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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
      Death Coil [Q] Mana: 40. Cooldown: 9 seconds. Deals 164 damage to target enemy. Can be self-cast to heal for 262 health. Howling Blast [W] Mana: 50. Cooldown: 10 seconds. Root enemies within the target area for 1.25 seconds and deals 68 damage. Frozen Tempest [E] Mana: 13 per second. Cooldown: 1 second. Deals 36 damage per second to nearby enemies and Slow their Movement Speed by 10% per second, stacking up to 40%. Heroes hit also have their Attack Speed Slowed by 10% per second, stacking up to 40%. Frozen Tempest's effects last for 1.5 seconds. Army of the Dead [R] Charge Cooldown: 18 seconds. Consume all charges to summon an equal number of Ghouls that last 15 seconds and attack for 20 damage. Ghouls can be sacrificed to heal Arthas for 240 Health. Stores up to 6 charges. Every time an enemy minion dies nearby, reduce the charge cooldown of this ability by 1 second. Takedowns reduce the charge cooldown of this ability by 6 seconds. Summon Sindragosa [R] Mana: 100. Cooldown: 100 seconds. Deals 230 damage and Slows enemies by 60% for 4 seconds. Also disables Minions, Mercenaries, Monsters, and Structures for 20 seconds. Frostmourne Hungers [D] Cooldown: 12 seconds. Activate to make Arthas' next Basic Attack strike immediately and deal 71 bonus damage. Dealing damage restores 40 Mana. QUEST: Killing a Minion or hitting a Hero with Frostmourne Hungers permanently increases its bonus damage and Arthas' Basic Attack damage by 1. Talents
      Level 1 Frost Presence Increase the area of Howling Blast by 20%. QUEST: Root enemy Heroes with Howling Blast. REWARD: After Rooting 15 Heroes, Howling Blast's range is increased by 20% and it hits enemies in its path. REWARD: After Rooting 30 Heroes, Death Coil Slows Heroes hit by 50% for 0.75 seconds. Borean Winds After Frozen Tempest has been active for 2 seconds, Arthas gains 10% Movement Speed. PASSIVE: Frozen Tempest's Slowing effects last an additional 0.5 seconds and its Mana cost is reduced by 4 per second. Rime Every 5 seconds, gain 75 Physical Armor against the next enemy Hero Basic Attack, reducing the damage taken by 75%. Stores up to 3 charges. PASSIVE: While Arthas is Slowed, Rooted, or Stunned he heals 24 Health a second. Level 4 Shattered Armor Enemy Heroes hit by Howling Blast have their Armor reduced by 15 for 4 seconds. Icy Talons Gain 3% Attack Speed for 2 seconds every time a Hero is damaged by Frozen Tempest, to a maximum of 60%. Frost Strike Frostmourne Hungers deals an additional 115 Ability damage in an area and slows Heroes hit by 20% for 2 seconds. Level 7 Immortal Coil Gain the healing effect of Death Coil even when used on enemies. If Death Coil is used on Arthas, it heals for an additional 75% bonus healing and its cooldown is reduced by 3 seconds. Rune Tap Every 3rd Basic Attack heals Arthas for 5% of his max Health. PASSIVE: Each stack of Frostmourne Hungers increases Arthas' Maximum Health by 10. Icebound Fortitude Cooldown: 35 seconds. Activate to gain 25 Armor and reduce the duration of Stuns, Slows, and Roots against Arthas by 75% for 3 seconds. Each Hero Rooted by Howling Blast reduces the cooldown of this ability by 2 seconds. Level 13 Deathlord If Death Coil is used on an enemy Hero, launch an additional Death Coil at a nearby enemy Hero. PASSIVE: Death Coil deals more damage the lower Arthas' current Health is, to a maximum of 50% bonus damage. Deathchill Howling Blast's damage is increased by 2 for each stack of Frostmourne Hungers. Howling Blast deals 100% additional damage and Roots for an additional 0.25 seconds against Heroes under 50% health. Biting Cold Each second an enemy is damaged by Frozen Tempest, it deals 15% bonus damage, up to 75% bonus damage. Level 16 Remorseless Winter Enemy Heroes that remain within Frozen Tempest for 2.5 seconds are Rooted for 1.25 seconds and heal Arthas for 3% of his maximum Health. This effect has an 8 second cooldown per target. Frostmourne Feeds Reduce the cooldown of Frostmourne Hungers by 6 seconds. Arthas heals for 75% of the Basic Attack damage dealt by Frostmourne Hungers. Anti-Magic Shell Cooldown 60 