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Comments on Performance-Based Matchmaking by Lead Systems Designer Travis McGeathy

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Redditor Elitesparkle gathered insightful comments by Lead Systems Designer Travis McGeathy about the upcoming performance-based matchmaking system.

Heroes of the Storm will be soon updated with a new MMR system that takes individual gameplay into account. The current system is limited to wining / losing a game. The new system is more accurate, because it uses various parameters to calculate your MMR. Lead Systems Designer Travis McGeathy answered some interesting questions about the new system over on reddit.

Screenshots from the What's Next Panel

The 2018 update is scheduled for mid-December.

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Blizzard LogoBlizzard (Source)

Any changes also planned for uncertainty?

Uncertainty doesn't exist in the same form in the new system. The core concept of something that limits how much MMR can adjust on a per-game basis is there, but the factors that go into it are different.

Looks like new system promotes maining a few heroes rather than flexibility, true or not, and how big is the impact if true?

The most important thing is still winning the game. That hasn't changed. Sometimes, that means sticking to heroes you know really well. Other times, that means having flexibility in your hero roster and playing the heroes that best fit the situation.

Might be a stupid question, but if it's only about winning, why do we have stats-based MMR? why the win isn't the only factor? Isn't the concept of stats-based MMR less accurate than the winrate itself to calculate your odd of winning?

It's about speed more than accuracy. The current system, based entirely on wins vs loses, works, but because your skill is diluted in a team of 5, unless you are dramatically better (or worse) than the rest of the team, it can take a large number of games before the difference in skill translates to more wins (or loses) and moves your MMR to where it should be. By factoring in individual skill to the equation, it can arrive at the proper MMR much faster which means the matchmaker can make better matches overall.

Is draft/banning taken into account? Choosing the right hero in draft may be more important than performing better than peers on a certain hero.

Drafting matters in the same way as the above statement. Drafting is a skill and how well you draft affects your win rate.

All in all, do you have some additional insight into what parameters are used? How zoning, peeling, bodyblocking, skillshot blocking is taken into account? How will Force Wall-Tassadar be able to compete with Archon-Tassadar?

We have great insight into what parameters are used...but aren't going into that level of detail externally.

Also do you plan to add more parameters in the mix?

We'll add more parameters as it makes sense.

There's some concern about how reliable is data on low played heroes — maybe like Chen, Rexxar, TLV, anything on that? (Though I can't imagine any answer here but "we think our data is reliable enough" :D)

We have more than enough data on all existing heroes. For new heroes or major reworks, the performance-based adjustments will basically be disabled until enough data exists.

Are we right to assume that new MMR calculation would be applied to all game modes? For QM, it looks like a step in the direction of per-hero MMR, do you think we may end up there, or at least do you think it may be viable to maintain?

It will apply to all game modes that have MMR.

Can you win a game yet still lose MMR points? IE: a player goes full tilt, intentionally tries to throw. But the other 4 players are just dominating and still win the game.

No. You'll only gain points on a win and lose them on a loss. If you get full carried for a game, you won't lose points, but you also aren't going to gain very many either.

I think people's main concerns are along the lines of "who determines which stats are important" and "why these stats and not these other ones". I assume you guys are running some kind of adaptive machine learning, but most people are not going to understand that so maybe some kind of brief summary into how that works can help to alleviate the main concerns. Just a suggestion.

Quite right. For the "who determines which stats are important", its the players. We've chosen the stats to monitor, but which ones are important for that situation is something we are measuring, not determining ourselves.

About revealing MMR and the general clarity. Assuming "no" on "if you're going to reveal MMR" (:D) I'd like to ask whether we would be able to see when the adjustment takes place on the post-match screen, like we see PRA now.

We won't have visible MMR for this update, but I do still want to do it in the future. For now, you'll mainly see the effects through rank points. We're planning to swap out personal rank adjustment for a more direct performance adjustment which will give better insight while filling a similar role of keeping rank close to MMR. I'm not sure right now whether that will be for this season or the next yet.

