Jump to content
FORUMS
Sign in to follow this  
Oxygen

Six Aspects of HotS That Need Improvement (The Aftermath)

Recommended Posts

3 minutes ago, mada7 said:

I disagree with how you feel about QM. As someone who plays almost exclusively QM (and maybe half a dozen unranked and 0 ranked despite playing for over a year) I think it is absolutely a mode worth keeping and should at least partially be factored into balance changes. 

The types of quests the game gives is a major reason for keeping QM around. If I have quests to play let's say 3 games as a support and 2 games as a starcraft hero I would be best served playing as either Stukov, Morales, or Tassadar but then if one of them gets banned, another picked by someone else that could leave me either playing a character I am not good with or a character that does nothing to help me progress my quests but does help the team comp so I have to try my luck in another game to see if I can get a character that helps me complete my quests efficiently. Quick Match lets a player hop into a match with whatever hero they want and get the quests done quickly. There is matches against the AI but that does even less to prepare for the modes with drafts. The quests would need to be more play X games or win Y games and less forcing specific franchises or roles and/or the AI matches would need to give the same experience as playing with humans for this game to work without quick match 

The thing is QM is so horribly balanced, it can't be called "balanced" at all. It's not uncommon for me to see in QM a team made of 4 assassins + a Sylvanas or something that doesn't play very different from other assassins. When you pretend that kind of mode be the "foundation" of the game as a whole, only bad things can happen. Look at all the people calling Nova borderline broken when the truth is, she's one of the WEAKEST assassins in existence right now. And Blizzard keeps nerfing and nerfing her (2 buffs + 10 nerfs just equates to a big nerf in the long run) into oblivion, just because she has highly INFLATED pick/winrates in QM.

I realize there needs to be a PvP mode for training purposes, and QM may well be it, but this can't be the cornerstone of HotS. Honestly, if QM gets to go, I think HotS can only improve from it. People will NEVER be trained to draft if they keep playing a mode where drafting is nonexistent.

VS AI mode is enough to learn the basics about your hero and how it works, and is very much sufficient for your daily quest needs as well.

Share this post


Link to post
Share on other sites
26 minutes ago, Leadblast said:

The thing is QM is so horribly balanced, it can't be called "balanced" at all. It's not uncommon for me to see in QM a team made of 4 assassins + a Sylvanas or something that doesn't play very different from other assassins. When you pretend that kind of mode be the "foundation" of the game as a whole, only bad things can happen. Look at all the people calling Nova borderline broken when the truth is, she's one of the WEAKEST assassins in existence right now. And Blizzard keeps nerfing and nerfing her (2 buffs + 10 nerfs just equates to a big nerf in the long run) into oblivion, just because she has highly INFLATED pick/winrates in QM.

I realize there needs to be a PvP mode for training purposes, and QM may well be it, but this can't be the cornerstone of HotS. Honestly, if QM gets to go, I think HotS can only improve from it. People will NEVER be trained to draft if they keep playing a mode where drafting is nonexistent.

VS AI mode is enough to learn the basics about your hero and how it works, and is very much sufficient for your daily quest needs as well.

The problem with AI matches is that you get less experience from them than you would VS human players and you get less of the importance of teamwork from it. As the original article mentions I think most QM players would prefer having longer queues and enforced team comps than what we currently see. Having that sort of enforced comp of say 1 warrior, 1 support, 3 assassins/specialists would send people to the draft with the minimal understanding that teams should be laid out a certain way. The difference between bruisers and tanks is something else but at minimum a team would be able to function decently well if all players understood that's the basics of how a team should look. After that players can learn over time the difference between tanks and bruisers and a support vs a healer.

I agree QM shouldn't be the be all end all or cornerstone of this game even with that as drafts seem to be the way mobas are best played so there should be greater incentive to play the draft modes perhaps more gold or experience by playing those modes. That would also have the side effect of having a player's level be a bit better indicator of skill as players that draft a lot more will level faster than QM players

Edited by mada7
  • Like 1

Share this post


Link to post
Share on other sites
22 minutes ago, mada7 said:

The problem with AI matches is that you get less experience from them than you would VS human players and you get less of the importance of teamwork from it. As the original article mentions I think most QM players would prefer having longer queues and enforced team comps than what we currently see. Having that sort of enforced comp of say 1 warrior, 1 support, 3 assassins/specialists would send people to the draft with the minimal understanding that teams should be laid out a certain way. The difference between bruisers and tanks is something else but at minimum a team would be able to function decently well if all players understood that's the basics of how a team should look. After that players can learn over time the difference between tanks and bruisers and a support vs a healer.

I agree QM shouldn't be the be all end all or cornerstone of this game even with that as a drafts seem to be the way mobas are best played so there should be greater incentive to play the draft modes perhaps more gold or experience by playing those modes. That would also have the side effect of having a player's level be a bit better indicator of skill as players that draft a lot more will level faster than QM players

QM in itself is partly responsible for those impossibly long queue times. What happens if, by chance let's say a 95% of players some day wake up willing to play as Varian? a single QM match can only have 2 Varians, 1 in each team so far. All the others who are queueing should stop searching with Varian and choose another hero, or stop searching for a QM and play something else. 95% is already exaggerated, but do you see that if I raise the percentage to 100%, then no goddamn QM match whatsoever is created at all?

In modes where you get to draft, that "predicament" is completely out of the question, you simply search and the game only has to group up 10 searching players together for a match to happen. People WOULD learn to draft, they would learn that there are other heroes besides Varian. They WOULD learn that having that team composition of 1 warrior + 1 support + 1 assassin + 1 specialist etc is valuable and FAR better than having 5 assassins. But here, they won't learn that at all because there is a mode that allows them to play with their favorite hero and ignore all the others.

Edited by Leadblast

Share this post


Link to post
Share on other sites
1 hour ago, mada7 said:

I disagree with how you feel about QM. As someone who plays almost exclusively QM (and maybe half a dozen unranked and 0 ranked despite playing for over a year) I think it is absolutely a mode worth keeping and should at least partially be factored into balance changes. 

