Stan

Hanzo Patch Notes: Dec 12

15 posts in this topic

1HZD4FNQY33P1495093355744.jpg

The Hanzo patch is now live in all regions. Check out the full patch notes!

The patch contains Hanzo, the 2018 gameplay update, Winter Veil, rework for Stealth Heroes and let's not forget about the new Ranked Play Season. Artanis now costs 7,000 Gold // 625 Gems.

Blizzard LogoBlizzard (Source)

Our latest Heroes of the Storm patch is now live in the Nexus with Hanzo, Winter Veil, the 2018 Gameplay Update, and much more!

NOTE: Changes highlighted in orange indicate an addition or change between the Live and PTR patch notes.

General

Winter Veil 2017 Event Quest

Celebrate Winter Veil this year by with a stocking full of in-game treats that you can earn by playing Heroes of the Storm! The event kicks off Tuesday, December 12, and lasts until the week of January 8, so be sure to complete the quests below before they disappear!

  • 4 Part Quest Chain
    • Part 1: Play 2 Games
      • Reward: Nostalgic Reign-Deer Spray
    • Part 2: Play 5 Games
      • Reward: Winter Veil Warbanner
    • Part 3: Play 8 Games
      • Reward: Red Nosed Reign-Deer Portrait
    • Part 4: Win 5 Games
      • Reward: Arctic Reign-Deer Mount

2018 Ranked Season 1 Begins

  • Our new ranked season has begun! Find out more about rewards and requirements here.

Performance-Based Matchmaking

  • The matchmaking system has been updated to include a performance-based data-driven system, which takes individual player performance into account when determining MMR gains and losses.
  • Under this new system, players will now reach their intended Matchmaking Rating quicker and more accurately.
  • Read our recent blog about Performance-Based Matchmaking to learn more.

Game Camera Height

  • In-game Camera height has been significantly increased in order to provide more visibility of the battlefield.

Terrain Outlines

  • Outlines will now display on terrain when playing Junkrat or Lúcio. This should allow for a more accurate view of what can be used for Frag Launcher bounces and Wall Rides.

New Hero: Hanzo

Once heir to the Shimada clan's criminal empire, Hanzo abandoned his birthright after he almost killed his younger brother. He now strives to perfect his skills as a warrior, and sees the Nexus and its endless conflict as the ideal training ground.

Trait

  • Natural Agility (D)
    • Target unpathable terrain or a Structure to jump to the other side of it.

Basic Abilities

  • Storm Bow (Q)
    • Activate to charge an arrow that deals 270 damage to the first enemy hit. Storm Bow's range increases the longer it is Channeled. Reactivate to fire.
  • Scatter Arrow (W)
    • Fire an arrow that deals 85 to the first enemy Hero hit. Scatter Arrow can collide with terrain and Structures, splitting into 5 arrows that travel extra distance, ricochet up to 4 additional times, and deal 85 damage each to the first enemy hit.
  • Sonic Arrow (E)
    • Fire an arrow that grants vision in a large area 8 seconds. Enemies inside are revealed for 1 second. If Sonic Arrow lands directly on an enemy, it deals 150 damage to them and follows them as they move.

Heroic Abilities

  • Dragonstrike (R)
    • After 1.5 seconds, summon a pair of Spirit Dragons which travel forward, dealing 52 damage every 0.25 seconds to enemy Heroes in its area. Enemies in the center take 150% damage.
  • Dragon’s Arrow (R)
    • Fire a missile that travels across the battleground. Explodes upon hitting an enemy Hero, dealing 100 damage to all nearby enemies and Stunning them for 0.5 seconds.
    • After traveling a medium distance, the damage is increased to 200 and the Stun duration to 1.25 seconds.
    • After traveling a long distance, the damage is increased to 350 and the Stun duration to 2 seconds.

2018 Gameplay Update

Battleground Objectives

  • The first Battleground objective event will now activate 90 seconds into the match, following a 30-second warning, for the following Battlegrounds:
    • Blackheart’s Bay
      • Doubloon Chests will now consistently spawn 3 minutes after the final Chest of the previous event has been captured.
    • Braxis Holdout
      • Beacon events after the first will now consistently spawn 2 minutes and 10 seconds after a previous Zerg wave has been defeated.
    • Dragon Shire
      • Shrines will now consistently spawn 2 minutes after a Dragon Knight has been killed.
  • The first Battleground objective event will now activate 3 minutes into the match, following a 30-second warning, for the following Battlegrounds:
    • Battlefield of Eternity
    • Cursed Hollow
    • Garden of Terror
    • Haunted Mines
    • Infernal Shrines
    • Sky Temple
    • Towers of Doom
    • Warhead Junction
  • The following Battleground objective timers are unchanged:
    • Tomb of the Spider Queen
    • Volskaya Foundry
  • The Minimap will now indicate the next objective spawn location for the following Battlegrounds:
    • Cursed Hollow
      • The first Tribute indicator will appear on the Minimap 30 seconds after the game begins, and subsequent indicators will appear 15 seconds after the previous Tribute has been captured.
    • Infernal Shrines
      • The first Shrine indicator will appear on the Minimap 30 seconds after the game begins, and subsequent indicators will appear 30 seconds after a Punisher is defeated.
      • Hover the cursor over a Shrine indicator on the Minimap to display whether it will be a Mortar, Frost, or Arcane Shrine.
    • Sky Temple
      • The first Temple indicators will appear on the Minimap 30 seconds after the game begins, as well as 30 seconds after all Temples in the same event have been depleted.
    • Towers of Doom
      • The first Altar indicators will appear on the Minimap 30 seconds after the game begins, as well as 30 seconds after the final Altars in an event has been captured.
    • Warhead Junction
      • The first Warhead indicators will appear on the Minimap 30 seconds after the game begins, as well as 30 seconds after the final Warhead in an event has been collected.

Regeneration Globes

  • Regeneration Globes will now become neutral (claimable by both teams) if not claimed within 3 seconds.

Structures

  • All attacking structures no longer have ammunition.
  • Walls will now be destroyed if their connected Towers and Gate are also destroyed. Walls can still be attacked normally.
    • After reviewing community feedback, we’ve decided to revert this change. Destroying the Gate and Towers will no longer automatically destroy connected Walls.
  • Tower vision range has been increased by 25%
  • Tower damage to minions has been reduced by 25%
  • Structures now have a warmup period of .5 seconds before firing and must face their targets completely
    • Structure attack warning responsiveness has been significantly improved
  • Standalone Towers (found next to Forts and Keeps) have been removed.
    • The Health, granted Experience, and Damage of Standalone Towers has been redistributed into their surrounding gate Towers, Forts, and Keeps.
  • Forts and Keeps now have True Sight, meaning they will reveal and attack Stealthed Heroes.
    • True Sight is disabled while the Structure is disabled by effects such as the Raven Lord’s Curse or Sylvanas’ Black Arrow Trait.

Minions

  • Minion base damage has been increased by roughly 10%
  • The 5 second delay before Minions spawn after the game begins has been removed.

Mercenaries

  • Respawn Timers
    • Mercenary Camps will now spawn 60 seconds after the game begins
  • Siege Giant Camp
    • Siege Defenders
      • Defending Siege Giant attacks are now telegraphed on the terrain and can be dodged.
    • Siege Laners
      • Attack telegraphing and missile trajectory has been significantly improved.
  • Hellbat Camp
    • Respawn times have been doubled
    • Hellbats will now prioritize structures
      • Defender Hellbat Stats
        • Base health increased by 114%,
        • Health scaling increased by 160%
        • Damage increased by 83%
        • Damage scaling reduced by roughly 60%
      • Laner Hellbat Stats
        • Base health increased by roughly 18%
        • Health scaling increased by 25%
        • Base damage increased by 25%
        • Damage scaling decreased by 66%
          • Damage scaling will now stop after 20 minutes (previously 30)
        • Damage taken from structures reduced by 50%
    • Attacks now apply a 3-second stacking -5 Armor debuff to all targets, stacking up to 20 times (structures included)
  • Knight Camp
    • Wizard Knight Laner
      • Wizard Knight Laner has a Spell Armor Aura
        • Grants all nearby Allies (Minions, Mercenaries, and Heroes) 30 Spell Armor
          • Spell Armor is immediately removed upon leaving the aura area.
        • This Aura is destroyed when the Wizard is killed
    • Wizard Knight Defender
      • Grants nearby Knight Defenders a 15 Spell Armor aura
        • This Aura is destroyed when the Wizard is killed
  • Sapper Camp
    • Sapper Defenders
      • Now fire their attacks at target areas, instead of directly at Heroes. This behaves like the laning Sappers
    • Sapper Explosion damage now scales over time
    • Laning Sappers Health scaling increased by 33%
    • Respawn timer across all maps increased from 105 to 120 seconds
    • Laning Sappers now have 100 Armor vs Structures while charging and Towers will ignore charging Sappers

Art

Heroes, Abilities, and Talents

  • Zeratul has received updated art to coincide with Talent changes.

