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Heroes of the Storm - What's Next

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Game Director Alan Dabiri talks about new features coming to Heroes of the Storm in December 2017!

  • By the time Hanzo goes live, the game will have 75 Heroes
  • The team continues to rework old Heroes to bring them back to the meta

Current Anatomy

Blizzard is not satisfied with the current anatomy of release. Reworks are often than not overshadowed by new Heroes.

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Future Anatomy

In the future, the anatomy will be more linear, allowing individual elements to shine.

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Most Crafted Items Since Heroes 2.0 (by count/value)

Here are some fun stats of most crafted items since Heroes 2.0 launched.

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Heroes in the Hiding

  • It will be more clear, which Heroes are currently within Vehicles or Objects

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Voice Chat

The long-awaited feature will be finally integrated into the game. In the screenshots below, you can see how the in-game UI for Voice Chat looks like. You can adjust the volume or mute other players from within the tab.

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Target Info Panel

Even more information about Heroes will be available to all players in the new target info panel.

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Performance Based Matchmaking

  • The next update to the matchmaking system is coming mid-December
  • MMR will take into account Individual performance of players

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2018 Updates

Camera

  • Camera updates are coming. The devs are increasing camera height to enhance team fight clarity. As a result, the game should be easier to read

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Stealth

  • Stealth visual will be updated soon
  • Currently, it's more of an eye test to spot a Stealth Hero. Blizzard's shifting away from that
  • In a future update, it will be a lot easier to spot stealth Heroes while they are moving, but Blizzard is internally testing making Stealth Heroes completely invisible as long as they remain stationary
  • Stealth Heroes are receiving various reworks.
    • Nova has a new active ability to instantly stealth.
    • Gains +15 % stealth move speed.
    • Snipe damage will be reduced, but Snipe Master is made baseline.

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Lane Updates

Ammunition

  • Structures will have infinite ammo. to encourage players to play more offensively.

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Structures

  • Truesight will be added to forts and keeps. Structures now reveal any stealth Heroes in sight, due to Heroes like Abathur or Murky.
  • Blizzard's removing certain structures.

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Regeneration Globes

  • To make the laning phase more important and reward smart laning, globes will now disappear in 4 seconds.

Minions

  • Strength of minions will be increased

Map Mechanics

  • Objective notifications will now be provided earlier.

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Mercenary Updates

  • To help create strategic advantages for players, Blizzard's giving Knights, Hellbats, and Siege Giants each their own respective updates.

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All the changes above will not increase game duration. The plan is to launch the update in December, before the next Ranked Season.

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Let us know your thoughts about the update in the comments below!

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21 minutes ago, Valhalen said:

Structures with infinite ammo is... Concerning. I'm not sure if it'll help or not. But it's worth a shot.

Really curious about this impact. It will slow the game down, because solo pushing is MUCH less impactful. But is that a good thing.

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Shouldn't they slightly move each fort to centered it on a lane? I'll miss those lone towers tho.

Pushing is a piece of cake now, a boring specialists' job, so I'm even glad that they gets rid of ammo.

I read that healing spheres will be working to both teams? No mentions of it.

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Even If they buff stealth heroes I wouldn't take them if they lose their current stealth style!! That was reason stealth heroes could do something because people couldn't realize that they are in danger..

so blizzard can remove stealth name if they wont be stealth by real mean and replace it with *untouchable till you hit them with ability*  BLAH!

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I was never a fan of stealth heroes, they are just good to make the game less fun for the opposing team, same as the excessive mobility of some OW heroes, I guess that's one of the reasons for the reworks of older heroes.

Edited by Caldyrvan

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7 hours ago, Valhalen said:

Structures with infinite ammo is... Concerning. I'm not sure if it'll help or not. But it's worth a shot.

In theory, you'll see a lot more heroes that can siege well (Sylv/Azmo come to mind). 

Heroes that can tank shots (Zarya) or summon minions that eat shots (Zagara, Xul) will see their usage decline as they won't be as effective.

I'm OK with this honestly; it slows the game down which is something that's needed right now.  Also like the minion buffs (I expect a lot more minion kills).  Not sure on the regen globes, but considering how mana already becomes a non-issue for most heroes post level 10, I think it's a good change overall.

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I believe it is 4 seconds before a Globe turns into a neutral one, then another 4 seconds before it disappears.

The changes look great. Not sure about the stealth nerf, but the rest looks amazing! Can't wait to see them in action.

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So, they are fixing one of the most grave issues of the game by bringing individual performance factor into the rating calculation formula, and all ppl is concerned is f-ing infinite ammo and stealth? Wow. Seems everybody is fine with being stuck in gold with clueless scrubs who got carried there by accident.

I personally think it is the most important change in the list of this topic. Its implementation will make or break HL, but I believe it is a mandatory step for Hots simply because ranking in this game is undervalued: you can be a f-ing Master league and that doesn't mean shit, cause every league in the game is full of people who actually belong to much lower ranks because of legendary trash MMR system. High gold is full of 12 yo, clueless braindead zombies, and is a terrible painful torture to climb out of.