The types of quests the game gives is a major reason for keeping QM around. If I have quests to play let's say 3 games as a support and 2 games as a starcraft hero I would be best served playing as either Stukov, Morales, or Tassadar but then if one of them gets banned, another picked by someone else that could leave me either playing a character I am not good with or a character that does nothing to help me progress my quests but does help the team comp so I have to try my luck in another game to see if I can get a character that helps me complete my quests efficiently. Quick Match lets a player hop into a match with whatever hero they want and get the quests done quickly. There is matches against the AI but that does even less to prepare for the modes with drafts. The quests would need to be more play X games or win Y games and less forcing specific franchises or roles and/or the AI matches would need to give the same experience as playing with humans for this game to work without quick match 

QM is the "For Fun" mode where you can experiment with crazy compositions like running with 5 Supports because why the fuck not. I don't want it to be removed either.

  • Like 2

Share this post


Link to post
Share on other sites

 

17 minutes ago, Leadblast said:

QM in itself is partly responsible for those impossibly long queue times. What happens if, by chance let's say a 95% of players some day wake up willing to play as Varian? a single QM match can only have 2 Varians, 1 in each team so far. All the others who are queueing should stop searching with Varian and choose another hero, or stop searching for a QM and play something else. 95% is already exaggerated, but do you see that if I raise the percentage to 100%, then no goddamn QM match whatsoever is created at all?

In modes where you get to draft, that "predicament" is completely out of the question, you simply search and the game only has to group up 10 searching players together for a match to happen. People WOULD learn to draft, they would learn that there are other heroes besides Varian. They WOULD learn that having that team composition of 1 warrior + 1 support + 1 assassin + 1 specialist etc is valuable and FAR better than having 5 assassins. But here, they won't learn that at all because there is a mode that allows them to play with their favorite hero and ignore all the others.

I would not call the queue times impossibly long. I'm playing in NA and I typically don't see queue times longer than 3 minutes and those are quite rare. Id gladly take longer queues if the matchmaking enforced certain team structures. The kind of environment you're suggesting would never come up and is actually why QM is so popular. You can pick whatever hero you want and jump into a match. The bigger problem with QM is that the team making portion doesn't factor hero roles into the equation enough to keep matches fair.

QM is as popular as it is because it is the most efficient way to play the game. You get the increased experience from playing with humans, you don't have to spend time in a draft, and you can play the hero that makes the most sense for you to complete your quests or level up most effectively. Until that can be said about the draft modes they won't be as popular as QM. Taking it away would only annoy people as it would make quests that take less than an hour to complete take several hours to complete instead. If QM enforced certain team comps players going from that mode to one of the draft modes would likely look to make those same comps once drafting

Share this post


Link to post
Share on other sites
7 minutes ago, Valhalen said:

QM is the "For Fun" mode where you can experiment with crazy compositions like running with 5 Supports because why the fuck not. I don't want it to be removed either.

Be honest about it. When was the last time 5 supports, 5 assassins, or 5 heroes of the same kind worked? I don't remember 4 assassins working, let alone 5 of them.

Share this post


Link to post
Share on other sites
24 minutes ago, mada7 said:

QM is as popular as it is because it is the most efficient way to play the game. You get the increased experience from playing with humans, you don't have to spend time in a draft, and you can play the hero that makes the most sense for you to complete your quests or level up most effectively. Until that can be said about the draft modes they won't be as popular as QM. Taking it away would only annoy people as it would make quests that take less than an hour to complete take several hours to complete instead. If QM enforced certain team comps players going from that mode to one of the draft modes would likely look to make those same comps once drafting

Even if I conceded that the QM queue times are not retardedly long (and I'm not saying you are right on that, because you simply aren't) QM would still be the most stupid way to play the game. It's as retarded as trying to play a soccer game where all players of the same team are goalkeepers, or all forwards, or all midfielders.

You are willing to wait 500 seconds of queue time, but not 20 seconds of a draft phase before the real game commences. That can't be called smart.

I don't know of any other MOBAs that have an equivalent to HotS' QM. That doesn't seem to work for their detriment as you suggest.

Edited by Leadblast

Share this post


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

Even if I conceded that the QM queue times are not retardedly long (and I'm not saying you are right on that, because you simply aren't) QM would still be the most stupid way to play the game. It's as retarded as trying to play a soccer game where all players of the same team are goalkeepers, or all forwards, or all midfielders.

You are willing to wait 500 seconds of queue time, but not 20 seconds of a draft phase before the real game commences. That can't be called smart.

I don't know of any other MOBAs that have an equivalent to HotS' QM. That doesn't seem to work for their detriment as you suggest.

I have never seen queue times 500 seconds long. It is usually at the absolute high end half that for me when playing quick match. The drafts I've been in are never 20 seconds. In my limited experience those tend to be closer to the 500 seconds you're describing as players love to take their sweet time making picks and at least one person can be counted on being afk when their turn comes up. I'd estimate that at worst the queue time for QM and the queue + draft time of ranked or unranked is about the same though I am inclined to believe that less time is needed to setup a QM than a drafted team. The difference is that in QM each player is guaranteed the hero they most want to play as whereas in draft you often have to choose between playing what the team needs or playing what helps you the most. If you don't get a hero that's useful for your quests you're then locked into a 20+ minute match that rewards you basically nothing which is far more than even your worst queue times for QM.

QM is the way you describe it because it doesn't enforce any team comp rules. If it did queues would be a little longer but the matches would be a more enjoyable experience and be closer to the intended experience.

I can't speak for how other MOBAs operate but given that the primary way of getting new heroes for free in this game is through completing quests at least one of the following are needed: a pvp mode where you can select whatever hero you want, equal experience when playing against AI as when playing against humans, or quests that don't require you to play as a certain subset of heroes.

 

Edited by mada7

Share this post


Link to post
Share on other sites
23 minutes ago, mada7 said:

QM is the way you describe it because it doesn't enforce any team comp rules.

The drafting part is just a part of those "rules" as you call them. Without it, a MOBA makes as much sense as a game of chess where all the pieces on the board are pawns, all knights or all rooks.

I will leave it at that because no matter how I put it, you simply don't seem to grasp the concept of roles in a team. And yes, I have waited 500+ seconds for a queue. That is definitely "anormal" in my books.

Edited by Leadblast

Share this post


Link to post
Share on other sites

The most annoying for me is inability to mute pings made on players. I don't understand why there is no such option if you can mute pings on map and chat.

