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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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      Snow Blind [Q] Throw a snowball that hits all enemies in an area. Enemies hit take 70 damage, are Slowed by 35%, and are Blinded for 1.5 seconds. Cost: 35 Mana. Cooldown: 10 seconds. Blizzard [W] Command Snowball to create a blizzard at the target location for 2 seconds. Enemies within the blizzard take 13 damage every .25 seconds and are Slowed by 7%, stacking up to 35%. When the blizzard ends, enemies within its area take an additional 75 damage and are stunned for 1.25 seconds. Cost: 70 Mana. Cooldown: 14 seconds. Icing [E] Slide quickly in the targeted direction. When this effect ends, enemies near Mei are knocked back, take 52 damage, and are Slowed by 80%, rapidly decaying over 1.5 seconds. Cost: 70 Mana. Cooldown: 14 seconds. Heroic Abilities
      Avalanche [R1] After .5 seconds, roll a massive snowball that consumes enemy Heroes in its path. At the end of its path, the snowball crumbles, releasing the consumed Heroes, dealing 220 damage and stunning them for .5 per Hero consumed. Cost: 70 Mana. Cooldown: 65 seconds. Ice Wall [R2] After a .75 second delay, create an impassible wall that traps enemy Heroes hit for 2.5 seconds. When the wall expires, trapped Heroes are slowed by 75% decaying over 3 seconds. Cost: 60 Mana. Cooldown: 90 seconds. Talent
      Level 1 Heavy Pack [Q] Increases the duration of Snow Blind’s Slow by 100%. Each time Blizzard damages an enemy Hero, reduce the cooldown of Snow Blind by .125 seconds. Ice Storm [W] Every 3rd hit of Blizzard against enemy Heroes deals an additional 45 damage. Blizzard’s final stun damage is increased by 125% against all enemies. Heat Transfer [Passive] Basic Attacks against Rooted, Stunned, or Slowed Heroes deal 33% more damage. Each time Mei Stuns or Slows an enemy Hero she heals for 18 Health. Level 4 Slushball [Q] Snow Blind deals 50% increased damage and Structures hit are disabled for 3 seconds. Cold Front [E] If Mei enters her own Blizzard while Icing is active, the cooldown of Icing is reduced by 7 seconds and she gains 50 Mana. Crystallize [Trait] Reduce the cooldown of Cryo-Freeze by 15 seconds. Mei gains 50 Spell Armor while Cryo-Freeze is active and for 2 seconds after. Level 7 Induce Hibernation [W] Enemy Heroes inside of Blizzard’s area have their damage dealt reduced by 40%. When Blizzard ends, enemy Heroes within its area gain this effect for an additional 4 seconds. Skating Away [E] When Icing ends, grant Mei and nearby allies 20% Movement Speed and 50 Physical Armor for 3 seconds. Backup Battery [Active] Activate to remove all Roots and Slows and regenerate 20% of maximum Health over 2 seconds. The cooldown of this ability is reduced by 10 seconds each time Mei picks up a Regeneration Globe. Level 13 Flurry [W] While in her own Blizzard, Mei gains 50% increased attack speed and Blizzard’s cooldown refreshes 75% faster. If Mei is in her own Blizzard when it ends, gain these bonuses for 3 additional seconds. Cooling Servos [Trait] Basic Attacks Slow their target by 20% for 1.5 seconds. While Cryo-Freeze is active, Mei’s Basic Ability cooldowns recover 200% faster. Polar Vortex [Passive] Using an ability causes Mei to deal 24 damage a second to nearby enemies for 4 seconds. Enemy Heroes damaged by this effect also have their movement and attack speed Slowed by 20%. Level 16 Fresh Powder [Q] Snow Blind gains an additional charge and its range is increased by 33%. Black Ice [E] Icing’s Slow effect no longer decays over its duration. Icing deals 300% more damage to enemies very close to Mei. Acclimation [Passive] Each time Mei Slows or Stuns an enemy Hero, the damage she deals and healing she receives is increased by 1%, stacking up to 20 times. While at maximum stacks, Mei also gains 10 armor. Lasts 8 seconds. Level 20 Cascade [R1] Reduce the cooldown of Avalanche by 25 seconds. While traveling, Avalanche constantly launches a volley of untalented Snow Blind snowballs ahead of itself. Shatter [R2] When Ice Wall expires, trapped enemy Heroes hit take 210 damage and have their Armor reduced by 25 for 5 seconds. The Big One [Q] Every 15 seconds, your next Snow Blind has 66% increased area and 200% increased damage. Flash Freeze [Trait] Upon taking fatal damage, Mei instantly gains Cryo-Freeze. This effect has a 180 second cooldown. Return to Top
