagnating, and DotA is well DotA

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16 hours ago, AnotherRussianGamer said:

Bad design. As most of us know, Blizzard Dota was originally an SC2 arcade game mode, and as it got bigger they had to make it a standalone title, and were too lazy to develop a new engine, and thought that if Valve can make a moba on a pre-existing engine meant for another genre, why can't we? Unfortunately, unlike Source which Dota 2 was originally built on, the SC2 engine is not versatile at all, and came with more detrimental engine restrictions than Dota 2 originally had, so ultimately, Blizzard needs to do an engine remake.

Is there a way to upgrade the existing engine, so it's as versatile as the source engine? I mean if it can be upgraded without the need for an entirely new engine

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It's been over two years since the release, and Blizzy didn't even try to fix reconnect issue or improve matchmaking.

I had over 2000 matches in the game and finally uninstalled it because I fed up of getting matched with players who have 100-200 games. They have no map awareness, usually ignore objectives and feed instead of getting xp, but are always the first to blame the team.

Moreover, there are many players who don't even try to come back after just one lost team fight or objective.

The game had bad matchmaking and MMR from the start, which led to good players leaving HotS because they don't want to play with idiots. This led to even worse matchmaking and even more players leaving the game.

After all this time and infamous HotS 2.0 patch that added boxes and more skins but completely ignored gameplay issues, I personally don't have any hope for the game.

There's only one thing they ever did right: disabled chat with opposing team.

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15 hours ago, Valhalen said:

THIS SO DAMN FUCKING MUCH.

Oxygen, please, send this to Blizzard.

My hope is that it'll find them organically. 

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1 hour ago, Oxygen said:

My hope is that it'll find them organically. 

Maybe you could post this on the Battle.Net forums too. Although I'm not sure if it is a good idea given how toxic people are there.

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2 hours ago, Valhalen said:

Maybe you could post this on the Battle.Net forums too. Although I'm not sure if it is a good idea given how toxic people are there.

Someone did before I could. 

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9 hours ago, Dejo93 said:

Is there a way to upgrade the existing engine, so it's as versatile as the source engine? I mean if it can be upgraded without the need for an entirely new engine

Any time there has been this kind of thing suggested for other games, there has often been hints at the idea that the code just currently doesn't allow it, or that it's old code and so can't be upgraded without being remade.