Spot on and part of why visible MMR hasn't been a big priority for us but, there are some advantages to it:
- Currently, rank is the only visible indicator of skill. This forces us to link rank to MMR so they don't diverge too much because players get upset when they see people of different rank in their games even if they are actually the same skill. That's not ideal and leads to oddities with matchmaking when rank and MMR do diverge.
- Even though we don't show MMR, players have created other sources to approximate their MMR. The information isn't very accurate, but being the only source of knowledge, it gets cited frequently when players feel there are issues with matchmaking. There's two issues here: first, it gives a false impression that matchmaking is poor for some players and second, it makes it harder to understand when there are actually issues with matchmaking since the real issues can get buried. Effectively, for players that really care about MMR, we already have most of the downsides associated with visible MMR without having the upsides of it being accurate information.

But what order of magnitude are you all thinking? 10 points? 20, 50? Just trying to get a rough understanding of the overall impact it might have on gaining.

That's a tuning point we haven't settled on yet.

The system, unless specifically programmed to do otherwise, will think a death at the last moment is extremely meaningful since it is normally a 60s death timer.

Time is factored into the measurements. If you're dead for the last few seconds of a match, there wouldn't be any measurable impact relative to everything else that happened that game.

Regarding the new performance based MMR changes, does this mean if my team has captured the winning altar on Towers of Doom and for the fun of it I walk into the enemy death zone and die, my MMR will be adversely affected from this little bit of fun? Or perhaps there are 5 enemies killing my core and there are 4 allies dead. I have no chance to defend the core but rather than try and risk receiving an extra death I won't lose as much MMR if I stay in base? Curious about this.

Everything is by time, including deaths. If you die in the last second of a match, its not going to mean much. Even a full death in the last minutes would really only be a minor modifier overall once diluted against your overall performance in the game. The biggest factor for MMR adjustment is still whether you won or lost. Your overall performance is secondary to that and any particular moment is just a small part of that overall performance.

Does this mean that winning a game quickly and playing well will reward the same personal adjustment as having good stats in a long game? Some people are concerned that players will want to artificially extend game lengths to try and pad their stats before winning. Especially in games where the opponent is greatly outmatched.

Yeah, definitely. Everything factors game time into it for that exact reason.

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Uncommon Patron

My conclusions:

-Win ratio is the most important

-Game lenght does not affect performance

-It might promote the usage of the same hero(he tried not to give a clear answear so this means the answear wouldn't please the players)

-We still don't know how MMR is calculated.

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11 hours ago, Stan said:

The most important thing is still winning the game. That hasn't changed. Sometimes, that means sticking to heroes you know really well. Other times, that means having flexibility in your hero roster and playing the heroes that best fit the situation.

That will force people to actually learn the Heroes in Try Mode or VS AI before compromising entire team compositions because they don't know how things work. For instance, we all know that "Nova main" who doesn't even know that the red eye icon means you've been detected.

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I was hoping new system would go away from winning being only major parameter, because it's team statistic, not something that is entirely upon you.

I'll only mention one other system from I game I used to play, WN8 for World of Tanks.
This measure is community driven, nothing official. Despite being system, well, that calls out for  stat-whoring people (don't know other word), it's really hard to do so that you aren't actively winning. Main component to WN8 was doing damage and assisting others in doing damage, only way to break system was to be able to somehow do a lot of damage on game that will be lost, really hard to do. 
Winrate is part of it, but it only made a small portion.

I'm not sure why are they persistent on winning being main driver of what happens with your MMR.
 

Can you win a game yet still lose MMR points? IE: a player goes full tilt, intentionally tries to throw. But the other 4 players are just dominating and still win the game.

No. You'll only gain points on a win and lose them on a loss. If you get full carried for a game, you won't lose points, but you also aren't going to gain very many either."

They stated it themselves, it's still not accurate in those extremities.

Edited by SleepySheepy

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2 hours ago, SleepySheepy said:

I was hoping new system would go away from winning being only major parameter, because it's team statistic, not something that is entirely upon you.

I'll only mention one other system from I game I used to play, WN8 for World of Tanks.
This measure is community driven, nothing official. Despite being system, well, that calls out for  stat-whoring people (don't know other word), it's really hard to do so that you aren't actively winning. Main component to WN8 was doing damage and assisting others in doing damage, only way to break system was to be able to somehow do a lot of damage on game that will be lost, really hard to do. 
Winrate is part of it, but it only made a small portion.

