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2018 Gameplay Update Developer Q/A Roundup: Nov 29

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The Heroes of the Storm dev team answered questions about the upcoming 2018 gameplay update in a Q/A on reddit earlier today.

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Will you ever rework Varian?

Yes.

As a pro player, having to switch between the old camera (Hero league) and the new one (PTR-scrims) is really confusing and not productive. Is the camera change going to go live soon ?

The camera changes are currently set to come out with Hanzo's release, which should be very soon ™

I really enjoy seeing the addition of active abilities to base kits since it adds mechanical depth and gives increased outlets for players to demonstrate skill with extra abilities. Is this something we can expect for future hero releases (so far I believe only Xul had an extra ability on release, whereas plenty of heroes get actives with reworks).

I think in general we want to stay away from this when possible. It's cleaner design to have abilities be in the same place whenever we can (QWER). However, we're definitely not against it when we feel it's necessary, as many heroes have active traits and sometimes get actives with reworks. I think you can expect it to happen in the future, but for it to be pretty rare.

I'm glad you enjoy them and I completely agree with you on it adding mechanical depth to certain Heroes. While we don't have a hard-pressed rule on giving (or not giving) them to new Heroes, it is much easier for us live designers to implement them into our reworks. A lot of the time a certain talent or playstyle becomes character-defining over time and if we feel like it makes the Hero more fun to play, we will always try to find a way to incorporate it into their base kit.

It seems we're getting Sgt. Hammer rework today, which is strange because other reworks came with big patches. Is it something we're gona see looking forward?

I'm actually really excited about this because we've been working on a good way to be more flexible with how and when we release our reworks by building a brand new pipeline dedicated to them. Sgt. Hammer is the first Hero to receive this treatment and over time we will look for opportunities to apply this new pipeline to other reworks as well!

Ultimately though, the entire team puts tons and tons of content into each release which means sometimes things can get overlooked so being able to separate them out allows us to give them their own spotlight.

I'm curious if you have any thoughts or ideas (PTR/Live hero level and xp sync, loot boxes, other rewards, etc) on what can be done to help incentivize use of the PTR for actual testing/higher population more consistently while it's up. As it is, a 3 week PTR seems wasted since, beyond the first day or so, finding games becomes an exercise in patience, and even then team comps are all across the board.

This does come up every now and then because the more folks we can get on to PTR, the more feedback we can collect before going live! At the end of the day though, this falls under the eternal question of "what do we deprioritize?" and we feel like right now our attention is better spent developing features for the live game rather than the PTR. Having said that, we would like to do more for special PTR events such as this one in the future.

I'm sure we'll keep discussing on our end and if we can find a good solve, it will end up on the PTR eventually.

In Overwatch the performance based ranked system has led to situations in which players could get less SR when they flexed compared to players who play only one hero during nearly all their matches. This amount is significant enough that people who flex end up with less rating after winning more than 50% and that the one trick players gain rating while having a winrate lower tan 50%. I would like to ask whether you did something about this in Heroes?

It's an oddly complex question and answer, and I can only speak to what we’re doing on Heroes of the Storm, but let’s start with this:

The most important thing from a rating standpoint is still winning the game.

From there, it’s important to note that Heroes is a very different game and the criteria that get you those wins aren’t necessary the same as in other games. We have 75 Heroes at this point with more coming every month and you can’t swap Heroes mid-game.

In ranked modes, drafting is important and being able to play multiple Heroes well so you can adapt to the draft is important to success. A “one-trick pony” player is likely to score higher from a performance standpoint when playing that particular Hero, but they’re also more likely to lose if they don’t adapt to the situation. They’ll reach an equilibrium point with the players around them where they’re gaining more rank points on a win due to their higher performance on that one Hero, but losing more games overall.

I'm curious as to the reasons for fast-tracking items like the support balance changes while leaving things like the stealth changes on the PTR.

There were a couple major reasons why we decided to push the Support changes this week:

We knew that this was potentially going to have large balance ramifications and we needed a window of time to collect data and react to those Support changes in isolation of the gameplay changes that are coming in shortly.

We did not want to throw a large scale rebalance like this into the game while HGC was going on.

When evaluating our release options for these changes, this week was our last golden opportunity that addressed the considerations above.

On the design side, we’ve been discussing double support for a while and looking for the right time to make these changes. For example, we almost removed Lightning Bond prior to BlizzCon, but the change would have hit only a little bit before all of the esports matches, so we wanted to wait till after BlizzCon. Part of this also allowed us to watch another major tournament and evaluate the changes a little further.

After BlizzCon, we discussed double Support more, and decided we wanted to go ahead and release these changes. We also felt that releasing all of the Support changes alongside the 2018 Gameplay Updates would be harder for everyone to evaluate as so many things would be changing all at the same time. By releasing these changes separate from each other we can better evaluate the outcome.

As with anything we do, we’ll be listening to your feedback, playing alongside you, and looking at data!

With the performance-based matchmaking, I'd love to know why I'm getting positive or negative extra points. It'd help me to understand my gameplay and how to improve. Are we going to get a feature to evaluate our playstyle further? API maybe?

Agreed and that’s something we’d like to add in the future. We felt the expected improvements to matchmaking from performance-based matchmaking were important enough that we wanted to get it out the door rather than wait to roll it out until we could add more player-facing feedback into why the system was giving the ratings it does.

Now that double support has been nerfed, what are your plans for the supports that couldn't solo support in the first place but are designed to do so (at a high level) like Brightwing, Auriel, Ana and Malfurion?

Some healers were pushed to become overly specialized, and while they "could" solo heal, it's true they weren't as optimal as some of the other well rounded healers. This is something that we'll be keeping in mind as we continue to make changes to these characters, and make sure they each feels unique and special, but isn't crippled when facing certain compositions.

The two newest maps released “Hanamura” and “Volskaya Foundry” have come out to less than warm welcomes from the competitive community, and thus, players heavily influenced by the competitive community. Any thoughts, specifically, on Volskaya? Do you believe the objective is weak and the map is difficult to finish on, or is there untapped potential the players haven’t discovered yet? Also Hanamura? How’s that going?

The team feels that the release of Volskaya Foundry was a successful one. We’re definitely looking at the power of the mech, and we’re currently testing a small adjustment to the mech internally. Once we’re happy with it, we’ll ship it. As for Hanamura, I’m really excited about the rework. We aren't announcing details today, but I do want to mention that we aren't planning a mild change to the map’s mechanic—it will be a major one. Hanamura plays very differently than it did before.

Has the Heroes design team considered shifting slightly away from having each and every hero be niche?Specifically, has the Heroes design team considered equipping more heroes with more generalist tools so that decisions are shifted from rock-paper-scissors draft skill to in-game tactical/mechanical skill?

As it currently stands nearly all heroes have some sort of easily identifiable niche strength, weakness, and counters, meaning they are best beaten at the draft screen. I and other would like to see ourselves beat other heroes with more in-game skill than drafting.

The short answer is yes. However, there are pros and cons to heroes being niche and being generalist. Here's a few from my perspective:

Niche Heroes

  • Pros - When these heroes are strong you won't see them in every game since they can be countered. Also, the situations where they are used usually end up being more awesome, memorable moments, especially in esports. These heroes are also able to be picked even though other heroes can fill similar roles due to how unique they are.
  • Cons - They can't be picked early in draft. They also tend to have stronger good and bad matchups, which can feel bad for them and people who engage with them. Too many niche heroes also makes drafting more important compared to gameplay, which makes games feel more pre-determined.

Generalist Heroes

  • Pros - The heroes are more well-rounded, so they can be drafted at any time, allowing for more flexibility. They also tend to have more even matchups, so countering them generally (not always) comes down to who out played the other player.
  • Cons - With too many generalist heroes, if one is slightly better than the rest, then they are picked all the time and crowd out all similar heroes. They are also not able to be reliably countered, so if a generalist hero is overpowered then there's very little that opposing teams can do about them when it comes to their hero choices. When a generalist hero is underpowered, they drop off in a huge way since other heroes can do what they do better. Also, designing unique, interesting generalist heroes is harder to do over time, and tends to be more bland than making niche heroes. Niche heroes can do something really unique and special, whereas generalist heroes just do a little bit of everything.

I believe there is value in both. Niche heroes and generalist heroes are both very important to have in a healthy game. I think we may have made too many heroes niche, and are now valuing more highly how healthy generalist heroes can make the wider meta game, however I think it's important to understand that both are important to have.

We've had the baseline quest system for a few months now, are there any plans to track Alarak's Sadism or Diablo's Souls using this system?

Yes, our plan is to communicate things like Diablo's soul count on the tab screen. I'm not sure where these are at currently but are hopefully coming soon(TM!). I will follow up with people in the office about this. Thanks! :)

Do you expect any major changes to Sylvanas with the removal of ammo? Potential buff/nerfs incoming?

We don't have any changes planned for Sylvanas right now. The changes to tower ammo are large enough that we didn't want to risk making a bunch of changes that could end up being unnecessary. We also don't want to risk making the wrong changes to the game based on our assumptions of how things will turn out, as they may end up not being true.

How will performance based matchmaking function between AI and team play? i.e if my MMR has dropped in QM, can I spend time in AI against Elite to regain MMR? How can we expect this to function?

Every queue has its own MMR.

Can you explain the initial reason of designing healers with very low self healing? I think supports with very low self healing make double support an inevitable choice, especially when they usually come with very high ally healing as compensation.

If supports should no longer clear wave, deal damage or tank damage as much as assassins or tanks should do, what utilities do you plan to give them other than healing/shielding/cleanse, and to encourage their "aggressive play"?

It was partially a gradual change due to exploring new mechanics we thought would be fun (Alexstrasza/Ana), and partially a conscientious decision to add more weaknesses to healers because they were overall incredibly powerful.

When we can, we've made sure that this weakness isn't so big that you feel like you have to draft a second support to keep you alive (like Morales new healing mechanic). We probably still have room to improve here.

What happened to the Target Info Panel? Is it still coming?

On a related note, could you please consider giving players the option of displaying health bars as numbers? There are currently a huge amount of different health bar conventions and they can be difficult to read in the fray of things. Some Objectives have numerical HP indicators, but many don't, and structures, summons, minions, non-boss mercs and the smaller monsters don't have any markings or indication of raw HP at all.

It would be quite helpful, (Some obvious examples are Garrosh in for the kill and Azmodan taste for blood, but it would be helpful for pretty much everyone), especially if we could also be able to view what our abilities' damage is after various quests and talents are taken into account, instead of before.

The Target Info panel we showed at BlizzCon is currently in development and expected to launch in the next few months.

We aren’t currently looking to add options to view core game information in different ways. We always have to strike a balance between usability and complexity, which includes avoiding unnecessary UI clutter and options—unless those options are a fundamental aspect of the interface (like key bindings, for example).

With the change to globes turning neutral past 4, are there concerns about the power of globe-talents like Mana Addict? Seems like they could end up becoming completely auto-pick since their potential power has been vastly improved.

Since the Globe change is so huge and allows the enemy team to also deny globes, it's hard to say how the change will influence globe talents. Because of this, we're going to wait and see how things pan out, and are prepared to make changes when necessary.

Why did Medivh survive the support witch hunt but Tyrande didn't? In your developer insights you even placed the two together only working in double support comps. It seems unfair that just because he was in a different category at the time he was spared. Had Tassadar come out more recently he would not have been classified as a support but as a specialist.

We discussed picking and choosing which Supports to change, how much to change them, etc. We decided to do a bit more of a blanket update, and then from there, we will likely make some individual buffs or nerfs to characters who need further changes. Obviously a character like Kharazim is going to feel the 5% damage reduction more then someone like Lt. Morales.

Specialist characters seem to have an incredibly bad reputation in this game, and only a small portion of them are considered viable options. With the changes to tower ammo becoming unlimited, will there be changes to make specialists more viable in competitive modes?

Abathur aside, we're not currently planning changes to specialists due to the unlimited ammunition changes.

Regardless of tower ammunition changes, I'd like to do a pass on most Specialists to see if we can make them both: -Feel less frustrating to play against -Be viable for more team compositions and more competitive modes.

How do you feel about Heroes having one of their basic abilities be a passive trait (e.g. Raynor's Adrenaline Rush (E))? Is this something that you're okay having in the game for new players or would you like to move away from this in the future?

I think we're okay having some passive abilities. We will be looking to do a Raynor update at some point, which will likely give him an active or a passive/active or something with that update.

What was the main reason for removing ammunition from structures?

Nintendroid is spot on. I'd like to add that it also makes a tower's impact in the game easy to understand. If it's up, it'll defend. If it's down, it won't. Ammo created an odd grey area.

Why did you make Unrevealable visible? This hampers a lot of heroes who rely on the few seconds for escape or juking like Samuro, Valeera and GM's Eyes in the Dark.

The Stealth changes in general were made to help even the playing field, as the mechanic was very punishing to newer players, while largely trivial for veterans to deal with. The “Unrevealable” state was originally created as a way to help out Samuro and Valeera as they entered Stealth—being instantly broken out of Stealth was a major pain-point while playing them. When we were revisiting the Stealth mechanic, we decided that we could get the same gameplay we wanted in a way that was more friendly to play against.

Do you have any changes planned for Abathur if his win rate plummets after the gameplay update? I've read that it takes him approximately 4 minutes longer to push down a fort/keep. That's pretty huge, if you ask me. The change to towers so that they have infinite ammunition, I believe, will hit this hero hardest.

This collection of changes is pretty significant to the game as a whole and we're aware that some Heroes like Abathur may be more impacted than others. We already gave him some buffs on the PTR to compensate for the changes but we will continue to monitor and adjust further if needed not just for Abathur, but all Heroes. Exciting times are arriving to the Nexus!

How big of a change (especially in a negative way) of the balance do you expect to see in the first few months of the gameplay update? How long do you expect it will take to rebalance them?

We're hopeful that when the 2018 Gameplay Updates goes live, we will only have to do a few reactionary tweaks here and there but as with all balance changes, once we identify a problem we always try to make the changes sooner rather than later based on the severity of the issue.

Specifically for this update, we already have a reactionary patch scheduled to address things that come up just to be on the safe side.

There are many people who aren’t big fans of how in recent talent trees, many tiers are themed in function, IE: Pick your defensive talent, pick your damage talent, etc. Compared to older talent trees, where you could often find defensive talents mixed in with offensive/utility ones. For example: One level 20 Lucio is not going to play very differently at all compared to another level 20 Lucio who chose completely different talents (barring ultimate choice). Nothing you pick on him really gives a feeling of dictating your personal playstyle. Certain reworks have had a similar effect (I used to really enjoy the flexible ters on Rexxar, now he much more limited).

