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Upcoming Stealth Shader Updates from BlizzCon 2017

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In the 2018 update, Blizzard's reworking the Stealth shader in Heroes of the Storm. As a result, Nova, Valeera, Samuro and Zeratul get various Hero changes.

Stealth Changes

  • It's easier to spot stealthed Heroes now thanks to the new shader.
  • After 1.5 seconds, stealthed Heroes will be completely invisible as long as they remain stationary.
  • Truevision is added to the game and Structures now have the ability to reveal stealthed Heroes.

More details can be found here

New Stealth Shader

bKOCuI0.jpg

Old Stealth Shader

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Here's probably a better screenshot of the update.

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Hero Reworks

Nova

  • Snipe MasterSnipe Master is now baseline
  • Nova moves +15% faster while in stealth.
  • She has a new ability to instantly stealth.

MZzlcLq.jpg

Valeera

  • Valeera's Cheap ShotCheap Shot now gets a blind.
  • AmbushAmbush teleports her if in stealth for at least 3 seconds.

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Samuro

  • Swap location with images (from Illusion MasterIllusion Master is now baseline [D].
  • No more random placement for his Illusions.
  • Illusions are now weaker and their damage has been moved into Samuro.

uXKMUEr.jpg

Zeratul

  • Vorpal BladeVorpal Blade is now baseline.
  • Might of the Nerazim is a new Heroic (replacing Shadow AssaultShadow Assault) - replicate any Basic ability you recently used. It's only on a 15 second cooldown.

uURFrcN.jpg

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Er... what is the point of stealth then if you can be seen THIS clearly? Totaly trash update.

Edited by MrOger
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16 minutes ago, MrOger said:

Er... what is the point of stealth then if you can be seen THIS clearly? Totaly trash update.

I think the idea is that you aren't meant to sneak up on people anymore (well as long as they're paying close attention).  They want you to ambush instead.  After waiting a second stationary you supposedly become fully invis.  I agree it's not an amazing change (though I also don't think it's that bad from the screen shots, I'll need to wait and see it in game) but the options are either leave it harder to see and nerf the stealth heroes into the ground to make them less threatening or weaken the stealth mechanic a bit and maybe buff the heroes.  It's the price one pays for having an "unfun" mechanic in the game.

Edited by TSRD
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12 minutes ago, TSRD said:

I think the idea is that you aren't meant to sneak up on people anymore.  They want you to ambush instead.  After waiting a second stationary you supposedly become fully invis.  I agree it's not a great change but the options are either leave it and nerf the stealth heroes into the ground to make them less threatening or weaken stealth and maybe buff the heroes a bit.  It's the price one pays for having an "unfun" mechanic in the game.

What`s the problem with "eye test"? It is actually cool thing even against you. If it is so bad they could tie some skills to stealth itself so they will be weaker if got forced out of stealth to encourage more cautious gameplay form stealthers and more perception from enemies.
But even aside that i believe there can b better solution - just look how Riot handled it with Eve and Shaco (if you not familiar - first one has constant stealth, but it`s more like "map" stealth and she can be seen if she`s too close to heroes/buildings, and second one have invisibility only for a short time after he use his blink, and when he blinks enemy can notice small smoke cloud at the point he blinked from even through fog of war), that`s good ways to balance it.

Edited by MrOger
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The changes to him are reasonable. The illusions have too much potential to (ab)use them atm.

Edited by Caldyrvan

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8 hours ago, MrOger said:

Er... what is the point of stealth then if you can be seen THIS clearly? Totaly trash update.

Taking Nova as an example, they want you to lie in wait for a hero to get out of position, rather then walk in during the middle of a fight when everyones attention is elsewhere. 

Basically, Stealth is for ambushing, not running around the map and ganking heroes who either aren't paying attention or don't have an easy way to break stealth.

BTW, I say this despite the fact I can't see the stealth in either picture.  I'm REALLY good at spotting it in game, just don't see it in the shots.

EDIT

I see it in the second one now.  wow, that's a massive change.