I'm not sure why are they persistent on winning being main driver of what happens with your MMR.

The main difference is that World of Tanks has 15v15 matches, where teamwork is not as crucial as in HotS (that's not to say that it is not important in WoT), and since there is no draft phase, you don't have to be able to adapt to enemy team's composition. You can simply roll with a Tier X SPG and get a high rating. If people were to do that in HotS, the team compositions would be pretty bad, so, as they said, those are reflected in the win rate. 

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4 hours ago, SleepySheepy said:

I was hoping new system would go away from winning being only major parameter...
 

Can you win a game yet still lose MMR points? IE: a player goes full tilt, intentionally tries to throw. But the other 4 players are just dominating and still win the game.

No. You'll only gain points on a win and lose them on a loss. If you get full carried for a game, you won't lose points, but you also aren't going to gain very many either."

They stated it themselves, it's still not accurate in those extremities.

And they did. Now it's not the only major parameter, but one of many. But it's still a priority, which is very logical, isn't it? Or you were hoping that even when losing a match you could still EARN mmr? I'm sorry but I couldn't help reading that between your lines.

And just skipped the rest of your post about WoT. It's completely irrelevant simply because comparing games of the same genre is a risk of running into wrong argumentation, let alone mentioning games of completely different nature.

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I understand winning and losing being the primary parameters.  If they weren't, EVERYONE would just prioritize Nova and try and go 15-0 every match, losses be damned.

Speaking as someone who hovers around a 50% win rate (keeping in mind I play my lowest ranked hero to fill quests), I have a lot of games with people who, frankly, have no idea about even basic strategy.  I also go on a ton of long (10 games+) loosing streaks.  And I almost never carry.  HotS has been VERY frustrating at times as a result.  As far as I'm concerned, MMR matchmaking can't get much worse then it currently is.

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15 hours ago, gamerk2 said:

I understand winning and losing being the primary parameters.  If they weren't, EVERYONE would just prioritize Nova and try and go 15-0 every match, losses be damned.

Speaking as someone who hovers around a 50% win rate (keeping in mind I play my lowest ranked hero to fill quests), I have a lot of games with people who, frankly, have no idea about even basic strategy.  I also go on a ton of long (10 games+) loosing streaks.  And I almost never carry.  HotS has been VERY frustrating at times as a result.  As far as I'm concerned, MMR matchmaking can't get much worse then it currently is.

Yep, matchmaking in HotS is terrible, that's why I quit. Even though I pretty much always had the best stats (xp, damage, ka/d ratio, heal) in lost matches, this system is not making me coming back.

Enough is enough.

Edited by Esmer

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 I assume you guys are running some kind of adaptive machine learning, but most people are not going to understand that so maybe some kind of brief summary into how that works can help to alleviate the main concerns. Just a suggestion.

Why people are so afraid to ask the damn question ? That question is: when will you reveal what is taken into consideration when calculating one's MMR ?

If Blizzard want HotS to be a competetive game then how players are supposed to be competetive when they don;t know how system works ?? This irritates me so much :/ If the system is as good as they describe it then there should be no problem with telling people how does it work exactly. If they don't want to reveal this info then there is sth wrong with it imo.

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I hope HotS dies out as a result of the poor matchmaking that they've had since the start. Came over to see the pretty models left after hitting master q'ing as Aba/Murky. This game is the pretty version of a League of Legends shortbus.

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On 14. 11. 2017. at 5:21 PM, Jonar said:

And they did. Now it's not the only major parameter, but one of many. But it's still a priority, which is very logical, isn't it? Or you were hoping that even when losing a match you could still EARN mmr? I'm sorry but I couldn't help reading that between your lines.

And just skipped the rest of your post about WoT. It's completely irrelevant simply because comparing games of the same genre is a risk of running into wrong argumentation, let alone mentioning games of completely different nature.

Yeah, you "read" it right. Seems silly to me that MMR will be positive or negative just depending on win/loss.

Is that wrong thinking? I would say it's not, but of course, I could be wrong.