I am certain part of the reason behind this is because it makes balancing easier, but are there reasons beyond this? I understand some heroes are more limited in design, but do you try to keep in mind how flexible a hero is in his given role (bruisers in particular come to mind)? Do you feel that the loss of diversity is worth the ease of balancing? Is it a deliberate move to keep heroes in smaller niches now that we have a larger roster?

On the flipside: I do really like talent tiers that are themed in the ability they are for, as long as they have different functions. For example: Varians lvl 16, Probius’ lvl 13, Thrall’s lvl 1, so I hope we see more of those!

Great question. The answer is pretty complicated, so I'll try to keep it short and to the point (re-reading my response I think I failed. Oh well!).

First, I want to give you a history lesson of how our talent philosophy has evolved, and then show the pros and cons of each one.

When we first started making talents, our philosophy was to basically make cool stuff that changed our heroes in interesting ways. We would put damage, sustain, burst prevention, CC, and many other effects against each other because hey, choosing how to change your character throughout the game is cool!

Over time, we learned that this caused a lot of issues. Talent pick rates ended up being extremely narrow on many heroes, as they would just pick all the talents that were of the same category that let their character do what they did best based on their base kit. Illidan pre-rework is a great example of this.

In response, we started to consolidate tiers more. The idea wasn't so much that "all damage or healing buffs have to be on the same tier" so much as "anything that makes a character good at something related to the core reason why you take them" needs to be consolidated. This is why, for example, Illidan's defensive talents have to be on the same tier. If they aren't, then any tier that has one will have that talent picked and blow everything else out of the water unless we tune things to unreasonable levels. For Illidan, living in a fight is everything since he rides that thin line between barely living and killing the entire enemy team.

Another philosophy we've had over time is creating "builds" for heroes, and this can fall into either of the above talent designs. We like builds because they make players feel smart, and it feels good to buff one ability or playstyle to ridiculous levels of power if you really like playing that way. The downside is that if any build is even 1-2% stronger than the others, then it leads to most people basically checking out of the talent system as a whole and selecting every talent with the same icon in every game. Ragnaros Q build is a pretty good example of this before his talent changes (and to a lesser degree still has this issue).

So to summarize, the systems that we've had are:

  • 1. Make cool stuff and let the chips fall where they may.

Pros to this are that you have more interesting possible talents and talent combinations that players can do. You can also have more potential flexibility in the kinds of heroes that you want to build.

Cons to this are that it often results in horrendous pick rates, and over time people find the best build and that becomes the only "real" way to play.

  • 2. (two, not sure why Reddit want to rename this as 1). Consolidate talent tiers so that anything super important to a hero, say Healing throughput on Rehgar, is on the same tier.

Pros to this are you get better talent pick rates, and the hero overall is also much more easy to balance since we can control the total output that a hero can have in any one direction.

Cons to this are that talent trees that go too far into this become boring, and the tiers that are super important to that hero can often end up with one talent that's just a tiny bit better than the others, so it becomes the go-to pick.

As of right now, we are a bit in the middle. While it's much harder to design and balance, we agree with the community that whenever we can, mixing talent themes should happen since it makes for more interesting heroes. If you look at Muradin's rework as an example, we purposefully kept Perfect Storm at Level 1 and Healing Static at Level 13 for this reason, even though the other talents on those tiers are themed differently. While we'd like to create more talent builds, we are now more wary of having too many talents that directly synergize with one another. We also still see a lot of value in consolidating tiers when we think it should happen, as there are some heroes where we feel it's necessary to do so.

Why the changes for the walls ? You gave any reason for that. the community didn't whine about the recent changes in general but we (community) show a big disagree with the automatic destruction of walls(it deletes an awesome mechanic for much heroes and for the the skill playing )(There was lot of post in Reddit with 800+votes saying that they disagree that new feature) Why you did that change and will u get back to your decision with listening the community ?

  1. We feel that the removal of footprints is better for the game as evidenced by the removal of standalone towers, they eat up space and in an isometric environment with indirect controls they often eat attack clicks.
  2. It’s unintuitive to have structures with footprints that minions will never clean up.
  3. Walls provide vision and we have no way of communicating this. I understand this is easily solved by other solutions.
  4. It promotes degenerative gameplay for Heroes like Illidan, Kel’Thuzad, Chen, etc. who are able to abuse walls when the opposing team has no recourse.
  5. On top of this there are situations where these Heroes “need” these structures to be up in order to perform escapes, combos, etc. and if an ally of these Heroes does the right thing and kills them it becomes a point of contention amongst team members. I don’t believe it should ever be a wrong decision to kill enemy structures.
  6. The design intent behind walls is to provide an initial “safe area” for the base region—once the base is no longer safe there’s no reason for them to exist.

Why did you to choose to remove lightning bond entirely, rather than making lightning shield only castable on heroes?

This would have accomplished a lot of our goals too. We ultimately decided to go with removing the Talent because we were trying to reduce the damage dealt by Supports, and felt that the increase of damage available in a team fight is still more than we're comfortable with him having with this new goal in mind.

We'll continue to evaluate the Talent's place though. We know that it was a fan favorite for a lot of players.

Do we have an update on the clan functionalities?

It’s still on our list for the future. It’s a sizable feature and we felt it was important to get some of these other features we’ve recently announced out first.

John DeShazer has been quoted at blizzcon saying Chen is in a "good spot." However I'd like to know what they're basing this data on. While not spot on accurate, hotslogs has him as one of the lowest picked heroes in the game right now and one of the worst win rates a few weeks ago at 42%. Because of the low number of games he gets played this number can fluctuate wildly as he's at 46.4 % currently. (edit: updated with the few games that he got played today boosting his winrate)

His talents are horribly outdated. His level 1 tree is a trap with elusive brawler. The only "meta" build on Chen that really saw any traction was the keg build which detracted from his strengths which were being a big body that could gap close, deal slows and dots at a consistent rate. The only other decent build was the kick build which could put out decent damage but was later nerfed for some reason. Brew Balance is still the standard pick and always will be. The pressure point rework is one of the most bizarre things I've ever seen and Stormstout Secret Recipe may be one of the best intentioned but worst performing storm talents in the game despite its "high winrate."

Even with the 2018 Gameplay Update, Chen's usefulness has dropped even further now that towers have infinite ammo. Chen excelled in draining tower and taking little damage in the process thanks to his chug. This is now much more dangerous as one simple stun can cost him roughly a 1/3 of his life if performed at the right time. Even the sidewalls being automatically destroyed on a Fort or Keep going down is a huge nerf to him in the long run by removing mobility options. On the other hand, heroes like Sylvanas are going to see their overall value increase with being able to disable those towers and even remove True Sight from Forts and Keeps with her trait.

Many heroes have had commonly picked talents baselined into their kit. Johanna had Knight Takes Pawn baselined, Muradin recieved Piercing Bolt and a form of Battle Momentum for Storm Bolt baselined into a trait quest that really isn't that hard to finish. Even Sand Clone on Chromie was baselined. Why the reluctance to baseline some of Chen's most commonly picked talents into his kit?

With as many new heroes that the Nexus have interrupts Chen's trait is useless at this point. Roughtly half the cast can do something to Chen that will ruin his ability to chug. Stukov alone can just ruin the poor panda's day. I love the fact that you moved Purifying Brew from 20 but hate the fact that you moved it to 7. Purifying Brew is essentally a slightly under performing version of the old Relentless talent at 13. The same with Refreshing Elixer, which got nixed in a later patch. I loved the concept of that talent, but again, it was at 7, if it had been at 13 or even 16, I would have picked that talent a great deal than trying to experement with it. But it instead has to compete with two of his much better performing talents at that tier in Brewmasters Balance and Bolder Flavor.

When is there going to be a Chen rework? He is one of the few heroes who need it a terrible amount. He sees almost no play in regular play and sees zero play in the pro scene. He is rarely picked and even more rarely banned simply because he isn't a threat in any team comp across all skill levels. Blizzard is clearly proud of the reworks they've done in the past or it would have never been a talking point on the What's Next panel at Blizzcon. Playing him now feels like an exercise in extreme self loathing. This needs to change. Think of the brewmasters. Please.

https://vimeo.com/244923877

Reference: John DeShazer "quote": https://youtu.be/B8_lWzuzIpg?t=1213

When looking at the balance of all Heroes, we try to take snapshots of different MMR bands. We will frequently try to make balance changes that target one band or another but at the end of the day, we are balancing the game around the highest levels of play. At this range, Chen is currently sitting at a 49.3% win rate which is right in the middle of the pack for Warriors right now. That said, he does have a very low pick-rate and I think we can make some changes to help increase that.

Looking at his talents as a whole, he shows as having one of the healthiest talent trees in the game. Your feedback is very valid, however, and I think we can make some adjustments in order to make your choices at each tier feel more impactful. We currently have paper-designed changes for him that are ready to get implemented and tested - unfortunately, I cannot give a release timeline but we have been watching and reading your feedback and I have a pretty good feeling that they will be happily received.

We realize how loyal and passionate of a following Chen has, and we have not forgotten about him.

Will the new stealth continue to operate with shimmer on at full range, or will the shimmer activate when in critical range like, for example, Sombra in Overwatch. Why/Why Not?

Unless the Hero has gone invisible, the shader is always active when the Hero is stealthed.

With the increasing complexity of battlegrounds and the level of finesse in tuning they require; like ensuring the objective is worth enough for time invested (Haunted Mines), or ensuring the objective doesn’t push to the side other enjoyable aspects of the game (Hanamura), have you considered a much longer trial release similar to Rocket League where concept maps will have a chance to random into quick match before making it to competitive?

We have considered releasing maps in different modes to start but decided against it the long run. The best way for us to get the most balanced map possible is to get it into the hands of our players. Players find very different strategies and styles of play in all modes of play.

How often do you make balance changes in order to open up design space for future heroes and hero mechanics that are being planned?

We rarely, if ever, make balance changes to open up design space for future heroes. Making a change in this way would imply that we're taking something unique away from an existing hero in order to make room for a new one. Generally when we make balance changes, we try hard to keep whatever is core and unique to a hero as part of their kit. If it's unique enough to be a mechanic on a new hero, it's likely that it's also unique enough on an existing hero to be worth keeping.

That being said, we do often talk to our Hero Designers and are in the loop about upcoming mechanics that they want to add to the game. When we're doing reworks or balance changes we ensure that we don't infringe on their design space.

Any plans to rework Kerrigan's fairly bland talents?

Kerrigan is reasonably high on our list of characters we want to do a talent update for. I'd love to give a timeline but its not something we're currently working on, so it will be a little ways off.

Now all the supports have been nerfed by 4%-6%. Do you have any plan on semi-support like Aba/Zarya/Medivh? Also, any plan to update some talents of Medivh? His talent diversity is probably one of the worst in the game, some of his weaker talents clearly need some love.

Yes, we want to look at Medivh's talents. For now, we don't have balance changes planned for Aba/Zarya/Medivh as part of the support changes at this point. With these changes, we're mostly trying to shift away from double healer.

Why did you buff li li in a mass support nerf patch? If you found her weaker than the rest, why did you also nerf alexstrasza as hard as you did rather than keep her the same or even buffing her since shes also weak?

Li Li's win rate was far lower than we thought it should be, even after a rework. While Alexstrasza was a little low, it was more in line with what we expected from a new Hero release (they always trend up aggressively).

There's probably more tuning to be done to Alexstrasza (just like all our supports now that we've made so many changes), so I wouldn't be surprised if we received some changes in the future.

Why do you think Thrall has such a low pick rate? Are the players missing something? Or is there an adjustment to be made?

We think there likely a number of factors affecting Thrall's reduction in play rate in high level Hero League:

  • Sonya's dominance is crowding out a lot of the variety in the solo lane. In Hero League right now, most players are either picking Sonya or someone that is good against Sonya. Thrall doesn't fare great against her.

  • The double support meta really slows down team fights, and Thrall has typically been at his best when Sundering + Feral Spirit is powerful enough to secure a kill.

  • When running two supports, a lot of teams still like having two tanky front-line characters and one ranged assassin. Thrall + Main Tank doesn't secure the front-line nearly as well as Leoric/Sonya/Arthas/and soon on. We think with an additional flex spot opening up on team compositions with less double healer being played, we'll see more Thrall as well.

What changed in the game, or your priorities for the game, to zoom out the camera? Obviously, years of work have been put into the game and a lot of UI and art decisions have all been made centered around that one initial decision. Do you regret the initial scale of the camera? Do you feel like the camera change is more or less impactful than people may think?

This has been a big topic of discussion in our team for a long time. We like giving players as much information as possible, and allowing them to use that information to be successful. Pulling out the camera supports that.

2018 gameplay update includes apart from the new camera, voice chat, mercenaries etc ... includes new changes that have not yet been shown? Thank you.

Everything that is a part of the 2018 Gameplay Updates is currently on the PTR. We may iterate on what is already there but you shouldn't see any surprise additions.

Can you share your thoughts on "healing reduction" and "armor negating" mechanics as a possible counters against double support/crasy sustain meta? Do you guys planning to implement this mechanics to more heroes in the future?

This is something we've discussed and thought about. While more Mortal Strike talents and such could potentially help address this, there's probably not a single solve. Shifting the meta through new talents and talent reworks is something that can be done, but its not very fast. It can take months (or longer) to revisit a bunch of talent trees and look for ways to incorporate these mechanics.

We will probably continue to sprinkle these into talent trees going forward, but again, it wont be our main tool for addressing meta concerns.

In terms of stealth update, we need additional explanation on how this will impact heroes with stealth talents (ex. Medivh’s lvl 20 invisibility). Will you adjust these heroes’ talents?

All Stealth (and consequently the Talents) will behave the same way.

  • They will all use the new visuals that are much easier to see.
  • If you remain still for 1.5 seconds you will go fully Invisible, unless you're on a Map Capture Point.

Obviously, some characters will get different mileage out of this Stealth due to the way their Stealth Talent/Ability works, but they'll still follow these same rules.

When will MMR decay arrive?

We don’t have plans for full MMR decay as we’ve found that players quickly bounce back to a 50% win rate after returning from even extended absences. But, the new matchmaking system that’s rolling out soon factors in how long it’s been since you last played as part of its rating. The effect is similar, but it’s not a permanent reduction in MMR like decay would be.

What was the thought process when you decided to remove side towers next to forts/keeps. I noticed that they weren't on Volskaya and it made it rather easy to push into forts on that map. Why do you think this is a better design?

The number of footprints (models with collision) in your base impact gameplay considerably. Too many footprints and your movements are more predictable, you have a higher chance of allies body blocking you, and they result in an overall reduction in strategic placement. We didn't believe it was appropriate to pull power out of the defensive structures directly, so we incorporated the towers’ health and damage into the gate towers and fort/keeps. We also give the forts and keeps Truesight. As a side note, this is the longest-tested of all our upcoming gameplay changes.