Edited by gamerk2

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The stealth heroes just standing at the entrance of your fort just waiting for a low health hero who wants to retreat to get a cheap kill ... no more of this shi... , I am happy about that :)

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9 hours ago, Caldyrvan said:

The stealth heroes just standing at the entrance of your fort just waiting for a low health hero who wants to retreat to get a cheap kill ... no more of this shi... , I am happy about that :)

Of course!!! because this is their duty and what a team needs! A Finisher!!! Team needs to finish heroes which escape with low healths and  stealth heroes and some others like Illidan or genji  got this duty

it would be crap if heroes just fight a bit and when they got low or medium health escape the area easily with teleporting/jumping/dashing etc   I'm sure they are destroying the game with doing this! Even if they buff stealth heroes much,they will be useless without their current invisability 

Edited by MZLICH

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21 hours ago, TSRD said:

I think the idea is that you aren't meant to sneak up on people anymore (well as long as they're paying close attention).  They want you to ambush instead.  After waiting a second stationary you supposedly become fully invis.  I agree it's not an amazing change (though I also don't think it's that bad from the screen shots, I'll need to wait and see it in game) but the options are either leave it harder to see and nerf the stealth heroes into the ground to make them less threatening or weaken the stealth mechanic a bit and maybe buff the heroes.  It's the price one pays for having an "unfun" mechanic in the game.

Just watching much SELFISH comments here! About people who can't counter stealths or playing carefully well!  It's totally FUN for me to play sam however I don't like Ana for example! Should I call her unfun or ugh!!!one day she killed me from other side of map with her ult so they should remove it??? No! Because everybody has his/her favorite hero type and it was my bad to get killed by her ult! All should show respect to other people's favorites and try to play better instead!

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You are right, mostly. But it's the whole mechanic of stealth that is unfun for the opposing team.

There are reason why ppl are going afk right away when they see a stealth in the other team or are simply not as motivated anymore to play that match. And not to mention all "nerf xy stealth hero" threats. I am not saying they are all right and not all have good reasons but they can't be all wrong either :)

And plz don't say then you have to play more careful etc. Ofc when I am in a lane alone with only minions I should be able to spot a stealthed hero, but in the heat of battle, between minions, heroes, ability effects, bushes etc. it's just pointless.

Edited by Caldyrvan

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3 hours ago, MZLICH said:

No! Because everybody has his/her favorite hero type and it was my bad to get killed by her ult! All should show respect to other people's favorites and try to play better instead!

That's why I put "s around "unfun" because I'm simply saying what others have called it, not how I feel.  Believe me, I have absolutely zero problems with so called "unfun" mechanics.  That said, you and I are not the ones Blizzard is trying to please.

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23 hours ago, Caldyrvan said:

The stealth heroes just standing at the entrance of your fort just waiting for a low health hero who wants to retreat to get a cheap kill ... no more of this shi... , I am happy about that :)

With this change this is exactly what's going to happen, since stealthed heroes become nearly invisible when standing still for a few seconds.

Blizzard clearly has no idea about their game. Squishy melees Valeera and Zeratul are on the bottom of the winrate list? Ok, let's turn them into complete shit by making them more visible!

Nova and Samuro are on the top of the winrate? Ok, let's make them more visible too! What, Nova's range and Samuro's blink/copies swapping make this less of a nerf? Whatever, HotS players are used to retarded hero reworks.

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I agree that heroes are too visible with this update but the way it is now is just too hard to spot. I have to strain my eyes just to follow stealth heroes and that's without the chaos of a teamfight. In that compare shot with Jaina I simply cannot see Zeratul... that's just not fair, I even know where to look. Maybe my color blindness has something to do with it but even if that's the case, that's a rather large population to ignore. Referring to red-green deficiency.

Edited by Warper

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At the moment it's not an "eye test", but rather who has the most powerful machine. Not impressed with the changes anyway, it's a complicated solution for the simple problem, just delete Nova from existence and forget that creature ever plagued the nexus.

  • Haha 1

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On 11/6/2017 at 7:44 PM, Warper said:

I agree that heroes are too visible with this update but the way it is now is just too hard to spot. I have to strain my eyes just to follow stealth heroes and that's without the chaos of a teamfight. In that compare shot with Jaina I simply cannot see Zeratul... that's just not fair, I even know where to look. Maybe my color blindness has something to do with it but even if that's the case, that's a rather large population to ignore. Referring to red-green deficiency.

The first picture seems to be insanely more difficult to spot though. I am someone that can confidently spot a moving stealth hero every time when playing, even more so when I am looking for them. In that photo, I can't see a thing. It's a really unfair representation of the mechanic and, with the new update, you might as well not have stealth as a mechanic. It's now equivalent to Li-Ming's Archon form, where you basically have a different skin put onto you and some of your spells are more powerful, but you're incredibly easy to kill.

It's no longer stealth. It's just grey-mode.