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      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Sentinel Shot [W] Mana cost increased to 55 from 50. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 45 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Mana cost increased to 65 from 60. Starfall [R] Mana cost increased to 85 from 75. Shadowstalk [R] Mana cost increased to 85 from 75. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Tychus Level 10 Commandeer Odin Fixed an issue that caused Tychus' Odin to not display a cooldown for its Thrusters Ability. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Volskaya Foundry
      Objective
      Triglav Protector Attack Damage reduced from 155 to 130. Attack Damage bonus against Structures increased from 50% to 100%. Attack Damage bonus when both slots are occupied increased from 35% to 50%. Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%  Triglav Gunner Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%. Energy Regeneration when both slots are occupied reduced from 35% to 25%. Balance Updates
      Arthas
      Base
      Army of the Dead [R1] Ghouls' Health increased from 1060 to 1200. Ghouls no longer have a duration. Ghouls now lose 60 Health every second. Ghouls duration effectively increased from 15 to 20 seconds. Azmodan
      Base
      Globe of Annihilation [Q] Damage bonus upon reaching 450 Annihilation increased from 125 to 150. Summon Demon Warrior [W] Demon Warriors damage reduced from 83 to 53. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Demon Lieutenant [D] Demon Lieutenant damage reduced from 103 to 52. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Deathwing
      Talents
      Level 1 Molten Blood Removed functionality: No longer grants Form Switch, which could be activated to swap Form. Jaina
      Base
      Frostbite [Trait] Rework: Ice Cold no longer gives Protected, Unstoppable, and immunity to damage over time effects for the duration. Instead, it now gives Invulnerable for the duration. Murky
      Base
      Pufferfish [W] Baseline Quest requirements increased from 100/200 to 200/400. Rework: Kill Slimed enemies or hit them with Pufferfish. Heroes and Structures award 4 bonus stacks. Bug Fixes
      Fixed an issue causing Azmodan's Summon Demon Warrior to not show the amount of charges available. Fixed an issue causing the Health decay of Azmodan's Demon Warriors to scale twice per level. Fixed an issue causing Azmodan's Wrath to still require the target to be under 75% Health in order to grant Annihilation. Fixed an issue causing the damage from Azmodan's Wrath to cap at 400 Annihilation rather than 450 Annihilation. Fixed an issue causing Azmodan's Battleborn to reduce the cooldown between charges instead of the charge cooldown. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation when hitting non-Heroes. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation while Blinded or if the target is Evading. Fixed an issue causing the tooltip for Falstad's Dishonorable Discharge in the Buff Bar to not show the Quest progress correctly. Fixed an issue causing the tooltip for Falstad's Frequent Flyer in the Buff Bar to not show the Quest progress correctly. The tooltip for Gazlowe's Overcharged Capacitors has been updated from duration to Health gain  Fixed an issue causing Jaina's Blizzard to have 0 range. Fixed an issue causing Jaina's Summon Water Elemental to have 0 range. Fixed an issue causing Jaina's Baseline Quest to show its progress on the UI while dead even after completing it. Fixed an issue causing Kerrigan's Baseline Quest to not gain stacks correctly after reaching 150 stacks. Fixed an issue causing Muradin's Thunder Clap to not show the amount of charges available. Fixed an issue causing Muradin's Thunder Clap to not be affected by cooldown reduction effects. Fixed an issue causing Muradin's Dwarf Toss to not show the amount of charges available. Fixed an issue causing Muradin's Dwarf Toss to not be affected by cooldown reduction effects. Fixed an issue causing the cooldown reduction from Muradin's Dwarf Launch to not work correctly. Fixed an issue causing the cooldown reduction from Muradin's Unstoppable Force to not work correctly. Fixed an issue causing Murky's Spawn Egg to not go on cooldown when destroyed or placed. Notification message for Murky having no Egg changed from "Murky's Egg" to "last Murky's Egg". Fixed an issue causing the tooltip for Nazeebo's Dead Rush to not show the Zombies duration correctly. Fixed an issue causing Nazeebo's Gargantuan Stomp to not be usable 20 seconds after Gargantuan was summoned. The tooltip for Zagara's Mutalisk has been updated from duration to Health decay.