Now, the most important goal I hope this change will achieve is bring back the value to the leagues in the game. I mean, there must be a significant and noticeable difference in skill and game understanding between all leagues, skill level of population within a league must be homogeneous. This is not the case at the moment, there is absolutely no difference until Master league, and even then match quality is not at its best. I climbed from silver 4 to gold 2 and it all feels the same. In other words, I mean even if you don't jump from silver to diamond after the new MMR feature, at least your current league will stop being such a shit pile of garbage and Platinum, or even high Gold will feel like it's worth something.

Finally, why is it crucial to have individual performance in HOTS MMR while other games successfully get by without it? Oh it is so very simple: because while being team games, other mobas provide you with enough tools to single handedly influence the match in so many ways. Hots doesn't, you are as trash as the worst player on your team. I won't dwell on it any further, I'm sure you know what I mean.

Hope this improvement will change all these things and make HL enjoyable to play and climb through.

 

Edited by Jonar
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I totally agree with @Jonar

There are 3 changes that are HUGE for HotS. And those are:
1. Voice chat - sth community wanted for years now. So much easier to communicate with ppl that "don't see" your pings and after lost fight 3-4vs5 tell you that "they thought you are there"...
2. Performance based matchmaking - Im so excited about this one. Hope it will change matchmaking the way @Jonar described.
and in the future...
3. Camera adjustment - much easier for new players to control the game, avoid ganks, etc.

Every other change is a minor detail imo. Yes - they will impact game in some way but it is strictly "technical" (well, camera adjustment is technical too to be honest ;) ).
BTW, those infinite shots on towers - won't matter imo. Every specialist/assasin after 7th lev is capable of destroying a tower in couple of seconds (when he engages with minion wave). Same thing for forts when full team attacks one after for example won team fight. It dissapears in seconds. And you don't even need minions to take the shots. The only thing that will change is the "slow pushing strategy" where you wipe enemy's minion wave and let yours do the "sieging".

Edited by Godeyes
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Uncommon Patron

I dont think infinite ammo will be a good adition. They should just make the ammo replenish faster and it should have almost the same effect without changing the game too much. The ammo is one of the details that makes Hots stand out from all the other mobas.

True sight should be added to the towers only or just to the tower next to the keep(so they dont remove it and to make it usefull).

The globes should remain unchanged so you dont have to hurry to pick them up(the globe quests are hard as they are).

Nova will finally reward mastery while she wont be as hard to escape from(thanks to the lower stealthed speed).

Camera zoom is a big improvement as it will remove tunnel vision and hopefully improve all players( more vision=more info=more strategycal moves/less errors).

They shouldn't change stealth though just make it glimmer slighty more when moving and remove the influence of mounts on stealth(more area to glimmer= more chances to be noticed).

Oh and Icy Veins crashes often on Windows Phone.

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8 hours ago, Caldyrvan said:

Oh this will be fun for globe gathering quests :D

Mmmhm. This is going to make things like globe quests very difficult in team play with communication, let alone casual and pugs >.< Lots of changes here I am very sceptical of here... truesight? Aren't stealth heroes struggling already or are the reworks going to be roflwaffles?  

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WHAT? They realised Nova needs a 2nd rework cause first was an epic fail? I'm shocked. The little tidbits sound promising but if they reduce Snipe's damage even more, it will barely do any damage-you'll be better off auto-attacking lul. Hopefully, they'll add something (baseline or talent) that doesn't take ALL the damage you've stacked away (like Butcher has) if you miss just once cause that will make Nova inaccessible to most imho.

I liked the "find the stealth Hero" mini game, testing your reflexes and awareness. But this will hopefully make it easier to have counterplay options against them.

About lengthening the game time idk... That HotS is designed to be fast in nature is one of its unique elements I like the most. Perfect for people who want to play a moba *cough it's not a moba it is a hero brawler-blizzard cough* and don't have much time (which is the case for most nowadays). A single game in other mobas can go 60+ minutes. Of course I'm not totally keen on 7-minute blitzkriegs (have been at both ends) but I wouldn't like the fact that games in HotS rarely go above 20 minutes in general to change-you get the ocassional hour long game but this usually happens between pro teams (and it can be a great viewer experience).

Edited by SteveFrost

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5 hours ago, XeaKon said:

They should just make the ammo replenish faster....

True sight should be added to the towers only or just to the tower next to the keep(so they dont remove it and to make it usefull).

The globes should remain unchanged

They shouldn't change stealth

I always adore reading statements like that. Statements from ppl that didn't spend even 1 MINUTE playing with announced changes but they already know what should or not be done. Kinda lame...

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20 hours ago, Godeyes said:

I always adore reading statements like that. Statements from ppl that didn't spend even 1 MINUTE playing with announced changes but they already know what should or not be done. Kinda lame...

Yep, people hate changes. Even though they haven't experienced the changes to see how well it perform.

