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

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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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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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      When looking at a Hero like Illidan, it’s pretty straight forward. A good Illidan does a fair amount of damage, soaks a lot of experience, doesn’t die very often, and captures a lot of Mercenary camps. Illidan has a fairly high skill ceiling, though, so we expect there to be a sizeable difference in all of those stats between a highly-skilled Illidan and an average one. However, for a hero like Kerrigan, the difference in raw stats like damage and experience between a high skill and average skill player isn’t quite as dramatic. Instead, the biggest thing that sets apart a highly skilled Kerrigan is how effective they are in landing crowd control effects, so the system would put a larger emphasis on this stat for Kerrigan players. She’s still being evaluated on all the same stats as every other hero, though, so a Kerrigan who spends the game only attempting to land stuns would not necessarily gain the same amount of MMR, as they would need to also contribute to the game in a meaningful way on top of landing lots of CC.  The system can then use an individual player’s performance to adjust how much MMR the player gains, or loses, for a game. If they’re performing beyond expectations for their current MMR, the system will grant more MMR when they win, subtract less when they lose, and they’ll more quickly arrive at the proper MMR for their skill. The opposite is also true if they’re not performing up to expectations.
      FAQ
      What is MMR? MMR stands for Matchmaking Rating. In order for the matchmaker to place similarly skilled players together, it assigns everyone a matchmaking rating that indicates how skilled the system thinks the player is. MMR is a behind-the-scenes stat that is only used for matchmaking. What if a Hero is updated and the “right” way to play them changes? The system is fully dynamic and continually updating itself, so it automatically adjusts as balance changes, the meta shifts, and players find creative, new ways to use a hero. If I perform really well, can I gain MMR while losing the game with this new system? No. Winning or losing is still the primary factor in whether you gain or lose MMR so you still only gain MMR on a win and lose it on a loss. The performance-based adjustments just affect how much MMR you gain or lose. Couldn’t you abuse the system by ignoring everything except those few crucial weighted stats? While some stats are weighted higher than others to reflect their importance in that situation, every stat is evaluated as part of the performance calculation. If you’re focusing entirely on a few stats at the expense of others, your overall performance metric is likely to be lower. Also, you still need to win the game to gain MMR. If you’re maintaining all stats at their normal levels for your level of play, excelling at a few key stats, and winning the game, that means you’re actually doing what’s required to be the most efficient, effective version of your current hero. Good job! If I’m losing a game, my stats are usually lower already. How does the system avoid double penalizing me for both losing and having lower stats? The comparisons to determine how well you performed are different for winning games versus losing games. Will this cause players to intentionally make games take longer so they can pad their stats? All stat comparisons take game time into account so there’s no advantage for a game that goes long and no disadvantage for one that wraps up quickly. Who determines which stats are important for any particular situation? The community does by playing the game. The system doesn’t have any preconceptions about which stats are important. Instead, it is measuring how players are playing in particular situations in order to determine which stats are most important to highly skilled play. How does the system work for a new hero or after a hero is reworked? The performance-based aspect of the system will be disabled initially when a new hero launches or after a hero receives a major rework to allow the system to gather the data it needs to make performance comparisons. During this period, the system will effectively work like it used to with MMR adjustment based on win or loss. This system is affecting my MMR, but how will this translate into my rank in Hero League or Team League? We’ll be introducing a Performance Adjustment to the amount of rank points you win or lose after a game which mirrors the performance adjustment that was applied to your MMR. This will eventually replace the current Personal Rank Adjustment. Will this help with smurfing? We believe this system will go a long way to curbing the issues associated with smurfing since a player who creates a new account to intentionally best players of a lower skill will more quickly find themselves facing players of similar skill. When is this coming to the game? Our current plan is to implement performance-based matchmaking in December alongside our next season roll, but we will be sure to update you if anything changes. Awesome. Anything else I should know? The system has also shown promising potential to help detect griefing in games since it can more easily determine when someone is intentionally playing poorly. We’ve already used it to confirm reports of players who are doing things like intentionally feeding and hope to be able to automate that detection in the future so problematic players can be dealt with more quickly. We hope you enjoy all of the changes we have planned for our 2018 Gameplay Updates, and we’ll see you in the Nexus!
    • By Stan