Minimap

  • Minimap art has been updated across all Battlegrounds.

Stealth

  • Added an overlay to indicate when a Stealthed character goes Invisible
  • Added a new Stealth visual effect. Enemy Stealthed Heroes should now be easier to spot.

Battlegrounds

Sandbox Custom Game Improvements

  • The following new cheats have been added to Sandbox Custom Games:
  • Spawn Camps
    • Respawn all Mercenary Camps.
  • Spawn Dummy
    • Creates a dialog allowing players to choose a type of dummy to spawn.
      • Player can then click in the game world to create a dummy of the selected dummy type at mouse cursor position.
      • One player cannot spawn more than 20 dummies.
    • When a player deals damage or heals a target dummy the Target Dummy Panel will pop up displaying the damage or healing dealt.
      • If player deals damage to multiple dummies with an AOE ability, the number will be the combination of damage done to all dummies.
      • If the team hasn't dealt damage or healing to any of the dummies for 8 seconds, the Target Dummy Panel will disappear for that team.
      • If a player hasn't dealt damage or healing to any of the dummies for 8 seconds, their damage and DPS will be reset to 0.
  • Clear Dummies
    • If the "Share Cheat" checkbox is unchecked, remove all the dummies created by all players.
    • If the "Share Cheat" checkbox is checked, remove all the dummies created by that player.
  • Toggle Fog of War
    • Disabling Fog of War for a team will remove Fog of War, revealing the whole map for that team.
  • Reset HP/MP
    • If the "Share Cheat" checkbox is unchecked, reset all players' Health and Mana to full.
    • If the "Share Cheat" checkbox is checked, reset the player's Health and Mana to full.
  • Complete Quests
    • If the "Share Cheat" checkbox is unchecked, complete all talent quests for all player.
    • If the "Share Cheat" checkbox is checked, complete all talent quests for that player.
  • Instant Respawn
    • If the "Share Cheat" checkbox is unchecked, instantly respawn all dead Heroes.
    • If the "Share Cheat" checkbox is checked, instantly respawn the player's Hero.

Haunted Mines

  • Issuing a Move command within the Mines while on the Battleground’s upper level, or vice versa, will now cause the Hero to use the Mine Entrance or Exit that is the shortest distance from the issued order.
  • Summoned Grave Golem
    • Fort and Keep attacks no longer reduce attack speed
    • Will no longer interrupt its attacks mid-swing to use an Ability
    • Now passes through player-created walls rather than stopping to destroy them

Ranked Battleground Rotation Update

  • Added to Rotation
    • Warhead Junction
  • Removed from Rotation
    • Volskaya Foundry
    • Garden of Terror
  • The full Ranked Battleground Rotation is now as follows:
    • Battlefield of Eternity
    • Braxis Holdout
    • Cursed Hollow
    • Dragon Shire
    • Infernal Shrines
    • Sky Temple
    • Tomb of the Spider Queen
    • Towers of Doom
    • Warhead Junction

Design

Stealth

  • Stealth players will now become “Invisible” after remaining still for 1.5 seconds.
    • Invisible Heroes will not display the Stealth visual effect and can still be removed from Stealth by taking damage. This includes Heroes under the effects of temporary Stealth effects such as Samuro’s Windwalk or Tyrande’s Shadowstalk.
    • Additionally, Heroes cannot become Invisible while occupying a capture point, such as Braxis Holdout or Mercenary Camp Beacons. Instead, they will retain normal Stealth visual effects.

User Interface

In-Game UI

  • General
    • Hero portraits will now be displayed when heroes are inside the following Vehicles, Battleground objectives, or Hero Abilities:
      • Dragon Knight
      • Garden Terror
      • Triglav Protector
      • Anub'arak - Cocoon
      • Lt. Morales – Medivac Dropship
      • Stitches - Gorge
      • Zagara - Devouring Maw
  • Manual Talent Tier and Hero Status Callouts
    • Players can now press ALT + left-click Hero portraits and the Team Level UI at the top of the screen to generate notifications for the following situations:
      • Press ALT + left-click an ally’s Hero portrait to inform teammates when that ally needs assistance.
      • ALT + left-clicking a dead Hero’s portrait will generate a chat message indicating that Hero’s remaining respawn time.
      • ALT + left-clicking an enemy Hero portrait will ping that Hero’s location on the Minimap if they are within allied vision. If that enemy is outside of allied vision, a chat message will inform allies that the Hero is missing.
      • Press ALT + right-click the Team Level UI to indicate when both teams are on even Talent tiers, or when one team has a Talent tier advantage over the other.

Heroes

Assassin

Nova

1P2JN07X4Q121417483335002.png

Abilities

  • Snipe (Q)
    • Damage reduced from 310 to 255.
    • Baseline quest added:
      • Hitting an enemy Hero increases the damage of Snipe by 5% stacking 5 times. When at max stacks (5) it gains an additional 25% damage. If Snipe fails to hit a target, all stacks are lost.
  • Pinning Shot (W)
    • Damage reduced from 110 to 105
  • Holo Decoy (E)
    • Added functionality:
      • Decoys now deal 10% of Nova’s damage
    • Improved A.I. functionality
  • Permanent Cloak (Trait)
    • Added functionality:
      • Gain 15% movement speed while Stealthed
  • Triple Tap (R)
    • Damage per shot increased from 338 to 372
  • (New) Ghost Protocol (1)
    • Activate to instantly cloak, leave a Holo Decoy at your feet, and become unrevealable for .5 seconds.

Talents

  • Level 1
    • Advanced Cloaking (Trait)
      • New functionality:
        • Increase your Stealth movement speed by 5% after remaining stealthed for 2 seconds. While Stealthed, gain 2 additional mana regeneration per second.
  • Level 7
    • Snipe Master (Q)
      • Removed
    • One in the Chamber (Passive)
      • Bonus damage reduced from 80 to 70%
    • Perfect Shot (Q)
      • Moved from Level 16
      • Cooldown reduction on Hero hit reduced from 3 to 2 seconds
  • Level 13
    • Psionic Efficiency (Q)
      • Bonus range increased from 10 to 15%
      • Adjusted functionality:
        • Now refunds the cost of Snipe on a successful Hero hit.
    • (New Talent) Ionic Force Field (Trait)
      • Gain 25 Armor for 2 seconds after losing stealth
  • Level 16
    • Lethal Decoy (E)
      • Damage bonus from clones increased from 40 to 50%
    • Explosive Round (Q)
      • Moved from Level 13
  • Level 20
    • (New Talent) Apollo Suit (Trait)
      • Reduce the cooldown of Permanent Cloak from 3 to 1 second
    • Precision Barrage (R)
      • Added functionality:
        • Now also reduces the cooldown of Precision Strike by 30 seconds.

Samuro

S3OEVZYDSFQR1476921929062.png

Stats

  • Basic Attack damage increased from 88 to 110

Abilities

  • Mirror Image (Q)
    • Samuro will now appear in the direction of the player’s Mouse Cursor when Mirror Image is cast.
    • Mirror Image damage is no longer a fraction of Samuro’s Attack Damage. Mirror Image base damage has been greatly reduced to 9.
    • Mirror Images are no longer instantly destroyed by Structures
  • Critical Strike (W)
    • Cooldown increased from 8 to 10 seconds
  • Illusion Master (R)
    • New functionality:
      • Reduce the cooldown of Advancing Strikes to 8 seconds
    • Now increases the attack damage of Mirror Images by 100%
    • Now also increases Samuro’s Basic Attack damage by 10%
  • Image Transmission (Trait)
    • Additional functionality:
      • Activate to switch places with the target Mirror Image, removing most negative effects from Samuro and the target Mirror Image. 25-second cooldown.