Certain heroes have seen very little to no play at competitive levels. (Murky, Butcher, Nova, etc) Is this something we are generally cool with? Do you consider these heroes more meant for ladder and low level play, or is there a major drive on the team to make every hero competitively viable?

We don't feel like every Hero has to be seen at a competitive level. We're really happy when unique strategies show up every once in a while, but the needs of Esports and Quick Match can be vastly different. Beyond just balance, for Esports we also want to be sure that watching the Hero is fun and that they showcase player skill.

The bottom-line is that we would love to have every Hero in the Nexus show up at competitive levels occasionally. Of course, we haven't quite been able to get there yet, but every time we start a rework on a Hero that is not seeing play at certain levels, we discuss making targeted changes to fix that. Obviously, some kits and mechanics offer us a greater challenge, but it doesn't dissuade us from trying our best!

There's quite a few heroes that don't get updated all that often but have a relatively fixed talent build, the big ones that come to mind are Medivh, Diablo and The Lost Vikings, with Medivh having had 2 changes since his launch last year, and The Lost Vikings not having received any updates actually exclusive to them since 2015. Is this something the development team wants to work on improving?

One of the Heroes listed above is currently in the process of getting a rework! http://www.reactiongifs.com/r/2013/11/creeper.gif

New Nova can press 1E to get 2 Decoys at once, doubling the damage from the Lethal Decoy talent. Is it intentional that Lethal Decoy is not only the safest and easiest talent choice, but also the most damaging?

Like any talent update, we hope that there are multiple fun and viable builds. If it turns out that Lethal Decoy is not only the most damaging but also the safest and easiest, then we will definitely reevaluate. We wanted to make sure that Nova had some fun new tools and tricks to play with, and having Clones do some baseline damage is part of that. This also of course changes a ton of different talent interactions and even how Nova can approach different situations.

What plans does Blizzard have to make Support a more desirable choice, particularly at lower ranks? It was definitely a problem that Supports were overpowered, but a far bigger problem is that it takes Supports being overpowered for the role to be desirable.

There is a real perception that Support has by far the least ability to influence a match. This is especially true at lower ranks where the easiest path to victory is handling the routinely neglected task of clearing/soaking waves.

While I fully agree that Support waveclear potential needs to be capped, many Supports just had their poor waveclear further nerfed. I think HotS might benefit from Support heroes each meeting at least some minimum amount of waveclear. If not, then I would really like to see clearer incentives for non-Support players to soak/waveclear (at least early game) instead of focusing solely on PvP.

Good question. I think you can really apply this answer to all levels of play though:

We’ve found that characters benefit from having a fun and skillful minigame to play, it makes them more engaging and allows for more mastery growth. For someone like Ana, this is clearly present in the fact that her heal is a skillshot. It’s very obvious when you played well, or when you messed up, and she is a Support who can have a huge impact on most situations.

We are planning to rework some of our Support characters in the future, and are looking for ways to make their healing mechanics more interactive. This doesn’t necessarily mean more skillshot healing – but ideally your heals are not always a simple point and click for maximum value. Providing more avenues for mastery growth will help players have a larger impact on a match!

Wave clear is something that we have undervalued on most heroes for a long time, but over the last year or so have thought about this as part of a characters total strength much more. As part of this, we wanted to make this one of the obvious weaknesses to running a double healer composition. It’s possible we can reintroduce better wave clear to Supports in the future, but we want to go down this path first and see where this leads.

With performance-based matchmaking changes, now seems a great time to show players their MMR. When can we expect to see our MMR displayed (privately or publicly)?

Showing MMR comes with downsides as players tend to chase it once it's more visible, but MMR isn’t a reward mechanism, so that rarely ends well.

MMR has one purpose: to be an accurate representation of skill so the matchmaker can utilize it to make great matches. When players chase MMR, you usually end up with one of two results:

  • 1) Players get disappointed when MMR doesn’t go up quickly…which it shouldn’t, because skill doesn’t go up quickly.
  • 2) Players find a way to manipulate things to increase MMR, which leads to worse matchmaking overall for both that player and everyone around them.

That said, we still want to make MMR visible in the future for different reasons. Right now, for ranked modes, the only visible indication of skill is rank. Even though rank IS a reward mechanism (and expected to float away from MMR, because it’s the only visible indication of skill), players believe rank directly relates to skill and get understandably upset when people of different ranks are in the game with them, even if they are actually at the same MMR.

As such, our matchmaker currently tries to match people of similar rank AND MMR together, which isn’t ideal. If MMR were visible, matchmaking could be based entirely on MMR and let players of different ranks play together.

But, no, I don’t have a time frame for when it will happen. It’s not a high priority item due to the downsides that come with it.

How do you think the Gameplay Update will affect match duration?

The goal was to have no net adjustment to game duration. If there turns out to be some (which is possible), we'll be ready to make some changes to get it back to where we want.

Is there a "problem" that always pops up on reddit that is just flat out not supported by your data? The one that comes to mind to me is the leaver issue. It happens maybe once or twice a season, and though it is painful, I wouldn't say it impacts me in a meaningful way.

D.Va being weak. She has the same winrate as Muradin, who is still regarded as one of the more powerful Warriors in the game. A lot of her problem is that she doesn't quite fit the Bruiser or Main Tank role so she isn't able to be drafted very often.

Chen is another example. That doesn't mean that we don't have plans for changes to these characters, but we do think that they aren't in nearly as bad a spot as the community feels.

Have you guys thought on reworking Sylvanas’ trait? There’s been some open discussion on design space issues it creates for maps, other heroes, and certain tactics involving heavy siege comps.

Yes, yes we have. We are always cautious with abilities and talents that can 'break the game' and have conversations surrounding them frequently.

On supports, can we expect to see more "cleanse-like" abilities that reward timing and precision ?

Yes.

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1 hour ago, Valhalen said:

GOD I hope it's TLV.

I'll say it again: TLV as a group are only a good skill or two away from being really solid.

A few other points:

1: I understand Butcher can be handled, but he's so OP once his quest finishes I'm surprised he isn't played at top tier at least a little.  That being said, he is a "winmore" hero.

2: Am I the only one who thinks HotS would be better served by getting rid of a talent tier and just going with talents at 1, 5, 10, 15, and 20?  I've had too many games where one team gets that talent tier edge and never gives it up.  It feels like teams will either attack too aggressively into the hole and games run out of control, or they go into a passive shell until level 20. I think the midgame (levels 10-20) will be a LOT more competitive if you have longer periods where teams are on equal talent tiers.

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4 hours ago, gamerk2 said:

I'll say it again: TLV as a group are only a good skill or two away from being really solid.

I highly disagree here. They are extremely easy to handle if you are opposing them and are so hard to control. And when they are easily countered, there is a very small amount of benefit there. You ask me, TLV are in need of a rework more than twice as much as the next rework-needing hero is.

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10 hours ago, Stan said:

Chen is currently sitting at a 49.3% win rate which is right in the middle of the pack for Warriors right now.

Of course he is, only those dedicated to him pick him in VERY specific situations. Only use for him I have is on Braxis Holdout, and always same talents, regardless of enemy choices.

Also, I still don't get changes to lanes, every single one. Walls had skill decision behind them, ammo too.

Why fix something that's not broken?

Edited by SleepySheepy
Addition

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He forgot to ask about Tyrael. Otherwise I was surprised that the questions were on the point and that there were reflecting the game reality(like the Thrall problem).

I think the interviewer would make an excellent game developer.

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15 hours ago, Stan said:

D.Va being weak.

This is just stupid. Shes one of the best peelers in the game, if not the best. Her waveclear is actually pretty good just need to make sure youre shooting the whole wave and in pilot mode she turns into a ranged assassin that deal a very good dmg and has incredible finishing power because of her Bigshot. 

What i noticed in general is that majority of the playerbase are actually very bad at the game and very bad at playing their heroes. 
D.Va needs a lot of decision making like: Should i stay in pilot mode and deal some dmg or should i go mech? Which of the 2 my team needs right now? What i noticed is that with the right talent choices she can be a hard carry hero but this requires the player to be actually good with her.

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8 hours ago, xevex said:

... Should i stay in pilot mode and deal some dmg or should i go mech? Which of the 2 my team needs right now? What i noticed is that with the right talent choices she can be a hard carry hero but this requires the player to be actually good with her.

This would be correct, if you actually had a constant choice of choosing. If you ever get forced to drop out of mech and then forced back to it right away, you won't have that choice for quite some time. Your major way of getting charge is Defense Matrix, which is highly dependant on enemy doing a lot of damage and not interrupting you. She sure has place, but I wouldn't place her above Viable.

Also, since big part of getting charge was with damaging Mech, going away from Double Support which had easier time keeping it up will certainly affect her.

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20 hours ago, Maxkitty said:

I highly disagree here. They are extremely easy to handle if you are opposing them and are so hard to control. And when they are easily countered, there is a very small amount of benefit there. You ask me, TLV are in need of a rework more than twice as much as the next rework-needing hero is.

The key with grouped TLV is Nordic Attack Squad paired with either Large and in Charge (Olaf stun necessary to get Vikings in to range) or Executioner (if you have CC).  This pair of talents allows TLV to outduel most assassins (AOE assassins nonwithstanding) because of the insane amount of damage they can put out in a relatively short timeframe (remember Nordic Attack Squad applies to each Viking individually, and Eric especially gets a ton of auto-attacks out and is really hard to kite).  Once your target is nuked, drop Play Again.

Yes, there are plenty of heroes that outright counter this start.  Any blinds.  And form of AOE or mass CC.  But most of the heroes that this applies to are currently out of the meta.  You don't see Jaina or KT, Malfurian isn't around, and LiLi and Johanna aren't prime tier heroes you expect to see much of.  Against certain comps, TLV can switch to being grouped post 13, run in during fights, and nuke any one assassin at the cost of two-thirds Vikings.

Could they use more talents that benefit grouped TLV?  Certainly.  But in certain specific situations, grouped TLV is viable.

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5 hours ago, gamerk2 said:

Could they use more talents that benefit grouped TLV?  Certainly.  But in certain specific situations, grouped TLV is viable.

Exactly the point. I keep repeating this, but Blizzard once stated they planned on reworking TLV to allow more diverse builds, such as one where they get strengthed when grouped together; that way we'd see them having more impact in teamfights and move from their typical split-push tactics, that don't work always.

If they made Spin To Win!Spin To Win!Jump!Jump! and Viking BriberyViking Bribery (or Norse Force!Norse Force!) were made baseline, the Vikings viability would be much more viable.

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17 hours ago, Leadblast said:

Rework Varian? Why? That's dumb. There are many other heroes that desperately need a rework much more than Varian does.

Well, Tank Varian is fine.  His other builds...not so much.  I guess that's why he needs a re-work.

The problem with Varian is Blizzard has to balance three separate builds out, without making any too strong or too weak.  While I like the idea of multi-class heroes (and I think certain heroes, like Uther and Tyrande could gain a lot of utility if they were re-designed with multi-class in mind), they're literally twice as hard to balance properly.

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4 minutes ago, gamerk2 said:

Well, Tank Varian is fine.  His other builds...not so much.  I guess that's why he needs a re-work.

"fine" would be an understatement. Varian is always one of those heroes near overpowered. And this applies also to his twin blades build.

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1 minute ago, XeaKon said:

"fine" would be an understatement. Varian is always one of those heroes near overpowered. And this applies also to his twin blades build.

Twin Blades is like Butcher: either OP or easily handled.  Pretty much comes down to team composition and team skill.

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6 hours ago, gamerk2 said:

Twin Blades is like Butcher: either OP or easily handled.  Pretty much comes down to team composition and team skill.

That would mean he's fine then. i.e. not needing a rework.

Edited by Leadblast

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6 hours ago, gamerk2 said:

Well, Tank Varian is fine.  His other builds...not so much.  I guess that's why he needs a re-work.

The problem with Varian is Blizzard has to balance three separate builds out, without making any too strong or too weak.  While I like the idea of multi-class heroes (and I think certain heroes, like Uther and Tyrande could gain a lot of utility if they were re-designed with multi-class in mind), they're literally twice as hard to balance properly.

That, but also his level 4 clown fiesta. If they reworked so that at 4 you gain and shield and depending on criteria you fulfill, you gain reward. You chose talent if they brake it, gain 50 armor, or talent if you still have it, reduce CDR and restore mana.

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7 hours ago, gamerk2 said:

Well, Tank Varian is fine.  His other builds...not so much.  I guess that's why he needs a re-work.

The problem with Varian is Blizzard has to balance three separate builds out, without making any too strong or too weak.  While I like the idea of multi-class heroes (and I think certain heroes, like Uther and Tyrande could gain a lot of utility if they were re-designed with multi-class in mind), they're literally twice as hard to balance properly.

His other builds are fine as they are. They're just more situational. Arms can deal a shitload of damage under the right circumstances (specially if paired with other Heroes that can reduce armor, such as Tyrande), while Fury makes him a duelist as strong as Sonya and Illidan (and he can solo bosses better than any other Hero).

I still consider Varian one of the strongest Heroes in the game, regardless of build. Shield WallShield Wall alone makes him absurdly resilient.

Edited by Valhalen

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3 hours ago, XeaKon said:

Varian with fury build plays like Sonya and if Sonya is meta then Varian is meta too(this is what I assume from their playstyles).

The problem with comparing Varian with Sonya is that Sonya has a access to two powerful stuns (Ancient SpearAncient Spear and LeapLeap), which Fury Varian lacks. While they play similarly, this is a key factor to take in account during teamfights.

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6 hours ago, Valhalen said:

The problem with comparing Varian with Sonya is that Sonya has a access to two powerful stuns (Ancient SpearAncient Spear and LeapLeap), which Fury Varian lacks. While they play similarly, this is a key factor to take in account during teamfights.

True, but I've found Twin Blades Varian has more sustain then Sonya; he simply gains HP significantly faster when he has something to hit.  I think that's what needs to be toned down, possibly in exchange for a slight damage boost.  Because I've seen games where teams simply don't have a way to kill him, and I've seen games where he can't do enough damage before getting nuked down.

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Fury Varian is more similar to Wrath Sonya, but that's the least used of Sonya's heroics. Unlike Sonya however, Varian has no ways to escape a fight, so he has to be sure he will win a fight before actively engaging the enemy. He is a decent chaser but can't retreat easily so any teamfight is a major commitment with him. He feels more like a Butcher in that sense. Also, the Fury build in general is countered by heroes who can blind him like Li Li or Cassia. Regardless of that, it's still a great build to do in maps like Warhead Junction or Cursed Hollow (where successfully capturing the objectives will give you more regen globes for High King's Quest and you can put your dps to good use by recruiting Bosses and destroying structures).

Whatever. The point is, Varian is fine right now, he's a late game hero, he's very resilient but cannot flee or escape easily, which is kind of critical early. He's also very annoyed by blinding heroes. His weaknesses balance out his strengths fairly well. So there's no reason to rework him at all imho. Not compared to the likes of Raynor or Chen at least.