      The 2018 gameplay update is now live on PTR along with Hanzo, balance changes, a new map rotation for Ranked Play and various bug fixes.
      The latest Heroes of the Storm patch will be available for playtesting until December 11. The 2018 update was revealed at this year's BlizzCon. Stealth shader has been updated and many Heroes with Stealth received reworks, Artanis is down to 7,000 Gold and more.
      Blizzard (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting until December 11. During this time, we kindly request your assistance in trying out the new content before we officially release the patch. As always, if you encounter any bugs or other issues during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      General
      Performance-Based Matchmaking
      The matchmaking system has been updated to include a performance-based data-driven system, which takes individual player performance into account when determining MMR gains and losses. Under this new system, players will now reach their intended Matchmaking Rating quicker and more accurately. Read our recent blog about Performance-Based Matchmaking to learn more. Game Camera Height
      In-game Camera height has been significantly increased in order to provide more visibility of the battlefield. New Hero: Hanzo
      Once heir to the Shimada clan's criminal empire, Hanzo abandoned his birthright after he almost killed his younger brother. He now strives to perfect his skills as a warrior, and sees the Nexus and its endless conflict as the ideal training ground.
      PTR Note: In order to focus playtesting and feedback on the 2018 Gameplay Update and Stealth changes found in this patch, Hanzo will not be available for play on the Public Test Realm until the week of November 27.  Trait 
      Natural Agility (D) Target unpathable terrain or a Structure to jump to the other side of it. Basic Abilities
      Storm Bow (Q) Activate to charge an arrow that deals 270 damage to the first enemy hit. Storm Bow's range increases the longer it is Channeled. Reactivate to fire. Scatter Arrow (W) Fire an arrow that deals 85 to the first enemy Hero hit. Scatter Arrow can collide with terrain and Structures, splitting into 5 arrows that travel extra distance, ricochet up to 4 additional times, and deal 85 damage each to the first enemy hit. Sonic Arrow (E) Fire an arrow that grants vision in a large area 8 seconds. Enemies inside are revealed for 1 second. If Sonic Arrow lands directly on an enemy, it deals 150 damage to them and follows them as they move. Heroic Abilities
      Dragonstrike (R) After 1.5 seconds, summon a pair of Spirit Dragons which travel forward, dealing 52 damage every 0.25 seconds to enemy Heroes in its area. Enemies in the center take 150% damage. Dragon’s Arrow (R) Fire a missile that travels across the battleground. Explodes upon hitting an enemy Hero, dealing 100 damage to all nearby enemies and Stunning them for 0.5 seconds. After traveling a medium distance, the damage is increased to 200 and the Stun duration to 1.25 seconds. After traveling a long distance, the damage is increased to 350 and the Stun duration to 2 seconds. 2018 Gameplay Update
      Battleground Objectives
      The first Battleground objective event will now activate 90 seconds into the match, following a 30-second warning, for the following Battlegrounds: Blackheart’s Bay Doubloon Chests will now consistently spawn 3 minutes after the final Chest during a the previous event has been captured. Braxis Holdout Beacon events after the first will now consistently spawn 2 minutes and 10 seconds after a previous Zerg wave has been defeated. Dragon Shire Shrines will now consistently spawn 2 minutes after a Dragon Knight has been killed. The first Battleground objective event will now activate 3 minutes into the match, following a 30-second warning, for the following Battlegrounds: Battlefield of Eternity Cursed Hollow Garden of Terror Haunted Mines Infernal Shrines Sky Temple Towers of Doom Warhead Junction The following Battleground objective timers are unchanged: Tomb of the Spider Queen Volskaya Foundry The Minimap will now indicate the next objective spawn location for the following Battlegrounds: Cursed Hollow The first Shrine indicator will appear on the Minimap 30 seconds after the game begins, and subsequent indicators will appear 15 seconds after the previous Tribute has been captured. Infernal Shrines The first Tribute indicator will appear on the Minimap 30 seconds after the game begins, and subsequent indicators will appear 30 seconds after a Punisher is defeated. Hover the cursor over a Shrine indicator on the Minimap to display whether it will be a Mortar, Frost, or Arcane Shrine. Sky Temple The first Temple indicators will appear on the Minimap 30 seconds after the game begins, as well as 30 seconds after all Temples in the same event have been depleted. Towers of Doom The first Altar indicators will appear on the Minimap 30 seconds after the game begins, as well as 30 seconds after the final Altars in an event has been captured. Warhead Junction The first Warhead indicators will appear on the Minimap 30 seconds after the game begins, as well as 30 seconds after the final Warhead in an event has been collected. Regeneration Globes
      Regeneration Globes will now become neutral (claimable by both teams) if not claimed within 3 seconds. Time before Regeneration Globes expire has been reduced to 6 seconds. Structures
      All attacking structures no longer have ammunition. Walls will now be destroyed if their connected Towers and Gate are also destroyed. Walls can still be attacked normally. Tower vision range has been increased by 25% Tower damage to minions has been reduced by 25% Structures now have a warmup period of .5 seconds before firing and must face their targets completely Structure attack warning responsiveness has been significantly improved Standalone Towers (found next to Forts and Keeps) have been removed. The Health, granted Experience, and Damage of Standalone Towers has been redistributed into their surrounding gate Towers, Forts, and Keeps. Forts and Keeps now have True Sight, meaning they will reveal and attack Stealthed Heroes. True Sight is disabled while the Structure is disabled by effects such as the Raven Lord’s Curse or Sylvanas’ Black Arrow Trait. Minions