Talents

  • Tooltips for various talents have been updated to reflect whether Samuro or his Mirror Images benefit from their effects
  • Level 1
    • Way of the Wind (E)
      • New Functionality: Gain 40% Movement Speed for 3 seconds upon entering or exiting Stealth by using Wind Walk
    • Way of the Blade (W)
      • No longer grants bonus Critical Strike damage
    • Way of Illusion (Q)
      • Mirror Images no longer benefit from this talent
  • Level 4
    • One with the Wind (E)
      • Armor gain now also lasts for 3 seconds after being revealed
      • Mirror Images now also gain Armor
      • Armor amount reduced from 60 to 30
  • Level 7
    • Phantom Pain (W)
      • Mirror Images no longer benefit from this talent
    • Crushing Blows (W)
      • Mirror Images no longer benefit from this talent
      • Bonus Critical Strike damage has been removed
      • Additional functionality:
        • Samuro’s Basic Attacks against enemy Heroes reduce the cooldown of Critical Strike by 1.5 seconds
  • Level 13
    • Kawarimi (E)
      • Reduced the time between Samuro issuing a new order after using Wind Walk and the image following it. It should now be harder for the new Image to follow Samuro’s new movements after using Wind Walk.
  • Level 16
    • Press the Attack (Trait)
      • Attack Speed bonus reduced from 15% to 10% per stack. Maximum bonus decreased from 60% to 40%
    • Harsh Winds (E)
      • Mirror Images no longer benefit from this talent
    • Merciless Strikes (W)
      • Mirror Images no longer benefit from this talent

Valeera

M06HDH3O9FMZ1484862675915.png

Abilities

  • Vanish (D)
    • Movement Speed increased from 10% to 20%
  • Ambush (Q)
    • If Valeera is Vanished for 3 seconds, this ability has 5 range and teleports Valeera behind her target.
    • Damage reduced from 180 to 130
    • Now also reduces enemy Armor by 10 for 4 seconds
  • Cheap Shot (W)
    • Stun duration reduced from 1.25 to .75 seconds
    • Now Blinds the target for 2 seconds after the stun effect ends
    • If Valeera is Vanished for 3 seconds, this ability has 5 range and teleports Valeera behind her target
  • Garrote (E)
    • Silence duration increased from 2.25 to 2.75 seconds
    • If Valeera is Vanished for 3 seconds, this ability has 5 range and teleports Valeera behind her target

Talents

  • Level 1
    • Subtlety (D)
      • Adjusted functionality:
        • Now triggers when Valeera teleports to her target with Ambush, Cheap Shot, and Garrote.
      • Energy return reduced from 10 to 8 per second.
    • Crippling Poison (Active)
      • Slow duration reduced from 5 to 4 seconds.
      • Valeera’s poison is no longer removed after the first damaging Ability, but instead is applied by all Valeera's Abilities for 4 seconds. This duration does not start until Valeera damages her first enemy.
    • Combat Readiness (Passive)
      • Physical Armor increased from 50 to 60
  • Level 4
    • Wound Poison (Active)
      • Healing reduction duration decreased from 5 to 4 seconds
      • Valeera’s poison is no longer removed after the first damaging Ability, but instead is applied by all Valeera's Abilities for 4 seconds. This duration does not start until Valeera damages her first enemy
    • Hemorrhage (E)
      • Bonus damage to targets affected by Garrote increased from 25 to 50%
  • Level 7
    • Slice and Dice (E)
      • Valeera's Basic Attacks now restore 2 Energy.
  • Level 13
    • Death from Above (Q)
      • New functionality:
        • Ambush reduces the cooldown of Vanish by 4 seconds.
    • Blind (W)
      • Now increases the duration of Cheap Shot’s Blind from 2 to 4 seconds.
    • Strangle (E)
      • Spell Power reduction increased from 25% to 40%
      • Duration reduced from 7 to 6 seconds
  • Level 16
    • Assassinate (Q)
      • Bonus damage reduced from 100% to 50%
      • Now also increases the Armor reduction of Ambush by 10 when the target is isolated.
      • Moved from level 7
    • Expose Armor (E)
      • Removed.
  • Level 20
    • Nightslayer (D)
      • Removed.
    • Rupture (E)
      • Damage bonus now stacks immediately to 100%, instead of stacking up to 30%.
      • Moved from level 16
    • Elusiveness (D)
      • Moved from Level 13
      • Movement Speed bonus increased from 10% to 20%
LEVEL (TIER) VALEERA TALENTS
1 (1) (!) Vigor (Passive) Subtlety (D) Combat Readiness (Passive) Crippling Poison (Active)
4 (2) Relentless Strikes (Q) Hemorrhage (E) Initiative (D) Wound Poison (Active)
7 (3) Mutilate (Q) (!) Fatal Finesse (W) Slice and Dice (E)  
10 (4) Smoke Bomb (R) Cloak of Shadows (R)
13 (5) Death from Above (Q) Blind (W) Strangle (E)  
16 (6) Seal Fate (Q) Assassinate (Q) Thistle Tea (Active)  
20 (7) Adrenaline Rush (R) Enveloping Shadows (R) Rupture (E) Elusiveness (D)
  • (!) indicates a Questing Talent.
  • Italic text indicates a NEW Talent.
  • Underlined text indicates a MOVED Talent.

Valla

RHUC14VVAAUN1417483335722.png

Abilities

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

Zeratul

3NXNLQWMI4YQ1417483335830.png

Abilities

  • Shadow Assault (R)
    • Removed
  • (New Talent) Might of the Nerazim (R)
    • Passive: After using an Ability, Zeratul’s next Basic Attack within 6 seconds deals 40% more damage
    • Activate to duplicate the last ability cast. Damaging abilities deal 50% less damage. This ability does not benefit from talents. 20-Second Cooldown 

Talents

  • Level 1
    • Vorpal Blade (1)
      • Added as a baseline ability. Default Hotkey: 1
    • (New Talent) Move Unseen (Passive)
      • Gain 25% bonus Movement Speed while Stealthed
    • Shadow Hunter (E)
      • Regen Globe required for quest completion reduced from 20 to 15
      • Mana cost reduction of Blink increased from 2 to 3
  • Level 4
    • Combo Slash (Passive)
      • Removed
    • Grim Task (Passive)
      • Removed
    • (New Talent) Psionic Strength (Passive)
      • Damaging an enemy Hero with Basic Attacks or Abilities increases Zeratul's damage by 6% for 3 seconds, stacking up to 5 times.
    • (New Talent) Darkness Descends (Active)
      • Passive: Increase Zeratul’s attack speed by 10%.
      • Activated ability – Zeratul gains 40% bonus attack speed for 5 seconds. 30-second cooldown
  • Level 7
    • Wormhole (E)
      • Duration increased from 2 to 3 seconds
    • Slip into Shadow (E)
      • Removed
    • (New Talent) Warp Skirmisher (1)
      • Vorpal Blade now has 2 charges. Casting Vorpal Blade also causes Zeratul's next Basic Attack within 6 seconds to deal 30% bonus damage
  • Level 16
    • Sentenced to Death (W)
      • Bonus damage reduced from 40 to 30%
  • Level 20
    • Rewind (Active)
      • Removed
    • Nerazim Fury (R)
      • Removed
    • (New Talent) Twilight Falls (R)
      • Activating Might of the Nerazim resets the cooldown of all of Zeratul’s Basic Abilities
    • (New Talent) Shadow Mending (Passive)
      • Zeratul heals himself for 75% of Ability Damage Dealt to enemy Heroes

Specialist

Abathur

3PMD0Y6QQOHO1417483333660.png

Abilities

  • Spawn Locust (Trait)
    • Health increased from 288 to 316 

Talents

  • Level 1
    • Survival Instincts (Trait)
      • Bonus Health decreased from 50% to 40%
  • Level 7
    • Calldown: MULE (Active)
      • No longer refills Structure ammo

The Lost Vikings

XTXII3XK20WS1417483334636.png

Talents

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

Sgt. Hammer

Divider_Hero_SgtHammer_Crop.png

Stats

  • Health increased from 1638 to 1720
  • Health Regeneration increased from 3.4 to 3.6
  • Basic Attack damage increased from 128 to 140

Talents

  • Level 1
    • Maelstrom Rounds (D)
      • Damage bonus reduced from 40 to 35%
  • Level 7
    • Hover Siege Mode (D)
      • Movement Speed increased from 25 to 40%
  • Level 20
    • Shrapnel Mines (Q)
      • Armor reduction duration increased from 3 to 4 seconds

Warrior

Muradin

TM8DLIER5QEH1417483334689.png

Talents

  • Level 4
    • Sledgehammer (Q)
      • No longer removes Ammo from structures

Collection

Hero Price Reduction

  • Artanis’ prices have been reduced to 7,000 Gold and 625 Gems.