      Nexus Anomaly
      A Call For Help New Nexus Anomaly - Climate Phenomena Strange weather disturbances have been spotted across the Nexus, with realms experiencing rain storms, snow flurries, and foggy mists! Mei's arrival is just in time to help analyze and study these strange weather conditions that have begun occurring. Climate Phenomena is our newest Nexus Anomaly, bringing a variety of fun weather effects to the game. Each battleground has a specific type of weather event that will occur every 4 minutes, with the first event starting at the beginning of the match. Each weather event lasts for 2 minutes before clearing up. This cycle will repeat periodically until the game ends. While these weather events are active, Heroes can gain a unique buff based on the type of active weather. These buffs are:
      Rain Storms Periodically Strike all heroes with lightning every 25-40 seconds, increasing Movement Speed and granting a Lightning Shield that damages nearby enemies. Movement Speed increased by 15%. Damage nearby enemies for 46 damage per second. Buff lasts 8 seconds. Snow Flurries Heroes accumulate a small shield over time while out of combat. Heroes gain 28 Shields every 0.5 seconds, stacking up to 224 (8 stacks total). Shield lasts until destroyed or until the Snow stops falling. Foggy Mists Allows Heroes to gain Stealth after standing in shrubs for a few seconds. After standing in a shrub for 1.5 seconds, Heroes gain Stealth. Stealth lasts 40 seconds or until attacking, taking damage, using an ability, or until the Foggy weather dissipates. Weather events will be active on these Battlegrounds:
      Rain Storms Garden of Terror Sky Temple Warhead Junction Braxis Holdout Dragon Shire Blackheart's Bay Snow Flurries Cursed Hollow Infernal Shrines Volskaya Foundry Alterac Pass Foggy Mists Tomb of the Spider Queen Battlefield of Eternity Hanamura Temple Towers of Doom All other Battlegrounds will use a random weather, including Brawls mode. Return to Top
      General
      A.I. The maximum follow distance for A.I. agents has been increased from 5 to 7. This will allow melee Heroes who are following ranged Heroes to attack targets at maximum range. Favorite Talents New hotkey named "Quick Talent Selection Favorite (Ctrl + `)" has been added under the Hero Management section in Advanced Hotkey settings. You can press this hotkey to select the favorite talent you prepicked when the quick talent selection panel is open. If the prepicked talent is disabled or a future tier is selected, pressing this hotkey will have no effect. Return to Top
      Event
      Nexomania II Event Quests Nexomania II is the summer event for Heroes of the Storm running from the week of June 23 to week of September 7, PDT. One of the most prestigious stops on the Nexomania circuit is the Intermultiversal Nexoweight Championship: No rules, no mercy, just nonstop, bicep-busting carnage. This time, many fans expected Mal’gaucho Mal'Ganis to win it all. The Swingin’ Scourge of Stratholme tore a bloody path through his side of the bracket, burying opponents beneath a deluge of demonic blows. But on the other side of the bracket, a mysterious upstart known only as La Gata de Batalla has proven herself a worthy challenger, defeating foes many times her size en route to the championship match. The arena is packed, with Nexomania legend MC Tombstone roaring away on the mic, and the final battle is about to begin. Whose side are you on? Loot Chests During the Nexomania II event, all Loot Chests you earn through progression, Heroes Brawl, or by spending gold will be Nexomania II Loot Chests. (Except Hero-specific Chests, which will remain unchanged.) Most limited-time items shown above have a chance to drop from Nexomania II Loot Chests only. You can also score Items from previous years’ summer events limited-time loot chests! Note: Loot Chests earned prior to the start of this event will not become Nexomania II Loot Chests. Return to Top
      Collection
      Many seasonal items will be returning to the collection, and will be available for crafting and in Loot Chests for a limited time!