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      Quickcast Settings Attack now shares Quickcast settings with other Attack Quickcast setting. Removed Locked and Loaded. Run and Gun while Overkill is active shares Quickcast settings with Run and Gun. Tyrande
      Talents
      Level 16 Darnassian Archery [Passive] Added a duration indicator. Uther
      Talents
      Level 4 Holy Fire [Passive] Added to the Buff Bar. Level 16 Beacon of Light [Q] Added a health threshold indicator. Valeera
      Base
      Quickcast Settings Removed Cancel Vanish. Talents
      Level 10 Smoke Bomb [R1] Button now has a duration indicator. Varian
      Talents
      Level 7 Second Wind [Passive] Added a health threshold indicator. Whitemane
      Base
      Quickcast Settings Removed Cancel Inquisition. Zeal [Trait] Now has a duration indicator while active. Xul
      Talents
      Level 13 Rapid Harvest [W] Added to the Buff Bar. Zeratul
      Base
      Quickcast Settings Removed Seeker in the Dark. Talents
      Level 4 Psionic Strength [Passive] Added the stack count to the Buff Bar. Zul'jin
      Base
      Quickcast Settings Removed duplicate Cancel Berserker. Removed duplicate Regeneration. Talents
      Level 1 Recklessness [Passive] Added health threshold indicators. Return to Top
      Bug Fixes
      General
      Added XP Value to Death Recap. Fixed an issue that caused location targeted abilities to be cancelled by conveyor belts. Fixed an issue that caused talent text to be truncated on hero select screens. Talents Quests updated to display quest progress at the caster if the triggering enemy is out of vision. Updated Homescreen and Startup Music. Updated Time Stop to display above all other effects in the health plate. Fixed display issues with some Block talents. Fixed an issue that caused Heroes with non standard height to cause target-facing effects to face the incorrect location. Maps
      Blackheart's Bay Updated coin warning indicator to be consistently colored. Cursed Hollow Fixed an issue that caused Cursed Hallow Call for Help ability warning to display incorrectly. Warhead Junction Sewers are now clickable while they are in the fog of war. Warheads now interact with physics objects. Heroes
      Abathur Level 10 Ultimate Evolution [R1] No longer plays quest progress visual effects. Level 16 Volatile Mutation [R] No longer displays an empty icon in the Death Recap. Alarak Telekinesis [W] Fixed an issue that caused Telekinesis to not interact with map objects. Alexstrasza Level 10 Cleansing Flame [R2] Fixed an issue that caused Cleansing Flame to cast at the incorrect location. Anduin Can once again hold his sword high and proud. Anubarak Fixed an issue where the AI was not using Locust Swarm. Fixed an issue that caused Anub'arak's abilities to not interact with map objects. Burrow Charge [E] Impoved the visibility of the erupt location indicator. Level 10 Cocoon [R2] Fixed an issue that caused Cocoon to not properly hide things attached to the target. Artanis Fixed an issue that caused some of Artanis' abilities to not interact with map objects. Fixed an issue that caused Arthas' abilities to not interact with map objects. Phase Prism [E] Fixed an issue that caused Phase Prism to not properly detect structures after the target becomes Time Stopped. Auriel Detainment Strike [E] Terrain impact will now always display as a crit. Level 7 Empathic Link [D] Fixed an issue that caused Empathic Link to grant Hope when an ally deals damage to themselves. Level 13 Piercing Lash [E] Fixed an issue that caused Piercing Lash to not hit multiple Heroes with Detainment Strike. Azmodan Fixed an issue that caused Azmodan's abilities to not interact with map and physics objects. Summon Demon Warrior [W] Fixed an issue that caused Demon Warriors to leave permanent burning visuals if killed at the moment they spawn. Level 1 Wrath [Q] Fixed an issue that caused Wrath to increase damage of Wrath's marker. Level 7 Bombardment [Q] Fixed an issue that caused Bombardment to increase damage of Wrath's marker. Brightwing Level 4 Unstable Anomaly [W] Fixed an issue that caused Unstable Anomaly to leave behind a permanent visual. Level 10 Emerald Wind [R2] Fixed an issue that caused Emerald Wind to not interact with map objects. Level 20 Invisible Friends [R1] No longer displays an empty icon in the Death Recap. Cassia Level 7 Surge of Light [D] Fixed an issue that caused Surge of Light to not destroy map objects. Level 13 War Traveler [D] Instant mount is now more responsive. Chen Level 10 Wandering Keg [R1] Fixed an issue that caused Wandering Keg to cease targeting the mouse cursor if another Chen's Wandering Keg expires. Will now actively target the mouse cursor instead of targeting the mouse cursor only when its position has changed. Storm, Earth, Fire [R2] Earth's damage is now Physical. ChoGall Fixed Gall's damage not gaining all benefits from Cho's buffs. Level 4 Rising Dread [W] No longer causes the third bounce of Dread Orb display as a crit. Level 7 Double Trouble [Q] Fixed an issue that caused Double Trouble's quest completion to not stack with Twilight Frenzy. Fixed an issue that caused Gall to lose the benefits of Double Trouble's completion after Twilight Frenzy expires. Chromie Level 7 Bronze Talons [Q] Fixed an issue that caused Bronze Talons visuals to persist after Chromie's death. Level 11 Here and There [Active] No longer dismounts or decloaks when used. Level 16 Quantum Overdrive [Active] Fixed an issue that caused Quantum Overdrive visuals to persist after death. Deathwing Fixed an issue that caused Deathwing to be a valid ping target in the party frame while Dragonflight is active. Fixed an issue that caused Deathwing to enter an invalid state if the target of his landing becomes invalid. Level 7 Death Drop [Z] Fixed an issue that caused Death Drop to not reduce all forms of Spell Armor. Deckard Fixed an issue that allowed Deckard to dance without incurring movement restriction. Level 13 Ancient Blessings [D] Fixed an issue that caused Ancient Blessings to not heal the attacker when dealing damage to enemy Heroes that are immune to friendly abilities. Level 20 Morenados! [R2] Fixed an issue that caused the cooldown reduction to be prevented when Lorenado hits a non-Hero. Diablo Shadow Charge [Q] Terrain impact will now always display as a crit. Fire Stomp [W] Now combines damage text. D.Va Fixed an issue that caused some of D.Va's abilities to not interact with map and physics objects. Self-Destruct [E] Fixed an issue that caused D.Va's Mech to continue moving if it was Rooted when Self-Destruct was cast. Fixed an issue that caused Self-Destruct to not feature a pulse animation when fully charged. Starts decaying in damage after 4 range. Big Shot [R] Fixed an issue that caused Big Shot to hit Invulnerable enemies. Level 20 Ablative Armor [D] Now includes damage dealt to D.Va's Shields. Fenix Level 13 Dampening Field [D] Fixed an issue that caused Dampening Field to not grant Spell Armor against all sources. Garrosh Into the Fray [1] Fixed an issue that caused Into the Fray to display as Lok-tar Ogar! in Quickcast menu. Level 7 Lok-tar Ogar! [1] Now display as an active upgrade instead of a passive. Genji Swift Strike [E] Adjusted color display for Swift Strike refund timer on the button. Fixed an issue that caused Swift Strike's mana refund to be displayed for the killed enemy player. Level 4 Strike At The Heart [E] Fixed an issue with Genji's Strike At The Heart text. Level 13 Way of The Shimada [E] Now only causes Genji's attacks to display as a crit at 10+ stacks. Level 16 Final Cut [E] Fixed an issue that caused Final Cut's damage to not be modified by any damage modifiers. Gul'dan Level 1 Chaotic Energy [W] Fixed an issue that caused Chaotic Energy to not increase the healing of Regeneration Globes by the correct value in ARAM. Level 13 Healthstone [Active] No longer dismounts or decloaks Gul'dan. Level 16 Ruinous Affliction [E] Third strike damage now displays as a crit. Hanzo Fixed an issue that caused weapons to fire multiple times when used in conjunction with select abilities. Scatter Arrow [W] Now combines damage text. Level 16 Giant Slayer [Passive] Bonus damage from Scatter Arrow will now combine damage text. Hogger Rage has been added to the Hero page. Staggering Blows [Q] Fixed an issue that caused Staggering Blows to not interact with map objects. Ez-Thro Dynamite [W] Will always display as a crit on direct hit damage. Level 4 Brute Force [Q] No longer causes Loot Hoard to display as a crit. Imperius Level 10 Angelic Armaments [R1] Will combine damage text with Heavenly Host. Junkrat Level 10 RIP-Tire [R1] Starts decaying in damage after 1.5 range. Leoric Level 7 Willing Vessel [W] Now displays as a crit. Li Li Fast Feet [Trait] Adjusted color display for duration indicator. Level 10 Jug of 1,000 Cups [R1] Fixed an issue that caused Jug of 1,000 Cups' cooldown to be increased while in Stasis. Level 13 Gale Force [E] Fixed an issue that caused Gale Force to not properly increase Blinding Wind's duration. Lt. Morales Level 13 Bedside Manner [E] Proc bonus now displays as a crit. Lunara Nature's Toxin [Trait] Now acts similarly to other heals. Level 13 Abolish Magic [Active] Fixed an issue that caused Abolish Magic to not reduce the duration of Silences, Fears, and Taunts. Maiev Level 1 Bonds of Justice [W] No longer causes attacks to display as crits when using Umbral Bind. Level 4 Blade Dance [Q] Fixed an issue that caused Blade Dance to not grant stacks of Vengeful Knives. Level 10 Containment Disc [R1] Removed Silence display while Time Stopped. Mal'Ganis Level 13 Blood Rush [D] Fixed an issue that caused Blood Rush to activate from Healing Fountains and Regeneration Globes. Malthael Level 13 Shroud of Wisdom [Active] Fixed an issue that caused Shroud of Wisdom to not grant Spell Armor against all sources. Level 20 Angel of Death [R2] Fixed an issue that caused Angel of Death to be affected by Spellpower modifiers. Mei Level 20 Cascade [R1] Fixed an issue that caused Cascade's Snow Blinds to Blind for less duration than untalented Snow Blinds. Nazeebo Zombie Wall [W] Updated zombies to face inside the Zombie Wall when created. Level 20 Annihilating Spirits [R2] Fixed an issue that caused Annihilating Spirits healing reduction to display floating text multiple times. Nova Holo Decoys [E] Will now move towards uncollected Experience Globes if they are idle. Orphea Fixed an issue that caused weapons to fire multiple times when used in conjunction with select abilities. Level 4 Chaotic Assault [Trait] Fixed an issue that caused Chaotic Assault to not apply while Orphea has 3 stacks of Chaos. Level 13 Invasive Miasma [Trait] Fixed an issue that caused Invasive Miasma to hit dead Heroes. Level 20 Eldritch Conduit [Trait] Fixed an issue that caused Eldritch Conduit's visuals to persist after death. Probius Disruption Pulse [Q] Fixed an issue that caused Disruption Pulse to hit targets hit by previous Disruption Pulses. Level 4 Photon Barrier [D] Fixed an issue that caused Photon Barrier to display while Probius is dead. Level 10 Pylon Overcharge [R1] Fixed an issue that caused Pylon Overcharge to not properly grant Pylons Invulnerability. Qhira Grappling Hook [Trait] Adjusted Grappling Hook guide and terrain indicator to match its cast range. Level 13 The Hunted [Passive] Fixed an issue that caused The Hunted to lose stacks when hitting a non-Hero. Raynor Level 20 Sergeant Pepper [Trait] Fixed an issue that caused Sergeant Pepper to not properly apply if selected while at 0 stacks of Give Em' Someo. Rehgar Fixed an issue that caused duplicate entries in the Death Recap. Level 13 Wellspring [E] Fixed an issue that caused Wellspring's beam to not appear when the heal occurs. Rexxar Fixed an issue that caused Rexxar and Misha to not share their Healing Fountain healing with each other. Samuro Level 4 One With The Wind [E] Fixed an issue that caused One With The Wind to display a duration while Wind Walk is active. Level 7 Crushing Blows [W] Fixed an issue that caused Crushing Blows to be located in the wrong location in the Buff Bar. Sgt. Hammer Level 16 Giant Killer [Passive] Fixed an issue that caused Giant Killer to damage Invulnerable targets. Sonya Fury [Trait] Adjusted the color display for remaining duration on the button. Stitches Level 16 Digestive Juices [E] Fixed an issue that caused Digestive Juices to not display a damage preview. Stukov Level 1 Fetid Touch [W] Fetid Touch's ranged attack no longer displays an empty icon in the Death Recap. Tassadar Level 7 Psionic Echo [W] Adjusted color display for Psionic Echo indicator on Shock Ray button. The Butcher Fixed an issue that caused Butcher's charge to be cancelled prematurely. Level 13 Cleaver [Passive] Can now trigger while Blinded. Now heals if the cleaved-to-target has The Butcher's Brand. Level 20 Fires of Hell [R1] No longer displays an empty icon in the Death Recap. Thrall Feral Spirit [E] Fixed an issue that caused Feral Spirit to hit Invulnerable non-Heroes. Level 13 Frostwolf's Grace [D] No longer dismounts Thrall. Tracer Level 20 Composition B [R] Fixed an issue that caused Composition B's outer radius to not gain the benefit of Quantum Spike. Tyrande Sentinel [E] Fixed an issue that caused Sentinel to pierce incorrectly. Uther Holy Radiance [W] Displays as a crit when Uther has Spellpower bonuses. Level 16 Beacon of Light [Q] Only causes Holy Light to display as a crit when under 50% health. Valeera Deep Shadows duration indicator will now fill, rather than empty. Level 4 Wound Poison [Active] Fixed an issue that caused Wound Poison to display floating text multiple times. Valla Multishot [W] Fixed an issue that caused Multishot to not apply all hit effects when hitting enemies inside Valla's space. Level 13 Gloom [Active] No longer displays an empty icon in the Death Recap. Varian Level 13 Mortal Strike [D] Fixed an issue that caused Mortal Strike to display floating text multiple times. Whitemane Zeal [Trait] Fixed an issue that caused Zeal's active visuals to persist after death. Searing Lash [E] The second strike always displays as a crit. Xul Level 20 Mortal Wounds [Q] Fixed an issue that caused Mortal Wounds to display floating text multiple times. Yrel Fixed an issue with abilities causing all players to highlight enemies. Avenging Wrath [E] Fixed an issue that caused Avenging Wrath's VFX to display incorrectly. Level 10 Ardent Defender [R1] Increases Yrel's Self Healing when it prevents damage to her. Zarya Fixed an issue that caused Basic Attacks to not damage enemies in the cleave area if the primary target dies to the attack. Level 7 Deep Burn [Q] Fixed an issue that caused Deep Burn to display the incorrect floating text value. Zul'jin Fixed an issue that caused duplicate entries in the Death Recap. Level 1 Recklessness [Passive] Adjusted position in the Buff Bar. Return to Top
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    • By Stan
      The Heroes of the Storm Collection just got a fresh update with the latest content update. Check out what's new!
      Corrupted Archangel Diablo returns along with the Hopeful Spirit Healer Auriel skin. For mounts, the Golden Lunar Skyrocket and Sleepy Cloud have made a return. You can explore the updated Collection at The Nexus Compendium.
    • By Staff
      A new Heroes of the Storm patch went live today and here are the official patch notes for the update.
      (Source)
      The next Heroes of the Storm patch has arrived! Dive on in for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Added XP given to enemy display. This will show up as purple floating text for the player that had their Hero slain. Return to Top