      Minion base damage has been increased by roughly 10% The 5 second delay before Minions spawn after the game begins has been removed. Mercenaries 
      Respawn Timers Mercenary Camps will now spawn 60 seconds after the game begins Siege Giant Camp Siege Defenders Defending Siege Giant attacks are now telegraphed on the terrain and can be dodged. Siege Laners Attack telegraphing and missile trajectory has been significantly improved. Hellbat Camp Respawn times have been doubled Hellbats will now prioritize structures Defender Hellbat Stats Base health increased by 125%, Health scaling increased by 200% Damage increased by 125% Damage scaling reduced by 50% Laner Hellbat Stats Base health increased by roughly 25% Health scaling increased by 43% Base damage increased by 50% Damage scaling decreased by 66% Damage taken from structures reduced by 50% Attacks now apply a 3-second stacking -5 Armor debuff to all targets, stacking up to 20 times (structures included) Knight Camp Wizard Knight Laner Wizard Knight Laner has a Spell Armor Aura Grants all nearby Allies (Minions, Mercenaries, and Heroes) 30 Spell Armor Spell Armor is immediately removed upon leaving the aura area. This Aura is destroyed when the Wizard is killed Wizard Knight Defender Grants nearby Knight Defenders a 15 Spell Armor aura This Aura is destroyed when the Wizard is killed Sapper Camp Sapper Defenders Now fire their attacks at target areas, instead of directly at Heroes. This behaves like the laning Sappers Sapper Explosion damage now scales over time Health scaling increased by 33% Respawn timer across all maps increased from 105 to 120 seconds Laning Sappers now have 100 Armor vs Structures while charging and Towers will ignore charging Sappers Art
      Heroes, Abilities, and Talents
      Zeratul has received updated art to coincide with Talent changes. Minimap
      Minimap art has been updated across all Battlegrounds. Stealth
      Added an overlay to indicate when a Stealthed character goes Invisible Added a new Stealth visual effect. Enemy Stealthed Heroes should now be easier to spot. Battlegrounds
      Sandbox Custom Game Improvements
      The following new cheats have been added to Sandbox Custom Games: Spawn Camps Respawn all Mercenary Camps. Spawn Dummy Creates a dialog allowing players to choose a type of dummy to spawn. Player can then click in the game world to create a dummy of the selected dummy type at mouse cursor position. One player cannot spawn more than 20 dummies. When a player deals damage or heals a target dummy the Target Dummy Panel will pop up displaying the damage or healing dealt. If player deals damage to multiple dummies with an AOE ability, the number will be the combination of damage done to all dummies. If the team hasn't dealt damage or healing to any of the dummies for 8 seconds, the Target Dummy Panel will disappear for that team. If a player hasn't dealt damage or healing to any of the dummies for 8 seconds, their damage and DPS will be reset to 0. Clear Dummies If the "Share Cheat" checkbox is unchecked, remove all the dummies created by all players. If the "Share Cheat" checkbox is checked, remove all the dummies created by that player. Toggle Fog of War Disabling Fog of War for a team will remove Fog of War, revealing the whole map for that team. Reset HP/MP If the "Share Cheat" checkbox is unchecked, reset all players' Health and Mana to full. If the "Share Cheat" checkbox is checked, reset the player's Health and Mana to full. Complete Quests If the "Share Cheat" checkbox is unchecked, complete all talent quests for all player. If the "Share Cheat" checkbox is checked, complete all talent quests for that player. Instant Respawn If the "Share Cheat" checkbox is unchecked, instantly respawn all dead Heroes. If the "Share Cheat" checkbox is checked, instantly respawn the player's Hero. Haunted Mines
      Issuing a Move command within the Mines while on the Battleground’s upper level, or vice versa, will now cause the Hero to use the Mine Entrance or Exit that is the shortest distance from the issued order. Summoned Grave Golem Fort and Keep attacks no longer reduce attack speed Will no longer interrupt its attacks mid-swing to use an Ability Now passes through player-created walls rather than stopping to destroy them Ranked Battleground Rotation Update
      Added to Rotation Warhead Junction Removed from Rotation Volskaya Foundry Garden of TerrorThe full Ranked Battleground Rotation is now as follows: Battlefield of Eternity Braxis Holdout Cursed Hollow Dragon Shire Infernal Shrines Sky Temple Tomb of the Spider Queen Towers of Doom Warhead Junction Design
      Stealth
      Stealth players will now become “Invisible” after remaining still for 1.5 seconds. Invisible Heroes will not display the Stealth visual effect and can still be removed from Stealth by taking damage. This includes Heroes under the effects of temporary Stealth effects such as Samuro’s Windwalk or Tyrande’s Shadowstalk. Additionally, Heroes cannot become Invisible while occupying a capture point, such as Braxis Holdout or Mercenary Camp Beacons. Instead, they will retain normal Stealth visual effects. User Interface
      In-Game UI
      General Hero portraits will now be displayed when heroes are inside the following Vehicles, Battleground objectives, or Hero Abilities: Dragon Knight Garden Terror Triglav Protector Anub'arak - Cocoon Lt. Morales – Medivac Dropship Stitches - Gorge Zagara - Devouring Maw Manual Talent Tier and Hero Status Callouts Players can now press ALT + left-click Hero portraits and the Team Level UI at the top of the screen to generate notifications for the following situations: Press ALT + left-click an ally’s Hero portrait to inform teammates when that ally needs assistance. ALT + left-clicking a dead Hero’s portrait will generate a chat message indicating that Hero’s remaining respawn time. ALT + left-clicking an enemy Hero portrait will ping that Hero’s location on the Minimap if they are within allied vision. If that enemy is outside of allied vision, a chat message will inform allies that the Hero is missing. Press ALT + right-click the Team Level UI to indicate when both teams are on even Talent tiers, or when one team has a Talent tier advantage over the other.  
      Heroes
      Assassin