Share this post


Link to post
Share on other sites
4 hours ago, Leadblast said:

The drafting part is just a part of those "rules" as you call them. Without it, a MOBA makes as much sense as a game of chess where all the pieces on the board are pawns, all knights or all rooks.

I will leave it at that because no matter how I put it, you simply don't seem to grasp the concept of roles in a team. And yes, I have waited 500+ seconds for a queue. That is definitely "anormal" in my books.

 

I do get the concept of roles on a team which is why I keep repeating that the matchmaking in QM should enforce those roles rather than abolish the option as a whole in favor of forcing all matches to start with a draft causing the quests to be dragged out as a result of not being able to get the subgroup of hero you need to optimally complete your quests. If the matchmaking were to do that it'd give people the freedom to play the hero they want and not waste time playing a hero that gets them nothing because that's what the team needs. A 500 second queue is not typical at all.

If quick match became unavailable what you'd see is people just picking whoever they want in the draft in unranked mode instead and disregarding the draft as anything other than a waste of time. If I didn't have QM I'd go into unranked and if I had say play games as specialist and starcraft hero quests I'll play hammer, probius or abathur regardless of whether they're what the team needs because the quests don't care if I win or lose and those guys complete my quests faster.

That's why I keep saying they either need to make the AI matches worth the same as human ones, enforce group comp rules in the QM matchmaker regardless of increased queue times which are not nearly as bad as you make them out to be, or overhaul the quests so that players benefit most from actually learning how to draft well. Enforcing group comp rules to have well balanced teams and slightly increase queue times in QM seems like the most sensible way to do things. If in testing queue times are proving way too long then if there's a role that is being underrepresented give bonus gold/xp/shards/gems if a player chooses that role. This is similar to what they do in WoW where if you queue in LFG or LFR as a healer or tank you get bonuses at the end of it

Share this post


Link to post
Share on other sites
On 12/27/2017 at 12:26 PM, Valhalen said:

I wouldn't really say that is trolling. I have been "forced" to solo lane as a Main Tank many times because the rest of the team simply gives no fucks to waveclear. When the Tank is forced to waveclear because the Specialists are not paying attention, we have a serious problem.

Cosigned.  You don't know the number of times I've had to solo clear a camp pushing a keep because my team wouldn't help clear it out 15 secs before OBJ spawn (despite my MANY furious pings).  There are teams that really give no fucks about laning or taking camps, and *someone* has to get stuck depushing, even if it's at the expense of map objectives.

Quote

Additionally, I think at a bare minimum they need to UP the ranked requirements.  People should not be allowed to play level 6 heroes in ranked.  There needs to be a higher baseline on experience with a hero to use it.  If they want to play it in Unranked, sure.

Up it to what though, 14 level 10 characters?  That takes a while (I've got four, though I generally play my lowest ranked characters in QM in order to get better with them).

I think the *real* problem is how meta dependent certain heroes are, and how some people refuse to change.  I've literally played as many games with Nazeebo as all my other heroes combined, but I stopped playing him ages ago; he simply isn't good anymore.  Most people don't do that.

Share this post


Link to post
Share on other sites
8 hours ago, Leadblast said:

Be honest about it. When was the last time 5 supports, 5 assassins, or 5 heroes of the same kind worked? I don't remember 4 assassins working, let alone 5 of them.

So something like Khazarim (Damage), Tyrande (Damage), Brightwing (CC), Uther (Tank/CC), and Rehgar couldn't work?

Bad idea sure, but this team highlights another issue: Even among the same class (Healer/Support) there is a VERY wide variance in abilities and use cases.  And I think that's becoming one of HotS biggest issues: Heroes matter more then their players.

  • Like 1

Share this post


Link to post
Share on other sites
On 12/27/2017 at 7:26 PM, Valhalen said:

 

Mouse-over glow in low resolution settings: that green/red highlight is something I've always found very handy, as it makes targetting a lot easier. The problem is, it is disabled if you run on low settings, which is my case (I play on a shitty 7 year old Macbook).

 

From toaster user to toaster user, I can sympathize and relate to that pain. Bro hug no homo :3

Share this post


Link to post
Share on other sites

The reconnecting is most definitely a royal pain in the (censorship). I guess Blizzard isn't 100% keen on improving HotS as best as they can since it's not their ONLY project and certainly not the most profitable. On the other hand, if they don't want it to die, it simply won't since they can draw resources from elsewhere.

About the classes thing, I believe Assassins really need a split from the sheer number; you can have Mages, 'normal' Assassins (quick burst, target access, get in and get out) and basic attack users.

About the newer players being confused with drafting, roles, team comps and stuff; since Blizz isn't shy on sharing similarities in various things between their games (like the loot system) and since HotS and Overwatch do have some similarities in their core (most important here being both are designed to play and end relatively fast) why not make it like when you're drafting in OW where, depending on how each player hovers on a hero you get various popups such as "No Healers-Support Heroes/Too many Offense Heroes" which gauge how well structured the composition looks like?

Vs AI matches can't teach you how to play a hero properly imho (and this comes from someone who does mostly that to get quests done quickly) because many times they end rather fast or you're forced to go to a 1v2 lane and many heroes can't really cope with that. QM helps better with that. For drafting, there is unranked draft (I know it's not that popular but it does exist). One can also watch competitive play to see how pros draft.

And yeah, I don't see how not showing your MMR is a problem (it's called hidden for a reason duuuh). If it shows, we'll get into "don't talk unless you're high elo (1500 MMR-default value?)" 'discussions' with splendid display of cosmetic adjectives and rich vocabularies Kappa

Share this post


Link to post
Share on other sites
11 hours ago, gamerk2 said:

So something like Khazarim (Damage), Tyrande (Damage), Brightwing (CC), Uther (Tank/CC), and Rehgar couldn't work?

Bad idea sure, but this team highlights another issue: Even among the same class (Healer/Support) there is a VERY wide variance in abilities and use cases.  And I think that's becoming one of HotS biggest issues: Heroes matter more then their players.

I see what you did there. That team appears solid on the surface. However, upon closer inspection, none of the heroes there is particularly capable of pushing, so it would have a hard time in maps where early pushes or split-pushing ability is important.