      Balance Update
      Heroes
      Li Li Jug of 1,000 Cups healing increased from 66 to 75. Medivh Mage Armor duration increased from 4 seconds to 5 seconds. Mage Armor increased from 30 to 40 Armor. Nova Advanced Cloaking bonus mana regen increased from 3 to 6. Anti-Armor Shells duration increased from 3 seconds to 4 seconds. Return to Top
      Bug Fixes
      General
      Fixed an anchor offset on Hero Select display. Fixed an issue that caused Shielding to not be displayed correctly in the Death Recap. Fixed an issue that caused Hellbats and Gnolls to reduce the Armor of enemies before damage was dealt. Fixed an issue that caused Heroes that use non-standard attack abilities to display the incorrect confirmation visuals. Certain Heroes would show a red confirmation arrow instead of a green arrow when moving. Fixed an issue that caused place of death to reveal into nearby shrubs. Fixed an issue that caused player-located cooldowns to continue refreshing after a Core is destroyed. Fixed an issue that caused Sapper Mercenaries' area warning indicator to persist after the attack has landed. Fixed an issue that caused the event count in the Death Recap to update for all players when a new death recap is created for any player. Maps
      Blackheart's Bay Chests now feature a warning indicator for the coin land location. The display happens once the coin has been launched and not prior to the coin launching. Lost Cavern Fixed an issue that caused minions to grant 1 XP for being in range of them dying. Heroes
      Abathur Evolve Monstrosity Stacks are now a Heroic Quest. Players will now be able to see how many stacks the Monstrosity has on the scoreboard, and when it has full stacks, it will display a quest complete indicator. Toxic Nest is no longer triggered by Invulnerable enemies. Alarak Fixed an issue that caused Alarak's Lightning Surge to display incorrectly at long range. Fixed an issue that caused Last Laugh to heal when they have been granted Spell leech. (Example: Nano Infusion from Ana) Ana Fixed an issue that caused Eye of Horus to hit Invulnerable Heroes. Anduin Divine Star Sword will no longer be destroyed when leaving the base during the game start period. Fixed an issue that caused Piercing Light to treat the first hit as the second. Anubarak Anubarak's Burning Beetle damage is now affected by all forms of damage modification. No longer able to use Locust Swarm while riding on the Toy Train. Updating cancel animations of Hardened Shields to be like similar visuals. Artanis Fixed an issue that caused Target Purified to deal double damage. Fixed an issue that caused Titan Killer being capable of damaging Invulnerable targets when activated from Twin Blades. Updated visuals of Spell Armor. Arthas Legion of Northrend's bonus healing is now additive. Rime now has a Block visual. Auriel Fixed an issue that caused Searing Light to not grant energy when hitting a Protected enemy. Azmodan Bombardment will no longer attack inactive Mercenaries unless the attack is against an inactive Mercenary. Fixed an issue that caused Azmodan's Demon Warriors to leave permanent burning visuals if killed at the same moment they spawn. Fixed an issue that caused Tide of Sin to leave visual markers at place of death. Fixed Globe of Annihilation no longer stacking off of Possessed minions. No longer possible to cast Tide of Sin when it is already active. Blaze Fixed an issue that caused Blaze to deal bonus damage to enemies hit by another Blaze's Flame Streams. Brightwing Fixed an issue that caused Phase Shift to activate on the previous target. Butcher Fixed an issue that caused Butcher's Fresh Meat spawning meat off of Possessed minions. Cassia Updating cancel animations of Hardened Shields to be like similar visuals. Chen Fixed an issue that caused Stagger to heal when they have been granted Spell leech. (Example: Nano Infusion from Ana) ChoGall Fixed an issue that caused Enraged Regeneration to display incorrectly in the Death Recap. Deathwing Added Bellowing Roar Camera Lock. Deckard Fixed an issue that caused Ancient Blessings damage to not scale on targets if they level up while it is active. Included Potion to search text for Deckard. Dehaka Updated visuals of Spell Armor. D.Va Fixed an issue that caused Liquid Cooling to reset the fountain in ARAM incorrectly. Fixed an issue that caused Nuclear Option to trigger on an already exploded Mech. Micro Missiles no longer hits Invulnerable targets. Pilot Mode can now see the Self-Destruct charge. E.T.C. Crowd Surfer now displays floating text for mana refund. Falstad Fixed an issue that caused Falstad's Flight warning indicator to no longer display after selecting Epic Mount. Fixed an issue that caused Sustained Winds to damage invulnerable targets. Garrosh Unrivaled Strength bonus is now additive. Gazlowe Fixed an issue that caused Xplodium Bomb to not be affected by allied cooldown reduction. Genji Fixed an issue that caused Strike at the Heart to not display a damage preview. Swift Strike now displays floating text for mana refund. Updated visuals of Spell Armor. Hanzo Ignore All Distractions will now display MISSED! text in the case of Blinds. Hogger Fixed an issue that caused Hogger's Hogg Wild visual to be visible when Hogger is visible. Imperius Fixed an issue that caused Brightwing and Falstad to be at the incorrect height after Celestial Charge Stuns them and a least one other Hero. Jaina Water Elemental Frostbolts will now behave consistently with Jaina's Frostbolts. Junkrat Chattering Teeth will now chase (but not trap) Invulnerable targets. Fixed an issued that caused Chattering Teeth to apply to Arming Steel Traps when selected. Kerrigan Fixed an issue that caused Sharpened Blades to stack off of Possessed minions. Included Infested to search text for Kerrigan. Leoric Skeletal Swing mana refund now displays as a crit. Li-Ming Fixed an issue if Seeker is slected while Magic Missiles are in flight while Force Armor was selected. Fixed an issue that caused Force Armor to grant multiple stacks from the same Magic Missiles cast. Lucio Fixed an issue that caused Sound Barrier shields to not decay if Bossa Nova was slected while the target was shielded. Lunara Fixed an issue that caused Splintered Spear to not display correctly while Blinded or against an Evading enemy. Splintered Spear will no longer attack inactive Mercenaries unless the triggering attack is against an inactive Mercenary. Maiev Naisha's Memento first bounce can now bounce to inactive Mercenaries if the triggering attack is against an inactive Mercenary. Mal'Ganis Included Vampire to search text for Mal'Ganis. Medivh Medivh's Portal is now an invalid target for allied abilities. (Example: Brightwing's Blink Heal) Mei Fixed an issue where The Big One was not gaining the full benefit of Slushball. Mephisto Fixed an issue that caused Unspeakable Horror being temporarily disabled when the target is knocked back. Murky Egg Hunt Egg is no longer killed in one hit by Structures. Fixed an issue that caused Fishy Deal to stack off of Possessed minions. Nazeebo Fixed an issue that caused Voodoo Ritual to stack off of Possessed minions. Nova Fixed an issue that caused Holo Decoy's health bars to display incorrectly after losing Protected. Orphea Fixed an issue that caused Ravenous Hunger to stack off of Possessed minions. Fixed an issue that caused Shadow Waltz to refund mana multiple times per cast. Probius Fixed an issue that caused Spawning Minerals off of Possessed minions. Included Builder to search text for Probius. Qhira Updated visuals of Spell Armor. Ragnaros Fixed an issue that caused Sulfuras Hungers to stack off of Possessed minions. Updated visuals of Spell Armor. Raynor Execute Orders now displays in the Death Recap for its Hyperion cast. Rehgar Improved Death Recap for Hunger of the Wolf. Samuro Mirage now functions like other Spell Armor Blocks. Sgt. Hammer Fixed an issue that caused Orbital BFG to not be affected by damage reduction. Pulse Detonation Core will replace Spider Mines in the recap if chosen. Spider Mines damage is now modified by Defense Matrix and Ultimate Evolution damage modifications. Spider Mines duration will continue while they are chasing. Spider Mines will no longer detonate on Invulnerable targets but will continue to chase them. Spider Mines will now display their damage when clicked in the Target Info Panel. Stitches Fixed an issue that caused Putrefaction to display floating text multiple times at once. Stukov Fixed an issue that caused Weighted Pustule to not display a damage preview. Sylvanas Fixed an issue that caused Withering Fire to display incorrectly. Tassadar Fixed an issue where Twilight Archon could use Toy Train. Khaydarin Amulet will cancel itself if the target is an inactive Mercenary. Thrall Fixed an issue that caused Echo of the Elements activating off of Possessed Minions and Hallucinations. Fixed an issue that caused Rolling Thunder to not activate from Tempest Fury's attacks. Fixed an issue that caused Wolf Pack to reset Feral Spirit on talent reset incorrectly. The Lost Vikings Fixed an issue that caused Nordic Attack Squad to be able to damage invulnerable targets. Fixed an issue where there health was not set to full on death. Tracer Fixed an issue that caused Get Stuffed to be capable of knocking back a target multiple times when Melee was cast in quick succession. Fixed an issue that caused Get Stuffed to knock back targets with other Heroes' Pulse Bombs placed on them. Locked and Loaded will now cause Tracer's Basic Attacks to display as Criticals when active. Ricochet can now bounce to inactive Mercenaries if the attack is against an inactive Mercenary. Whitemane Included Chapeau to search text for Whitemane. Zagara Medusa Blades will no longer attack inactive Mercenaries unless the triggering attack is against an inactive Mercenary. Mutalisk first bounce can now bounce to inactive Mercenaries if the attack is against an inactive Mercenary. Zarya Fixed an issue that caused Basic Attacks not being affected properly by attack speed modifiers. Zeratul Fixed an issue that caused Might of the Nerazim abilities to heal for more damage than intended with Shadow Mending. Zul'jin A Surprise For Ya! can now bounce to inactive Mercenaries if the attack is against an inactive Mercenary. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      A new Heroes patch is now available for playtesting on the PTR!
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. We would like to take a moment to thank the community for providing insight and feedback for these changes. 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 Balance Update Bug Fixes General
      Added XP given to enemy display. Return to Top
      Balance Update
      Heroes
      Lili Jug of 1,000 Cups healing increased from 66 to 80. Medivh Mage Armor duration increased from 4 seconds to 6 seconds. Mage Armor increased from 30 to 50 Armor. Nova Advanced Cloaking bonus mana regen increased from 3 to 6. Anti-Armor Shells duration increased from 3 seconds to 5 seconds. Return to Top
      Bug Fixes
      General
      Fixed an anchor offset on Hero Select display. Fixed an issue that caused Shielding to not be displayed correctly in the Death Recap. Fixed an issue that caused Hellbats and Gnolls to reduce the Armor of enemies before damage was dealt. Fixed an issue that caused Heroes that use non-standard attack abilities to display the incorrect confirmation visuals. Fixed an issue that caused place of death to reveal into nearby shrubs. Fixed an issue that caused player-located cooldowns to continue refreshing after a Core is destroyed. Fixed an issue that caused Sapper Mercenaries' area warning indicator to persist after the attack has landed. Fixed an issue that caused the event count in the Death Recap to update for all players when a new death recap is created for any player. Maps
      Blackheart's Bay Chests now feature a warning indicator for the coin land location. Heroes
      Abathur Evolve Monstrosity Stacks are now a Heroic Quest. Toxic Nest is no longer triggered by Invulnerable enemies. Alarak Fixed an issue that caused Last Laugh to heal when they have been granted Spell leech. (Example: Nano Infusion from Ana) Anduin Fixed an issue that caused Piercing Light to treat the first hit as the second. Anubarak Anubarak's Burning Beetle damage is now affected by all forms of damage modification. No longer able to use Locust Swarm while riding on the Toy Train. Updating cancel animations of Hardened Shields to be like similar visuals. Artanis Fixed an issue that caused Target Purified to deal double damage. Fixed an issue that caused Titan Killer being capable of damaging Invulnerable targets when activated from Twin Blades. Updated visuals of Spell Armor. Arthas Legion of Northrend's bonus healing is now additive. Rime now has a Block visual. Azmodan Bombardment will no longer attack inactive Mercenaries unless the attack is against an inactive Mercenary. Fixed Globe of Annihilation no longer stacking off of Possessed minions. Brightwing Fixed an issue that caused Phase Shift to activate on the previous target. Butcher Fixed an issue that caused Butcher's Fresh Meat spawning meat off of Possessed minions. Cassia Updating cancel animations of Hardened Shields to be like similar visuals. Chen Fixed an issue that caused Stagger to heal when they have been granted Spell leech. (Example: Nano Infusion from Ana) ChoGall Fixed an issue that caused Enraged Regeneration to display incorrectly in the Death Recap. Deathwing Added Bellowing Roar Camera Lock. Deckard Fixed an issue that caused Ancient Blessings damage to not scale on targets if they level up while it is active. Included Potion to search text for Deckard. Dehaka Updated visuals of Spell Armor. D.Va Fixed an issue that caused Liquid Cooling to reset the fountain in ARAM incorrectly. Pilot Mode can now see the Self-Destruct charge. E.T.C. Crowd Surfer now displays floating text for mana refund. Falstad Fixed an issue that caused Falstad's Flight warning indicator to no longer display after selecting Epic Mount. Fixed an issue that caused Sustained Winds to damage invulnerable targets. Gazlowe Fixed an issue that caused Xplodium Bomb to not be affected by allied cooldown reduction. Genji Fixed an issue that caused Strike at the Heart to not display a damage preview. Swift Strike now displays floating text for mana refund. Updated visuals of Spell Armor. Hanzo Ignore All Distractions will now display MISSED! text in the case of Blinds. Hogger Fixed an issue that caused Hogger's Hogg Wild visual to be visible when Hogger is visible. Imperius Fixed an issue that caused Brightwing and Falstad to be at the incorrect height after Celestial Charge Stuns them and a least one other Hero. Junkrat Fixed an issued that caused Chattering Teeth to apply to Arming Steel Traps when selected. Kerrigan Fixed an issue that caused Sharpened Blades to stack off of Possessed minions. Included Infested to search text for Kerrigan. Leoric Skeletal Swing mana refund now displays as a crit. Li-Ming Fixed an issue if Seeker is slected while Magic Missiles are in flight while Force Armor was selected. Fixed an issue that caused Force Armor to grant multiple stacks from the same Magic Missiles cast. Lucio Fixed an issue that caused Sound Barrier shields to not decay if Bossa Nova was slected while the target was shielded. Lunara Splintered Spear will no longer attack inactive Mercenaries unless the triggering attack is against an inactive Mercenary. Maiev Naisha's Memento first bounce can now bounce to inactive Mercenaries if the