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      Level 4 It's a Sabotage! [Passive] Damage over time duration reduced from 5 to 3 seconds. Damage per second increased from 50 to 75. Level 7 Norse Force! [Q] Base Shield increased from 130 to 140. Additional Shield for each Viking alive increased from 65 to 84. Level 10 Longboat Raid! [R2] Damage per second increased from 112 to 128. Level 16 Impatience Is a Virtue [Passive] Cooldown reduction increased from .25 seconds to .31 seconds. 64 KB Marathon [Z] Changed Functionality: Bonus Movement Speed no longer decays over its duration. Level 20 Ragnarok 'n' Roll! [R1] Additional Functionality: Reduce the cooldown of Longboat Raid by 30 seconds. Lucio
      Talents
      Level 1 Party Mix [W] New Functionality: Quest: Play Crossfade tracks to nearby allies. Reward: Every minute played increases Lucio’s Maximum Mana by 2%. After 8 Minutes of total play time, increase the range of Crossfade by 20%. Level 7 Boombox [Active] Cast range increased by 100% (5 to 10 grid). Health increased from 350 to 600. Additional Functionality: Allies affected by Boombox gain 5 Armor. Level 10 High Five [R2] Self-heal reduced from 125 to 80. Level 13 Slip [Z] Armor reduced from 20 to 15. Level 16 Up To Eleven [E] New Functionality: Increase the duration of Amp It Up by 1 second. While Amp It Up is active, enemy Heroes hit with Soundwave or Push-Off increase it’s duration by an additional .3 seconds. Level 20 Mixing Fire [R2] Damage dealt reduced from 225 to 160. Cost and cooldown reduction reduced from 50% to 30%. Uther
      Base
      Devotion [Trait] Adjusted Functionality: Uther’s Basic Abilities grant 25 Armor to allied Heroes, and 15 to Uther, for 2 seconds. Talents
      Level 16 Beacon of Light [Q] Self-healing bonus increased from 100% to 125%. Self-healing bonus at low Health increased from 200% to 250%. Tyr's Deliverance [W] Maximum stacks increased from 4 to 7. Level 20 Divine Protection [Trait] Additional Functionality: Sets Devotion Armor for both allied Heroes and Uther to 50. Azmodan
      Base
      Globe of Annihilation [Q] Level scaling increased from 2.5 to 4%. Talents
      Level 1 Greed [Q] Non-Heroic damage bonus reduced from 20 to 15%. Gluttony [Q] Annihilation earned from Hero hits increased from 3 to 4. Level 7 Master of Destruction [E] Annihilation earned from Hero hits reduced from 4 to 2. Level 10 Demonic Invasion [R1] Range decreased from 20 to 13.5. Demonic Grunt attack damage reduced from 42 to 39. Level 16 Hell Rift [E] Demon Warrior damage bonus reduced from 100 to 75%. Level 20 Siegebreaker [R1] Damage bonus reduced from 50 to 40%. Pride [Q] Damage bonus increased from 100 to 125. Falstad
      Base
      Lightning Rod [W] Lightning Rod verifies its targets is in range more frequently, from every second to every .25 seconds. Lightning Rod now uses a custom range indicator. Talents
      Level 1 Gathering Storm [Q] Hammerang damage bonus per stack increased from 0.2% to 0.4%. Dishonorable Discharge [W] Lightning Rod cooldown reduction reduced from 3 to 2 seconds. Lightning Rod damage bonus per stack decreased from 1% to .75%, maximum bonus remains 75%. Changed Functionality: Takedowns resetting Lightning Rod's cooldown now gained on quest completion. Level 13 Thunderstrikes [W] Damage bonus per stack increased from 20% to 25%. Changed Functionality: Thunderstrikes' damage bonus no longer affects other Lightning Rod bonuses. Junkrat
      Base
      Frag Launcher [Q] Damage increased from 118 to 124. Talents
      Level 1 Extra-Wound Timers [Q] Damage bonus increased from 80% to 120%. Level 7 Big As [E] Additional Functionality: Steel Trap only hits Heroes. Level 10 Rocket Ride [R2] Damage increased from 890 to 935. Tassadar
      Base
      Shock Ray [Q] Channel duration reduced from .75 to .6875 seconds. Talents
      Level 4 Induction [Q] Changed Functionality: Tassadar gains 10% increased Movement Speed. Casting Shock Ray increases this bonus to 30% for 3 seconds. Level 7 Beam Alignment [Q] Mana cost reduction increased from 10 to 15. Additional Functionality: While Resonance Beam is fully charged, Shock Ray’s Slow duration is increased to 4 seconds. Level 13 Shadow Walk [Active] Armor increased from 25 to 35. Return to Top
      Bug Fixes
      Battlegrounds
      Added Warhead Junction to Ranked Play. Removed Volskaya from Ranked Play. Heroes
      E.T.C. Crowd Surfer no longer causes spells queued after Powerslide to be cast without an animation. Rexxar Casting Misha, Charge! and Misha Focus! at the same time will no longer occasionally cancel the ability. Uther Tyr's Deliverance no longer increases Uther's Holy Light self Healing. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      There's a new type of talent coming to Heroes of the Storm, as Blizz_Daybringer revealed on r/heroesofthestorm today. Loan talents are ment to be "the opposite of quests", as they give a lot of power up-front and then become weaker and weaker, with the Johanna example we got losing one quarter of it's power with each death, so they will lose some effect when something negative happens. 
      Loan Talents (source)
      Good morning Heroes!
      There is some new content coming right around the corner and I wanted to take a quick minute to share something that will be entering the Nexus shortly - Loan Talents. Here is a sneak-peek at one of them:
      Divine Fortress
      Basic Attacks against enemy Heroes grant 15 Physical Armor for 3 seconds, stacking up to 60.
      Loan: Johanna gains 20% maximum Health. Lose 5% of this bonus every time she dies.
      The idea behind these was to give fairly substantial up-front power spikes that can either help carry you to victory or potentially lose potency over time - think of them as sort of 'reverse-quests'. Play smart and they can be extremely powerful over the course of the game, but know that by choosing it, you also put a pretty substantial target over your head... cough, Convection, cough.
      Anyways, the team is excited to see what you think about these and get them into your hands as soon as possible! Have a wonderful day and we will see you in the Nexus! ❤️
    • By Staff
      The Icy Veins Masters Clash Championship continues today at 6 PM Paris time. Check out the schedule of all upcoming matches for this weekend!
      About the Event
      Masters Clash Championship is a Heroes of the Storm tournament sponsored by Icy Veins, where teams compete for a prize pool of 10,000 EUR.
      Event Schedule
      May 1 (Saturday)
      Match 1: Inting for Ruby vs. The Hardos at 6:00 PM Paris time Match 2: ArthasStroitHram vs. SoundLess at 8:00 PM Paris time. May 2 (Sunday)
      Match 1: Go Next vs. 30K at 6:00 PM Paris time. Match 2: The donuts vs. Chilly Mountain at 8:00 PM Paris time. Here is the exact schedule of all the matches for this weekend.