Also, Kharazim's "bruiser potential" appears at level 13. It kind of sucks for damage early.

Edited by Leadblast

Share this post


Link to post
Share on other sites
52 minutes ago, SteveFrost said:

About the classes thing, I believe Assassins really need a split from the sheer number; you can have Mages, 'normal' Assassins (quick burst, target access, get in and get out) and basic attack users.

I would keep the 4 classes, however I would make only summoners including turret specs like Gazlowe fall under the specialist class. So that would mean reclassifying Sylvanas as an assassin (but still keeping all of her abilities including her structure-disabling trait) and Abathur and Medivh as supports, etc.

Or make the "multi-class" more significant as only Varian is in it now. Abathur for examply could be a good candidate for multi-class hero (spec or support depending on whether he chooses Monstrosity or not).

Edited by Leadblast

Share this post


Link to post
Share on other sites

you guys are totally missing my point.  I am not talking about a warrior having to soak.  I am talking about tanks that literally solo lane the entire game and never help with objectives or team fights.  They soak dmg, so the stats lie and make it look like they participated.

That is trolling.

Share this post


Link to post
Share on other sites
16 hours ago, Leadblast said:

Or make the "multi-class" more significant as only Varian is in it now. Abathur for examply could be a good candidate for multi-class hero (spec or support depending on whether he chooses Monstrosity or not).

The sad part is there are good candidates for almost every multi-class.

Uther: Warrior/Support

Tyrande/Kharazim: Assassin/Support

Nazeebo: Assassin/Specalist

Medivh: Specalist/Support

Sonya: Warrior/Assassin

And so on.  Blizzard just needs to implement skillsets for these heroes to push them along specific paths, upgrading one side of the tree at the expense of others.  Basically, you choose between versatility, or overloading one side of the talent tree at the expense of hte others.

Share this post


Link to post
Share on other sites
21 hours ago, Leadblast said:

I would keep the 4 classes, however I would make only summoners including turret specs like Gazlowe fall under the specialist class. So that would mean reclassifying Sylvanas as an assassin (but still keeping all of her abilities including her structure-disabling trait) and Abathur and Medivh as supports, etc.

Or make the "multi-class" more significant as only Varian is in it now. Abathur for examply could be a good candidate for multi-class hero (spec or support depending on whether he chooses Monstrosity or not).

 

5 hours ago, gamerk2 said:

The sad part is there are good candidates for almost every multi-class.

Uther: Warrior/Support

Tyrande/Kharazim: Assassin/Support

Nazeebo: Assassin/Specalist

Medivh: Specalist/Support

Sonya: Warrior/Assassin

And so on.  Blizzard just needs to implement skillsets for these heroes to push them along specific paths, upgrading one side of the tree at the expense of others.  Basically, you choose between versatility, or overloading one side of the talent tree at the expense of hte others.

Varian is a multi-class because his Heroics affect his stats directly, something you don't see on the other hybrid Heroes mentioned above. This would mean reworking those Heroes where one of their talents completely changes the way they are played. The closest candidate to this is Kharazim as his Trait impacts directly his gameplay, although he can solo heal even if Iron FistsIron Fists is picked.

Edited by Valhalen

Share this post


Link to post
Share on other sites
On 12/27/2017 at 3:43 PM, Plergoth said:

More loudout slots as well might be nice. 

O_O! Damn! I completely forgot that there even is more then one loadout slot for each hero to begin with! I been switching my skins and such to a different 'loadout' in the same first slot for the hero I'm about to play before I ready up for a match ever since 2.0 came out. I totally gotta remember that there's multiple loadouts slots for each hero and set several up for them all in the game tonight before I get to playing. Thanks for reminding me! (I wonder how many other people completely forgot too that that is a thing you can do?) :D

  • Like 1

Share this post


Link to post
Share on other sites

As someone who's got extensive time playing from the Rank 1 preseason to Diamond in various seasons:  I feel like one of the game's greatest challenges stem not from Blizzard (although I'd love to see better MM and transparency myself), but from relying on sites like Icy-Veins elusively; without reading further into the details to figure out why builds are made the way they are - and in what situations they work for. Let me explain.

Oxygen and many of the authors put countless hours into detailing these guides, the inner-workings of heroes, their strengths and weaknesses, who they pair with and who the fall apart against, etc. to use as a guide to figuring out team compositions and bettering yourself as a player. Unfortunately, far too often - and not at the fault of IV - these builds are cookie-cuttered right into the match without any thought.

When Kael'thas enters a match and sees that his enemy team consists of Cassia, Butcher, Artanis, Chromie and Mura (QM MM, lol), never in his mind should be believe that 'Convection' at level 1 will ever get completed. Yes, it's a very strong talent if you're a good player and can position well, however his team consists of solo an Arthas for melee. Warning signs should be going off in his/her head that picking a talent he won't complete is going to worsen his chances to win. After all, that's all HOTS is really about - giving yourself the best chance at victory, given that you're only 1/5 of the team and there's only so much you can control.

Ignoring all learned mechanics (when to siege, when to retreat, optimal camp-taking times, rotation, proactive vs. reactive, etc.), copy-and-paste builds are, in my opinion, what kills the playerbase the most. More than the reconnect system or knowing their MMR numbers, learning how to give yourself the best build/playstyle for the match you're presently in is the biggest key to victory that you can contribute as a sole player.

In conclusion, I know that this isn't 100% related to what Oxygen is saying, since his thoughts are geared towards Blizzard themselves; but it's worth noting that until players learn why a hero operates the way they do, the same issues the game currently has will always be present... or at least until MM can become reliable.

Good read, Oxygen. Lot of great comments, too.

Thanks!

  • Like 1

Share this post


Link to post
Share on other sites

I don't understand why if I am MVP in back to back games (and carry hard) in Hero League...but win first and lose 2nd...I am at the same points every time.  This happens over and over.  I thought you were supposed to move up/down more based on your play?  WTF?

Share this post


Link to post
Share on other sites
5 hours ago, ArtVandelay said:

I don't understand why if I am MVP in back to back games (and carry hard) in Hero League...but win first and lose 2nd...I am at the same points every time.  This happens over and over.  I thought you were supposed to move up/down more based on your play?  WTF?