triggering attack is against an inactive Mercenary. Mal'Ganis Included Vampire to search text for Mal'Ganis. Medivh Medivh's Portal is now an invalid target for allied abilities. (Example: Brightwing's Blink Heal) Mei Fixed an issue where The Big One was not gaining the full benefit of Slushball. Mephisto Fixed an issue that caused Unspeakable Horror being temporarily disabled when the target is knocked back. Murky Egg Hunt Egg is no longer killed in one hit by Structures. Fixed an issue that caused Fishy Deal to stack off of Possessed minions. Nazeebo Fixed an issue that caused Voodoo Ritual to stack off of Possessed minions. Nova Fixed an issue that caused Holo Decoy's health bars to display incorrectly after losing Protected. Orphea Fixed an issue that caused Ravenous Hunger to stack off of Possessed minions. Fixed an issue that caused Shadow Waltz to refund mana multiple times per cast. Probius Fixed an issue that caused Spawning Minerals off of Possessed minions. Included Builder to search text for Probius. Qhira Updated visuals of Spell Armor. Ragnaros Fixed an issue that caused Sulfuras Hungers to stack off of Possessed minions. Updated visuals of Spell Armor. Rehgar Improved Death Recap for Hunger of the Wolf. Samuro Mirage now functions like other Spell Armor Blocks. Stitches Fixed an issue that caused Putrefaction to display floating text multiple times at once. Stukov Fixed an issue that caused Weighted Pustule to not display a damage preview. Sylvanas Fixed an issue that caused Withering Fire to display incorrectly. Tassadar Fixed an issue where Twilight Archon could use Toy Train. Khaydarin Amulet will cancel itself if the target is an inactive Mercenary. Thrall Fixed an issue that caused Echo of the Elements activating off of Possessed Minions and Hallucinations. Fixed an issue that caused Rolling Thunder to not activate from Tempest Fury's attacks. Fixed an issue that caused Wolf Pack to reset Feral Spirit on talent reset incorrectly. The Lost Vikings Fixed an issue that caused Nordic Attack Squad to be able to damage invulnerable targets. Fixed an issue where there health was not set to full on death. Tracer Ricochet can now bounce to inactive Mercenaries if the attack is against an inactive Mercenary. Whitemane Included Chapeau to search text for Whitemane. Zagara Medusa Blades will no longer attack inactive Mercenaries unless the triggering attack is against an inactive Mercenary. Mutalisk first bounce can now bounce to inactive Mercenaries if the attack is against an inactive Mercenary. Zarya Fixed an issue that caused Basic Attacks not being affected properly by attack speed modifiers. Zeratul Fixed an issue that caused Might of the Nerazim abilities to heal for more damage than intended with Shadow Mending. Zul'jin A Surprise For Ya! can now bounce to inactive Mercenaries if the attack is against an inactive Mercenary. 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    • By Staff
      A new Heroes of the Storm patch has hit live servers. Check out the official patch notes for more details!
      (Source)
      Heroes of the Storm has just been updated with the patch! We would like to take a moment to thank the community for providing insight and feedback for these changes.
      Quick Navigation:
      General Maps Heroes General
      Game Camera
      Camera Follow releash timer increased from 6 seconds to 12 seconds. You can now pan the camera further away from your Hero with Camera Lock enabled before it will prevent further panning. User Interface
      Floating text display for last hits updated to golden display. Fixed an issue that allowed the Active Ability Hotkey Buttons to be dragged in the Hotkey Menu. Holding down Shift or Control will now also register as having the announcement modifier held for clicking on in the Top Bar. ARAM
      Base experience value of Experience Globes increased from 80 to 160. Experience value of Melee Minions reduced from 84 to 0. Experience value of Wizard Minions reduced from 75 to 0. Experience value of Ranged Minions reduced from 72 to 0. Observer
      Experience Globes will now be displayed as Blue for the team on the left and Grey for the team on the right. The Interface has been updated to display Misha, Olaf, Baleog, and Erik's health bars. Fixed an issue that caused D.Va's health bar in the Interface to only display the Pilot's health. Recap
      Combat Healing will no longer register Mana or Shields restored to allied Heroes as Healing. Clutch Healer will now only register healing done to Health. Protector will now register damage prevented by Protected as Protection. Return to Top
      Maps
      Alterac Pass
      Fixed an issue that caused Gnolls to reduce the armor of Evading targets. Braxis Holdout
      Fixed an issue that caused Hellbats to reduce the armor of Evading targets. Hanamura Temple
      Fixed an issue that caused the Recon Camp to have the scaling value reset when captured. Warhead Junction
      Fixed an issue that caused Hellbats to reduce the armor of Evading targets. Return to Top
      Heroes
      Abathur
      Fixed an issue that caused Envenomed Nest's Armor reduction to not be removed by Stasis or Invulnerability. Fixed an issue that caused Adrenal Overload to not apply to channeled Basic Attacks. Fixed an issue that caused Bombard Strain Locusts to not deal bonus damage to enemy Structures. Fixed an issue that caused Monstrosity to gain more than intended damage from Minion kills. Toxic Nest will no longer reveal attackers to Abathur during the Arming phase. Locust damage will no longer display as a critical against Structures. The damage bonus remains unaltered. Stab no longer reveals the area around the target and will now only reveal the target itself for 2 seconds. Spike Burst will now reveal the effected area for 0.75 seconds. Bombard Strain icon updated. Alarak
      Difficulty updated from Hard to Very Hard. Fixed an issue that caused Basic Attacks to activate Blade of the Highlord while Blinded or if the target is Evading. Lightning Surge now reveal the primary target for 2 seconds. Deadly Charge will now reveal targets hit for 2 seconds. Alexstrasza
      Fixed an issue that caused Cleansing Flame to grant Alexstrasza healing equal to the bonus health provided by Dragonqueen if Dragonqueen is active when activated. Fixed an issue that caused Abundance to display the healing preview after the heal has activated. Fixed an issue that caused Preservation to display the healing preview after the heal has activated. Fixed an issue that caused Pacify and Life Unbound to activate their on-heal from Dragonqueen Basic Attacks while Alexstrasza is Blinded. Fixed an issue that caused Dragonqueen Basic Attacks to not heal Invulnerable allies if they are in Alexstrasza's space. Fixed an issue that caused Cleansing Flame's cooldown to not be displayed on the talents tab of the scoreboard while Dragonqueen is active. Ancient Flame icon updated. Ana
      Difficulty updated from Hard to Very Hard. Fixed an issue that caused Basic Attacks to grant stacks of Dynamic Optics while Blinded or if the target is Evading. Contact Healing will now only cause Biotic Grenade's Healing and Damage to display as a critical if at least 2 Heroes are hit, instead of only requiring the talent to be taken. Anduin
      Fixed an issue that caused Moral Compass to hit Invulnerable enemies. Anub'arak
      Difficulty updated from Medium to Hard. Fixed an issue that allowed select abilities to be activated while disabled if selected during the effects of Cocoon. Chitinous Plating icon updated. Artanis
      Difficulty updated from Medium to Hard. Fixed an issue that caused Shield Overload to be reduced in cooldown from Basic Attacks while Blinded or if the target is Evading. Fixed an issue that caused Blade of a Templar to slow targets while Blinded or if the target is Evading. Fixed an issue that caused Reactive Parry to grant stacks of Block from Twin Blades while Blinded or if the target is Evading. Fixed an issue that caused Reactive Parry to not grant a stack of Block from the third strike of Twin Blades. Fixed an issue that caused Plasma Burn's damage aura to display as a critical when damage was not increased. Auriel
      Difficulty updated from Medium to Hard. Fixed an issue that caused Reservoir of Hope to not display on the talents tab of the scoreboard as a quest talent. Sacred Sweep will now reveal targets hit for 2 seconds. Detainment Strike will now reveal targets knocked back for 2 seconds. Crystal Aegis will now reveal targets hit for 2 seconds. Azmodan
      Fixed an issue that caused All Shall Burn to detonate twice if Cydaea's Kiss is selected while active. Fixed an issue that caused Globe of Annihilation's warning indicator to be removed if another Azmodan's Globe of Annihilation lands nearby. Globe of Annihilation will now reveal targets hit for 2 seconds. Blaze
      Fixed an issue that allowed select abilities to be activated while disabled if selected while inside the Bunker. Fixed an issue that caused Heat Treatment to not heal for a portion of the damage dealt by Pyromania. Basic Attack will now reveal the area for 0.75 seconds. Flame Stream will now reveal target hit for 2 seconds. Combustion will now reveal the effect area for 0.75 seconds. Oil Spills created by Fuel Leak sight reduced from 7 to 1.5. Incinerator Gauntlets icon updated. Brightwing
      Difficulty updated from Hard to Easy. Fixed an issue that caused Phase Shift to heal the target briefly after arrival, instead of on arrival. Fixed an issue that caused Blink Heal to heal Vehicles when cast on them. Invisible Friends will now preview the total healing that will be provided. Unstable Anomaly area reveal duration reduced from 1.5 seconds to 0.75 seconds. Unstable Anomaly will now reveal targets hit for 2 seconds. Cassia
      Fixed an issue that caused Basic Attacks to activate Martial Law while Blinded or if the target is Evading. Fixed an issue that caused Static Electricity Lightning Bolts to heal for less than intended from Ring of the Leech. Fixed an issue that caused Static Electricity Lightning Bolts to not play impact sounds. Fixed an issue that caused Static Electricty Lightning Bolts to not display as criticals against Blinded targets. Fixed an issue that caused Lightning Fury Lightning Bolts to be considered as Static Electricity Lightning Bolts. Fend will now reveal targets hit for 2 seconds. Surge of Light will now reveal targets hit for 2 seconds. Surge of Light will now reveal the effect area for 0.75 seconds. Martial Law icon updated. Imprisoning Light icon updated. Infinite Lightning icon updated. Chen
      Difficulty updated from Hard to Medium. Fixed an issue that caused Accumulating Flame's duration increase to proc while Blinded or if the target is Evading. Fixed an issue that caused the Earth Spirit's Basic Attacks to be incapable of killing Sgt. Hammer's Spider Mines. Earth Spirit's Basic Attacks will now reveal the effect area for 0.75 seconds. Cho'Gall
      Fixed an issue that caused Fuel for the Flame to deal damage to targets Evading near the primary Basic Attack target. Fixed an issue that caused Fuel for the Flame to deal damage to the primary target while Blinded or if the target is Evading. Fixed an issue that caused Cthun's Gift to slow targets while Blinded or if the target is Evading. Fixed an issue that caused Consuming Blaze to not interrupt Mounts, Objective Channels, Sleeping on application. Fixed an issue that caused Molten Block's damage aura to display as a critical when damage was not increased. Will of Gall is now considered a Quest talent. Fuel for the Flame will no longer always display as a critical. Consuming Blaze will now reveal targets hit for 2 seconds. Shadowflame will now reveal targets hit for 2 seconds. Dread Orb will now reveal targets hit for 2 seconds. Runic Blast will now reveal targets hit for 2 seconds. Twisting Nether will now reveal targets hit for 2 seconds. Shadowbolt Volley will now reveal targets hit for 2 seconds. Dread Orb will no longer grant sight into nearby Shrubs. Shadowbolt Volley will no longer grant sight into nearby Shrubs. Chromie
      Fixed an issue that caused Sand Echo Basic Attacks to activate A Proper Greeting while Chromie is Blinded. Fixed an issue that caused Unravelling Sands's Spell Armor reduction to not be removed by Stasis or Invulnerability. Fixed an issue that caused Time Trouble's Armor increase to be removed by Stasis or Invulnerability. Fixed an issue that caused Shifting Sands active bonuses to be lost when slain. Fixed an issue that caused Shifting Sands to be granted before Sand Blast deals damage. Time Trap will no longer cause allies to be incapable of collecting Experience Globes while inside a Shrub for 2 seconds. Deathwing
      Difficulty updated from Medium to Hard. Fixed an issue that caused Death Drop's Spell Armor reduction to not be removed by Stasis or Invulnerability. Fixed an issue that caused Molten Flame's button to be highlight while Deathwing is inside a Vehicle and the bonuses from Infernus would be active. Deckard
      Fixed an issue that caused Potion of Shielding to increase Deckard's Self Healing when damage is prevented to allied Heroes. Fixed an issue that caused Horadric Staff to not be placed on cooldown while Blinded. Fixed an issue that caused Rejuvenation Potion to heal Leoric while Undying is active. Fixed an issue that caused Scroll of Identify to detect targets before the first quest milestone. Ancient Blessings will now reveal the area for 0.75 seconds. Dehaka
      Fixed an issue that caused Dehaka to be immune to allied effects while Burrow is active. Fixed an issue that caused Burrow to not reveal negative effects when activated. Fixed an issue that caused Lurker Strain's knockback to be treated as a Stun. Fixed an issue that caused Lurker Strain's knockback to reveal the Dehaka while active. Fixed an issue that caused Lurker Strain's slow to reveal the target while active. Lurker Strain will now reveal targets hit for 2 seconds. Lurker Strain no longer reveals around targets while they are being knocked back. Elongated Tongue icon updated. Diablo
      Difficulty updated from Medium to Hard. Fixed an issue that caused Black Soulstone's health bonuses to stack multiplicatively with other health bonuses. Fixed an issue that caused Hell Fire's damage aura to display as a critical when damage was not increased. Fixed an issue that caused Dying Breath Apocalypse to display incorrectly in the Death Recap. Soul Shield icon updated. D.Va
      Fixed an issue that caused D.Va's AI to not activate Self-Destruct. Fixed an issue that caused D.Va to be ejected early if the Mech takes select types of damage after being slain. Fixed an issue that caused D.Va's Mech Basic Attacks to be capable of hitting multiple Sgt. Hammer Spider Mines at once. Fixed an issue that caused Basic Attacks against Heroes in the bonus attack area to activate Nuclear Option while Blinded or if the target is Evading. Fixed an issue that caused D.Va's scoreboard entry on the talents tab to display incorrectly when she first spawns into the battleground. Fixed an issue that caused D.Va's entry in the killfeed to display incorrectly if she is slain by a unit that has since been removed from the battleground (Example: Minions after they have been killed). Fixed an issue that caused D.Va's Hero unit reference to not be updated correctly when D.Va respawns. Ejecting from the Mech will no longer cause Pilot D.Va to be capable of collecting Experience Globes while inside a Shrub for 2 seconds. Self-Destruct will now reveal the effect area for 0.75 seconds. Self-Destruct will now reveal targets hit for 2 seconds. Big Shot will now reveal targets hit for 2 seconds. Boosters will now reveal targets hit for 2 seconds. Mech Basic Attacks will now reveal the effect area for 0.75 seconds. Concussive Pulse will now reveal the effect area for 0.75 seconds. Boosters damage will no longer display as a critical if the target is a valid bonus damage target for Rush-down. Aggression Matrix will now display floating text for the healing prevented. D.Va is now capable of pinging her Self-Destruct charge to her team. D.Va's Mech will now fill out the Death Recap when slain. E.T.C.