seconds. Activate to make Arthas immune to Spell Damage for 4 seconds and heal Arthas for 25% of the damage prevented. Level 20 Legion of Northrend Reduce Army of the Dead's charge cooldown by 5 seconds. Each charge consumed spawns an additional Ghoul to attack nearby enemies. These Ghouls cannot be sacrificed. Absolute Zero Sindragosa flies twice as far. Enemy Heroes are Rooted for 2.5 seconds, and then Slowed by 60% for 4 seconds. Death Pact Instantly double your stacks of Frostmourne Hungers, but it no longer gains stacks from hitting Heroes or killing Minions. PASSIVE: Takedowns grant 2 stacks of Frostmourne Hungers. Path of Frost Activate to instantly mount with 10% additional Movement Speed. Taking damage does not dismount Arthas from this mount. Lasts up to 5 seconds. When Arthas dismounts, Slow all nearby enemies by 30% for 2 seconds and deal 66 damage. Chen
      Base
      Keg Smash [W] Breath of Fire initial damage lowered from 85 to 40. Breath of Fire duration increased from 3 seconds to 6 seconds. Breath of Fire no longer costs Energy. Keg Smash energy cost increased to 35 from 30. Fortifying Brew [D] Drinking now stops additional commands for a fraction of a second. Talents
      Level 1 Accumulating Flames Moved from Level 4 to Level 1. REWORK: Quest: Gain stacks from hitting Heroes with DoT damage from Breath of Fire. Each stack provides 0.25 damage. At 20 damage, Keg Smash becomes ranged. Mythic Reward: At 75 damage, Breath of Fire lowers enemy armor by 20 and is refreshed from Chen's Basic Attacks. Level 4 Eye of the Tiger Moved from Level 1 to Level 4. Level 7 Elusive Brawler Movement Speed reduced from 30% to 20%. Level 10 Wandering Keg Cooldown increased from 50 seconds to 60 seconds. Level 13 Pressure Point Slow duration increased from 1 second to 1.5 seconds. Deathwing
      Base
      Onslaught [E] Cooldown increased from 5 seconds to 6 seconds. Dragonflight [Z] Cooldown increased from 15 seconds to 20 seconds. Talents
      Level 16 Gaze onto Destruction Duration reduced from 5 seconds to 3.5 seconds. Falstad
      Talents
      Level 1 Frequent Flyer Range to receive kill credit reduced from 14 to 8.5. Garrosh
      Base
      Wrecking Ball [E] Range reduced from 6.5 to 6. Search range reduced from 2.5 to 2.25. Talents
      Level 1 Unrivaled Strength Ranged bonus reduced from 20% to 15%. Gazlowe
      Base
      Rock-It! Turret [Q] Turret Health increased from 510 to 600. Mal'Ganis
      Base
      Necrotic Embrace [W] Now benefits double the amount from Vampiric Touch. No longer provides Armor for 3 seconds. Talents
      Level 1 Will of Tichondrius Moved from Level 7 to Level 1. REWORK: Hit Heroes with Fel Claws to gain 0.5 damage. Hit 4 Heroes in the first two swipes to cause the last wipe to provide 2 additional damage. Upon reaching 40 stacks, Fel Claws now steals 4% health from opponents and stuns for an additional 0.5 Seconds. Level 4 Vampiric Aura Moved from Level 1 to Level 4. Self healing increased from 30% to 40% and healing of nearby Allies increased from 15% to 20%. Might of Sargeras Now provides 25 Armor for 3 seconds when using Necrotic Embrace. Level 7 Fueled by Torment Moved from Level 4 to Level 7. Now causes Necrotic Embrace to Slow by 25% for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement speed bonus increased from 50% to 75%. Raven's Intellect Bonus increased from 75% to 125%. Level 4 Raven Familiar Slow reduced from 30% to 20%. Level 7 Force of Magic Spell Power increased from 30% to 35%. Level 13 Circle of Protection No longer increases the cooldown of Force of Will. Level 20 Guardian of Tirisfal Now also increases the range of Arcane Rift by 50%. Muradin
      Base
      It's Hammer Time! [Q] Muradin gains 5 stacks if a target dies within 3 seconds of being hit by Storm Bolt. Stack requirement for pierce increased from 40 to 45. Talents
      Level 20 Mountain King Dwarf Toss cooldown increased by 2 seconds. Thunder Clap cooldown increased by 2 seconds. Thrall
      Talents
      Level 1 Crash Lightning Amount stacks lost on death reduced from 6 to 4. Echo of the Elements Damage done by the chain lightning bounces rewarded from obtaining the Mythic Reward reduced from 85 to 70. Tyrande