New Bundles – The following new Bundles and Skin Packs are available for a limited time!

  • Hanzo Heroic Bundle
  • Winter Veil 2017 Bundle
  • Winter Veil Classic Bundle

New Announcers

  • Hanzo

New Skins

  • Hanzo
    • Kinoko Honzo
    • Sora Hanzo
    • Dragon Hanzo
    • Demon Hanzo
    • Farstrider Hanzo
      • Icebound Farstrider Hanzo
      • Iron Farstrider Hanzo
      • Holy Farstrider Hanzo
      • Scarlet Farstrider Hanzo
  • Genji
    • Storm Oni Genji
    • Golden Genji
    • Nihon Genji
  • Leoric
    • Immortal Space Lord Leoric
  • Lúcio
    • Azure Soundblast Lúcio
  • Lunara
    • Harvest Champion Lunara
  • Zarya
    • Citrine Thunderguard Zarya
    • Industrial Zarya

New Mounts

  • The following Mounts have been awarded to players who reached Platinum in Hero League or Bronze in Team League during 2017 Ranked Season 3:
    • Titanium Cybersteed
    • Carbon Cybersteed
    • Master Cybersteed
  • The following Mounts have been awarded to players who reached Master or higher in Hero League or Team League during 2017 Ranked Season 3:
    • Epic Titanium Cybersteed
    • Epic Carbon Cybersteed
    • Epic Master Cybersteed

Winter Veil Skins

  • Malfurion
    • Greatfather Winter Malfurion
    • Coal Greatfather Winter Malfurion
    • Icy Greatfather Winter Malfurion
    • Naughty Greatfather Winter Malfurion
    • Rosy Greatfather Winter Malfurion
  • Lunara
    • Cold Winter Veil Lunara
    • Starry Winter Veil Lunara
  • Kharazim
    • Winter Veil Kharazim
    • Coal Winter Veil Kharazim
    • Evergreen Winter Veil Kharazim
    • Frozen Winter Veil Kharazim
    • Rosy Winter Veil Kharazim
  • Malthael
    • Season’s Reapings Malthael
    • Chilling Season’s Reapings Malthael
    • Coal Season’s Reapings Malthael
    • Hallowed Season’s Reapings Malthael
    • Plum Season’s Reapings Malthael
  • Nazeebo
    • Fruitcake Gingerdread Nazeebo
    • Moldy Gingerdread Nazeebo
  • Stitches
    • Ivory Greatfather Winter Stitches
  • Valla
    • Winter’s Helper Valla
    • Coal Winter’s Helper Valla
    • Icewind Winter’s Helper Valla
    • Ivy Winter’s Helper Valla
    • Plum Winter’s Helper Valla

Winter Veil Mounts

  • Gingerboard
    • Blueberry Gingerboard
    • Frosted Gingerboard
    • Moldy Gingerboard
    • Strawberry Gingerboard
  • Reign-Deer
    • Arctic Reign-Deer – This Mount will be awarded to players who complete the Winter Veil 2017 event quest chain.

Bug Fixes

General

  • Fixed a number of typo and tooltip errors across several aspects of the game.

Art

  • Kharazim: Kharazim's arms and upper body now animated correctly during his dizzy animation.
  • Leoric: The Shroud of the Dead King Talent will now correctly play an animation and a sound when activated.
  • Samuro: Monkey King Samuro’s model will no longer exhibit flickering during Hero Select while running Medium or High graphic settings.
  • The Lost Vikings: Fixed an issue causing Baelog to cast superfluous shadows on the terrain.

Battlegrounds

  • Sky Temple: Fixed an issue that could prevent Temple lasers from appearing correctly on the Minimap.
  • Structures: Auriel's Blinding Flash and Artanis' Suppression Pulse can no longer Blind Structures.
  • Towers of Doom: The Headless Horseman Boss is no longer incorrectly categorized as a Monster.
  • Volskaya Foundry: Fixed an issue in which Heroes on the outer edge of the Hall of Storms would not receive Healing or protection.

Heroes, Abilities, and Talents

  • Alexstrasza: Life-Binder is no longer interrupted when entering or exiting Dragonqueen.
  • Diablo: Fixed an issue that could cause Shadow Charge to deal its collision damage multiple times under certain circumstances.
  • Garrosh: Casting Wrecking Ball on Mercenaries will no longer cause them to leash while in combat.
  • Gul'dan: Movement caused by a conveyor belt will no longer cancel Rain of Destruction channeling.
  • Kel'thuzad: The Power of Icecrown Talent will now correctly grant bonus Spell Power for enemy Heroes Slowed by Chains of Kel’Thuzad with the Chains of Ice Talent.
  • Li-Ming: Zei's Vengeance and Arcane Orb tooltips have been updated to clarify bonus damage functionality. Damage amounts have not been changed.
  • Lt. Morales: The Second Opinion Talent will now correctly grant cooldown reduction when one of the Heroes struck by Displacement Grenade is piloting a Vehicle, like the Garden Terror.
  • Lunara: Fixed an inconsistency that allowed Lunara to cast Leaping Strike over some, but not all, allied units after learning Boundless Stride.
  • Medivh: Creating a Portal entrance after learning Portal Mastery and then entering the Triglav Protector will no longer prevent him from using the Protector’s abilities.
  • Muradin: Learning Reverberation no longer incorrectly updates the Attack Speed Slow amount in Thunder Clap’s tooltip.
  • Murky: Spawn Egg with the Egg Hunt Talent can now be cast correctly on Volskaya Foundry’s conveyor belts.
  • Sgt. Hammer: The Hyper-Cooling Engines talent will no longer grant cooldown reduction from basic attacks against non-Heroic targets while in Siege Mode.
  • Tychus & Stitches: Tychus can now be affected by Stitches’ Gorge while in Commandeer Odin.
  • Zeratul: Fixed an issue causing the Void Slash talent to display an incorrect value for the damage increase.

User Interface

  • Death Recap: Fortification Camp Turret attacks now display a Turret icon in the Death Recap screen.

Share this post


Link to post
Share on other sites
14 minutes ago, Aglommon said:

See ya, QM Destroyer Valeera, it was not nice having you around.

I played the PTR with her a good bit,  I'm afraid she will still be very strong in QM.

  • Like 1

Share this post


Link to post
Share on other sites

"After reviewing community feedback, we’ve decided to revert this change. Destroying the Gate and Towers will no longer automatically destroy connected Walls. "

Nice.

  • Like 2

Share this post


Link to post
Share on other sites

Again with not letting European servers gain access to the update as soon as it goes live in America. We are living in a globalized world, Blizzard, get with the times already.

  • Like 1

Share this post


Link to post
Share on other sites
1 hour ago, Aglommon said:

See ya, QM Destroyer Valeera, it was not nice having you around.

No, man, she is still a pain to deal with in QM. If specced right, she can pull combos that deal over 2k damage.

Share this post


Link to post
Share on other sites
1 hour ago, Aglommon said:

See ya, QM Destroyer Valeera, it was not nice having you around.

She's probably even more dangerous in QM with this rebuild... The only way she will go away is if the tower changes cause stealth across the board to be that bad, but the PTR didn't feel like that's going to happen.

Why did hammer get buffs? She was sitting pretty strong in comps meant for her (looking at you Medic cheese).

Share this post


Link to post
Share on other sites
44 minutes ago, Laragon said:

She's probably even more dangerous in QM with this rebuild... The only way she will go away is if the tower changes cause stealth across the board to be that bad, but the PTR didn't feel like that's going to happen.

Why did hammer get buffs? She was sitting pretty strong in comps meant for her (looking at you Medic cheese).

Aye, seems like Valeera has received some of the biggest changes in the stealth rework, but up front burst or control heroes who thrive on isolating lone and careless players not paying attention to the minimap or working with their team as well as you might expect from a less casual environment aren't going to go away.

At a guess, the bugged thrusters talent probably fluffed her figures somewhat and they feel like she needs some numbers buffs because of how much she relies on siege to make an impact... on top of an imminent  stealth rework that make playing a hero like Hammer challenging. 

Share this post


Link to post
Share on other sites
3 hours ago, Stan said:

Basic Abilities

  • Storm Bow (Q)
    • Activate to charge an arrow that deals 270 damage to the first enemy hit. Storm Bow's range increases the longer it is Channeled. Reactivate to fire.
  • Scatter Arrow (W)
    • Fire an arrow that deals 85 to the first enemy Hero hit. Scatter Arrow can collide with terrain and Structures, splitting into 5 arrows that travel extra distance, ricochet up to 4 additional times, and deal 85 damage each to the first enemy hit.
  • Sonic Arrow (E)
    • Fire an arrow that grants vision in a large area 8 seconds. Enemies inside are revealed for 1 second. If Sonic Arrow lands directly on an enemy, it deals 150 damage to them and follows them as they move.