      Nova

      Abilities
      Snipe (Q) Damage reduced from 310 to 255. Baseline quest added: Hitting an enemy Hero increases the damage of Snipe by 5% stacking 5 times. When at max stacks (5) it gains an additional 25% damage. If Snipe fails to hit a target, all stacks are lost. Pinning Shot (W) Damage from 110 to 105 Holo Decoy (E) Added functionality: Decoys now deal 10% of Nova’s damage Permanent Cloak (Trait) Added functionality: Gain 15% movement speed while Stealthed Triple Tap (R) Damage per shot from 338 to 372 (New) Ghost Protocol (1) Activate to instantly cloak, leave a Holo Decoy at your feet, and become unrevealable for .5 seconds. Talents
      Level 1 Advanced Cloaking (Trait) New functionality: Increase your Stealth movement speed by 5%. While Stealthed, gain 2 additional mana regeneration per second. Level 7 Snipe Master (Q) Removed Perfect Shot (Q) Moved from Level 16 Cooldown reduction on Hero hit reduced from 3 to 2 seconds Level 13 Psionic Efficiency (Q) Bonus range increased from 10 to 15% (New Talent) Ionic Force Field (Trait) Gain 25 Armor for 2 seconds after losing stealth Level 16 Lethal Decoy (E) Damage bonus from clones increased from 40 to 50% Level 20 (New Talent) Apollo Suit (Trait) Reduce the cooldown of Permanent Cloak from 3 to 1 second
      Samuro