      New Bundles (Limited Time Only!) Pajama Party Mei Heroic Bundle Nexoweight Championship Bundle Mal'gaucho Mal'Ganis Skin Pack El Bandido Imperius Skin Pack Gata de Batalla Li Li Skin Pack Nexomania Best Bros Bundle Nexomania Bitter Rivals Bundle Pumped up Pato Bundle New Skins Renowned Mei Vanguard Mei Pajama Party Mei Panda Pajama Party Mei Gnoll Pajama Party Mei Mal'gaucho Mal'Ganis Nemesis Mal'gaucho Mal'Ganis Underworld Mal'gaucho Mal'Ganis El Bandido Imperius El Fuego Imperius Sinister El Bandido Imperius Vigilante El Bandido Imperius Gata de Batalla Li Li Comeback Gata de Batalla Li Li Underworld Gata de Batalla Li Li Hulking El Chamuco Diablo Pink Singlet El Chamuco Diablo El Festejo Garrosh El Jefe Amarillo Garrosh La Medianoche Lunara La Rosa Lunara La Campeona Sonya Pink Pantera Sonya Championship El Mariachi E.T.C. El Cielo E.T.C. New Mounts Ratón de Batalla Comeback Ratón de Batalla Underworld Ratón de Batalla Pumped Up Pato Pumped Up Swan Underworld Pumped Up Pato Championship Luchihuahua Festive Luchihuahua Wild Pigñata Festive Pigñata Thraller Bill New Announcer Mei Announcer New Content Several new Portraits, Sprays and other items have been added to the Collection! Return to Top
      Storm League
      With the upcoming third Season of 2020, we wanted to make some changes to the reward structure of Storm League.
      Replacing Gold Rewards Starting with Season 3 of 2020, we are removing all Gold rewards from Storm League, End of Season prizes and Seasonal Questlines. This will also affect Season 2 rewards. The new Seasonal Questline reward structure is as follows: a Nexomania II Chest after 5 wins, a Rare Nexomania II Chest after 15 wins, and an Epic Nexomania II Chest after 30 wins. Storm League Reward Mounts Since the inception of Storm League, we have received a lot of feedback about the retirement of Ranked Play reward Mounts. We have heard you and are extremely happy to announce the return of exclusive Storm League Mounts starting next season. The ultimate and final reward of the 2020 Season 3 Questline will be the Regal Tiger Mount, which will be awarded after winning 50 games in Ranked Play. As of Season 3, you won't have to wait for the end of the Season to claim your well-earned Regal Tiger. It will become available as soon as you complete the four-step Storm League Quest Line. The mount only requires you to win 50 games and will be granted to players in all Leagues and Divisions. As usual, we're happy to listen to your feedback. Please share your thoughts with us, so we can continue to adjust and evolve the Storm League rewards further. Return to Top
      Heroes Rework: Mal'Ganis
      Base
      Vitals Health reduced from 2500 to 2450. Health Regeneration reduced from 5.21 to 5.11. Basic Attack Basic Attack damage reduced from 100 to 92. Fel Claws [Q] Damage reduced from 69 to 63. Talents
      Level 1 Vampiric Aura [Trait] Additional functionality: Mal'Ganis heals for 30% of Physical Damage dealt. Time to Feed [Passive] Healing reduced from 52 to 44. Additional functionality: If Mal'Ganis damages a nearby enemy Hero with Fel Claws, double this healing. Level 4 Fueled by Torment [W] Bonus Healing against enemy Heroes increased from 15% to 20%. Might of Sargeras [W] No longer reduces the duration of Necrotic Embrace. Echo of Doom [W] Explosion damage increased from 50 to 54. No longer increases the duration of Necrotic Embrace when its explosion damage hits enemy Heroes. Additional functionality: Gain 5 Mana and reduce the cooldown of Necrotic Embrace by .75 seconds for each enemy Hero hit by its explosion damage. Level 7 Nightmare Fuel [E] Removed. Black Claws [Q] Additional functionality: Basic Attacks after hitting enemy Heroes with Fel Claws also reduces their Armor by 15 for 2 seconds. Will of Tichondrius [Q] New functionality: Each enemy Hero hit by the first 2 slashes of Fel Claws causes the final slash to steal 1% maximum Health, up to 4%. If Mal'Ganis hits at least 4 enemy Heroes with the first 2 slashes of Fel Claws, then the final slash Stuns enemies for an additional .25 seconds. Spreading