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Oxygen

Six Aspects of HotS That Need Improvement

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5 minutes ago, Blainie said:

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.

Yes, pretty much the same reason why we will never get an engine upgrade for WoW.

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4 minutes ago, Valhalen said:

Yes, pretty much the same reason why we will never get an engine upgrade for WoW.

Yep. Time invested etc., they might as well just wait for WoW 2 or Warcraft 4.

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1 hour ago, Blainie said:

Yep. Time invested etc., they might as well just wait for WoW 2 or Warcraft 4.

WARCRAFT 4!!!

Sorry, just hearing that in my head got too excited.

Yea, for HOTS though I could see them addressing the engine issues... eventually. As Oxygen pointed out Blizzard has always been quite loyal to their games. (Seriously, how is Diablo ll still a thing?)

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One thing not on the list is Voice chat; a premade group (even of just 2 players) has an enormous advantage if they're on discord/skype/other.    It's a fast paced team game where they've emphasized the team aspect even more than other Mobas.   And yet the only in game way to communicate fast is a very limited pinging system or trying to type stuff out in a hurry.

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8 minutes ago, Migol said:

One thing not on the list is Voice chat; a premade group (even of just 2 players) has an enormous advantage if they're on discord/skype/other.    It's a fast paced team game where they've emphasized the team aspect even more than other Mobas.   And yet the only in game way to communicate fast is a very limited pinging system or trying to type stuff out in a hurry.

Battle.net has new voice chat features, so I'm assuming they'll touch upon it at BlizzCon.

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16 hours ago, Blainie said:

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.

Quite recently Dota 2 was remade from the ground up in a different engine. If Valve can manage it then so can Blizz. I realise it's tremendous effort to do it but it needs to be done.

Edited by Brutalis

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1 hour ago, Brutalis said:

Quite recently Dota 2 was remade from the ground up in a different engine. If Valve can manage it then so can Blizz. I realise it's tremendous effort to do it but it needs to be done.

Wasn't the Source 2 Engine specifically made to allow for VR games to be made and the like? They just tweaked it to allow DOTA to run on it too? Might be less incentive for Blizzard to make a new engine than there was for Valve.

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1 hour ago, Blainie said:

Wasn't the Source 2 Engine specifically made to allow for VR games to be made and the like? They just tweaked it to allow DOTA to run on it too? Might be less incentive for Blizzard to make a new engine than there was for Valve.

If I recall correctly, the Source 2 engine was created to make content creation process faster for both Valve and mod creators (resulting in Custom Games). The new engine also improved performance and included a new physics engine. All of these would be great in HotS.

By the way, congratulations for 10k posts!

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20 minutes ago, positiv2 said:

If I recall correctly, the Source 2 engine was created to make content creation process faster for both Valve and mod creators (resulting in Custom Games). The new engine also improved performance and included a new physics engine. All of these would be great in HotS.

I do wonder how much it'd cost to develop a new one - I assume they'd hold off on it until they need it for WoW 2, or something large like that. Maybe even D4.

20 minutes ago, positiv2 said:

By the way, congratulations for 10k posts!

Thanks! Only 90 more to go until 100k :D

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So, #2-#6 are just straightforward, "this is a feature that everyone agrees needs to be put it you just need to pony up the labor hours and do it." totally agree with them, and I also sympathize with the technical difficulties on some of them (NOT hero trading in draft - no sympathy there. WHY ISN'T THIS IN ALREADY).

 

#1 could be its own whole article. In general I agree with a lot of your small points, but not as much with your proposed solutions.  This seems to be a "fix QM in service of the ideal of preparing all players for ranked," when actual player preferences (i.e.; the number of QM games almost certainly outstrips all other pvp play modes combined many times over) show that the *vast* majority of pvp players prefer this mode above all else.

QM certainly needs fixes, but I think it's better to fix the QM experience in a standalone way that doesn't just turn it into draft lite (tm). Namely, team comp considerations should be weighted *much* more heavily that hey are now when matching teams together. currently, you very frequently get comically mismatched teams where the only possible explanation is that they were balanced for player ELO first and comp second (or not at all). I could go on all day about how they could fix this with new sub-classes and whatnot, but that's been done elsewhere and I won't re-tread.

The REALLY brave solution that I don't think they'd actually ever implement would be to take a tip from the LoL Devs and abandon the idea of "dedicated" healers (and maybe tanks too?). give every support a full rework that either makes them a) some other class entirely (looking at you, tassadar)or b) amps up their power budget on everything else to where healing is a niche trick that can't be relied upon all the time (look at Soraka or Nami's healing in LoL) rather than a way to reliably keep an entire team healed up through infinite poke.

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10 hours ago, Voltorocks said:

The REALLY brave solution that I don't think they'd actually ever implement would be to take a tip from the LoL Devs and abandon the idea of "dedicated" healers (and maybe tanks too?). give every support a full rework that either makes them a) some other class entirely (looking at you, tassadar)or b) amps up their power budget on everything else to where healing is a niche trick that can't be relied upon all the time (look at Soraka or Nami's healing in LoL) rather than a way to reliably keep an entire team healed up through infinite poke.

Surely even LoL does maintain the idea of dedicated healers? Look at Taric, for example. The only reason he can ever be something other than a healer/support is because of item builds, which HoTS just doesn't have the ability to implement. 

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On 10/25/2017 at 6:45 PM, Voltorocks said:

The REALLY brave solution that I don't think they'd actually ever implement would be to take a tip from the LoL Devs and abandon the idea of "dedicated" healers (and maybe tanks too?). give every support a full rework that either makes them a) some other class entirely (looking at you, tassadar)or b) amps up their power budget on everything else to where healing is a niche trick that can't be relied upon all the time (look at Soraka or Nami's healing in LoL) rather than a way to reliably keep an entire team healed up through infinite poke.

The initial draft of the article discussed this solution, but I opted to remove it for something more realistic and less cocky. They'll never rework half the heroes when the entire game is designed to include (and balanced for) healers.

I like DotA's system the most; Heroes bring widely unique things to the table, and it's up to you to make them work. Heroes', uh, heroes are pretty bland and quite homogeneous for the most part, and are generally just played because they're the best at their role, and not because they bring something unique to whatever strategy you're trying to pull off. Of course there are some exceptions, like Abathur and so on.