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      Volskaya Foundry
      Objective
      Triglav Protector Attack Damage reduced from 155 to 130. Attack Damage bonus against Structures increased from 50% to 100%. Attack Damage bonus when both slots are occupied increased from 35% to 50%. Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%  Triglav Gunner Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%. Energy Regeneration when both slots are occupied reduced from 35% to 25%. Balance Updates
      Arthas
      Base
      Army of the Dead [R1] Ghouls' Health increased from 1060 to 1200. Ghouls no longer have a duration. Ghouls now lose 60 Health every second. Ghouls duration effectively increased from 15 to 20 seconds. Azmodan
      Base
      Globe of Annihilation [Q] Damage bonus upon reaching 450 Annihilation increased from 125 to 150. Summon Demon Warrior [W] Demon Warriors damage reduced from 83 to 53. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Demon Lieutenant [D] Demon Lieutenant damage reduced from 103 to 52. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Deathwing
      Talents
      Level 1 Molten Blood Removed functionality: No longer grants Form Switch, which could be activated to swap Form. Jaina
      Base
      Frostbite [Trait] Rework: Ice Cold no longer gives Protected, Unstoppable, and immunity to damage over time effects for the duration. Instead, it now gives Invulnerable for the duration. Murky
      Base
      Pufferfish [W] Baseline Quest requirements increased from 100/200 to 200/400. Rework: Kill Slimed enemies or hit them with Pufferfish. Heroes and Structures award 4 bonus stacks. Bug Fixes
      Fixed an issue causing Azmodan's Summon Demon Warrior to not show the amount of charges available. Fixed an issue causing the Health decay of Azmodan's Demon Warriors to scale twice per level. Fixed an issue causing Azmodan's Wrath to still require the target to be under 75% Health in order to grant Annihilation. Fixed an issue causing the damage from Azmodan's Wrath to cap at 400 Annihilation rather than 450 Annihilation. Fixed an issue causing Azmodan's Battleborn to reduce the cooldown between charges instead of the charge cooldown. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation when hitting non-Heroes. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation while Blinded or if the target is Evading. Fixed an issue causing the tooltip for Falstad's Dishonorable Discharge in the Buff Bar to not show the Quest progress correctly. Fixed an issue causing the tooltip for Falstad's Frequent Flyer in the Buff Bar to not show the Quest progress correctly. The tooltip for Gazlowe's Overcharged Capacitors has been updated from duration to Health gain  Fixed an issue causing Jaina's Blizzard to have 0 range. Fixed an issue causing Jaina's Summon Water Elemental to have 0 range. Fixed an issue causing Jaina's Baseline Quest to show its progress on the UI while dead even after completing it. Fixed an issue causing Kerrigan's Baseline Quest to not gain stacks correctly after reaching 150 stacks. Fixed an issue causing Muradin's Thunder Clap to not show the amount of charges available. Fixed an issue causing Muradin's Thunder Clap to not be affected by cooldown reduction effects. Fixed an issue causing Muradin's Dwarf Toss to not show the amount of charges available. Fixed an issue causing Muradin's Dwarf Toss to not be affected by cooldown reduction effects. Fixed an issue causing the cooldown reduction from Muradin's Dwarf Launch to not work correctly. Fixed an issue causing the cooldown reduction from Muradin's Unstoppable Force to not work correctly. Fixed an issue causing Murky's Spawn Egg to not go on cooldown when destroyed or placed. Notification message for Murky having no Egg changed from "Murky's Egg" to "last Murky's Egg". Fixed an issue causing the tooltip for Nazeebo's Dead Rush to not show the Zombies duration correctly. Fixed an issue causing Nazeebo's Gargantuan Stomp to not be usable 20 seconds after Gargantuan was summoned. The tooltip for Zagara's Mutalisk has been updated from duration to Health decay.
    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Map Updates Balance Update Known Issues & Bug Fixes General
      All Quests that can lose stacks will never cause the player to fall below milestone thresholds. Pinnacle Rewards are now named Mythic Rewards to give a more Blizzard feel. So Mythic-y! The following Summoned Units now lose health each second: Demon Lieutenants, Demon Warriors, Gargantuan, Hydralisks, Roaches, Rock-It Turrets, Rush Zombies, Scarabs, Treants, Tumors, and Water Elementals. Total Health and Duration of these Summoned Units have been adjusted to compensate for this. Structures now prioritize Summoned Units when there are no remaining minions. Summoned Units no longer take half damage from Structures. XP Globe pickup sound is now also played when killing a minion that instantly yields XP. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General Watch Towers will now reset to neutral after 45 seconds of not being occupied. Volskaya Foundry Triglav Protector bonus Damage and cooldown speed increased from 25% to 40% when 2 players are inside. Warhead Junction The burn duration is now displayed on structures affected by a Warhead. Return to Top
      Balance Update
      Heroes
      Azmodan
      Base
      Globe of Annihilation [Q] Now deals 50% damage to non-Heroes. Upon reaching 225 Annihilation, Globe of Annihilation no longer deals reduced damage to non-Heroes. Window to kill minions for Annihilation increased to 3s (from 1.5s). Summon Demon Warrior [W] Demon Warriors damage increased from 32 to 83. Now deals half damage to Heroes. Demon Warriors no longer have a duration, but lose 26 Health every second. Demon Warriors no longer have Immolation. Now has 2 charges. Talents
      Level 1 Wrath REWORK: Now provides 1 stack for every 2 Basic Attacks hit against a Structure or Hero. Level 7 Art of Chaos Extra Annihilation amount reduced from 4 to 2. Bombardment Amount of time Bombardment lasts reduced from 4 seconds to 3 seconds. Master of Destruction Amount of Annihilation granted reduced from 2 to 1. Level 13 Brutish Vanguard Now slows the attacked target by 30%. Level 16 Hell Rift Damage bonus reduced from 75% to 35%. Level 20 Inescapable Annihilation NEW: Globe of Annihilation has unlimited range. Pride Moved to baseline. Now requires 450 stacks. Deathwing
      Base
      Attack Damage decreased from 155 to 110. Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. Cataclysm [R] NEW QUEST: Damage Heroes with Molten Flame to gain 1 stack. Gain 50 stacks for killing a Hero. Mythic Reward: Upon reaching 2,000 stacks, Cataclysm now deals 2,500% damage to Structures and Minions. "I AM THE CATACLYSM". Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% Molten Flame [Q] Base Damage per Second reduced from 21 to 19. Incinerate [W] Cooldown increased from 4 seconds to 6 seconds. Energy cost increased from 20 to 30. Damage increased to 100 (from 65). Lava Burst [W] Cast time reduced from 1 second to .75 seconds. Cooldown increased from 6 seconds to 9 seconds. Energy cost increased from 15 to 25. Explosion Damage increased from 30 to 35. Explosion Damage over Time increased from 6 to 7. Slow increased from 35% to 45%. Dragonflight [Z] Cooldown delay after dealing or taking damage increased from 4 seconds to 6 seconds. Cooldown reduced from 45 seconds to 15 seconds. Talents
      Level 1 Dragon Soul Healing increased from 75%, 150% to 100%, 200%. Level 4 Heat Wave Damage over Time increased from 6 to 9. Damage over Time stacks reduced from 4 to 3. Initial damage bonus increased from 125% to 150%. Level 7 Firestorm Damage increased from 70 to 77. No longer reduces cooldown of Dragonflight. Level 13 Fire and Fury Damage bonus increased from 30% to 40%. Falstad
      Base
      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Frostbitten Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis. Talents
      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Damage over Time is dealt over 4 seconds (from 5s). Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Known Issues & Bug Fixes
      Known Issues
      Jaina Ice Cold's tooltip is incorrect. Resetting Jaina's talents after finishing her quest causes issues. Zul'jin Resetting Zul'jin's talents does not reset cap. Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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

       
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