Heroic Abilities

  • Dragonstrike (R)
    • After 1.5 seconds, summon a pair of Spirit Dragons which travel forward, dealing 52 damage every 0.25 seconds to enemy Heroes in its area. Enemies in the center take 150% damage.
  • Dragon’s Arrow (R)
    • Fire a missile that travels across the battleground. Explodes upon hitting an enemy Hero, dealing 100 damage to all nearby enemies and Stunning them for 0.5 seconds.
    • After traveling a medium distance, the damage is increased to 200 and the Stun duration to 1.25 seconds.
    • After traveling a long distance, the damage is increased to 350 and the Stun duration to 2 seconds.

Do i understand it correctly that the recent buff has been "nerfed" back? 
 

Valeera had the same dmg before. Now shes basic attacking stealthy, bottom tier in Platinum and up and King of QM.

Share this post


Link to post
Share on other sites

This stealth change is a good example of an intrinsically faulty game mechanic. As much as I hate stealthers and consider them the worst kind of human being, stealth worked just like it should. Annoying as they were there were only two of them and were somewhat bearable. They screwed up with introducing more and more stealthers, and especially targeted stun from stealth, and just after they stated they didn't like too much CC in the game. Now we can expect some more stupid changes to counter the stealth changes as stealthers will lose all the time or no one will pick them.

Share this post


Link to post
Share on other sites
2 hours ago, Laragon said:

She's probably even more dangerous in QM with this rebuild... The only way she will go away is if the tower changes cause stealth across the board to be that bad, but the PTR didn't feel like that's going to happen.

Why did hammer get buffs? She was sitting pretty strong in comps meant for her (looking at you Medic cheese).

She wasn't being picked at all, sitting in the bottom trash with Raynor in most despised in their role. They are trying to change that.

Share this post


Link to post
Share on other sites
7 hours ago, Fliits said:

Again with not letting European servers gain access to the update as soon as it goes live in America. We are living in a globalized world, Blizzard, get with the times already.

it's especially funny because sometimes they release shit to EU early on accident, which means they're literally holding out on purpose for no reason.

  • Like 1

Share this post


Link to post
Share on other sites

Why did they nerf pretty much all of Nova's damage except for Triple Tap? Eh. She will be even worse than before... the only buffs I see are a bit more survivability with Ghost Protocol and improvement of the Decoy's behavior... but otherwise she took a hard blow. Sigh

Having baseline Snipe Master doesn't even make sense now that Snipe's base damage has been reduced, at 5 stacks of Snipe it will deal 318 dmg which is barely a bit above its default damage before the patch.

That is NOT an improvement.

Share this post


Link to post
Share on other sites

They changed the appearence of the map and it seems they removed the details. I suggest they bring back the old appearence of the map(of course without removing the obj. indicator they just added).

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan
      Free Hero rotation has been updated for the week of July 17 and features Yrel!
      Free-to-Play Hero Rotation: July 17, 2018
      Raynor Muradin Sonya Nazeebo Uther Jaina Falstad Cassia Ana Lt. Morales Hanzo (Slot unlocked at Player Level 5) Alarak (Slot unlocked at Player Level 10) Chen (Slot unlocked at Player Level 15) Yrel (Slot unlocked at Player Level 20) (Source)
    • By Stan
      Blizzard today fixed a bug from July 10 that affected team compositions in Quick Match games.
      Placeholder for tweet 1017845167808659456 The latest Heroes of the Storm content patch went live earlier this week and with it a bug that lead to erroneous matchmaking in Quick Matches.
      Blizzard (Source)
      Hi everyone,

      We've just rolled out a fix in order to address this issue. Please let us know if you continue to encounter very unusual team compositions during your Quick Match games.