They disabled it after 2 days because it proved to be abusable, on top of some other issues. I wrote about it here.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Volskaya Foundry
      Objective
      Triglav Protector Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Triglav Gunner Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Energy Regeneration when both slots are occupied reduced from 40% to 35%. Balance Updates
      Azmodan
      Base
      Globe of Annihilation [Q] No longer deals reduced damage to Summons. Upon reaching 225 Annihilation, also removes the damage reduction against Monsters. Deathwing
      Stats
      Attack Damage increased from 110 to 117. Talents
      Level 1 Molten Blood Additional functionality: Now grants Form Switch, which can be activated to swap Form. Level 7 Firestorm Cooldown reduction for Deathwing's landing Abilities increased from 2 to 3 seconds. Jaina
      Base
      Frostbite [Trait] Additional functionality: Ice Cold now also gives Unstoppable and immunity to damage over time effects for the duration. Kerrigan
      Base
      Ravage [Q] Minions no longer have to die within 1.5 seconds of being hit by Ravage to grant stacks. Kerrigan now gains stacks when Minions die within 3 range. Time window for cooldown refund reduced from 1.5 to 0.75 seconds. Baseline Quest requirements increased from 85/150 to 100/250. After reaching 100 stacks, enemy Heroes killed grant 14 stacks. Muradin
      Base
      Storm Bolt [Q] Baseline Quest requirements increased from 35/150 to 50/200. Talents
      Level 7 Perfect Storm Additional functionality: The cooldown cannot be reset more than once every 10 seconds. Level 20 Mountain King New: Thunder Clap and Dwarf Toss have an extra charge. Tyrande
      Stats
      Mana increased from 450 to 500. Mana Regeneration increased from 2.7 to 3 per second. Base
      Sentinel [W] Mana cost increased from 50 to 55. Lunar Flare [E] Mana cost increased from 60 to 65. Shadowstalk [R1] Mana cost increased from 75 to 85. Starfall [R2] Mana cost increased from 75 to 85. Yrel
      Base
      Divine Purpose [D] Cooldown reduced from 16 to 8 seconds. Zagara
      Talents
      Level 16 Mutalisk Mutalisk's Health decay reduced from 42 to 10 per second. Mutalisk duration effectively increased from 10 to 42 seconds. Bug Fixes
      Fixed an issue causing Doubloon Camps on Blackheart's Bay to be impossible to capture under certain conditions. Fixed an issue causing Anub'arak's Beetles to still have a duration, in addition to losing their Health over time. Fixed an issue causing the Health decay for Azmodan's Demon Warriors to not scale with levels.  Fixed an issue causing Deathwing's Baseline Quest to reset when using Dragonflight. Fixed an issue causing Deathwing's Lava Burst to deal damage after an additional 0.25 seconds. Fixed an issue causing Gazlowe's Rock-It! Turrets to not lose their Health over time. Fixed an issue causing the tooltip for Jaina's Ice Cold to not show correctly. Fixed an issue causing Muradin's Storm Bolt to deal 1 more damage for each stack. Fixed an issue causing the range splat for Muradin's Dwarf Toss to not be visible. Fixed an issue causing Muradin's Skullcraker to Stun before Muradin's post-damage effects happened. Fixed an issue causing the Health Regeneration of Murky's Egg to not scale with levels. Fixed an issue causing Tyrande's Sentinel to not be correctly affected by cooldown reduction effects.
    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Volskaya Foundry
      Objective
      Triglav Protector Attack Damage reduced from 155 to 130. Attack Damage bonus against Structures increased from 50% to 100%. Attack Damage bonus when both slots are occupied increased from 35% to 50%. Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%  Triglav Gunner Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%. Energy Regeneration when both slots are occupied reduced from 35% to 25%. Balance Updates
      Arthas
      Base
      Army of the Dead [R1] Ghouls' Health increased from 1060 to 1200. Ghouls no longer have a duration. Ghouls now lose 60 Health every second. Ghouls duration effectively increased from 15 to 20 seconds. Azmodan
      Base
      Globe of Annihilation [Q] Damage bonus upon reaching 450 Annihilation increased from 125 to 150. Summon Demon Warrior [W] Demon Warriors damage reduced from 83 to 53. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Demon Lieutenant [D] Demon Lieutenant damage reduced from 103 to 52. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Deathwing
      Talents
      Level 1 Molten Blood Removed functionality: No longer grants Form Switch, which could be activated to swap Form. Jaina
      Base
      Frostbite [Trait] Rework: Ice Cold no longer gives Protected, Unstoppable, and immunity to damage over time effects for the duration. Instead, it now gives Invulnerable for the duration. Murky
      Base
      Pufferfish [W] Baseline Quest requirements increased from 100/200 to 200/400. Rework: Kill Slimed enemies or hit them with Pufferfish. Heroes and Structures award 4 bonus stacks. Bug Fixes
      Fixed an issue causing Azmodan's Summon Demon Warrior to not show the amount of charges available. Fixed an issue causing the Health decay of Azmodan's Demon Warriors to scale twice per level. Fixed an issue causing Azmodan's Wrath to still require the target to be under 75% Health in order to grant Annihilation. Fixed an issue causing the damage from Azmodan's Wrath to cap at 400 Annihilation rather than 450 Annihilation. Fixed an issue causing Azmodan's Battleborn to reduce the cooldown between charges instead of the charge cooldown. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation when hitting non-Heroes. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation while Blinded or if the target is Evading. Fixed an issue causing the tooltip for Falstad's Dishonorable Discharge in the Buff Bar to not show the Quest progress correctly. Fixed an issue causing the tooltip for Falstad's Frequent Flyer in the Buff Bar to not show the Quest progress correctly. The tooltip for Gazlowe's Overcharged Capacitors has been updated from duration to Health gain  Fixed an issue causing Jaina's Blizzard to have 0 range. Fixed an issue causing Jaina's Summon Water Elemental to have 0 range. Fixed an issue causing Jaina's Baseline Quest to show its progress on the UI while dead even after completing it. Fixed an issue causing Kerrigan's Baseline Quest to not gain stacks correctly after reaching 150 stacks. Fixed an issue causing Muradin's Thunder Clap to not show the amount of charges available. Fixed an issue causing Muradin's Thunder Clap to not be affected by cooldown reduction effects. Fixed an issue causing Muradin's Dwarf Toss to not show the amount of charges available. Fixed an issue causing Muradin's Dwarf Toss to not be affected by cooldown reduction effects. Fixed an issue causing the cooldown reduction from Muradin's Dwarf Launch to not work correctly. Fixed an issue causing the cooldown reduction from Muradin's Unstoppable Force to not work correctly. Fixed an issue causing Murky's Spawn Egg to not go on cooldown when destroyed or placed. Notification message for Murky having no Egg changed from "Murky's Egg" to "last Murky's Egg". Fixed an issue causing the tooltip for Nazeebo's Dead Rush to not show the Zombies duration correctly. Fixed an issue causing Nazeebo's Gargantuan Stomp to not be usable 20 seconds after Gargantuan was summoned. The tooltip for Zagara's Mutalisk has been updated from duration to Health decay.
    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Map Updates Balance Update Known Issues & Bug Fixes General
      All Quests that can lose stacks will never cause the player to fall below milestone thresholds. Pinnacle Rewards are now named Mythic Rewards to give a more Blizzard feel. So Mythic-y! The following Summoned Units now lose health each second: Demon Lieutenants, Demon Warriors, Gargantuan, Hydralisks, Roaches, Rock-It Turrets, Rush Zombies, Scarabs, Treants, Tumors, and Water Elementals. Total Health and Duration of these Summoned Units have been adjusted to compensate for this. Structures now prioritize Summoned Units when there are no remaining minions. Summoned Units no longer take half damage from Structures. XP Globe pickup sound is now also played when killing a minion that instantly yields XP. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General Watch Towers will now reset to neutral after 45 seconds of not being occupied. Volskaya Foundry Triglav Protector bonus Damage and cooldown speed increased from 25% to 40% when 2 players are inside. Warhead Junction The burn duration is now displayed on structures affected by a Warhead. Return to Top
      Balance Update
      Heroes
      Azmodan
      Base
      Globe of Annihilation [Q] Now deals 50% damage to non-Heroes. Upon reaching 225 Annihilation, Globe of Annihilation no longer deals reduced damage to non-Heroes. Window to kill minions for Annihilation increased to 3s (from 1.5s). Summon Demon Warrior [W] Demon Warriors damage increased from 32 to 83. Now deals half damage to Heroes. Demon Warriors no longer have a duration, but lose 26 Health every second. Demon Warriors no longer have Immolation. Now has 2 charges. Talents
      Level 1 Wrath REWORK: Now provides 1 stack for every 2 Basic Attacks hit against a Structure or Hero. Level 7 Art of Chaos Extra Annihilation amount reduced from 4 to 2. Bombardment Amount of time Bombardment lasts reduced from 4 seconds to 3 seconds. Master of Destruction Amount of Annihilation granted reduced from 2 to 1. Level 13 Brutish Vanguard Now slows the attacked target by 30%. Level 16 Hell Rift Damage bonus reduced from 75% to 35%. Level 20 Inescapable Annihilation NEW: Globe of Annihilation has unlimited range. Pride Moved to baseline. Now requires 450 stacks. Deathwing
      Base
      Attack Damage decreased from 155 to 110. Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. Cataclysm [R] NEW QUEST: Damage Heroes with Molten Flame to gain 1 stack. Gain 50 stacks for killing a Hero. Mythic Reward: Upon reaching 2,000 stacks, Cataclysm now deals 2,500% damage to Structures and Minions. "I AM THE CATACLYSM". Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% Molten Flame [Q] Base Damage per Second reduced from 21 to 19. Incinerate [W] Cooldown increased from 4 seconds to 6 seconds. Energy cost increased from 20 to 30. Damage increased to 100 (from 65). Lava Burst [W] Cast time reduced from 1 second to .75 seconds. Cooldown increased from 6 seconds to 9 seconds. Energy cost increased from 15 to 25. Explosion Damage increased from 30 to 35. Explosion Damage over Time increased from 6 to 7. Slow increased from 35% to 45%. Dragonflight [Z] Cooldown delay after dealing or taking damage increased from 4 seconds to 6 seconds. Cooldown reduced from 45 seconds to 15 seconds. Talents
      Level 1 Dragon Soul Healing increased from 75%, 150% to 100%, 200%. Level 4 Heat Wave Damage over Time increased from 6 to 9. Damage over Time stacks reduced from 4 to 3. Initial damage bonus increased from 125% to 150%. Level 7 Firestorm Damage increased from 70 to 77. No longer reduces cooldown of Dragonflight. Level 13 Fire and Fury Damage bonus increased from 30% to 40%. Falstad
      Base
      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Frostbitten Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis. Talents
      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Damage over Time is dealt over 4 seconds (from 5s). Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Known Issues & Bug Fixes
      Known Issues
      Jaina Ice Cold's tooltip is incorrect. Resetting Jaina's talents after finishing her quest causes issues. Zul'jin Resetting Zul'jin's talents does not reset cap. Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