      Difficulty updated from Easy to Hard. Fixed an issue that caused Guitar Hero to increase Guitar Solo duration while Blinded or if the target is Evading. Falstad
      Fixed an issue that caused BOOMerang's Spell Armor reduction to not be removed by Stasis or Invulnerability. Hammerang Reactivation will now reveal targets hit for 2 seconds. Hammerang's Returning projectile will now reveal targets hit for 2 seconds. Selecting BOOMerang will no longer cause Hammerang's Reactivation to permanently display as a critical. Frequent Flyer icon updated. Sustained Winds icon updated. Fenix
      Phase Bomb Splash now triggers Physical Attack-limited on-hit effects(meaning Block charges being consumed, Medivh's Raven Familiar firing if the target is a Hero). Fixed an issue that caused Mobile Offensive to not activate if Fenix only moves very briefly. Fixed an issue that caused Basic Attacks to refresh Divert Power: Weapons duration while Blinded or if the target is Evading. Phase Bomb Splash will now reveal the effect area for 0.75 seconds. Mobile Offensive icon updated. Singularity Charge icon updated. Offensive Cadence icon updated. Divert Power: Weapons icon updated. Garrosh
      Difficulty updated from Medium to Hard. Wrecking Ball, Into the Fray will now reveal targets hit by the landing for 2 seconds. Decimate will now reveal targets hit for 2 seconds. Gazlowe
      Fixed an issue that caused Basic Attacks to activate Mecha-Lord's Armor increase while Blinded or if the target is Evading. Fixed an issue that caused Ark Reaktor turrets to deal increased damage. Fixed an isssue causing Gazlowe to be incapable to pinging the cooldown of EZ-PZ Dimensional Ripper to his team. Genji
      Difficulty updated from Hard to Very Hard. Fixed an issue that caused Genji's Self Healing to not increase for the full damage prevented by Deflect. Deflect will no longer reveal the area it searches for targets when Genji takes damage with Deflect active. Zanshin icon updated. Greymane
      Fixed an issue that caused Running Wild to not grant the cooldown reduction when casting Go For the Throat. Fixed an issue that caused Alpha Killer to be capable of activating on-death effects multiple times on enemies. Fixed an issue that caused Thick Skin to display duplicate Block visuals. Gul'dan
      Fixed an issue that caused Fel Flame to be visible outside of the intended area after Pursuit of Flame is completed. Fixed an issue that caused Hunger for Power's healing modifications to be disabled while under the effects of Xul's Mortal Wound. Fixed an issue that caused Hunger for Power's healing increase to not be the correct value. Hanzo
      Difficulty updated from Medium to Hard. Fixed an issue that caused Storm Bow to not activate Sharpened Arrowheads while Blinded or if the target is Evading. Fixed an issue that caused Storm Bow to activate Sharpened Arrowheads before the damage is dealt. Fixed an issue that caused Storm Bow's range bonus from charging to not be reset correctly. Hogger
      Difficulty updated from Medium to Hard. Fixed an issue that caused Aggro Range to grant Rage if a Structure is within the search radius of Hogg Wild. Fixed an issue that allowed targeted abilities against the Ez-Thro Dynamite unit. Fixed an issue that allowed targeted abilities against the Loot Hoard unit. Fixed an issue that allowed targeted abilities against the chunk of Meat unit. Illidan
      Difficulty updated from Medium to Very Hard. Fixed an issue that caused Unending Hatred to stop displaying bonus damage on the talents tab of the scoreboard after reaching the quest milestone. Fiery Brand icon updated. Imperius
      Holy Fervor cleave reveals the area for 0.75 seconds. Jaina
      Difficulty updated from Easy to Medium. Fixed an issue that caused Frost Bolt to deal damage on enemies behind the projectile. Fixed an issue that caused Frost Bolt to continue to deal damage after it has hit the maximum number of targets with Frost Shards selected. Frostbite Armor will now display Block visuals. Icefury Wand icon updated. Advanced Ice Block icon updated. Johanna
      Difficulty updated from Medium to Easy. Fixed an issue that caused Blessed Momentum's Attack Speed bonuses to stack multiplicatively with other Attack Speed bonuses and maluses. Fixed an issue that caused Holy Fury's damage aura to display as a critical when damage was not increased. Fixed an issue that caused Blessed Shield to hit and target Invulnerable enemies. Heaven's Fury will no longer cause allies to be incapable of collecting Experience Globes while inside a Shrub for 2 seconds. Blessed Hammer will now reveal the effect area for 0.75 seconds. Junkrat
      Difficulty increased from Medium to Hard. Basic Attack Splash now triggers Physical Attack-limited on-hit effects (Example: Block charges will be consumed). Fixed an issue that caused Basic Attack splash to hit Invulnerable enemies. Fixed an issue that caused Frag Launcher to hit Invulnerable enemies. Fixed an issue that caused Frag Launcher to gain more than intended damage from Hero hits. Kael'thas
      Difficulting updated from Hard to Medium. Fixed an issue that caused Gravity Lapse to hit Invulnerable enemies. Burned Flesh will now display as a critical effect. Kel'Thuzad
      Difficulty updated from Hard to Very Hard. Fixed an issue that caused Deathchill's marker to remain on the target if they gain Unstoppable. Fixed an issue that caused Power of Icecrown's active bonuses to be lost when slain. Fixed an issue that caused Basic Attacks to activate Icy Grasp while Blinded or if the target is Evading. Fixed an issue that caused Basic Attacks to activate Hungering Cold while Blinded or if the target is Evading. Fixed an issue that caused the Chilling Touch Basic Attacks to be incapable of killing Sgt. Hammer's Spider Mines. Kel'Thuzad can now attempt to cast Frost Nova over unpathable terrain. Kel'Thuzad's abilities in the command bar will no longer flash when Kel'Thuzad gains 15 stacks of Master of the Cold Dark. Kerrigan
      Difficulty updated from Hard to Very Hard. Fixed an issue that caused Assimilation to increase Kerrigan's Self Healing when Shields granted. Fixed an issue that caused Sharpened Blades to gain quest progress from Hallucination Heroes (Nova Holo Decoys, Samuro Mirror Images, Abathur Ultimate Evolutions). Ultralisk Basic Attacks will now reveal the effect area for 0.75 seconds. Fury of the Swarm empowered Basic Attacks will now reveal the effect area for 0.75 seconds. Fury of the Swarm will no longer reveal targets hit by the splash area. Impaling Blades will now reveal targets hit for 2 seconds. Primal Grasp's secondary explosion will now reveal targets hit for 2 seconds. Psionic Shift will now reveal targets hit for 2 seconds. Kharazim
      Difficulty updated from Medium to Hard. Fixed an issue that caused Deadly Reach's Attack Speed bonuses to stack multiplicatively with other Attack Speed bonuses. Fixed an issue that caused Insight to grant quest progress while Blinded or if the triggering enemy is Evading. Fixed an issue that caused non-Heroes to not be revealed by Spirit Ally. Leoric
      Difficulty updated from Easy to Medium. Fixed an issue that caused Buried Alive's silence to be reduced in duration by Abolish Magic's duration reduction. Fixed an issue that caused Burning Despair's damage aura to display as a critical when damage was not increased. Fixed an issue that caused Drain Hope and Drain Essence to remain active on targets after they enter a Vehicle. Leoric's Self Healing is no longer increased by Drain Essence's Undying death timer reduction. Leoric is no longer capable of activating Ossein Renewal while Undying is active. Wrath of the Bone King effect reveal duration reduced from 1 second to 0.75 seconds. Li Li
      Lightning Serpent's Bounces will now bounce to targets immune to area damage (Example: Sgt. Hammer Spider Mines). Lightning Serpent's Bounces will now target Passive targets (Example: Kharazim's Earth Ally and Spirit Ally). Li-Ming
      Fixed an issue that caused Magic Missiles to not grant stacks of Force Armor when Tal Rasha's has been selected and Magic Missiles has not granted Spell Power. Fixed an issue that caused Teleport to not be completely refunded by Critical Mass and Illusionist while Aether Walker is active. Fixed an issue that caused Magic Missiles to hit Invulnerable enemies. Lunara
      Fixed an issue that caused Invigorating Spores to be capable of activating on-death effects multiple times on enemies. Fixed an issue that caused Invigorating Spores to deal damage while Blinded or if the target is Evading. Fixed an issue that caused Invigorating Spores to deal damage on an attack that brings the target to full stacks of Nature's Toxin. Splintered Spear will no longer target Hidden or Neutral targets. Lt. Morales
      Fixed an issue that caused Medidrone to be capable of healing Leoric while Undying is active. Fixed an issue that caused Healing Beam to remain active on a Minion after Sylvanas has cast Possession on the Minion. Maiev
      Difficulty updated from Hard to Very Hard. Fixed an issue that caused Vengeful Knives to gain bonus damage from Physical damage while Blinded or if the target is Evading. Fixed an issue that caused Basic Attacks empowered by Umbral Bind to not grant Vengeful Knives stacks against the primary target. Fixed an issue that caused Containment Disc's Silence to be bypassable by casting an ability making the target immune to Silence as soon as the Time Stop expires. Fixed an issue that caused Bonds of Justice to stop displaying bonus damage on the talents tab of the scoreboard after reaching the quest milestone. Naisha's Memento's Bounces will now bounce to targets immune to area damage. Naisha's Memento will no longer bounce to Mercenaries that are not currently active. Mal'Ganis
      Difficulty updated from Medium to Hard. Fixed an issue that caused Vanquish the Weak to apply the slow before the damage is dealt. Winged Guard will now display a Block visual. Blind as a Bat will now remove any nearby reveals placed by Mal'Ganis when cast. Fel Claws will now reveal targets for 2 seconds if Blind as a Bat is not active. Necrotic Embrace will now reveal targets for 2 seconds if Blind as a Bat is not active. Echo of Doom will now reveal targets for 2 seconds if Blind as a Bat is not active. Plague Bats will now reveal targets for 2 seconds if Blind as a Bat is not active. Seeker Swarm Bats will now only reveal targets for 2 seconds if Blind as a Bat is not active. The Night Beckons icon updated. Malfurion
      Difficulty updated from Easy to Hard. Fixed an issue that caused Ysera's Gift to grant bonus healing while Malfurion is dead. Fixed an issue that caused Malfurion to be incapable to pinging the cooldown of Astral Communinion to his team. Malthael
      Difficulty updated from Medium to Hard. Fixed an issue that caused Touch of Death to display floating text for healing prevented twice. Ethereal Existence will now display a Block visual at maximum stacks. Soul Rip no longer reveals the area. Medivh
      Fixed an issue that caused the Hall of Storms to increase Raven Form's Movement Speed by more than intended. Fixed an issue that caused Basic Attacks to activate Temporal Flux while Blinded or if the target is Evading. Using a Portal will no longer move the user's Camera. Mei
      Difficulty updated from Medium to Hard. Fixed an issue that caused Polar Vortex's Attack Speed malus to stack multiplicatively with other Attack Speed bonuses and maluses. Fixed an issue that caused Basic Attacks to activate Cooling Servos while Blinded or if the target is Evading. Fixed an issue that caused Induce Hibernation to apply to non-Heroes. Skating Away now displays a Block visual. Mephisto
      Difficulty updated from Medium to Hard. Fixed an issue that caused Lightning Reaction to not be affected by damage reduction if caused by a Shade of Mephisto's Lightning Nova. Muradin
      Fixed an issue that caused Bronzebeard Rage's damage aura to display as a critical when damage was not increased. Fixed an issue that caused Basic Attacks to grant Perfect Storm progress while Blinded or if the target is Evading. Fixed an issue that caused Basic Attacks to activate Give Em' The Ax while Blinded or if the target is Evading. Fixed an issue that caused Grand Slam to grant a charge of Haymaker for each Hero that took part in the takedown. Storm Bolt will no reveal the target for 2 seconds. Muradin is no longer revealed to the enemy if unseen when Thunder Burn empowered by Thunderstrike damages an enemy. Perfect Storm quest tracker icon updated. Murky
      Fixed an issue that caused Big Tuna Kahuna's health bonuses to stack multiplicatively with other health bonuses. Fixed an issue that caused Time To Krill to heal the target Murky if they have selected Fish Tank. Fixed an issue that caused Time To Krill to not heal the applying Murky if they have selected Fish Tank. Murky no longer reveals in area around him after his Egg is slain. Octo-Grab will now reveal the target while active, instead of for a fixed 4 seconds in a 0.75 radius. Octo-Grab will now reveal the target for 2 seconds when first cast. Slime will now reveal targets hit for 2 seconds. Pufferfish will now reveal targets hit for 2 seconds. Nazebo
      Fixed an issue that caused Plague of Toads to hit Invulnerable enemies. Fixed an issue that allowed targeted abilities against the Plague of Toads unit. Nova
      Difficulty updated from Medium to Hard. Fixed an issue that caused Holo Decoys to be revealed to the enemy when their border becomes visible. Fixed an issue that caused Holo Decoys to reveal the area around them when slain for 1 second. Fixed an issue that caused Anti Armor Shell's Physical Armor reduction to not be removed by Stasis or Invulnerability. Fixed an issue that caused Holo Decoy's damage readout in the Target Info Panel to display incorrectly with Anti-Armor Shells selected while their Basic Attack is on cooldown. Fixed an issue that caused Anti-Armor Shells to reduce the Physical Armor of the target before the damage is dealt. Triple Tap will now reveal targets hit for 2 seconds. Precision Strike will now reveal targets hit for 2 seconds. Explosive Snipe will now reveal targets hit for 2 seconds. Snipe no longer reveals in an area around the target. Rapid Reprojection icon updated. Orphea
      Difficulty increased from Medium to Hard. Fixed an issue that caused Eldritch Conduit to not be empowered when gaining the 10th stack. Fixed an issue that caused Eldritch Conduit's empowered to be lost when slain. Fixed an issue that caused Eternal Feast to search for dead units. Fixed an issue that caused Dead Magic to deal damage if the splashed to target is Evading. Dead Magic now reveals the area for 0.75 seconds. Probius
      Fixed an issue that caused Construct Additional Pylons to increase the damage of Pylon Overcharge by more than intended. Qhira