      Thank you!
    • By Stan
      Heroic deals for the week of July 17 include the Butcher and Lost Vikings!
      Blizzard (Source)
      Every Tuesday, we place a number of Heroes on sale, and swap a fresh set of cosmetics into the featured item rotation. Check out this week’s items and then head in-game to pick up anything that catches your eye. Heroic Deals: July 17 – 23, 2018
      Our next set of Heroic Deals will begin on Tuesday, July 17! Check out the list of upcoming featured items and Hero discounts below. Upcoming Hero Sales
      The Butcher — Sale Price: 312 gems The Lost Vikings — Sale Price: 375 Gems The following skins and mounts will be added to the featured item rotation and will become purchasable with gems until this round of Heroic Deals comes to an end:
      Upcoming Featured Skins
      The Butcherlisk Pajama Party Lost Vikings Mecha Rehgar Cheerleader Kerrigan Toxic Demonic Auriel Deep Herald of N'Zoth Alarak Upcoming Featured Mounts
      Crimson Ringmaster's Pride Ghost Speeder
    • By Stan
      This week's brawl is Dodge-BRAWL, where everyone plays as Chromie. Attackers have access to a long-range Sand Blast, while defenders need to dodge incoming attacks. When killed, defenders have access to Time Traps that grant vision and slow enemies. Complete three matches of Dodge-BRAWL to earn a Loot Chest.
      Blizzard (Source)
      It’s time for a new brawl. Or has this one already happened? It’s so hard to keep track! Join us for a sand slinging battle for the ages, where you play as one of 10 identical masters of the temporal arts – Chromie!
      Rules:
      Everyone plays as Genie Chromie, on either the attacking or defending team. Attackers are equipped with extremely long-range Sand Blasts, but no other abilities or talents. Defenders have access to no abilities and must dodge incoming attacks. If a defender is hit with 3 5 Sand Blasts they will be killed, resulting in them spawning as a “Ghost” on the opposite side, where they will have access to Time Traps and will grant vision and slow attackers. Rounds will last 10 seconds at first, with each switch reducing total round time. If round lengths reach 3.5 seconds, Sudden Death will commence. Tornadoes will spawn at the outer rim of the map and slowly travel towards inward, pushing all players to the center. The first team to win three rounds will be crowned victorious! Rewards:
      Complete three matches of Dodge-BRAWL to earn a Loot Chest! Find out more about the Heroes Brawl game mode on our Heroes Brawl site; and as always, you can find more information on this week’s Brawl by clicking the Brawl Info button at the bottom of the play screen when preparing to queue for the Brawl game mode.
    • By Stan
      Heroes developers answered your questions on reddit earlier today and we're looking at highlights of the latest Art & Animation AMA.
      Heroes of the Storm Art Team
      /u/Blizz_TedP – Ted Park (Lead Character Artist) /u/Blizz_CKingdom – Careena Kingdom (Lead Animator) /u/Blizz_BShih - Billy Shih (Principal Technical Artist) /u/Blizz_LanaB – Lana Bachynski (Animator) /u/KaeoMilker - Kaeo Milker (Production Director) AMA Highlights
      The team will add more D3 banners to the game and is open to suggestions for missing banners, portraits, and sprays that you'd like to see. Kael'thas' Flamestrike is hard to see on Sky Temple for players who play with low graphics and the FX team will come up with a fix. Probius' pylons, cannons, and gate colors will be updated to match his skins. It's still on the radar for a rainy day. Animated homescreens are gone, because they were too resource-intensive. Having the 2D homescreens allowed them to show off the beautiful art without taking 15 people offline for a few weeks to do it. If you begin walking by clicking far enough away, Chromie will start her walk cycle with a little jump instead of just running (similar to how the bikes do a wheelie). Cho'gall was such a large Hero to develop that they added extra joints to his skeleton to add realism to how his massive body moves. Portraits will be eventually added to loadouts, but there's no timeline for that. Janitor Leoric is such a great concept that it would be a shame to sweep it off the table. The biggest hurdle for new Ragnaros skins is the heavy load of FX work associated with him. Better organization of the in-game art collection is something they'd like to do. More banner content will be released in future patches. Stukov was the most challenging Hero to animate. Massive Shove was exceedingly challenging to get working. Ragnaros' custom mount was also tricky. With future reworks, they'd like to add new skins to the game, but it's not a priority to always align them with reworks. New skins for The Lost Vikings are resource-intensive, because the team needs to create three standalone skins for a single Hero. Recolors will happen in the future though. The game has a RTS-style isometric view and Heroes are often chunkier so that the asset is easily readable and identifiable from the game camera. Coming up with a new Legendary skin takes about the same amount of work as a brand new Hero. Upcoming AMAs
      Ranked Play Changes and Matchmaking: Week of August 6. Hero Balance and Design: Week of September 10 Blizzard (Source)
      There are only 5 sprays in the Diablo category -- the D3 icons for the first 5 classes. Can we at least get the icons for the D3 Crusader and Necromancer that are missing as sprays?
      I'll talk to the bringers of sprays and get these in the pipe for future addition. And from this and other threads it sounds like there are a lot of suggestions for missing sprays/banners/portraits that you all would like to see - we love hearing those ideas, so please keep them coming and we'll get them on the list for eventual inclusion!
      Kael'thas' flamestrike is still really hard to see on Sky Temple with low graphics settings. Are there any plans to update spell effects like flamestrike for people who play on low graphics?
      I'll bring this up with our FX team - thanks for calling it out!
      Might as well get this out of the way now because you know you are gonna get alot of these
      Will we ever see new models for BW and Arthas?
      BTW you guys do fantastic work and I'm going to college this year to start working towards a job in your industry! It's my dream to be able to do what you guys do keep it up!
      Given the community's intense desire for an answer on this topic, I'll do my best to answer as directly as I can.
      The Heroes team as a whole is aware of this request and we have had many discussions on how best to approach the rework. Unfortunately a rework like this would affect many departments (design, modeling, animation, fx, tech art, engineering, etc.) and given our development bandwidth, we have to weigh the work it would take vs. what else we could be making in that time (other new heroes, skins, feature support, etc.). That said, we don't currently have any timelines for these reworks since we want to weigh the cost of doing them with all of the exciting new content we currently have in the works.
      We absolutely appreciate the passionate feedback that we get on the topic and we hope you'll continue to let us know what you think could be improved as well as what you love about the current version.
      In the past, folks at Blizzard have said they will update Probius's Pylons, Cannons, and Gate colors to match his skin tint. Is this still happening? Should we hold out hope for other ability updates to be recolored to match their skin tints too? Some examples:
      Void Illidan uses purple blades but they become green when he uses Metamorphosis Dreambreaker Thrall is green but uses red lava-themed abilities Crimson Special Ordinance Raynor is red but his Banshee is blue Hi Vambage, thanks for bringing this up. It's great to know updating Probius' ability models is still wanted. This is something that is still on the backlog for a rainy day. We also try to keep this in mind with all new skins we create. With regards to the other examples you give, in some cases a hero’s abilities can’t be adjusted to perfectly match an alternate appearance (i.e. a skin that’s a different color) due to the importance color has on communicating whether an ability is damaging or healing. Green and red are particularly tricky—if something that is red is turned to green, it can be mistaken as something that is safe and non-damaging. It can have an impact on gameplay that Design likes to keep an eye on, but every case is different, and we always like to review.
      Most of the skins don't have abilities matching with the tint used, like any Probius skin where the pylon will always be yellow/blue, even when using another color. Some skins have abilities matching with the tint like Queen of Ghost Kerrigan. Why is that the case and do you have any plan on changing it to make it more consistant?
      Hi! We avoided creating a hard and fast rule to always match abilities with their tint as the overhead from such a commitment could constrain us to the point that it meant less new things like heroes or skins in the long run. It’s a fine line that we try to balance skin-to-skin, but we’ve always wanted to go back specifically to Probius’ ability models as we agree that consistency there would be great. It’s just a matter of when we can prioritize this work, so please continue giving input on which heroes would benefit most from these efforts and we'll take that into consideration. Thanks!
      What is your creative and development process for selecting which heroes get what skins?
      Greetings! Our process for selecting skins involves a combination of creative passions, production bandwidth, and timing. Above all, concept and theme are king. Our top priority is always to create skins that our team is excited about, and that we think our players would be excited about. Sometimes we start with a theme and think of what heroes would be a great fit. Other times the heroes themselves are the inspiration for an idea.
      From there, we try our best to balance all the ideas against our ability to create them. Some heroes are MUCH more time consuming to create skins for and we have hard choices to make when one skin may take considerably more time across many more people to get in game. Along the way, we look at everything from hero popularity to skin implementation complexity to how often players are equipping existing skins for heroes. At the end of the day, we try to bring as many unique, compelling, and varied skins to the game as we can, for as many players as possible.
      Like everything we do, this process is constantly evolving, and I've been thrilled with the themes, variety, and quality of the skins so far this year. And there are sooooo many awesome new skins in the pipe that I can't wait to get in the game, too!
      We didn't see an animated home screen for Yrel when she was released. Do they take too many resources to make and are from now on dropped, or was this a rare exception?
      I really liked the home screens in the past. I wish there was a way to let me choose a specific one from the past when I log in.
      I also really liked those home screens, but they were seriously an incredible undertaking that took a lot of people offline for a long time. Plus, we have these incredible artists creating beautiful concept pieces that really deserve a chance to shine.
      Furthermore, there is so much more we want to show you, and that stuff is equally deserving of space on the home screen -- stuff like upcoming events, and all the other content that we're always working on. Oftentimes, we'll be making cool things for you guys and have no obvious way of telling you where to check it out aside from patch notes.
      In the end, having the 2D homescreen allowed us to show off our beautiful art and surface to you the things you might be looking for without taking 15 people offline for a few weeks to do it.
      And that's more time for those people to make even newer, even cooler content. ?
      Circle of life.
      What are some touches you've put on a model, or character that you were REALLY proud of that we might have missed? Something where after you were finished you called over your boss, showed him/her, yelled 'Nailed it', made some pseudo-obscene gesture, and walked out for the day.
      You help make the game come to LIFE. You made Leoric lumber, you made playing him FEEL lumbering. To be able to make ME feel that way when I am playing him (or any character) is truly a feat. I want to know more about something you've done to a character so I can more truly appreciate your hard work.