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Great points! And I'm inspired by your discussion about ai picking random talents. I think they could add a feature which allows you to add preset talent plans in your loadouts. And an in-game hotkey would be asigned to activate your plan, say Ctrl+A for example. You can still pick talents with Ctrl+num, or you can use Ctrl+A to autopick. And there could be a golden boarder or something around your preset talents as a reminder. 

So ai will auto pick your preset plan so your game won't be ruined by mis-picked talents by ai if your're unintentionally DCed. Another benefit is that this may also help reduce the chance of mis-picking by players themselves and enables quick pick if you happen to lvl up in the middle of a fight. 

As for draft mode, just add the hero swap feature together with this. Players will be given some time after the draft to swap and select loadouts.

Now the problem will be that there're too few slots. I don't know why Blizzard won't give us more slots, not even an option for them, but if it's due to server capicity or something, at least give more slots to the heroes in your favourite list? I think that's only reasonable.

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2 hours ago, VinsX said:

Great points! And I'm inspired by your discussion about ai picking random talents. I think they could add a feature which allows you to add preset talent plans in your loadouts. And an in-game hotkey would be asigned to activate your plan, say Ctrl+A for example. You can still pick talents with Ctrl+num, or you can use Ctrl+A to autopick. And there could be a golden boarder or something around your preset talents as a reminder. 

So ai will auto pick your preset plan so your game won't be ruined by mis-picked talents by ai if your're unintentionally DCed. Another benefit is that this may also help reduce the chance of mis-picking by players themselves and enables quick pick if you happen to lvl up in the middle of a fight. 

The only problem with this solution is that it only works if your present loadout works for each situation. There are heroes that have very varied talent choices depending on who they face (melee or ranged, stealth or no stealth, etc.), so I think an option to simply reset AI talents would be better IMO.

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4 hours ago, Blainie said:

The only problem with this solution is that it only works if your present loadout works for each situation. There are heroes that have very varied talent choices depending on who they face (melee or ranged, stealth or no stealth, etc.), so I think an option to simply reset AI talents would be better IMO.

It would be the best solution, but that would present problems on its own too.

For example, what if when you reconnect the AI just used the Hero's Heroic Ability? Then you go through the process of re-picking all talents while the Heroic is on cooldown? Would you have access to your Heroic Ability straight up? That can be potentially broken:

- Say you're playing Thrall and disconnect.

- The Thrall AI picks Earthquake at level 10.

- You reconnect, but right before that Thrall has used Earthquake, thus triggering its cooldown.

- You re-pick all talents again, but you go for Sundering. Would that allow you to use Sundering straight up or would trigger its cooldown to essentially preventing Thrall from using two Heroics in succession?

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1 hour ago, Valhalen said:

You re-pick all talents again, but you go for Sundering. Would that allow you to use Sundering straight up or would trigger its cooldown to essentially preventing Thrall from using two Heroics in succession?

I would hope they'd implement a %-based cooldown system for it, where the cooldown remaining on Sundering would be the same % as on Earthquake, regardless of the actual time.

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1 hour ago, Blainie said:

I would hope they'd implement a %-based cooldown system for it, where the cooldown remaining on Sundering would be the same % as on Earthquake, regardless of the actual time.

I don't think there is any real solution to AI auto-picking. But I genuinely think preset talents & quick pick can work on its own as a convenience feature. The AI thing is more of a compromising solution as an extra.

One problem with talent reset with %based CD would be the ults that can store charges. Valla for example, if AI used Strafe and you return and reset and pick Rain when the CD is half way. Will you get 1 charge and full CD for the second charge, or no charge and halfway to gain 2 charges? And what about the other way around?

Another problem, quest talents.

And also, some people may use it for"cheating"for heroes with considerable CD timer differential between their ults. Kel'Thuzad for example, you use Blast and DC, then reconnect and reset to pick Fissure. And DC and reset again to pick Blast, and it should be almost up. So you'll have Blast on a 20-ish seconds CD. It's not a big impact perhaps, but as long as it's out there, there will be people trying to do it.

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3 minutes ago, VinsX said:

I don't think there is any real solution to AI auto-picking. But I genuinely think preset talents & quick pick can work on its own as a convenience feature. The AI thing is more of a compromising solution as an extra.

One problem with talent reset with %based CD would be the ults that can store charges. Valla for example, if AI used Strafe and you return and reset and pick Rain when the CD is half way. Will you get 1 charge and full CD for the second charge, or no charge and halfway to gain 2 charges? And what about the other way around?

Another problem, quest talents.

And also, some people may use it for"cheating"for heroes with considerable CD timer differential between their ults. Kel'Thuzad for example, you use Blast and DC, then reconnect and reset to pick Fissure. And DC and reset again to pick Blast, and it should be almost up. So you'll have Blast on a 20-ish seconds CD. It's not a big impact perhaps, but as long as it's out there, there will be people trying to do it.

Yeah, pretty much like I said. MANY PROBLEMS. Quest Talents would be a pain in the ass too. Imagine getting near your full stacks to complete that one power-spike quest talent, then getting DC'ed and losing it all because of the reset.

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On 10/26/2017 at 5:30 AM, Blainie said:

Surely even LoL does maintain the idea of dedicated healers? Look at Taric, for example. The only reason he can ever be something other than a healer/support is because of item builds, which HoTS just doesn't have the ability to implement. 

in the sense that these champs' main "trick" is healer, yes. and there are certainly many dedicated support champs. but the fact even on the *most* healing-centric heroes, it's not on the level of Hots healers - heals are for clutch saves or slow, passive lane sustain *only.* there is nothing even in the ballpark of malfurion's mobile top-off station Q or rehgars full-heal R. 

basically their idea design wise is to give healing a very high power budget so that even dedicated healers have very little. the idea is to make poke more meaningful and lead to engages instead of just resulting in passive poke-and-heal cycles.

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On 11/2/2017 at 12:37 AM, Voltorocks said:

Basically their idea design wise is to give healing a very high power budget so that even dedicated healers have very little. the idea is to make poke more meaningful and lead to engages instead of just resulting in passive poke-and-heal cycles.

Would you say quest talents only add to that more, though? Especially ones that are based on not dying (Kael) - there is no reason to engage until your quest is done, so you do nothing but poke.