      Difficulty updated from Medium to Hard. Fixed an issue that caused Blood Rage to track units after they have been slain. Fixed an issue that caused Upstage to not be granted if the number of tracked targets is not reached due to targets dying from Blood Rage. Fixed an issue that caused Blood Rage's activation to grant a stack of Fatal Wounds. Fixed an issue that caused Basic Attacks to activate Your Pain, My Gain while Blinded or if the target is Evading. Fixed an issue that caused Basic Attacks to activate Finishing Touch while Blinded or if the target is Evading. Fixed an issue that caused Finishing Touch to grant attack speed if the target is brought to below 50% of their Maximum Health. Basic Attacks no longer reveal targets hit. Swing Life Away now display Spell Armor visuals. Ragnaros
      Lava Wave will no longer collect Experience Globes (NOTE: Last hits will still function). Fixed an issue that caused Tempered Flame to increase Ragnaros's Self Healing when Shields granted. Fixed an issue that caused Cauterize Wounds to not display correctly in the Death Recap. Fixed an issue that caused non-Heroes to not reduce the cooldown of Blistering Attacks with Empower Sulfuras. Raynor
      Fixed an issue that caused Give em' Some Pepper damage to not display in the Death Recap. Fixed an issue that caused Give em' Some Pepper damage to not increase Raynor's relevant score entries. Fixed an issue that caused Give em' Some Pepper to only reveal Raynor's non-updating position if unseen when dealing damage to an enemy. Fixed an issue that caused Give em' Some Pepper to not be correctly modified by damage modification from other Heroes. Fixed an issue that caused damage dealt by Hyperion created by Execute Orders to display incorrectly in the Death Recap. Give em' Some Pepper will now reveal the area for 0.75 seconds. Rehgar
      Fixed an issue that caused Elemental Conduit to increase Rehgar's Self Healing when damage is prevented to allied Heroes. Fixed an issue that caused Colossal Totem's recast to be available for less than the duration of Earthbind Totem. Fixed an issue that caused Hunger of the Wolf to activate while Blinded or if the target is Evading. Fixed an issue that caused Bloodlust to not apply to channeled Basic Attacks. Rexxar
      Difficulty updated from Hard to Very Hard. Fixed an issue that caused Aspect of The Hawk's Attack Speed bonuses to stack multiplicatively with other Attack Speed bonuses and maluses. Fixed an issue that caused Misha to gain more Movement Speed than intended while Rexxar is Mounted. Fixed an issue that caused Unleash the Boars damage to not be modified by most forms of damage modification. Fixed an issue that caused Kill Command's damage bonus to be multiplicative. Fixed an issue that caused Wildfire's damage aura to display as a critical when damage was not increased. Fixed an issue that caused Misha to lose the benefits of Primal Intimidation once slain. Wildfire Bear now reveals the target for 2 seconds. Samuro
      Difficulty increased from Hard to Very Hard. Wind Walk healing increased from 1% to 3%. Way of the Wind healing reduced from 5% to 4%. Fixed an issue that caused Way of the Wind to increase Samuro's Healing score instead of his Self Healing score. Mirror Image reveal of nearby units on death now matches other Heroic units. Sgt. Hammer
      Tank Mode Splash now triggers Physical Attack-limited on-hit effects (Example: Block charges will now be consumed). Tank Mode Splash will now trigger if the Sgt. Hammer is Blinded. Splash damage and triggering effects will still be prevented. Tank Mode Splash will now reveal the effect area for 0.75 seconds. Tank Mode Splash attacks will no longer reveal targets hit. Sonya
      Fixed an issue that caused Leap to not grant Unstoppable while active. Rampage icon updated. Stitches
      Difficulty updated from Medium to Hard. Fixed an issue that caused Putrid Bile's Pools to not have their damage modified by other Heroes effects placed onto Stitches. Stukov
      Difficulty updated from Medium to Hard. Fixed an issue that caused Reactive Ballistospores to not be reset correctly by Try Mode, Sandbox reset cooldowns. Fixed an issue that caused Reactive Ballistospores to deal more damage than intended when applying Weighted Pustule. Fetid Touch icon updated. Reactive Ballistospores icon updated. Reactive Ballistospores is now considered an active talent, instead of a Weighted Pustule talent. Sylvanas
      Difficulty updated from Medium to Hard. Fixed an issue that caused Might of the Banshee Queen's active bonuses to be lost when slain. Fixed an issue that caused Remorseless to apply Overwhelming Affliction's slow when fired. Fixed an issue that caused Remorseless to not apply Black Arrows stacks while Blinded or if the target is Evading. Fixed an issue that caused Remorseless to not apply Black Arrows activated non-Hero Stun. Fixed an issue that caused Remorseless to not apply Mercenary Queen's Mercenary Stun. Fixed an issue that caused Basic Attacks to activate Evasive Fire's duration refresh while Blinded or if the target is Evading. Fixed an issue that caused Basic Attacks to activate Lost Soul's cooldown reduction while Blinded or if the target is Evading. Fixed an issue that caused enemies hit by Deafening Blast's bonus damge area to not be revealed for 2 seconds. Fixed an issue that caused enemies hit by Deafeaning Blast's bonus damage area to not be affected by Black Arrow's activated non-Hero stun. Fixed an issue that caused Catapults to grant more Experience than intended when Possessed. Remorseless will no longer bounce to Mercenaries that are not currently active. Remorseless will now bounce to targets immune to area damage. Wailing Arrow no longer reveals in a radius around Sylvanas when cast. Wailing Arrow will now reveal the search area for 0.75 seconds. Remorseless icon updated. Tassadar
      Difficulty updated from Medium to Hard. Fixed an issue that caused Feedback's Physical Armor reduction to not be removed by Stasis or Invulnerability. Fixed an issue that caused Archon's Basic Attacks Spell Armor reduction to not be removed by Stasis or Invulnerability. Fixed an issue that caused Executor's Will to not increase Healing dealt. Fixed an issue that caused Oracle's passive healing to not be displayed in the Death Recap. Fixed an issue that caused Archon's Basic Attacks to reduce the Spell Armor of targets while Blinded or if the target is Evading. Khaydarin Amulet now requires the target to be visible to start the link. Khaydarin Amulet will now reveal the target for so long as the link remains active. Khaydarin Amulet will now bounce to targets immune to area damage. Khaydarin Amulet will no longer bounce to Invulnerable enemies. Archon Basic Attacks Splash will no longer reveal targets. Archon Basic Attacks will now reveal the effect area for 0.75 seconds. The Butcher
      Difficulty updated from Medium to Hard. Fixed an issue that caused Butcher to lose more Meat than intended when slain. Cleaver no longer reveals targets hit. Cleaver will now reveal the search area for 0.75 seconds. Furnace Blast will now reveal targets hit for 2 seconds. Butcher is no longer revealed to the enemy if unseen when Lamb to the Slaughter damages an enemy. The Lost Vikings
      Viking Hoard will now display the stacks as a baseline quest in the talents tab of the scoreboard. Fixed an issue that caused It's a Sabotate to apply while Erik is Blinded. Fixed an issue that caused Hunka Burning Olaf's damage aura to display as a critical when damage was not increased. Fixed an issue that caused Nordic Attack Squad to not be displayed correctly in the Death Recap. Baleog's Basic Attacks when fired from a distance effect reveal duration increased from 0.5 seconds to 0.75 seconds. Baleog's Basic Attacks when fired at close range will now reveal the effect area for 0.75 seconds. Hunka Burning Olaf will now reveal the target for 2 seconds. Nordic Attack Squad icon updated. Thrall
      Difficulty updated from Easy to Medium. Fixed an issue that caused Basic Attacks while Windfury is active to grant stacks of Frostwolf Resilience while Blinded or if the target is Evading. Feral Resilience will now display Block visuals. Tracer
      Fixed an issue that caused Heavy Handed's Armor reduction to not be removed by Stasis or Invulnerability. Fixed an issue that caused Basic Attacks to activate Telefrag while Blinded or if the target is Evading. Fixed an issue that caused Quantum Spike Pulse Bombs will now explode at the same time as other Pulse Bombs when a unit is Hit, instead of 0.3125 seconds later. Fixed an issue that caused Is That a Healthpack?! to heal Vehicles if selected. Fixed an issue that caused Composition B + Quantum Spike to deal percent damage to non-Heroes. Fixed an issue that caused Parting Gift to hit Invulnerable enemies. Total Recall will now increase Tracer's Self Healing when Tracer is healed. Total Recall will now display floating combat text when Tracer is healed. Total Recall will now display in the Death Recap. Completing a Reload will now display floating combat text for the amount of Ammo restored. Locked and Loaded will no longer cause Basic Attacks to display as criticals. Locked and Loaded will cause the floating combat text for ammo restored by Reload to display as a critical. While Locked and Loaded is active, Tracer's Ammo Bar will have a slight pulsing glow around it. This is only visible to Tracer and her Allies. While Locked and Loaded is active, Tracer's Reload button on the Command Bar will have a pulsing glow around it. Ricochet now requires Tracer to have selected Tracer Rounds to reveal targets. Ricochet will now only bounce to visible targets. Ricochet will now bounce to targets immune to area damage. Ricochet will no longer bounce to Mercenaries that are not currently active. Bullet Spray will now reveal targets hit. Quantum Spike Pulse Bomb will now reveal identically to other Pulse Bombs, instead of in a larger radius. Untouchable icon updated. Tychus
      Difficulty updated from Medium to Hard. Fixed an issue that caused Bob and Weave's Basic Attack range increase to display incorrectly in the status buff bar. Sizzlin' Attacks icon updated. Tyrael
      Difficulty updated from Medium to Hard. Fixed an issue that caused Swift Retribution to not apply to channeled Basic Attacks. Fixed an issue that caused Basic Attacks to activate Bound By Law while Blinded or if the target is Evading. Fixed an issue that caused Burning Halo's damage aura to display as a critical when damage was not increased. Archangel's Wrath explosion will now reveal targets hit for 2 seconds. Burning Halo icon updated. Burning Halo is now classed as a Passive talent. Horadric Reforging icon updated. Horadric Reforging is now classed as a Passive talent. Tyrande
      Difficulty updated from Medium to Hard. Fixed an issue that caused Shadowstalk's healing over time to remain active on Leoric while Undying is active. Fixed an issue that caused Huntress Fury to not bounce to Deathwing. Fixed an issue that caused Sentinel's cooldown to be reset if a Hallucination is slain while revealed by Sentinel. Fixed an issue that caused Mark of Mending to not heal Evading allies. Fixed an issue that caused Basic Attacks to activate Mark of Mending if the target is Evading. Fixed an issue that caused Elune's Chosen to heal for overkill damage. Tyrande is no longer revealed to the enemy if unseen when Empower damages an enemy. Shooting Star icon updated. Uther
      Difficulty updated from Easy to Hard. Uther's Heroics will no longer be hidden while Spirit Form is active. He will not be capable of casting them. Fixed an issue that caused Holy Fire's damage aura to display as a critical when damage was not increased. Holy Radiance will now reveal the effect area for 0.75 seconds. Holy Radiance will now reveal enemy targets hit. Divine Storm will now reveal the effect area for 0.75 seconds. Divine Storm will reveal the target for 2 seconds. Holy Fire icon updated. Valeera
      Difficulty updated from Hard to Very Hard. Fixed an issue that caused Garrote to display incorrectly in the Death Recap after extended by Rupture. Eviscerate will now reveal the target for 2 seconds. Ambush will now reveal the target for 2 seconds. Cheap Shot will now reveal the target for 2 seconds. Garrote will now reveal the target for 2 seconds. Sinister Strike will now reveal targets hit for 2 seconds. Blade Flurry will now reveal the effect area for 0.75 seconds. Blade Flurry will now reveal targets hit for 2 seconds. Valla
      Difficulty updated from Easy to Medium. Fixed an issue that caused Manticore's stack display to be displayed incorrectly. Manticore icon updated. Varian
      Fixed an issue that caused Second Wind to display as uncastable. Fixed an issue that caused Twin Blades of Fury's Attack Speed bonuses to stack multiplicatively with other Attack Speed bonuses and maluses. Fixed an issue that caused Juggernaut to be capable of activating on-death effects multiple times on enemies. Master at Arms will now reveal targets hit for 2 seconds. Master at Arms will now reveal the effect area for 0.75 seconds. Whitemane
      Difficulty updated from Medium to Very Hard. Inquisition will now reveal targets for 2 seconds upon removal and for 0.5625 seconds each time damage is dealt. Inquisition will no longer reveal around the target. Divine Reckoning will now reveal targets hit for 2 seconds. Searing Lash will now reveal targets hit for 2 seconds. Saintly Greatstaff icon updated. Xul
      Fixed an issue that caused Cursed Strikes to hit targets immune to area damage. Cursed Strikes will now reveal the effect area for 0.75 seconds. Backlash will now reveal the area for 0.75 seconds. Shackler no longer reveals the area. Cursed Strikes no longer reveals targets hit. Yrel
      Difficulty updated from Medium to Hard. Holy Wrath Splash now triggers Physical Attack-limited on-hit effects(meaning Block charges being consumed, Medivh's Raven Familiar firing if the target is a Hero). Dauntless will now display Block visuals. Holy Wrath area reveal duration reduced from 1 second to 0.75 seconds. Aegis of Light no longer reveals the area. Vindication will now reveal targets hit for 2 seconds. Righteous Hammer will now reveal targets hit for 2 seconds. Avenging Wrath will now reveal targets hit for 2 seconds. Zagara
      Fixed an issue that caused Banelings to not be affected by Defense Matrix. Mutalisk Basic Attacks will no longer bounce to Mercenaries that are not currently active. Mutalisk Basic Attacks will now bounce targets immune to area damage. Zarya
      Difficulty updated from Easy to Medium. Fixed an issue that caused Defensive Shielding to not apply if the target already has select forms of Block. Fixed an issue that caused Basic Attack Splash to work incorrectly with Time Stop. Basic Attacks will now reveal the effect area for 0.75 seconds. Basic Attacks no longer reveal targets hit. Explosive Barrier will now reveal targets hit for 2 seconds. Explosive Barrier will now reveal the effect area for 0.75 seconds. Feel the Heat icon updated. Zeratul
      Difficulty updated from Hard to Very Hard. Cleave will now reveal the effect area for 0.75 seconds. Zul'jin
      A Surprise For Ya no longer reveal targets. A Surprise For Ya will now only bounce to visible targets. A Surprise For Ya will now bounce to targets immune to area damage. A Surprise For Ya will no longer bounce to Mercenaries that are not currently active. Grievous Throw will now reveal targets hit for 2 seconds. Twin Cleave will now reveal targets hit for 2 seconds. Guillotine will now reveal targets hit for 2 seconds. Buzzsaw will now reveal targets hit for 2 seconds. Return to Top
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