       
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      16 December 2025: This patch went live again, with some undocumented bug fixes.
      12 December 2025: This patch was reverted due to a game-breaking bug on Sylvanas.
      (Source)
      Balance Updates
      Kerrigan
      Base
      Ravage [Q] Baseline quest now provides 7 stacks per kill, up from 5. Baseline quest requirements increased to 85/150, up from 75/125. Talents
      Level 7 Bladed Momentum Cooldown reduction increased to .75 seconds, up from .6 seconds. Thrall
      Talents
      Level 1 Maelstrom Weapon Completion requirements increased to 25/55/100, up from 20/40/100. Falstad
      Base
      Lightning Rod [W] Now strikes every .8 seconds, down from 1 second. Total number of strikes stay the same. Range increased by 1. Talents
      Level 1 Frequent Flyer Cooldown increased to 60 seconds, up from 45 seconds. Quest requirements increased to 60/150/300, up from 50/125/300. Sylvanas
      Talents
      Level 4 Possession Now has a 1 second cooldown between uses, down from 2 seconds. Level 4 Unstable Poison Damage increased to 150, up from 130. Level 4 Haunting Arrows No longer affects Mercs. Gul'dan
      Talents
      Level 1 Echoed Corruption Pinnacle Reward healing increased to 100%, up from 50%. Pinnacle Reward requirement reduced to 85, down from 100. Level 16 Ruinous Affliction Damage reduced by 10%. Map Updates
      Alterac Pass Objective capture time is now capped at 55 seconds. Blackheart's Bay Cannon damage increased to 2,875, up from 2,815. Volskaya Foundry Late game health scaling of Protector increased. Warhead Junction Attacking a burning building now stops the duration of burn for 3 seconds. Click here to discuss this post with other players
      in the official Heroes of the Storm forums.