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On 11/6/2017 at 6:05 AM, Blainie said:

Would you say quest talents only add to that more, though? Especially ones that are based on not dying (Kael) - there is no reason to engage until your quest is done, so you do nothing but poke.

I actually don't think that these types of quests actually affect this issue - it's not a question of whether or not there's a poke game, it's a question of whether or not poke actually *matters.*

To use your example of Kael: In a healer heavy game like ours, Kael doesn't have to choose (as much) between safe play or aggressive play: if he steps out too far and eats a chromie combo. medic or malf can top him off in a few seconds as long as he can reposition before being finished off. take healers out of the equation, and chromie's well-executed poke will likely force kael to B, giving her team a great window to engage or take an objective.

the disease of the "endless poke-war" is *only* possible with strong healers. Without them, even the most passive poke DPS players will eventually whittle down an opponent and open a window to engage when they either get picked or are forced to B.

TLDR on quests like Kael's: the talents are only interesting if the players has to choose a balance between safe, suboptimal play and risky but aggressive play. Healers make it easier to have you cake and eat it too.

Edited by Voltorocks

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9 hours ago, Voltorocks said:

the disease of the "endless poke-war" is *only* possible with strong healers. Without them, even the most passive poke DPS players will eventually whittle down an opponent and open a window to engage when they either get picked or are forced to B.

Yes, but without that it would a game of Hearthstoning every 2 minutes.

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On ‎10‎/‎23‎/‎2017 at 12:00 PM, Godeyes said:

@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...

This is a HUGE problem to me.  I can't tell you how many drafts I say "we need a tank" and someone says that we have one (when clearly we do not).  They don't understand the hero roles.  It shouldn't be forced (comps should be flexible and encourage bold strategies), heck I have won HL games with triple spec before.  However, a 'bad' comp (one with missing roles) pretty much always results in a toxic game.

Another issue is that several warriors have different builds (not just Varian), and simply picking a hero that CAN be a tank doesn't make him a tank.  I have countless games where we have solo warrior and they skip tanky talents.  Most of the time it is Muridan with all bolt talents, Haymaker, etc.  

On top of that, for some reason in Gold and below, everyone thinks a tank should just infinitely push and soak damage.  Meanwhile a dive assassin takes out your entire backline.  Perhaps if people understood Tank vs Bruiser, they would understand the difference in those mentalities/approaches.

 

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On ‎10‎/‎31‎/‎2017 at 12:01 AM, VinsX said:

Great points! And I'm inspired by your discussion about ai picking random talents. I think they could add a feature which allows you to add preset talent plans in your loadouts. And an in-game hotkey would be asigned to activate your plan, say Ctrl+A for example. You can still pick talents with Ctrl+num, or you can use Ctrl+A to autopick. And there could be a golden boarder or something around your preset talents as a reminder. 

So ai will auto pick your preset plan so your game won't be ruined by mis-picked talents by ai if your're unintentionally DCed. Another benefit is that this may also help reduce the chance of mis-picking by players themselves and enables quick pick if you happen to lvl up in the middle of a fight. 

As for draft mode, just add the hero swap feature together with this. Players will be given some time after the draft to swap and select loadouts.

Now the problem will be that there're too few slots. I don't know why Blizzard won't give us more slots, not even an option for them, but if it's due to server capicity or something, at least give more slots to the heroes in your favourite list? I think that's only reasonable.

I would love to preset my talents.  Even when I am IN games I have misclicked at times, or delayed picking to avoid a misclick while in a big battle (where the talent could have helped a lot).  I look at it like a fantasy draft, where you can check your queue your favorite player in case you step away.  I would love to do that in HOTS.  You don't have to pick your entire build, but you could just queue up the next couple talents.  You might change your mind based on what the enemy picks, but then you either need to uncheck the queue or never queue in the first place.  Make it up to the user.

If you had something queued, the talent pick could still pop up, but maybe if you just hit enter or space bar or something, it accepts the pre-selected talent.  Alternatively you pick a different talent (no enter confirmation needed).  I wouldn't want to make the confirmation too lengthy as the point is to not interrupt play (beyond the DC issue).

 

It could also help avoid situations where you end up without a tank because the person builds 'wrong'.  I have been in tons of drafts where you ask for a tank, someone picks Varian, then surprise they are twin blades!  If they had it queued you could maybe head that off and correct it before the rest of the game becomes toxic.

 

Edited by ArtVandelay
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      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.