21 hours ago, SteveFrost said:

Hopefully, they'll add something (baseline or talent) that doesn't take ALL the damage you've stacked away (like Butcher has) if you miss just once cause that will make Nova inaccessible to most imho.

Snipe Master will be made baseline. I can only assume that it will work in that the damage is cumulative and won't be lost when missing, much like Chromie's changes to Sand Blast.

21 hours ago, SteveFrost said:

About lengthening the game time idk... That HotS is designed to be fast in nature is one of its unique elements I like the most. Perfect for people who want to play a moba *cough it's not a moba it is a hero brawler-blizzard cough* and don't have much time (which is the case for most nowadays).

I don't think that removing ammo will make games last much longer; it will just be a bit harder to solo lane, instead of just make minions soak all the ammo from structures. Plus, they said that minions will deal more damage, therefore they will have a bit more impact when attacking Forts to compensate the ammo removal.

I think Blizzard will also probably compensate this for Heroes like Xul, Zagara and Azmodan (who relies on summoned minions to soak damage from forts) by making their minions slightly more resistant to structure damage. But that is just a wild guess.

Edited by Valhalen

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7 hours ago, Valhalen said:

I think Blizzard will also probably compensate this for Heroes like Xul, Zagara and Azmodan (who relies on summoned minions to soak damage from forts) by making their minions slightly more resistant to structure damage. But that is just a wild guess.

I thought the same. If they can endure one more shot from a tower/keep that would compensate it, I guess. But we have to wait and see :)

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21 hours ago, Jonar said:

I personally think it is the most important change in the list of this topic. Its implementation will make or break HL, but I believe it is a mandatory step for Hots simply because ranking in this game is undervalued: you can be a f-ing Master league and that doesn't mean shit, cause every league in the game is full of people who actually belong to much lower ranks because of legendary trash MMR system. High gold is full of 12 yo, clueless braindead zombies, and is a terrible painful torture to climb out of.

I don't play HL anymore because of this exact problem.  Get into Gold by going 6-4 or so in pre-season, lose two games, then stop playing to avoid demotion.  And most of the games are just people who can't rotate, can't take camps, position poorly, and draft bad heroes.

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11 hours ago, Valhalen said:

Snipe Master will be made baseline. I can only assume that it will work in that the damage is cumulative and won't be lost when missing, much like Chromie's changes to Sand Blast.

I don't think that removing ammo will make games last much longer; it will just be a bit harder to solo lane, instead of just make minions structures soak all the ammo. Plus, they said that minions will deal more damage, therefore they will have a bit more impact when attack Forts to compensate the ammo removal.

I thought they'll take the talent as is even when baseline (with minimal changes). Don't really play Chromie (mostly in Brawls if I can't pick something more broken or a Hero I like teehee) but I think you didn't lose everything if you missed once.

The official post says these changes won't increase game time but many times official Blizzard posts failed to deliver on their word or then they went back on it and I see many people here expressing that concern. Perhaps it will be the case when both teams are really close in skill and evenly matched.

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7 hours ago, SteveFrost said:

I thought they'll take the talent as is even when baseline (with minimal changes). Don't really play Chromie (mostly in Brawls if I can't pick something more broken or a Hero I like teehee) but I think you didn't lose everything if you missed once.

The official post says these changes won't increase game time but many times official Blizzard posts failed to deliver on their word or then they went back on it and I see many people here expressing that concern. Perhaps it will be the case when both teams are really close in skill and evenly matched.

Regarding Chromie, I meant cumulative damage infinitely on her Sand Blast. But since @Oxygen posted the reworks on Nova yesterday, it'll work differently (with a power spike reward once you reach X stacks), but it doesn't mention if missing shots makes you lose the stacks on Snipe.

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11 minutes ago, Valhalen said:

Regarding Chromie, I meant cumulative damage infinitely on her Sand Blast. But since @Oxygen posted the reworks on Nova yesterday, it'll work differently (with a power spike reward once you reach X stacks), but it doesn't mention if missing shots makes you lose the stacks on Snipe.

Yeah, because Snipe Master works like that and I assumed it's gonna stay like that since there's no telling otherwise (so far).

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On 11/4/2017 at 1:24 AM, Kaelos said:

RIP stealth characters so much

My main and most played heroes: Nova, Valeera, Zeratul, Valla and Samuro. RIP me.

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I think it's a healthy change. Hopefully we will see less players who draft a stealth even if it's totally pointless and not every QM with one or two stealth heroes in a team.

But if they become unplayable (I doubt it) I'm sorry for you, You obviously enjoy these heroes.

Edited by Caldyrvan
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      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Damage over Time is dealt over 4 seconds (from 5s). Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Known Issues & Bug Fixes
      Known Issues
      Jaina Ice Cold's tooltip is incorrect. Resetting Jaina's talents after finishing her quest causes issues. Zul'jin Resetting Zul'jin's talents does not reset cap. Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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

       
    • 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.

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