       
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Map Updates Balance Update Bug Fixes General
      New Skin: Bonny Butcher
      New Skin: Warthog Gear Head Thrall
      Players will now receive an announcement when a quest milestone is reached. This will only announce to the player who achieved the milestone. Ranges of abilities on numerous Heroes have been updated to be more consistent. This may cause certain abilities ranges to reduce or increase. Brawl Starting January 2026, Brawls will only be open the first 5 days of every month. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General A new Fallback Tower has been added to the longer lanes on each of the following battleground maps. This new tower will die when its corresponding Fort dies: Alterac Pass, Battlefield of Eternity, Blackheart's Bay, Braxis Holdout, Cursed Hollow, Dragon Shire, Garden of Terror, Hanamura Temple, Infernal Shrines, Sky Temple, Tomb of the Spider Queen, Volskaya Foundry, and Warhead Junction. Attacks from the Core, Keeps, Forts, Fallback Towers, and Towers near Keeps will now reduce Hero armor, and the reduction has been increased from -10/-20 Armor to -20/-40 Armor. Fallback Towers have the same HP and Attack Damage as Keep Towers. Forts, Keeps, and the Core will no longer grant Allied Heroes that take damage in their radius 35 Armor for 4 seconds. The comeback system has been slightly magnified, particularly at wide level gaps. Alterac Pass Objective capture timer reduced by 5 seconds in each phase. The first phase only spawns a single defending unit. Cavalry now gain more health in the later stages of the game. Cavalry now take 60% damage from structures (up from 50%). Braxis Holdout Early objectives have lowered in health by 15%, but scaling has been increased significantly after 15 minutes. Garden of Terror Garden Terror health scaling increased. Garden Terror structure disabling plant bulb now damages itself at 10% per second (up from 6%). Infernal Shrines Early objectives have lowered in health by 15%, but scaling has been increased significantly after 15 minutes. Warhead Junction Nuke damage has been changed to flat, scaling damage. Scaling is updated when a Warhead is picked up. Nukes now deal double damage versus Forts, Keeps, and the Core. Return to Top
      Balance Update
      General
      Pinnacle Rewards have been added to mutiple Heroes. These will be hard to obtain but provide powerful rewards. Heroes
      Falstad
      Base
      Lightning Rod [W] Cooldown reduced from 13 seconds to 12 seconds. Talents
      Level 1 Dishonorable Discharge REWORK: No longer reduces CD. Bonuses are now provided at 20/45/75 hits. At 20 hits, gain 30% damage. At 45 hits, gain an additional 75% damage and reduce the cooldown by 2 seconds. Pinnacle Reward: At 75 hits, Lightning Rod provides 2 additional strikes and Stuns for 1.25s on its last strike. Frequent Flyer REWORK: Reduced attack speed bonus from 40% to 25%. Now provides 1 stack per minion and 5 stacks per Hero. At 50 stacks, gain 20 Attack Damage. At 125 stacks, gain an additional 50 Attack Damage. Pinnacle Reward: At 300 stacks, gain an additional 125 Attack Damage. Gathering Storm REWORK: Bonuses are now provided at 30/80/150 stacks, rather than incremental gains. At 30 stacks, gain 30% damage. At 80 stacks, gain an additional 50% damage. Pinnacle Reward: At 150 stacks, gain an additional 70% damage. REWORK: Lose 8 stacks on death, but can not lose milestones that have already been completed. Level 7 Charged Up Moved to be a Level 13 Talent. No longer provides additional hits, but instead provides cooldown refresh on Hero takedowns. Level 13 Thunderstrikes Moved to be a Level 7 Talent. Guldan
      Base
      Corruption [E] Mana cost increased from 80 to 90. Talents
      Level 1 Echoed Corruption Increased stack requirement to 60. Pinnacle Reward: At 100 stacks, Corruption now heals for 50% of the damage dealt. Pursuit of Flame Increased radius from 10% to 15%. Reworded to say "Fel Flame's area is increased by 33%". Progress is now reset upon death and can not lose progress upon completion. Johanna
      Base
      Punish [Q] Slow on enemies reduced from 60% to 50%. Talents
      Level 4 Subdue Slow on enemies reduced from 80% to 70%. Kael'thas
      Talents
      Level 1 Convection REWORK: Every 20th Hero hit permanently increases Flamestrike damage by 150 and Kael'thas's maximum Health by 50. Kerrigan
      Base
      Primal Grasp [E] Cooldown reduced from 10 to 8. Delayed damage reduced from 195 to 165. Initial damage increased from 25 to 40. Ravage [Q] Damage reduced from 130 to 115. Now includes a baseline quest: Kill enemies within 1.5 seconds of hitting them with Ravage. Minions grant 1 progress and Heroes grant 5. At 75 stacks, Ravage gains 125 damage. Pinnacle Reward: At 125 stacks, Ravage gains 200 additional damage. Impaling Blades [W] Cooldown reduced from 12 seconds to 9 seconds. Damage reduced from 165 to 140. Radius increased from 1.5 to 1.65. Stun duration reduced from 1 second to .75 seconds. Assimilation [D] Increased the amount of shield gained from Basic Attacks from 10% to 20% of damage dealt. Talents
      Level 1 Fury of the Swarm No longer increases shields gained from Basic Attacks. Level 4 Sharpened Blades Talent has been removed. Ravaging Ferocity NEW: Gain 25% attack speed for 3 seconds after using Ravage. Level 7 Boundless Fury Cooldown increased from 10 seconds to 12 seconds. Queen of Blades Cooldown reduction increased from 3 seconds to 4 seconds. Level 10 Summon Ultralisk Damage reduced from 250 to 225. Level 13 Chrysalis HP lowered from 750 to 650. Reduced the amount of health regenerated from 5% max health per second to 4%. Level 16 Painful Spikes Damage reduced from 70 to 60. Level 20 Omegastorm Increased extended duration from .25 seconds per hit to .4 seconds per hit. Sylvanas