       
    • By Elitesparkle
      Blizzard released a new 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 is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Map Updates Balance Update Bug Fixes General
      New Skin: Bonny Butcher
      New Skin: Warthog Gear Head Thrall
      Players will now receive an announcement when a quest milestone is reached. This will only announce to the player who achieved the milestone. Ranges of abilities on numerous Heroes have been updated to be more consistent. This may cause certain abilities ranges to reduce or increase. Brawl Starting January 2026, Brawls will only be open the first 5 days of every month. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General A new Fallback Tower has been added to the longer lanes on each of the following battleground maps. This new tower will die when its corresponding Fort dies: Alterac Pass, Battlefield of Eternity, Blackheart's Bay, Braxis Holdout, Cursed Hollow, Dragon Shire, Garden of Terror, Hanamura Temple, Infernal Shrines, Sky Temple, Tomb of the Spider Queen, Volskaya Foundry, and Warhead Junction. Attacks from the Core, Keeps, Forts, Fallback Towers, and Towers near Keeps will now reduce Hero armor, and the reduction has been increased from -10/-20 Armor to -20/-40 Armor. Fallback Towers have the same HP and Attack Damage as Keep Towers. Forts, Keeps, and the Core will no longer grant Allied Heroes that take damage in their radius 35 Armor for 4 seconds. The comeback system has been slightly magnified, particularly at wide level gaps. Alterac Pass Objective capture timer reduced by 5 seconds in each phase. The first phase only spawns a single defending unit. Cavalry now gain more health in the later stages of the game. Cavalry now take 60% damage from structures (up from 50%). Braxis Holdout Early objectives have lowered in health by 15%, but scaling has been increased significantly after 15 minutes. Garden of Terror Garden Terror health scaling increased. Garden Terror structure disabling plant bulb now damages itself at 10% per second (up from 6%). Infernal Shrines Early objectives have lowered in health by 15%, but scaling has been increased significantly after 15 minutes. Warhead Junction Nuke damage has been changed to flat, scaling damage. Scaling is updated when a Warhead is picked up. Nukes now deal double damage versus Forts, Keeps, and the Core. Return to Top
      Balance Update
      General
      Pinnacle Rewards have been added to mutiple Heroes. These will be hard to obtain but provide powerful rewards. Heroes
      Falstad
      Base
      Lightning Rod [W] Cooldown reduced from 13 seconds to 12 seconds. Talents
      Level 1 Dishonorable Discharge REWORK: No longer reduces CD. Bonuses are now provided at 20/45/75 hits. At 20 hits, gain 30% damage. At 45 hits, gain an additional 75% damage and reduce the cooldown by 2 seconds. Pinnacle Reward: At 75 hits, Lightning Rod provides 2 additional strikes and Stuns for 1.25s on its last strike. Frequent Flyer REWORK: Reduced attack speed bonus from 40% to 25%. Now provides 1 stack per minion and 5 stacks per Hero. At 50 stacks, gain 20 Attack Damage. At 125 stacks, gain an additional 50 Attack Damage. Pinnacle Reward: At 300 stacks, gain an additional 125 Attack Damage. Gathering Storm REWORK: Bonuses are now provided at 30/80/150 stacks, rather than incremental gains. At 30 stacks, gain 30% damage. At 80 stacks, gain an additional 50% damage. Pinnacle Reward: At 150 stacks, gain an additional 70% damage. REWORK: Lose 8 stacks on death, but can not lose milestones that have already been completed. Level 7 Charged Up Moved to be a Level 13 Talent. No longer provides additional hits, but instead provides cooldown refresh on Hero takedowns. Level 13 Thunderstrikes Moved to be a Level 7 Talent. Guldan
      Base
      Corruption [E] Mana cost increased from 80 to 90. Talents
      Level 1 Echoed Corruption Increased stack requirement to 60. Pinnacle Reward: At 100 stacks, Corruption now heals for 50% of the damage dealt. Pursuit of Flame Increased radius from 10% to 15%. Reworded to say "Fel Flame's area is increased by 33%". Progress is now reset upon death and can not lose progress upon completion. Johanna
      Base
      Punish [Q] Slow on enemies reduced from 60% to 50%. Talents
      Level 4 Subdue Slow on enemies reduced from 80% to 70%. Kael'thas
      Talents
      Level 1 Convection REWORK: Every 20th Hero hit permanently increases Flamestrike damage by 150 and Kael'thas's maximum Health by 50. Kerrigan
      Base
      Primal Grasp [E] Cooldown reduced from 10 to 8. Delayed damage reduced from 195 to 165. Initial damage increased from 25 to 40. Ravage [Q] Damage reduced from 130 to 115. Now includes a baseline quest: Kill enemies within 1.5 seconds of hitting them with Ravage. Minions grant 1 progress and Heroes grant 5. At 75 stacks, Ravage gains 125 damage. Pinnacle Reward: At 125 stacks, Ravage gains 200 additional damage. Impaling Blades [W] Cooldown reduced from 12 seconds to 9 seconds. Damage reduced from 165 to 140. Radius increased from 1.5 to 1.65. Stun duration reduced from 1 second to .75 seconds. Assimilation [D] Increased the amount of shield gained from Basic Attacks from 10% to 20% of damage dealt. Talents
      Level 1 Fury of the Swarm No longer increases shields gained from Basic Attacks. Level 4 Sharpened Blades Talent has been removed. Ravaging Ferocity NEW: Gain 25% attack speed for 3 seconds after using Ravage. Level 7 Boundless Fury Cooldown increased from 10 seconds to 12 seconds. Queen of Blades Cooldown reduction increased from 3 seconds to 4 seconds. Level 10 Summon Ultralisk Damage reduced from 250 to 225. Level 13 Chrysalis HP lowered from 750 to 650. Reduced the amount of health regenerated from 5% max health per second to 4%. Level 16 Painful Spikes Damage reduced from 70 to 60. Level 20 Omegastorm Increased extended duration from .25 seconds per hit to .4 seconds per hit. Sylvanas
      Base
      Black Arrows [D] Black Arrows now refers to what was previously called "Banshee's Curse". New Baseline Quest: Deal damage to Heroes or Structures with 3 stacks of black arrows. At 250 stacks, increased the damage bonus of Black Arrows to 50%. Pinnacle Reward: At 400 stacks, heal for 25% of damage dealt against enemies with 3 stacks of Black Arrows, doubled against Heroes. Reduced base damage bonus of Black Arrows to 15%. Activatable portion of Black Arrows has been removed. Talents