      Head over to the official site for more details about the event
      Where to Watch
       English stream (Khaldor)  French stream (Malganyr)  German stream (TazzDingo)  Russian stream (Noizen)  Spanish stream (Orhy)
    • By Staff
      The Icy Veins Masters Clash Championship continues tomorrow at 6 PM Paris time. Check out the schedule of upcoming matches for this weekend!
      About the Event
      Masters Clash Championship is a Heroes of the Storm tournament sponsored by Icy Veins, where teams compete for a prize pool of 10,000 EUR.
      Event Schedule
      April 24 (Saturday)
      Match 1: The donuts vs. Inting for Ruby at 6:00 PM Paris time Match 2: SoundLess vs. SoundLess at 8:00 PM Paris time. April 25 (Sunday)
      Match 1: Go Next vs. ArthasStroitHram at 6:00 PM Paris time. Match 2: The Hardos vs. 30K at 8:00 PM Paris time. Here is the exact schedule of the upcoming matches for this weekend.

       
      Head over to the official site for more details.
      Where to Watch
       English stream (Khaldor)  French stream (Malganyr)  German stream (TazzDingo)  Russian stream (Noizen)  Spanish stream (Orhy)
    • By Staff
      Here are the results of the latest Masters Clash Championship matches from Saturday and Sunday
      About the Event
      Masters Clash Championship is a Heroes of the Storm tournament sponsored by Icy Veins, where teams compete for a prize pool of 10,000 EUR. 48% of all matches have been played.
      Match Results
      On  Saturday, The Hardos defeated SoundLess in the first match and ArthasStroitHram won against Inting for Ruby.
      On Sunday, Chilly Mountain defeated Go Next 3:2 and in the second match, 30K claimed victory against The donuts.

      When Will We See More Matches?
      The event continues on April 24 at 6:00 PM Paris time. You can find a full schedule of all upcoming matches here.
      Where to Watch
      You can watch the event in multiple languages. Links to localized streams can be found below.
       English stream (Khaldor)  French stream (Malganyr)  German stream (TazzDingo)  Russian stream (Noizen)  Spanish stream (Orhy)
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