      Base
      Black Arrows [D] Black Arrows now refers to what was previously called "Banshee's Curse". New Baseline Quest: Deal damage to Heroes or Structures with 3 stacks of black arrows. At 250 stacks, increased the damage bonus of Black Arrows to 50%. Pinnacle Reward: At 400 stacks, heal for 25% of damage dealt against enemies with 3 stacks of Black Arrows, doubled against Heroes. Reduced base damage bonus of Black Arrows to 15%. Activatable portion of Black Arrows has been removed. Talents
      Level 1 Unfurling Shadows Talent has been removed. Unrelenting Torment NEW: Increases the damage of Shadow Dagger by 20% and increase its duration by 1 second. Level 4 Haunting Arrows NEW: You can now activate Black Arrows to cause all damage dealt to stun non-heroes. 90 second cooldown, reduced by 3 seconds when attacking a structure. Possession Now a Baseline ability. 25 seconds to restore each charge, 2 seconds cooldown. Max 4 charges. Level 7 Barbed Shot Bonus damage increased from 350% to 400%. Lost Soul REWORK: Reduces the cooldown of Shadow Dagger when attacking non-minions with 3 stacks of Black Arrows by .75 seconds, doubled against Heroes. Level 13 Windrunner Recast window reduced from 5 seconds to 4 seconds. Thrall
      Talents
      Level 1 Crash Lightning REWORK: Bonuses are now provided at 15 and 30 stacks. At each milestone, Chain Lightning gains 270 damage. Lose 6 stacks on death, but can not lose milestones that have already been completed. Echo of the Elements REWORK: Bonuses are now provided at 20/40/100 stacks. At 20 stacks, reduce mana cost of Chain Lightning by 20. At 40 stacks, Chain Lightning gains an extra charge and will bounce one additional time. Pinnacle Reward: At 100 stacks, Chain Lightning will fork to an additional target each time it bounces. Rolling Thunder Moved to be a Level 7 Talent. No longer increases Chain Lightning bounces by 1. Level 7 Maelstrom Weapon Moved to be a Level 1 Talent. REWORK: Bonuses are now provided at 20/40/100 stacks, rather than incremental gains. At 20 stacks, gain 20 damage and increase the movespeed bonus to 40%. At 40 stacks, gain an additional 40 damage and Thrall permanently gains 15% increased movement speed. Pinnacle Reward: At 100 stacks, Frostwolf Resilience now provides +200% Healing. Level 16 Tempest Fury No longer provides additional quest stacks. Thunderstorm Increased damage bonus provided at max stacks from 25% to 30%. Level 20 Wind Rush Cooldown increased from 80 seconds to 90 seconds. Tyrael
      Talents
      Level 1 Ardent Restoration Maximum healing stacks reduced from 10 to 8. Level 4 Reciprocate Damage reduced from 190 to 170. Level 7 Burning Halo Damge per second reduced from 15 to 12. Level 10 Sanctification Cooldown reduced from 90 seconds to 85 seconds. Mana cost reduced from 75 to 70. Level 20 Aspect of Justice Cast time reduced from 1.5 seconds to 1.25 seconds. Cooldown reduction per enemy Hero hit increased from 10% to 15%. Zul'jin
      Base
      Basic Attack Damage decreased from 96 to 94. You Want Axe? [D] No longer has a cap on stacks. Now causes Zul'jin to lose 3 stacks (15 hits) on death. Talents
      Level 1 Headhunter Increased damage bonus per hero kill from 2% to 2.5%. Return to Top
      Bug Fixes
      Map
      Blackheart's Bay Fixed an issue that caused the Battleground Objective to not start if a particular chest is the last destroyed chest. Fixed an issue that caused the help text for attacking the Treasure Chest to not disappear if a particular chest is attacked. Warhead Junction Fixed Warhead Junction Nuke Damage Dealt tracking. Heroes
      Cho'gall Base Eye of Kilrogg [Skill 1] Fixed an issue that caused the Eye of Kilrogg's cast range indicator to be slightly larger than the ability range. Level 1 We See You! Fixed an issue that caused We See You's range increase tooltip value to display incorrectly after being selected. D.Va Fixed an issue that caused D.Va's Mech to not respawn with the correct amount of Blackheart's Bay Doubloons. Base Defense Matrix [W] Fixed missing icon in D.Va's Quick Cast setting for Retarget Defense Matrix. Gazlowe Level 16 Firin' Mah Lazors Fixed an issue that caused Firin' Mah Lazorz's warning to not display correctly. Fixed an issue that caused Big Top Gazlowe's Firin' Mah Lazorz to create permanent visuals. Kael'thas Base Living Bomb [W] Living Bomb will not activate its effects on a target that becomes immune to Living Bomb. Living Bomb will now apply its effects if the target dies with Living Bomb. Raynor Base Adrenaline Rush [E] Fixed an issue that caused Adrenaline Rush to not display the base duration in its tooltip after selecting Give Me More. Stukov Level 1 Reactive Ballistospores Fixed Reactive Ballistospores tooltip. Tychus Base Overkill [Q] Overkill retarget can now also be targeted in a direction. When clicking near or on a target, it will attach to that target, but if no targets are nearby, Overkill will start firing in that direction. If Overkill hits a target while firing in a direction, that target will become Overkill's primary target. If Overkill is active when there are no possible targets, Overkill will no longer be cancelled, and instead will start firing in the direction of the last primary target. Fixed an issue that caused mounting to not interrupt Overkill. Valla Base Hatred [D] Fixed Hatred Tooltip. Level 20 Storm of Vengeance Fixed an issue that caused Storm of Vengeance to not grant 2% Attack Speed per Hatred stack. Zagara Level 1 Infest Fixed Infest active current bonus tooltip. Level 16 Mutalisk Fixed Mutalisk tooltip. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

×
×
  • Create New...