      Level 1 Unfurling Shadows Talent has been removed. Unrelenting Torment NEW: Increases the damage of Shadow Dagger by 20% and increase its duration by 1 second. Level 4 Haunting Arrows NEW: You can now activate Black Arrows to cause all damage dealt to stun non-heroes. 90 second cooldown, reduced by 3 seconds when attacking a structure. Possession Now a Baseline ability. 25 seconds to restore each charge, 2 seconds cooldown. Max 4 charges. Level 7 Barbed Shot Bonus damage increased from 350% to 400%. Lost Soul REWORK: Reduces the cooldown of Shadow Dagger when attacking non-minions with 3 stacks of Black Arrows by .75 seconds, doubled against Heroes. Level 13 Windrunner Recast window reduced from 5 seconds to 4 seconds. Thrall
      Talents
      Level 1 Crash Lightning REWORK: Bonuses are now provided at 15 and 30 stacks. At each milestone, Chain Lightning gains 270 damage. Lose 6 stacks on death, but can not lose milestones that have already been completed. Echo of the Elements REWORK: Bonuses are now provided at 20/40/100 stacks. At 20 stacks, reduce mana cost of Chain Lightning by 20. At 40 stacks, Chain Lightning gains an extra charge and will bounce one additional time. Pinnacle Reward: At 100 stacks, Chain Lightning will fork to an additional target each time it bounces. Rolling Thunder Moved to be a Level 7 Talent. No longer increases Chain Lightning bounces by 1. Level 7 Maelstrom Weapon Moved to be a Level 1 Talent. REWORK: Bonuses are now provided at 20/40/100 stacks, rather than incremental gains. At 20 stacks, gain 20 damage and increase the movespeed bonus to 40%. At 40 stacks, gain an additional 40 damage and Thrall permanently gains 15% increased movement speed. Pinnacle Reward: At 100 stacks, Frostwolf Resilience now provides +200% Healing. Level 16 Tempest Fury No longer provides additional quest stacks. Thunderstorm Increased damage bonus provided at max stacks from 25% to 30%. Level 20 Wind Rush Cooldown increased from 80 seconds to 90 seconds. Tyrael
      Talents
      Level 1 Ardent Restoration Maximum healing stacks reduced from 10 to 8. Level 4 Reciprocate Damage reduced from 190 to 170. Level 7 Burning Halo Damge per second reduced from 15 to 12. Level 10 Sanctification Cooldown reduced from 90 seconds to 85 seconds. Mana cost reduced from 75 to 70. Level 20 Aspect of Justice Cast time reduced from 1.5 seconds to 1.25 seconds. Cooldown reduction per enemy Hero hit increased from 10% to 15%. Zul'jin
      Base
      Basic Attack Damage decreased from 96 to 94. You Want Axe? [D] No longer has a cap on stacks. Now causes Zul'jin to lose 3 stacks (15 hits) on death. Talents
      Level 1 Headhunter Increased damage bonus per hero kill from 2% to 2.5%. Return to Top
      Bug Fixes
      Map
      Blackheart's Bay Fixed an issue that caused the Battleground Objective to not start if a particular chest is the last destroyed chest. Fixed an issue that caused the help text for attacking the Treasure Chest to not disappear if a particular chest is attacked. Warhead Junction Fixed Warhead Junction Nuke Damage Dealt tracking. Heroes
      Cho'gall Base Eye of Kilrogg [Skill 1] Fixed an issue that caused the Eye of Kilrogg's cast range indicator to be slightly larger than the ability range. Level 1 We See You! Fixed an issue that caused We See You's range increase tooltip value to display incorrectly after being selected. D.Va Fixed an issue that caused D.Va's Mech to not respawn with the correct amount of Blackheart's Bay Doubloons. Base Defense Matrix [W] Fixed missing icon in D.Va's Quick Cast setting for Retarget Defense Matrix. Gazlowe Level 16 Firin' Mah Lazors Fixed an issue that caused Firin' Mah Lazorz's warning to not display correctly. Fixed an issue that caused Big Top Gazlowe's Firin' Mah Lazorz to create permanent visuals. Kael'thas Base Living Bomb [W] Living Bomb will not activate its effects on a target that becomes immune to Living Bomb. Living Bomb will now apply its effects if the target dies with Living Bomb. Raynor Base Adrenaline Rush [E] Fixed an issue that caused Adrenaline Rush to not display the base duration in its tooltip after selecting Give Me More. Stukov Level 1 Reactive Ballistospores Fixed Reactive Ballistospores tooltip. Tychus Base Overkill [Q] Overkill retarget can now also be targeted in a direction. When clicking near or on a target, it will attach to that target, but if no targets are nearby, Overkill will start firing in that direction. If Overkill hits a target while firing in a direction, that target will become Overkill's primary target. If Overkill is active when there are no possible targets, Overkill will no longer be cancelled, and instead will start firing in the direction of the last primary target. Fixed an issue that caused mounting to not interrupt Overkill. Valla Base Hatred [D] Fixed Hatred Tooltip. Level 20 Storm of Vengeance Fixed an issue that caused Storm of Vengeance to not grant 2% Attack Speed per Hatred stack. Zagara Level 1 Infest Fixed Infest active current bonus tooltip. Level 16 Mutalisk Fixed Mutalisk tooltip. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      After weeks of PTR testing, the latest Heroes of the Storm patch is now live and here are the official patch notes with all the changes!
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Map Updates Shop Balance Update Bug Fixes General
      Basic, Cleave, and Splash Attacks will now function more consistently across all Heroes through various situations. Changes that may impact the balance of the Hero will be listed in the Balance section. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General Blackheart's Bay, Hanamura Temple, and Warhead Junction will enter Ranked map rotation in the coming weeks! Forts, Keeps, and the Core will now grant Allied Heroes that take damage in their radius 35 50 Armor for 4 seconds. This effect has a 4 second cooldown and can only be granted to 1 Hero per Structure. While this Armor is in effect, Enemy Heroes that attack the target will be slowed by 20%. Forts, Keeps, and Core will no longer prioritize an Enemy Hero when an Allied Hero is attacked. Mercenary camps now spawn 30 seconds after the match begins (Down from 60 seconds). Small XP globes have been removed. will now vanish if no allied Hero is within 15 radius of the globe. Structure Health increased by 12.5%. When a Hero attacks an enemy structure with a Basic Attack, allied minions near the building become inspired and gain 35% attack speed and 35% move speed for 3 seconds. This does not affect illusions or summons. Minions will now spawn exactly at MM:00 and MM:30. Blackheart's Bay Bombardment now deals 20% reduced damage to Keeps and Cores. Cast time to turn in coins decreased from 7 seconds to 5 seconds. There are now 3 treasure chest locations. The first chest spawns in the top lane during the first phase, two chests spawn in the next three phases, and all three chests spawn every phase after that. There are now watch sight towers near Blackheart. You will now only drop half your coins upon death (rounded down). Only 8 coins are required for the