      "Something where after you were finished you called over your boss, showed him/her, yelled 'Nailed it', made some pseudo-obscene gesture, and walked out for the day." HAHAHAHA - I would neeeeeever. ?
      As for your question – Chromie is probably one of the heroes that I am most proud of. When I started working on her, I'd never animated something seriously 'cartoony' before -- pushed timing, held poses, crazy mid-air jumps and things. She came hot on the heels of Dehaka -- realistic monster bro. It was tough to switch gears, but I feel like in the end I squeezed cute-gnome-personality into every piece of her kit.
      The one thing you might have missed, as we didn't want it to happen to often, is that if you begin walking by clicking far enough away -- Chromie will actually start her walk cycle with a little jump instead of just running. (Similar functionality to how the bikes do a wheelie)
      Speaking of Dehaka, he also has several walk variations. He looks side-to side while walking around (the little sneak is always prowlin') and every once in a while he gives a solid hobble onto his good arm to help him along.
      I see you play Tyrande... one of the first things I did on the team was fix a deformation issue on Tyrande's gluteus maximus, which was quite visible in the hero selection screens and was the butt of many jokes. Without any patch notes mentioning the change, Reddit somehow noticed! That made my day and is still one of my most memorable moments working on Heroes of the Storm.
      As for something that you may have missed... Cho'gall was such a large hero that we added extra joints to his skeleton to add realism to how his massive body moves. I'll leave it up to you to find those extra joints ?
      There are so many portraits in HotS but we can only use one at a time. What do you think about adding a portrait loadout slot so we could use different portraits with different loadouts, to be used on loading screen?
      This is something we've discussed and we like the idea a lot. No timeline for getting it in game yet, but it's definitely on our radar.
      When are we getting Janitor Leoric?
      The team as a whole loves seeing the bucket of ideas that the community is always creating! And Janitor Leoric is such a clean concept, it would be a shame to sweep it off the table…
      Alexstrasza's face looks a little stretched out horizontally in the hero bar at the top of the screen and in the observer/replay UI. Is it a trick of perspective or is it actually messed up somehow? Link:
      https://www.reddit.com/r/heroesofthestorm/comments/8v2wk5/its_been_nearly_8_months_blizzard_isnt_it_time/
      This is unintentional! I watch too much HGC to not be aware of it -- We're definitely on it!
      Can we expect Ragnaros to get skins (or recolors) that are not red, orange or yellow? Something purple or green will be great. But he's the 2-nd oldest hero with only 3 skins.
      It's something the team would love to do, but the biggest hurdle for Ragnaros is the heavy load of FX work associated with him. The model recolor would be easy to handle but FX would not only have to touch a myriad of FX, they would also be on the hook for maintenance of those skins should any issues arise. At the end of the day we have to consider whether or not the resources spent for a single Raganaros skin/recolor is more meaningful to our players when the time could have been used for multiple new skins or recolors instead. It's a balancing act, but one that we would eventually love to make the time for.
      I know this isn't exactly "art and animation", but more likely "organisation of the art in the collection", but I don't think I can ask this in the other coming AMAs either, so I'll go ahead and post this here: Can we get better organisation on the sprays and portraits in our collection? Getting filters for the different unverses and filters for "sketches", "herostorm", "stylized", "indigo", "classic", "nexus", "achievement", "event", etc, would greatly help with finding what you are looking for, and it will make the collection seem less messy.
      I'll bring this up as part of our ongoing discussions on evolving the collection. Thanks for the feedback!!
      I liked and missed master skins, not the exclusivity of them (okay maybe a little bit), but it was fun to have over the top versions of the base skins. Did you enjoy re-imagining decked out versions of each hero?
      Absolutely ? One of the joys of early HotS skin development was giving a Heroes twist to the established heroes coming into our game from other universes. We will still drop “Master level” skins from time to time, but we hope you’re also enjoying the themed skin bundles as well!
      What hero was the most fun to design/animate?
      For me it was Dehaka!
      I was a hardcore Zerg player in BW and SC2, so it was exciting to be able to help bring Dehaka to the Nexus. One of the reasons I love the Zerg is their obsession with evolving. Our Art Director had a cool idea to help sell this fantasy: Dehaka's arm would regenerate once the player accomplished something, in this case, when they picked a heroic ability. This was both challenging and very fun to execute on. The fully grown arm had to line up perfectly to the severed one. This was also the first time a hero's model changed significantly after picking a heroic in our game.
      Thanks for the question YugoBetrugo17! It's very hard to pick just one, as one of the great things about Heroes is the variety of characters we get to animate and design. Animating Alarak was a lot of fun because of his weapon design. But Lili was also fun because it's not every day you get to animate a character skipping. Not sure when that will happen again!
      For me it was ALSO Dehaka!
      I started my life at Blizzard as an intern on StarCraft II: Heart of the Swarm, where we first met Dehaka, and I fell in love. By the time I got there, Dehaka was already animated, but I thought the concept of his character - this badass primal zerg - was SO awesome I jumped at the chance to give my own take on him.
      Plus I got work with a pretty cool Tech Artist. (PS: Happy Birthday, Billy!)
      Why aren't we getting banners as often as we should? There are plenty of banners that could/should be added, but we are only getting banners for events, and not regular ones ?
      We think banners are a fun way to customize your character and we'll continue to invest in them even more moving forward! Banners were originally difficult to distinguish or associate with a given player, but in the past year, we've added the ability to see the owner of the banner (in text form) in-game, along with adding it to the MVP screen. As part of this expanding support, we'll be releasing more banner content in future patches that not only celebrates our events, but also our Heroes, skins, and the game as a whole. We hope you like them, and please keep those requests coming!
      When animating a character that has seen a previous iteration in the Blizzard universe (as is almost always the case) how much inspiration do you draw from the original iteration, and how much do you create fresh?
      In the case of a game like OW, are you able to directly port over animations, or do you end up creating everything from scratch anyways?
      Bonus (and more important) question: Waffles or pancakes?
      In general, when setting out to create an existing Blizzard hero, we collect reference materials from across the company with the goal of making the hero fit in the Nexus while still staying true to their other incarnations. We often will get in touch with other game teams to get their feedback as well as their buy-in on what we are doing. In the case of Overwatch heroes, we do not port over animations directly. We do heavily reference them though!
      Waffles FTW.
      How much of the artwork that finds it's way into the games is just one of you, doodling and brainstorming by yourself, it gets traction w/the others in the team. Or is all the artwork made by commité?
      I think the team does an exceptional job of being mindful of the collaborative mentality. However, every good idea's gotta come from somewhere!
      D.Haka, for example, came about because my buddy and I were making jokes while queing for QM during a lunch break. Chromie's sand-clone dance was something I begged FX for and we were able to make happen, and her Taunt, when the dragon appears, is something I mocked up a working protoype for and pitched to the team.
      One of the most fantastic and most surprising things I've found working as a game developer at Blizzard is the seriously incredible sense of ownership over the work I'm creating. We have teams, there is an approval process, and yes, direction often comes down from on high -- but every voice really does matter. My opinions are valued, and good ideas are acted upon no matter what the source.
      Lana: What was your favorite animation to work on and why is it Enforcer Morales' hairflick?
      Hahahahah -- That was a fun one! I begged to work on even just a tiny piece of Enforcer Morales, and was very lucky that I finished up Enforcer Jo quick enough to sneak in a hearth for Morales between other tasks.
      Favourite animation to work on, however? Gotta be my boy Dehaka.
      What heroes/effects were particularly hard to animate?
      Stukov! This boy was challenging from a number of angles:
      Technically -- Making sure that his various FX were correctly connecting to his base model. Massive shove, in particular was exceedingly challenging to get working 'just so' and it took an incredible effort from all disciplines to get it where you see today.
      Artistically -- Stukov is a stoic military bro who is ashamed of the monster he's become. I went to school to animate monsters -- all I wanted to see was Stukov go full Rage Mode with that Zerg limb, but he's supposed to be restrained. Calm. (Compelling character -- but what an obnoxious justaposition!) Keeping a half-man half-alien looking upright and put together on the battlefield.. but also threatening and tough. Not exactly the simplest task.
      Emotionally -- Now, this is getting real deep into animation nerddom, but I really struggled with getting his acting choices just right! In the end, I'm pretty satisfied with the balance I found. It's probably best seen in his Quick Match hero select screen:
      When Stukov is out of combat, he stands with his arm tucked behind him - as he wants to present his best most human self to you.
      Upon hitting ready, Stukov looks at his arm, resigned, and says 'Victory above all' - because winning battles is more important to him than his cosmetic flaws, and he will use every advantage he has in order to do so.
      When he's readied up, he has forgotten any insecurities and is ready to fight.
      And when Stukov unreadies, it's almost as if he's coming to his senses. As if, perhaps the animalistic, zerg mentality has affected more than just his arm, and he's back to his militant, disciplined self.
      Thanks for the question, kid-karma:
      We are constantly pushing ourselves to do innovative and challenging things for new heroes. Some of these challenges will be invisible to our players by the time they ship, so this is a good opportunity for us to shed some light on what we went through.
      For myself, Ragnaros was particularly hard. He went through various iterations in art and design, so his character rig had to change multiple times to accommodate. One thing to call out specifically is Ragnaros' "flame base." To prevent the spinning texture from flipping around when a player moved him, we needed a way to lock it down to always face the camera. To do this, we separated the flame base from the rest of him and re-attached it back in game. This made it hard for the animator to know what he was doing inside our animation program because a significant part of Ragnaros was not moving as it would in the game. The animator had to use a lot of his imagination when doing his work. ?
      Ragnaros' custom mount was also tricky. It was our first time introducing a mount with a dynamic trail. This introduced new technology to our Heroes and required a lot of interaction and iteration between Tech Art, Engineering, Animation, and FX. We now use this technique on the various water mounts in the game.