Plague [E] Adjusted functionality: Spreading Plague’s effect now starts when Mal'Ganis begins using Night Rush instead of when Night Rush expires. Level 13 The Night Beckons [E] Additional functionality: Basic Attacks deal 200% more damage to Sleeping targets. Level 16 Frenzied Assault [Passive] New functionality: Basic Attacks against enemy Heroes with a higher Health percentage heal for an additional 50% of damage dealt. Basic Attacks against enemy Heroes with a lower Health percentage grant 35% Attack Speed for 2 seconds. Blind as a Bat [Active] Additional functionality: Enemy Heroes hit by the final slash of Fel Claws reduces the cooldown of this Ability by 5 seconds. Level 20 Vanquish the Weak [Q] Slow amount increased from 15% to 25%. Alone in the Dark [E] Additional functionality: Reduce the cooldown of Night Rush by 4 seconds. Return to Top
      Heroes
      Murky
      Base
      Spawn Egg [Trait] Health increased from 324 to 420. Health Scaling changed from 30 to 4% per level. Return to Top
      Bug Fixes
      General
      Fixed an issue where Toys 1 Event reward Portraits could not be equipped for those who had earned them in Toys 1 Event in 2018. Heroes
      Anduin Anduin's Light of Stormwind now correctly removes damage over time effects. Murky Murky's Egg Health now properly scales at 4% per level. Stitches Fixed an issue where Slam would go on cooldown when Stitches was interrupted during its initial cast. Tassadar The Ranged Assassin tooltip at the bottom is now properly displaying for Tassadar. Return to Top
      A new Hero, Nexus Anomaly, and Nexomania II await in the Nexus!
    • By Oxygen
      Our thirtieth Heroes of the Storm Meta Tier list for June 2020 is here!
      The latest meta tier list for June 2020 is here!
      Welcome to another Icy Veins's Meta Tier List for the June 3 patch. The goal of this list is to try and detail game's current metagame state. The prime goal of such lists is to inform players regarding popular and trending team composition drafting strategies (i.e. the drafting metagame).
      A new format, soon™
      First off: sorry for taking so long to update the list. We're in the final stage of a complete (and overdue) redesign of our tier lists. While I can't say for sure when we'll be showcasing it, it'll make both the updating process and your browsing experience that much better. In the meantime, I've restricted the class system to the system used in-game so as to reduce confusion. Stay tuned!
      Current ranked mode map rotation
      Current anomaly
      A Call For Help!. For more information about this Anomaly, simply refer to our Anomaly guide.
       

      S-tier Tank Bruiser Ranged Assassin Melee Assassin Healer Support E.T.C.   Cassia       Johanna   Mephisto        

      High-tier Tank Bruiser Ranged Assassin Melee Assassin Healer Support Blaze Sonya Falstad Ragnaros Deckard Abathur Garrosh Xul Fenix Samuro Lùcio   Mal'Ganis Yrel Greymane Thrall Rehgar       Jaina   Stukov       Kael'thas   Whitemane       Raynor           Sylvanas           Tassadar           Tracer        

      Mid-tier Tank Bruiser Ranged Assassin Melee Assassin Healer Support Arthas Artanis Azmodan Alarak Alexstrasza Zarya Anub'arak Chen Chromie Gazlowe Ana   Diablo Deathwing Hanzo Kerrigan Anduin   Muradin Dehaka Kel'Thuzad Maiev Auriel   Varian (Taunt) Leoric Li-Ming Qhira Brightwing     Malthael Lunara Zeratul Lt. Morales     Varian (Blades) Nazeebo   Malfurion     Varian (Smash) Orphea   Tyrande       Sgt. Hammer           Tychus           Valla           Zagara           Zul'jin        

      Low-tier Tank Bruiser Ranged Assassin Melee Assassin Healer Support Cho D.Va Gall The Butcher Kharazim Medivh Stitches Rexxar Genji Valeera   TLV Tyrael   Nova           Probius      
    • By Stan
      With Mei available for testing until Monday, we've updated our Heroes section and added her to the talent calculator.
      Mei is now available in the talent calculator on our site. You can access it by clicking on the image below.

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