      Stats
      Basic Attack damage increased from 88 to 110 Abilities
      Mirror Image (Q) Samuro will now appear in the direction of the player’s Mouse Cursor when Mirror Image is cast. Mirror Image damage is no longer a fraction of Samuro’s Attack Damage. Mirror Image base damage has been greatly reduced to 9. Mirror Images are no longer instantly destroyed by Structures Critical Strike (W) Cooldown increased from 8 to 10 seconds Illusion Master (R) New functionality: Reduce the cooldown of Advancing Strikes to 8 seconds Now increases the attack damage of Mirror Images by 100% Now also increases Samuro’s Basic Attack damage by 10% Image Transmission (Trait) Additional functionality: Activate to switch places with the target Mirror Image, removing most negative effects from Samuro and the target Mirror Image. 25-second cooldown. Talents
      Tooltips for various talents have been updated to reflect whether Samuro or his Mirror Images benefit from their effects Level 1 Way of the Wind (E) New Functionality: Gain 40% Movement Speed for 3 seconds upon entering or exiting Stealth by using Wind Walk Way of the Blade (W) No longer grants bonus Critical Strike damage Way of Illusion (Q) Mirror Images no longer benefit from this talent Level 4 One with the Wind (E) Armor gain now also lasts for 3 seconds after being revealed Mirror Images now also gain Armor Armor amount reduced from 60 to 30 Level 7 Phantom Pain (W) Mirror Images no longer benefit from this talent Crushing Blows (W) Mirror Images no longer benefit from this talent Bonus Critical Strike damage has been removed Additional functionality: Samuro’s Basic Attacks against enemy Heroes reduce the cooldown of Critical Strike by 1.5 seconds Level 13 Kawarimi (E) Reduced the time between Samuro issuing a new order after using Wind Walk and the image following it. It should now be harder for the new Image to follow Samuro’s new movements after using Wind Walk. Level 16 Press the Attack (Trait) Attack Speed bonus reduced from 15% to 10% per stack. Maximum bonus decreased from 60% to 40% Harsh Winds (E) Mirror Images no longer benefit from this talent Merciless Strikes (W) Mirror Images no longer benefit from this talent
      Valeera