    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Map Updates Balance Update Known Issues & Bug Fixes General
      All Quests that can lose stacks will never cause the player to fall below milestone thresholds. Pinnacle Rewards are now named Mythic Rewards to give a more Blizzard feel. So Mythic-y! The following Summoned Units now lose health each second: Demon Lieutenants, Demon Warriors, Gargantuan, Hydralisks, Roaches, Rock-It Turrets, Rush Zombies, Scarabs, Treants, Tumors, and Water Elementals. Total Health and Duration of these Summoned Units have been adjusted to compensate for this. Structures now prioritize Summoned Units when there are no remaining minions. Summoned Units no longer take half damage from Structures. XP Globe pickup sound is now also played when killing a minion that instantly yields XP. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General Watch Towers will now reset to neutral after 45 seconds of not being occupied. Volskaya Foundry Triglav Protector bonus Damage and cooldown speed increased from 25% to 40% when 2 players are inside. Warhead Junction The burn duration is now displayed on structures affected by a Warhead. Return to Top
      Balance Update
      Heroes
      Azmodan
      Base
      Globe of Annihilation [Q] Now deals 50% damage to non-Heroes. Upon reaching 225 Annihilation, Globe of Annihilation no longer deals reduced damage to non-Heroes. Window to kill minions for Annihilation increased to 3s (from 1.5s). Summon Demon Warrior [W] Demon Warriors damage increased from 32 to 83. Now deals half damage to Heroes. Demon Warriors no longer have a duration, but lose 26 Health every second. Demon Warriors no longer have Immolation. Now has 2 charges. Talents
      Level 1 Wrath REWORK: Now provides 1 stack for every 2 Basic Attacks hit against a Structure or Hero. Level 7 Art of Chaos Extra Annihilation amount reduced from 4 to 2. Bombardment Amount of time Bombardment lasts reduced from 4 seconds to 3 seconds. Master of Destruction Amount of Annihilation granted reduced from 2 to 1. Level 13 Brutish Vanguard Now slows the attacked target by 30%. Level 16 Hell Rift Damage bonus reduced from 75% to 35%. Level 20 Inescapable Annihilation NEW: Globe of Annihilation has unlimited range. Pride Moved to baseline. Now requires 450 stacks. Deathwing
      Base
      Attack Damage decreased from 155 to 110. Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. Cataclysm [R] NEW QUEST: Damage Heroes with Molten Flame to gain 1 stack. Gain 50 stacks for killing a Hero. Mythic Reward: Upon reaching 2,000 stacks, Cataclysm now deals 2,500% damage to Structures and Minions. "I AM THE CATACLYSM". Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% Molten Flame [Q] Base Damage per Second reduced from 21 to 19. Incinerate [W] Cooldown increased from 4 seconds to 6 seconds. Energy cost increased from 20 to 30. Damage increased to 100 (from 65). Lava Burst [W] Cast time reduced from 1 second to .75 seconds. Cooldown increased from 6 seconds to 9 seconds. Energy cost increased from 15 to 25. Explosion Damage increased from 30 to 35. Explosion Damage over Time increased from 6 to 7. Slow increased from 35% to 45%. Dragonflight [Z] Cooldown delay after dealing or taking damage increased from 4 seconds to 6 seconds. Cooldown reduced from 45 seconds to 15 seconds. Talents
      Level 1 Dragon Soul Healing increased from 75%, 150% to 100%, 200%. Level 4 Heat Wave Damage over Time increased from 6 to 9. Damage over Time stacks reduced from 4 to 3. Initial damage bonus increased from 125% to 150%. Level 7 Firestorm Damage increased from 70 to 77. No longer reduces cooldown of Dragonflight. Level 13 Fire and Fury Damage bonus increased from 30% to 40%. Falstad
      Base
      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Frostbitten Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis. Talents
      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Damage over Time is dealt over 4 seconds (from 5s). Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Known Issues & Bug Fixes
      Known Issues
      Jaina Ice Cold's tooltip is incorrect. Resetting Jaina's talents after finishing her quest causes issues. Zul'jin Resetting Zul'jin's talents does not reset cap. Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

       
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