first turn-in, down from 10. Hanamura Payload damage increase by 12.5%. Payload now moves 25% faster. Samurai lane pusher health reduced by 12.5%. Payload deals 20% less damage to the core. Infernal Shrines Punishers will no longer leap over gates. Skeleton minions damage reduced by 25%. Skeleton minions health decreased from 400 to 300. Skeleton minions move speed increased from 3 to 3.5. Skeleton minions now have 20 spell magic Armor. Sky Temple Guardian Mighty Swing knockback duration reduced from 0.5 seconds to 0.375 seconds. Guardian Mighty Swing knockback is now interrupted by other knockback effects. Guardian Mighty Swing knockback speed increased to match previous knockback distance. Guardian Mighty Swing will now interrupt any ongoing knockback effects. Warhead Junction Nukes damage updated to 1000 + 12.5% of target's Max Health (was 2300 damage before). Nukes now ignite structures, dealing 1.2% 0.8% of their Health per second for 10 12 seconds. Attacking the building will refresh the duration up to 5 8 seconds. Nukes now take 2.5 seconds to launch (Up from 1.5 seconds). There will now be fewer nukes that spawn. Garden Of Terror Terror has 12.5% more baseline life. Terror scales significantly harder into late game. Return to Top
      Shop
      New Mount: Plush Sheep
      New Mount:Amber Plush Sheep
      Return to Top
      Balance Update
      Heroes
      Abathur
      Base
      Locust damage increased by 25%. Dehaka
      Base
      Brushstalker [Z D] Cooldown increased from 75 seconds to 240 seconds. Cooldown is reduced by 40 50 seconds when a Regen Globe is picked up. Talents
      Level 20 Apex Predator Cooldown reduction increased from 50 to 120 190 seconds. Illidan
      Talents
      Level 16 Fiery Brand Attacking a different Hero from the last Hero attacked now resets progress on the previously attacked Hero. Blinds and Evasion now prevent any progress from being granted. If the target gains Stasis or Invulnerable, progress will be lost. Stacks now last 300 seconds. Kael'thas
      Talents
      Level 20 Rebirth Now has 3 charges. Maiev
      Base
      Umbral Bind [W] Pull force reduced from 35 to 21.05. The Butcher
      Talents
      Level 13 Brutal Strike Now loses stacks when attacking while Blinded or against Evading enemies. The Lost Vikings
      Talents
      Level 10 Longboat Raid Decreased Move speed no longer decreases the Longboat Raid's starting speed and now reduces Longboat Raid Move speed by 25%. Thrall
      Talents
      Level 7 Elemental Assault NEW: After using a Basic or Heroic Ability, Thrall's next Basic Attack within 4 seconds deals 45% more damage. Follow Through Talent Removed. Uther
      Base
      Holy Light [Q] Range increased from 7.75 to 8. Range is no longer increased to 8.75 after selecting Holy Shock. Talents
      Level 4 Holy Shock No longer grants reduced cooldown or Mana cost and instead costs less Mana and has a lower cooldown. Now features its own active button. Valeera
      Talents
      Level 7 Slice and Dice REWORK: Grants 400% Attack Speed which is lost after attacking 3 times or after 3 seconds. Cooldown for the next attack after the third will not be reduced. Varian
      Talents
      Level 10 Warbringer Warbringer mana cost reduction reduced from 22.5 to 20. Mana cost reduction reduced from 22.5 to 20. Level 20 Demoralizing Shout Cooldown reduction increased from 2.5% to 5%. Zagara
      Talents
      Level 1 Infest Damage bonus reduced from 125% to 100%. Return to Top
      Bug Fixes
      Map
      Blackhearts Revenge Fixed an issue that caused Deathwing to lose Unstoppable after using the waygates. Sky Temple Fixed an issue that caused Roots to prevent Guardian Mighty Swing knockback. Heroes
      Alarak Level 16 Mocking Strikes Fixed an issue that caused Basic Attacks to display incorrectly when attacking a Silenced Hero after selecting Mocking Strikes. Artanis Level 4 Shield Surge Buff Bar tooltip updated. Level 7 Final Cut Buff Bar updated to show remaining duration. Now consumed if attacking while Blinded. Level 16 Titan Killer Bonus damage is now dealt before the primary Basic Attack damage. All other associated effects will still occur if this kills the target. Arthas Base Frostmourne Hungers [D] Fixed an issue that caused impact visuals and sound effects to be created on Arthas. Azmodan Level 1 Greed Fixed an issue that caused Globes of Annihilation empowered by Tide of Sin to deal more damage than intended to non-Heroes. Level 4 Battleborn Fixed an issue that caused impact visuals and sound effects to be created on Azmodan. Level 16 Total Annihilation Now displays as Total Annihilation in the Death Recap. Level 20 Pride Now displays as a quest. Brightwing Base Phase Shift [Z] Cast indicator is no longer hidden if the target is Polymorphed. Level 13 Pixie Boost Movement Speed now gradually decays over is duration instead of in chunks. Cassia Level 1 Charged Strikes Fixed an issue that caused Charged Strikes to trigger multiple times in a row when gaining attack speed. Now applies to the next Basic Attack that is fired instead of the next Basic Attack that connects. Now displayed in the Buff Bar while in progress. Now increases in progress when Cassia fires her Basic Attack instead of after the missile impact. Progress is now displayed in the Buff Bar. Level 16 Martial Law Bonus damage is now dealt before the primary Basic Attack damage. All associated effects will still occur if this kills the target. Chen Level 10 Storm, Earth, Fire Earth's attack Slow is now prevent by Blinds and Evasion. Earth's Splash attacks are now prevented if the primary target is Evading. Storm and Fire's attacks will now display as crits if granted an applicable Physical damage buff instead of a Spell damage buff. Cho'gall Base Shove [Z] Fixed an issue that caused Shove to not push Cho if he is Rooted. Level 1 Calloused Hide Fixed an issue that caused Shove and other knockback effects to temporarily disable this talent's benefits. Level 20 Fuel for the Flame Will no longer hit inactive Mercenaries if targets near these Mercenaries are hit. Will no longer hit inactive Mercenaries unless the primary target is also an inactive Mercenary. Chromie Base Sand Blast [Q] Sand Echo will now be revealed to the target when hit by Sand Echo's Basic Attack. Sand Echo will now be revealed when their Basic Attacks or Sand Blast deals damage while they are not visible. Level 20 Unravelling Sand Echo will now be revealed when their Basic Attacks or Sand Blast deals damage while they are not visible. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cast animation to be interrupted when Deathwing hits another Deathwing with his Basic Attack. Level 7 Death Drop Armor reduction is now refreshed in duration when re-applied. Level 13 Fire and Fury Fixed an issue that caused Basic Attack impact visuals to be displayed on Deathwing if attacking a Slowed Hero. D.Va Base Self-Destruct [E] Charge gained from Basic Attacks now occurs after all targets have been hit. Fixed an issue that caused Self-Destruct knockback to not apply correctly. Level 4 Nuclear Option Self-Destruct charge gained from hitting targets in the Basic Attack bonus area now occurs after all targets have been hit. E.T.C. Level 1 Guitar Hero Healing visuals will no longer occur if E.T.C. is Blinded, the target is Evading, or if E.T.C.'s Health is at max. Falstad Level 13 Sustained Winds Bonus damage is now dealt before the primary Basic Attack damage. All other effects will still occur if this kills the target. Fenix Level 1 Arsenal Synergy Now applies to the next Basic Attack fired, instead of the next Basic Attack that connects. Mobile Offense Now applies to the next Basic Attack fired, instead of the next Basic Attack that connects. Level 4 Inhibiting Energy Cooldown is now applied when Phase Bomb is fired. Now applies to the next Basic Attack fired, instead of the next Basic Attack that connects. Gazlowe Base Rock-It! Turret [Q] Fixed an issue that caused Defense Matrix applied to Gazlowe to not reduce Turret damage. Fixed an issue that caused Rock-It! Turrets created by an Ultimate Evolution clone of Gazlowe to not gain the increased damage. Level 13 Positive Reinforcement Fixed an issue that caused the bonuses to be applied when a Rock-It Turret attacked a target, instead of when it hits a target. Level 16 Ark Reaktor Fixed an issue that caused Defense Matrix applied to Gazlowe to not modify their damage. Fixed an issue that caused the miniature Rock-It! Turret to not fire at the correct location. Firin' Mah Lazors Fixed an issue that caused the warning indicator to be visible in the Fog of War. Fixed an issue that caused Defense Matrix applied to Gazlowe to not modify their damage. Overklock Bonus damage is now dealt before the primary Basic Attack damage. All other effects will still occur if this kills the target. Greymane Level 10 Go for the Throat Fixed an issue that caused Go for the Throat to play its cast animation on the target when Greymane targets another Greymane. Level 16 Alpha Killer Bonus damage is now dealt before the primary Basic Attack damage. All other effects will still occur if this kills the target. Level 20 Hunter's Blunderbuss Now occurs while Blinded. Now searches after all effects on the primary target have completed, with the exception of Wizened Duelist. Tooth and Claw Now searches after all effects on the primary target have completed, with the exception of Wizened Duelist. Illidan Base Dive [Q] Fixed an issue that caused Dive to play sound and visual effects twice if Illidan is targeting another Illidan. Level 16 Fiery Brand Bonus damage is now dealt before the primary Basic Attack damage. All other effects will still occur if this kills the target. Imperius Base Valorous Brand [Q] Fixed an issue that caused Valorous Brand's benefits for being consumed to be granted when the target gains Invulnerable, Stasis, or is killed. Fixed an issue that caused Valorous Brands to heal Imperius when a Branded target enters Stasis, gains Invulnerable, or is killed. Valorous Brands are no longer consumed if Imperius is Blinded or the target is Evading. Level 1 Burn the Impure Bonus damage is now dealt before the primary Basic Attack damage. All other effects will still occur if this kills the target. Now displays as Burn the Impure in the Death Recap. Since Blinds no longer consume Valorous Brands, this is now prevented by those effects. Level 7 Flash of Anger Additional target search now occurs after all effects on the primary target. Since Blinds no longer consume Valorous Brands, this is now prevented by those effects. Holy Fervor No longer prevented by Blinds or Evasion. Level 13 Divine Rage Fixed an issue that caused Valorous Brands to grant cooldown reduction when a Branded target enters Stasis, gains Invulnerable, or is killed. Since Blinds no longer consume Valorous Brands, this is now prevented by those effects. Level 20 Unrelenting Descent Fixed an issue that caused Valorous Brands to grant cooldown reduction when a Branded target enters Stasis, gains Invulnerable, or is killed. Since Blinds no longer consume Valorous Brands, this is now prevented by those effects. Jaina Level 10 Water Elemental Fixed an issue that caused Water Elemental's Basic Attack splash to hit Evading targets. Water Elemental's Basic Attack splash no longer reveals the targets it hits. Water Elemental's Basic Attack splash now reveals the area. Johanna Base Condemn [W] Fixed an issue that caused Condemn to pull Unstoppable targets. Junkrat Base Basic Attack Splash damage now occurs while Blinded, but is still prevented by Evading targets. Kael'thas Level 10 Phoenix Attack damage is now affected by Defense Matrix when Kael'thas is under its effects. Attack Splash no longer reveals targets hit. Attack Splash now reveals the area it hits. Kel'Thuzad Base Chains of Kel'Thuzad [E] Now reveal both targets on chain link connection. Level 20 The Damned Return Fixed an issue that caused the Shade to not be revealed when it deals damage. Kerrigan Base Ravage [Q] Fixed an issue that caused Ravage to play its cast animation on the target when Kerrigan targets another Kerrigan at close range. Kharazim Base Radiant Dash [Q] Fixed an issue that caused Radiant Dash to appear incorrectly when cast on another Kharazim. Level 1 Iron Fists Fixed an issue that caused the triggering attack to not play the correct impact sound. Li-Ming Level 4 Charged Blast Tal Rasha's Elements bonus is now additive instead of multiplicative. Now deals damage before the Basic Attack deals damage. Level 7 Seeker Now shows in the Death Recap as its own entry. Now displays as Seeker in the Death Recap. Now happens after the third Magic Missile deals damage. Level 20 Tal Rasha's Elements Tal Rasha's Elements bonus is now additive instead of multiplicative. Lucio Base Crossfade [W] Crossfades from different Lúcios can now stack together. Fixed an issue that caused the display of affected allies to not display correctly if more than 7 Heroes are in Crossfade's radius. The display of affected allies of Crossfade now include targets in the Boombox Crossfade radius. Soundwave [Q] Fixed an issue that caused Soundwave to push Unstoppable targets. Level 1 Party Mix Fixed an issue that caused toggling between Healing Boost and Speed Boost to cause the duration counter to be inaccurate. Level 13 All Together Fixed an issue that caused allies in the Boombox's Crossfade radius to not grant Movement Speed. Fixed an issue that caused the Movement Speed bonus to not behave consistently if multiple Lúcios are in the