      Abilities
      Vanish (D) Movement Speed increased from 10% to 20% Ambush (Q) If Valeera is Vanished for 3 seconds, this ability has 5 range and teleports Valeera behind her target. Damage reduced from 180 to 130 Now also reduces enemy Armor by 10 for 4 seconds Cheap Shot (W) Stun duration reduced from 1.25 to .75 seconds Now Blinds the target for 2 seconds after the stun effect ends If Valeera is Vanished for 3 seconds, this ability has 5 range and teleports Valeera behind her target Garrote (E) Silence duration increased from 2.25 to 2.75 seconds If Valeera is Vanished for 3 seconds, this ability has 5 range and teleports Valeera behind her target Talents
      Level 1 Subtlety (D) Adjusted functionality: Now triggers when Valeera teleports to her target with Ambush, Cheap Shot, and Garrote. Energy return reduced from 10 to 8 per second. Crippling Poison (Active) Slow duration reduced from 5 to 4 seconds. Valeera’s poison is no longer removed after the first damaging Ability, but instead is applied by all Valeera's Abilities for 4 seconds. This duration does not start until Valeera damages her first enemy. Level 4 Wound Poison (Active) Healing reduction duration decreased from 5 to 4 seconds Valeera’s poison is no longer removed after the first damaging Ability, but instead is applied by all Valeera's Abilities for 4 seconds. This duration does not start until Valeera damages her first enemy Level 7 Slice and Dice (E) Valeera's Basic Attacks now restore 2 Energy. Level 13 Death from Above (Q) New functionality: Ambush reduces the cooldown of Vanish by 4 seconds. Blind (W) Now increases the duration of Cheap Shot’s Blind from 2 to 4 seconds. Strangle (E) Spell Power reduction increased from 25% to 40% Duration reduced from 7 to 6 seconds Level 16 Assassinate (Q) Bonus damage reduced from 100% to 50% Now also increases the Armor reduction of Ambush by 10 when the target is isolated. Moved from level 7 Expose Armor (E) Removed. Level 20 Nightslayer (D) Removed. Rupture (D) Damage bonus now stacks immediately to 100%, instead of stacking up to 30%. Moved from level 16 Elusiveness (D) Moved from Level 13 Movement Speed bonus increased from 10% to 20% LEVEL (TIER) VALEERA TALENTS 1 (1) (!) Vigor (Passive) Subtlety (D) Combat Readiness (Passive) Crippling Poison (Active) 4 (2) Relentless Strikes (Q) Hemorrhage (E) Initiative (D) Wound Poison (Active) 7 (3) Mutilate (Q) (!) Fatal Finesse (W) Slice and Dice (E)   10 (4) Smoke Bomb (R) Cloak of Shadows (R) — — 13 (5) Death from Above (Q) Blind (W) Strangle (E)   16 (6) Seal Fate (Q) Assassinate (Q) Thistle Tea (Active)   20 (7) Adrenaline Rush (R) Enveloping Shadows (R) Rupture (E) Elusiveness (D) (!) indicates a Questing Talent. Italic text indicates a NEW Talent. Underlined text indicates a MOVED Talent.
      Valla

      Abilities
      Level 1 Monster Hunter (Q) Now tracks stacks instead of damage on the quest tracker
      Zeratul

      Abilities
      Shadow Assault (R) Removed (New Talent) Might of the Nerazim (R) Passive: After using an Ability, Zeratul’s next Basic Attack within 6 seconds deals 40% more damage Activate to duplicate the last ability cast. Damaging abilities deal 50% less damage. This ability does not benefit from talents. 20-Second Cooldown  Talents
      Level 1 Vorpal Blade (1) Added as a baseline ability. Default Hotkey: 1 (New Talent) Move Unseen (Passive) Gain 25% bonus Movement Speed while Stealthed Shadow Hunter (E) Regen Globe required for quest completion reduced from 20 to 15 Mana cost reduction of Blink increased from 2 to 3 Level 4 Combo Slash (Passive) Removed Grim Task (Passive) Removed (New Talent) Psionic Strength (Passive) Damaging an enemy Hero with Basic Attacks or Abilities increases Zeratul's damage by 6% for 3 seconds, stacking up to 5 times. (New Talent) Darkness Descends (Active) Passive: Increase Zeratul’s attack speed by 10%. Activated ability – Zeratul gains 40% bonus attack speed for 5 seconds. 30-second cooldown Level 7 Wormhole (E) Duration increased from 2 to 3 seconds Slip into Shadow (E) Removed (New Talent) Warp Skirmisher (1) Vorpal Blade now has 2 charges. Casting Vorpal Blade also causes Zeratul's next Basic Attack within 6 seconds to deal 30% bonus damage Level 16 Sentenced to Death (W) Bonus damage reduced from 40 to 30% Level 20 Rewind (Active) Removed Nerazim Fury (R) Removed (New Talent) Twilight Falls (R) Activating Might of the Nerazim resets the cooldown of all of Zeratul’s Basic Abilities (New Talent) Shadow Mending (Passive) Zeratul heals himself for 75% of Ability Damage Dealt to enemy Heroes LEVEL (TIER) ZERATUL TALENTS 1 (1) PH PH PH PH 4 (2) PH PH PH PH 7 (3) PH PH PH PH 10 (4) PH PH — — 13 (5) PH PH PH PH 16 (6) PH PH PH PH 20 (7) PH PH PH PH (!) indicates a Questing Talent. Italic text indicates a NEW Talent. Underlined text indicates a MOVED Talent. Specialist