      Base
      Lunar Flare [E] Tyrande gains 1 stack if the target dies within 3 seconds of being hit. Mythic Reward now also increases attack range by 1. Lunar flare damage from hitting a hero reduced from 4% to 3.5%. Talents
      Level 20 Commander of Sentinels Cooldown of Sentinel increased by 3 seconds. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
      General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Heroes
      D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. 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 PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Volskaya Foundry
      Objective
      Triglav Protector Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Triglav Gunner Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Energy Regeneration when both slots are occupied reduced from 40% to 35%. Balance Updates
      Azmodan
      Base
      Globe of Annihilation [Q] Upon reaching 225 Annihilation, also removes the damage reduction against Monsters. Deathwing
      Stats
      Attack Damage increased from 110 to 117. Talents
      Level 1 Molten Blood Additional functionality: Now grants Form Switch, which can be activated to swap Form. Level 7 Firestorm Cooldown reduction for Deathwing's landing Abilities increased from 2 to 3 seconds. Jaina
      Base
      Frostbite [Trait] Additional functionality: Ice Cold now also gives Unstoppable and immunity to damage over time effects for the duration. Kerrigan
      Base
      Ravage [Q] Minions no longer have to die within 1.5 seconds of being hit by Ravage to grant stacks. Kerrigan now gains stacks when Minions die within 3 range. Time window for cooldown refund reduced from 1.5 to 0.75 seconds. Baseline Quest requirements increased from 85/150 to 100/250. After reaching 100 stacks, enemy Heroes killed grant 14 stacks. Muradin
      Base
      Storm Bolt [Q] Baseline Quest requirements increased from 35/150 to 50/200. Talents
      Level 7 Perfect Storm Additional functionality: The cooldown cannot be reset more than once every 10 seconds. Level 20 Mountain King New: Thunder Clap and Dwarf Toss have an extra charge. Rewind Removed. Tyrande
      Stats
      Mana increased from 450 to 500. Mana Regeneration increased from 2.7 to 3 per second. Base
      Sentinel [W] Mana cost increased from 50 to 55. Lunar Flare [E] Mana cost increased from 60 to 65. Shadowstalk [R1] Mana cost increased from 75 to 85. Starfall [R2] Mana cost increased from 75 to 85. Yrel
      Base
      Divine Purpose [D] Cooldown reduced from 16 to 8 seconds. Zagara
      Talents
      Level 16 Mutalisk Mutalisk's Health decay reduced from 42 to 10 per second. Mutalisk duration effectively increased from 10 to 42 seconds. Bug Fixes
      Fixed an issue causing Doubloon Camps on Blackheart's Bay to be impossible to capture under certain conditions. Fixed an issue causing Anub'arak's Beetles to still have a duration, in addition to losing their Health over time. Fixed an issue causing the Health decay for Azmodan's Demon Warriors to not scale with levels.  Fixed an issue causing Deathwing's Baseline Quest to reset when using Dragonflight. Fixed an issue causing Deathwing's Lava Burst to deal damage after an additional 0.25 seconds. Fixed an issue causing Gazlowe's Rock-It! Turrets to not lose their Health over time. Fixed an issue causing the tooltip for Jaina's Ice Cold to not show correctly. Fixed an issue causing Muradin's Storm Bolt to deal 1 more damage for each stack. Fixed an issue causing the range splat for Muradin's Dwarf Toss to not be visible. Fixed an issue causing Muradin's Skullcraker to Stun before Muradin's post-damage effects happened. Fixed an issue causing the Health Regeneration of Murky's Egg to not scale with levels. Fixed an issue causing Tyrande's Sentinel to not be correctly affected by cooldown reduction effects.
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      20 February 2026: After releasing a hotfix, Muradin has been enabled again.
      19 February 2026: Muradin has been temporarily disabled due to a game-breaking bug.
      (Source)
      We’ve just released a patch to the live servers in order to apply some balance and bug fixes.