game. Level 20 House Party Fixed an issue that caused allies in the Boombox's Crossfade radius to not grant bonus Healing. Fixed an issue that caused the Healing bonus to not behave consistently if multiple Lúcios are in the game. Summer Anthem Now grants its effects to allies in Boombox's Crossfade radius. Lunara Level 7 Wild Vigor Fixed an issue that caused the 4th Basic Attack to not display impact effects. Now applies to the next 4 Basic Attacks fired, instead of the next 4 Basic Attacks that connect. Now applies to the next attack fired instead of the next attack that hits. Nazeebo Base Corpse Spiders [Q] Fixed an issue that caused Defense Matrix to not reduce the damage of Corpse Spiders. Fixed an issue that caused Ultimate Evolution clones of Nazeebo to not grant Spell Power bonuses to Corpse Spiders. Zombie Wall [W] Fixed an issue that caused Defense Matrix to not reduce the damage of Zombie Wall. Fixed an issue that caused Ultimate Evolution clones of Nazeebo to not grant Spell Power bonuses to Zombie Wall. Level 7 Dead Rush Now increases the damage of already existing Zombie Wall Zombies when the talent is selected. Level 10 Gargantuan Fixed an issue that caused Defense Matrix to not reduce the damage of the Gargantuan. Orphea Level 4 Backbiter Fixed an issue that caused Backbiter to not move Orphea if she is Rooted. Chaotic Assault Fixed an issue where the damage bonus of 3 charges could be still granted, when Orphea had lost all 3 charges after dying. Level 10 Crushing Jaws Fixed an issue that caused Crushing Jaws pull to not apply correctly. Raynor Level 7 Unstable Compound Mana restored is now bundled together when multiple Heroes are hit. Mana restoration now restores all Mana at once, instead of 10 Mana for each individual Hero hit. Rehgar Base Ghost Wolf [Z] Fixed an issue that caused Ghost Wolf Lunge attacks targeted at Rehgar to cause the target Rehgar to play an attack animation. Level 16 Hunger of the Wolf Fixed an issue that caused Blinds and Evasion to not prevent this from activating. Rexxar Level 13 Dire Beast Now causes Misha, Charge! to display as a critical when at 5 or more stacks. Bonus damage is now applied to the next Misha, Charge! Samuro Base Advancing Strikes [Trait D] Blind and Evasion now prevent activation. Sgt. Hammer Level 1 Ambush Now displays the remaining duration until the Cloak becomes active around the Trait button. Level 7 Pulse Detonation Core First instance of damage is now displayed as Spider Mines in the Death Recap. Mana restored is now bundled together when multiple Heroes are hit. Mana restored is now combined for Siege Mode attacks. Level 20 Shrapnel Mines Duration of all Armor reduction stacks are now refreshed when re-applied. Sonya Level 16 Giant Slammer Bonus damage is now dealt before the primary Basic Attack damage. All other effects will still occur if this kills the target. Now displays as Giant Slammer in the Death Recap. Stitches Level 4 Playtime! Mana restored is now bundled together when multiple Heroes are hit. Tooltip updated to include Mana restored when hitting Heroes with Slam's inner area. Tassadar Base Resonance Beam [Trait] Fixed an issue that caused Resonance Beam to gain charge prior to dealing damage past the first instance of damage. Level 7 Arc Discharge Now happens prior to all other effects when a Basic Attack would grant progress. Level 10 Archon Splash attacks now happen after all other effects on the primary target have completed. The Butcher Base Butcher's Brand [W] Fixed an issue that caused Butcher's Basic Attack impact visuals to not be correctly altered against Branded targets. Level 13 Brutal Strike Now consumed while Blinded or against Evading enemies. Now displays in the Buff Bar. Savage Charge Now displays as Savage Charge in the Death Recap. The Lost Vikings Baleog's Basic Attack damage will now be properly affected by other damage modifiers when empowered by Explosive Attacks. Fixed an issue that caused Olaf's charging attack to not gain the benefits of Nordic Attack Squad or Impatience is a Virtue. Olaf Fixed an issue that caused Charge to not grant the bonuses from Nordic Attack Squad. Fixed an issue that caused Charge to go on cooldown when targeting enemies near Olaf's position. Fixed an issue that caused Charge to not grant the bonuses from Impatience is a Virtue. Erik Increase Move speed no longer increases Erik's starting speed and now grants Erik 15% Move speed, stacking with other effects. Baleog Fixed an issue that caused Splash damage to not grant bonuses from Impatience is a Virtue. Level 1 Explosive Attacks Bonus damage is now a multiplicative bonus. Level 13 Nordic Attack Squad Bonus damage is now dealt before the primary Basic Attack damage. All other effects will still occur if this kills the target. Thrall Level 16 Tempest Fury The initial third Windfury attack now features impact visuals. Tracer Level 7 Focus Fire No longer progresses while Blinded or against Evading targets. Now displays in the Buff Bar how many hits have occurred on the current attack target, as well as the window before tracking resets. Now progresses prior to dealing damage instead of after dealing damage. Tyrael Level 13 Law and Order Now displays in the Buff Bar. Tyrande Level 4 Mark of Mending Now displays as Mark of Mending in the Death Recap. Uther Level 4 Guardian of Ancient Kings Duration is now increased by talents that grant additional Devotion Armor duration. Level 16 Benediction Fixed an issue that could cause abilities cast while Benediction is active to grant Uther Mana. Valla Base Vault [E] Damage bonus now applies to the next Basic Attack fired. Level 10 Rain of Vengeance Fixed an issue that caused cast visuals to not display correctly. Varian Level 4 Twin Blades of Fury Fixed an issue that caused Twin Blades of Fury to display the wrong cooldown reduction value. Level 20 Glory to the Alliance Fixed an issue that caused Glory to the Alliance to display incorrect cooldown reduction value after selection. Whitemane Level 7 Saintly Greatstaff Marker is no longer removed if Whitemane is Blinded or target is Evading. Zagara Summons are now affected by Defense Matrix and Ultimate Evolution damage modifications. Zarya Targets that enter the splash area between instances of Zarya's Basic Attack hitting the primary target will no longer be hit instantly. Level 7 Deep Burn Energy gained is now bundled together when multiple marked Heroes are hit. Energy is now gained after the primary target and all Splash attack targets have been hit, causing all target to take equal damage when Deep Burn grants Zarya Energy. Zul'jin Level 20 A Surprise For Ya! Now gains the benefits of Berserker being active if the fired Attack had Berserker active. Return to Top
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