      Abathur

      Abilities
      Spawn Locust (Trait) Health increased from 288 to 316  Talents
      Level 1 Survival Instincts (Trait) Bonus Health decreased from 50% to 40% Level 7 Calldown: MULE (Active) No longer refills Structure ammo
      The Lost Vikings

      Talents
      Level 4 It’s a Sabotage! (Passive) No longer removes Structure ammo Damage increased from 27 to 35 Warrior

      Muradin

      Talents
      Level 4 Sledgehammer (Q) No longer removes Ammo from structures Collection
      Hero Price Reduction
      Artanis’ prices have been reduced to 7,000 Gold and 625 Gems. New Bundles – The following new Bundles and Skin Packs are available for a limited time!
      Hanzo Heroic Bundle Winter Veil 2017 Bundle Winter Veil Classic Bundle New Announcers
      Hanzo New Skins
      Hanzo Kinoko Honzo Sora Hanzo Dragon Hanzo Demon Hanzo Farstrider Hanzo Icebound Farstrider Hanzo Iron Farstrider Hanzo Holy Farstrider Hanzo Scarlet Farstrider Hanzo Genji Storm Oni Genji Golden Genji Nihon Genji Leoric Immortal Space Lord Leoric Lúcio Azure Soundblast Lúcio Lunara Harvest Champion Lunara Zarya Citrine Thunderguard Zarya Industrial Zarya New Mounts
      The following Mounts have been awarded to players who reached Platinum in Hero League or Bronze in Team League during 2017 Ranked Season 3: Titanium Cybersteed Carbon Cybersteed Master Cybersteed The following Mounts have been awarded to players who reached Master or higher in Hero League or Team League during 2017 Ranked Season 3: Epic Titanium Cybersteed Epic Carbon Cybersteed Epic Master Cybersteed Bug Fixes
      General
      Fixed a number of typo and tooltip errors across several aspects of the game. Art
      Kharazim: Kharazim's arms and upper body now animated correctly during his dizzy animation. Leoric: The Shroud of the Dead King Talent will now correctly play an animation and a sound when activated. Samuro: Monkey King Samuro’s model will no longer exhibit flickering during Hero Select while running Medium or High graphic settings. The Lost Vikings: Fixed an issue causing Baelog to cast superfluous shadows on the terrain. Battlegrounds
      Sky Temple: Fixed an issue that could prevent Temple lasers from appearing correctly on the Minimap. Structures: Auriel's Blinding Flash and Artanis' Suppression Pulse can no longer Blind Structures. Towers of Doom: The Headless Horseman Boss is no longer incorrectly categorized as a Monster. Volskaya Foundry: Fixed an issue in which Heroes on the outer edge of the Hall of Storms would not receive Healing or protection. Heroes, Abilities, and Talents
      Alexstrasza: Life-Binder is no longer interrupted when entering or exiting Dragonqueen. Diablo: Fixed an issue that could cause Shadow Charge to deal its collision damage multiple times under certain circumstances. Garrosh: Casting Wrecking Ball on Mercenaries will no longer cause them to leash while in combat. Gul'dan: Movement caused by a conveyor belt will no longer cancel Rain of Destruction channeling. Kel'thuzad: The Power of Icecrown Talent will now correctly grant bonus Spell Power for enemy Heroes Slowed by Chains of Kel’Thuzad with the Chains of Ice Talent. Li-Ming: Zei's Vengeance and Arcane Orb tooltips have been updated to clarify bonus damage functionality. Damage amounts have not been changed. Lt. Morales: The Second Opinion Talent will now correctly grant cooldown reduction when one of the Heroes struck by Displacement Grenade is piloting a Vehicle, like the Garden Terror. Lunara: Fixed an inconsistency that allowed Lunara to cast Leaping Strike over some, but not all, allied units after learning Boundless Stride. Medivh: Creating a Portal entrance after learning Portal Mastery and then entering the Triglav Protector will no longer prevent him from using the Protector’s abilities. Muradin: Learning Reverberation no longer incorrectly updates the Attack Speed Slow amount in Thunder Clap’s tooltip. Murky: Spawn Egg with the Egg Hunt Talent can now be cast correctly on Volskaya Foundry’s conveyor belts. User Interface
      Death Recap: Fortification Camp Turret attacks now display a Turret icon in the Death Recap screen.