      It seems like Standalone hero reworks are coming with new skins. Is this something we can expect in the future?
      Hello! Our recent reworks from Sonya & Medivh through Raynor & Azmodan have been paired with everything from new takes on existing skins to entirely new skins. With future reworks, we'll continue to have similar skin support across that range, though note that it's much more important to us to get the right rework at the right time for gameplay purposes rather than aligning a rework with a skin.
      Overwatch has victory poses and taunts available in lootboxes, will we ever see anything like that in HotS?
      Hi Imephraim! That's a really fun question, it's an idea that gets brought up every now and then internally too. I can tell you there are currently no plans to do this but it's still an idea I'd like to hang onto. It requires a lot of technical hookups in the game before it would be possible that aren't currently at a high priority, but beyond victory poses and taunt animations, I think a Hearth animation you can choose in your Loadout would be fun too.
      Hey /u/Blizz_LanaB, great job on Yrel, she looks amazing though I have a question. Did you get to animate her wings too or was that somebody else or the FX guys?
      Thanks!
      I animated them, as well! The motions at least -- our amazing FX artist was responsible for making them look so beautiful, otherwise.
      They were a little tricky, because the wing rig lives in a separate file and then is attached to the model once they are in the game together -- so it's a little funny animating them as separate pieces -- but I think they turned out great!
      The Lost Vikings haven't gotten new skins (or even recolors) ever. Any plans to change that?
      Eventually, yes. The primary hurdle for The Lost Vikings is that it is a "three models for one Hero" situation. Building three new models is quite a commitment, so a new skin for them is something we have to clear time for. But I'll go ahead promise that recolors WILL happen! ?
      The extension of certain skin-themes in events like Herostorm or Raiders of Warchrome have been a delight. Can we expect similar events to expand on other skin-themes in the future?
      As long as the community is engaged and passionate for a skin theme, we would love to continue exploring those themes! ?
      Something me and many of my friends have noticed, is that a lot of the Heroes character models are muscular and chunkier than their other video game counter parts, Is there a particular reason for this?
      Yes! We try our best to maintain the key elements that make those heroes who they are, however, when a new hero or skin comes into our game we have to take into account how those models are seen by the player. Because our game has a RTS-style isometric view, we often need to exaggerate proportions so that the asset is easily readable and identifiable from our game camera. Having said that, our game has evolved over time and with new features like Heroes 2.0 loot chest and collection views, we've been adjusting our modeling process to account for close up views as well.
      What were some of the difficulties the team ran into when making/animating Alexstrazsa's dragon form? And can we be hopeful to see more like that in the future?
      The biggest issue we ran into was the size of the dragon - we knew we wanted to have her in dragon-form out on the battle field, but to do so effectively proved a challenge. How do we ensure we're adding to the gameplay experience rather than obscuring it?
      There was a lot of back and forth on the scale of her dragon form between art and design, but ultimately, it was our incredible engineering team who helped us cultivate a powerful and performant experience using turning tech.
      Most heroes can turn on a dime and it's no problem, but a massive dragon pulling a 180 in a single frame is visually abysmal and breaks the immersion of the dragon fantasy. The tech enables us to have 'turning' animations for the dragon that we blend in/out of, so we can actually have the model bend and face the direction she wants to go as she turns, rather than popping in the opposite direction.
      This is a question for each artist/animator: If you could redo one hero from scratch, who would you choose? Could be one of yours or someone else’s work.
      Kerrigan! One of my favourite characters from lore (and I play her all the dang time). I was lucky enough that I got to animate a skin for her -- had a chance to animate a legendary homescreen and a few custom animations -- but I'd love the chance to do my take on her kit in full!
      How much work goes into making a legendary skin with unique animations and/or sound effects? If you decided today to make a new legendary skin for a hero, when would you guess it would be ready for release?
      Artistically, it's typically the same amount of work for a brand new hero! New model often means new rig, often means new animation set. With all that work and TLC from so many different teams, it could typically take months and months!
      Alright I got several question so lets start with the big one, which I have been curious about for quite a while
      Why was Nova's original taunt animation changed to the current one?
      I believe you changed it after the game went "live", Im just curious as to why because its not like there has been a lot of animation changes, at least not after heroes are open to the public.
      Thank you for doing and for probably being the best art direction in all of Blizzard right now, you guys rock!
      First of all, thank you so much for the kind words!
      Nova's original taunt fluctuated a bit too far out of character for her. So the dev team decided to change it to something that actually fit her personality!
      Taunts are a funny thing to animate because it's hard not to let our own personal attitudes seep into the characters. The way that I would taunt someone is dramatically different than the way Yrel would taunt someone, or Dehaka, or Artanis... In this case, I think Nova's old taunt dipped a little too far into the voice of the dev vs. the voice of the character.
      What was the biggest animation error or glitch that has occurred during the entirety of HoTS? I wanna see how screwed up this can get.
      Hi NumberOneBepsi! I'm not sure if this is exactly what you're after, but when animating Nazeebo's Gargantuan there was a bug in the game during development where a Minion would randomly attach to his hand. It was incredibly funny and the Designer agreed to make it a part of his kit. We created some animations to have him actually pickup the minions and then attack with the minion still in his hand. I think a lot of people don't realize this happens. ?
      I've always been curious as to the process of getting a design from initial concept art to in-game, would you be able to give a general sketch (lul) of the steps leading to your art appearing before us in game?
      I've always been a huge fan of how Blizzard games look and feel and HOTS is no different! You guys are awesome thanks for the passion you put into this game
      It's truly a collaborative effort! Generally it looks like this.
      Design comes up with a 'paper design' -- an idea of what the hero's abilities will look like and we can already start feedback before they begin implementing the hero into the engine.
      In tandem, Concept art starts concepting how we want the hero to look.
      The designer, once approved on paper, starts creating the asset in-game using temporary assets for testing.
      The art team then goes on to create the model, textures, and tech artists make the rig -- and if possible, we support the designer by prototyping assets they may need. (i.e. Chromie's Q was so distinct, we had to do a custom animation with temp geo for the designers to work with) Writing also starts putting together the script and recording VO!
      Once the design is somewhat locked in -- final Animation and FX begin, and then we hand off into our incredible sound, and video teams.
      We consistently meet as a team the whole way through to make sure we're all on board with the direction, and eventually it makes it's way to you!
      If you want a more in-depth view into the process, I'd advise scoping out the 'Ressurrecting Kel'thuzad' video series we created. ?
      Oh, oh hello, When you animate a hero how do you know what movements do? do you sketch them first or have some one to act them for reference?
      hehe, thanks for doing this AMA, Im in my last year of animation school and Blizzard was always a big part of why I decide to study this, I love all the Blizz work but here in Heroes I think is were the artist put more heart in their work.
      It varies animator to animator.
      Depending on the character, sometimes I can just feel it, but I do a lot of sketching, and a lot of video-recording! Sketching, often,for when the action is physically impossible. Video reference, when I'm looking for smaller moments -- how did I shift my weight just then? What is the way I'd look around in this instance. What are some unique ticks I could put into an idle animation? etc.
      You can see me working out Yrel's bubblehearth here: https://www.instagram.com/p/BkEOmH7A7m-/?taken-by=lifeatblizzard
      And Enforcer Johanna's ready up here: https://twitter.com/Latienie/status/968674147889905664
      Most importantly I'd suggest talking to your peers! To this day I have a post-it on my monitor that says 'Feedback Early and Feedback Often'. Game development is collaborative, and learning how to give and receive feedback, and communicate effectively goes a long way!
      What are your preferred art programs (Maya, Cinema4D, Blender, Photoshop, etc.)? Any hidden gem programs you think more people should use?
      With 3D digital content creation programs, once you know one, it isn't too hard to learn another. A lot of the tech artists on our team had to learn one of these programs on the job. Just become familiar with one and you'll be fine! They each have their own strengths and weaknesses.
      Hi Devs! Altough i am aware most won't comment on this since it's the most asked question (i.e "is hero X coming") i must do my part and ask if Mei from Overwatch is in consideration to appear in the game since we already have Jaina that can function as a similar hero? Thanks for the hard-work and we'll see you in the Nexus!
      Nothing is off the table in the Nexus. ?
      Do you prefer capes or wings?
      Wings.
      Is there any chance we can see more concept art or in-progress work on the game? Not like future stuff, but I would love to get some insight into the process of making my favorite skins/characters/maps that are already in the game.
      I think that the @BlizzHeroes twitter account has been posting concept art fairly frequently -- that's a good place to start. Also: we hosted some art drops on Art Station you should check out -- like this one! https://magazine.artstation.com/2017/05/blizzard-entertainment-heroes-storm-art-blast/
      Sometimes various skin tints have many colors, sometimes they have a similar amount of colors as the base tint but are different, and sometimes they have much fewer colors or are all shades of the same color.
      What is the reasoning for this limited pallet with some skins in particular?
      Here is an example of the former (many colors)
      https://heroesofthestorm.gamepedia.com/File:Sonya_Death_Knight_Naxxramas.jpg
      and the latter (very limited color palette)https://heroesofthestorm.gamepedia.com/File:Sonya_Death_Knight_Blighted.jpg
      So color variations are meant to give the players an outlet to see their favorite heroes and skins in new and colorful ways, but occasionally, we have to take gameplay implications into account. Sometimes we have to consider content that's coming in the future -- like all of the marine suit based heroes, including Raynor, Tychus, Lt. Morales, Blaze -- and therefore limit the base version of a hero into a uniquely identifiable palette. Other times we have to take hero silhouettes into account (like Stitches and Butcher) and make sure their palettes don't overlap. In other instances, we have to take into account the FX built for that hero or skin as it affects people on the team beyond those who are modeling them.
      That said, we do appreciate the feedback on any and all color variants and we hope the community continues to let us know what they love and what they feel could use more love ?