      Quick Navigation:
      Balance Update Bug Fixes Balance Updates
      Deathwing
      Base
      Incinerate [W] Cooldown increased from 6 seconds to 7 seconds. Talents
      Level 7 Death Drop Duration of Spell Armor decreased from 6 seconds to 4 seconds. Muradin
      Base
      Storm Bolt [Q] Quest requirements reduced from 50/200 to 40/160. Talents
      Level 1 Give 'Em The Axe Bonus Damage reduced from 50% to 40%. Level 4 Sledgehammer Now also reduces the cooldown of Storm Bolt by 1.5 seconds. Level 7 Perfect Storm Internal cooldown reduced from 10 seconds to 8.5 seconds. Now also restores 25 Mana on reset. Level 13 Healing Static Heal per Hero hit increased from 5% to 6%. Murky
      Base
      Spawn Egg [D] Revive Shield duration increased from 10 seconds to 15 seconds. Talents
      Level 10 March of the Murlocs Cooldown reduced from 110 seconds to 100 seconds. Level 13 Egg Shell Shield increased from 35% to 50% of Murky's Health. Shield now lasts until destroyed. Level 20 Never-Ending March Will now last a minimum of 7 seconds, even if stopped. Sylvanas
      Talents
      Level 7 Lost Soul Extra 10% damage bonus provided by Lost Soul has been removed. Tyrande
      Base
      Lunar Flare [E] Mythic reward requirements reduced from 45 hits to 40 hits. Return to Top
      Bug Fixes
      Battlegrounds
      Hanamura Temple The Samurai Sentinel camp is now properly displayed with a Bruiser icon. Braxis Holdout Fixed an issue that caused terrain to be rendered incorrectly. Heroes
      Azmodan Level 4 Battleborn Now properly reduces the cooldown of Demon Lieutenant. Level 10 Black Pool Now properly deals reduced damage to non-Heroes. Deathwing Base Form Swap AI can no longer use the removed Form Swap ability. Gul'dan Level 16 Ruinous Affliction Fixed an issue that caused Ruinous Affliction to deal bonus damage on the 3rd and 5th hit, instead of the 3rd and 6th hit. Jaina Base Frostbite [Trait] Fixed an issue that caused Ice Block to not show the correct cooldown value in the tooltip. Fixed an issue that caused Ice Cold to allow Jaina to move through pathing blockers and stationary targets. Muradin Base Dwarf Toss [E] Fixed an issue that caused Dwarf Toss to go on cooldown when used on invalid terrain. Level 1 Dwarf Block Can no longer stack beyond 3 charges. Murky Murky will no longer revive faster than intended. Murky's level 20 talents have been rearranged to match skill order. Base Pufferfish [W] Puffed Up will now display first in the Buff Bar. Fixed an issue that caused Murky to lose his increased size after death. Spawn Egg [D] Fixed an issue that caused Murky to respawn faster than intended. Level 1 Shell Game Shell Game now shows the Trait button for the talent, instead of an Active button. Level 20 Faster Fish Faster Fish now also causes the animation of the Pufferfish to play faster. Faster Fish now shows the W button for the talent, instead of the Trait button. Rehgar Level 20 Elemental Conduit Fixed an issue that caused Elemental Conduit's Shields to not refresh to 5 seconds. Fixed an issue that caused Elemental Conduit's refresh to search for allies to give the Shield around the targets hit, instead of Rehgar's location. Thrall Level 1 Echo of the Elements Fixed an issue that caused Echo of the Elements bounces to bounce to cloaked targets. Level 7 Rolling Thunder Rolling Thunder damage now displays as a crit. Level 16 Alpha Wolf Alpha Wolf damage now displays as a crit. Zagara Base Infested Drop [E] Fixed an issue that caused Roaches melee attacks to launch missiles instead of directly hitting. Fixed an issue that caused Roaches to not display correctly in the death recap. 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: Toon'Dan Gul'Dan
      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: Creep Tumors, Demon Lieutenants, Demon Warriors, Gargantuan, Ghouls, Hydralisks, Roaches, Rock-It Turrets, Rush Zombies, Scarabs, Treants, Ultralisk, 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. Triglav Protector Basic Attacks increased from +50% damage to structures to +100%. Triglav Protector Basic Attack damage decreased from 155 to 130. Triglav Protector Basic Attacks scale increased from +25% to +50% with 2 players. 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 Minions and Mercenaries. Window to kill minions for Annihilation increased from 1.5 seconds to 3 seconds. Summon Demon Warrior [W] Demon Warriors damage increased from 32 to 85 53 . Now deals half damage to Heroes Now deals double damage to Minions and Mercenaries. 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. Damage bonus increased from 125 to 150. Deathwing
      Base
      Attack Damage decreased from 155 to 110 117 . Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. 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 fomr 65 to 100. 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%. Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% 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". 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. Landing delay reduction increased from 2 seconds to 3 seconds. 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 Chilled 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 Ice Block allows Jaina to move and cast while active. 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. Kerrigan
      Base
      Ravage [Q] UPDATED QUEST: Enemies killed in a narrow proximity of Kerrigan provide stacks. Minion kills grant 1 stack. Hero kills grant 7 stacks. At 100 stacks, gain 125 Ravage damage, and Heroes now provide 14 stacks on kill. At 250 stacks, gain 200 Ravage damage. Kill window for receiving a free Ravage charge has been reduced from 1.5 seconds to 0.75 seconds. 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 50 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 150 200 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. This can only occur once per 10 seconds. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Level 20 Mountain King NEW: Thunderclap and Dwarf Toss have an extra charge. Rewind Removed. 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 Pufferifsh Kill Slimed enemies, or hit them with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 200 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 400 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 Reduced the amount of time needed to deal the full Damage over Time from 5 seconds to 4 seconds. 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. Sentinel Shot [W] Mana cost increased to 55 from 50. 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 45 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Mana cost increased to 65 from 60. Starfall [R] Mana cost increased to 85 from 75. Shadowstalk [R] Mana cost increased to 85 from 75. 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
      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. Tychus Level 10 Commandeer Odin Fixed an issue that caused Tychus' Odin to not display a cooldown for its Thrusters Ability. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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